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Valimar
\m/(-_-)\m/
Karma: 57/15
900 Posts


Draven...From What You Guys Know....

None of the group knows Draven very well, and from what you can gather, it doesn't seem like many people outside your little "family" do either...His history as far as any of you can gather is as follows...

He has worked for a number of different mercenary, bounty hunter, and even assassin guilds and organizations. He has worked for house Deneith in the past, but he has also informed you that he has worked against house Deneith, and infact, has sabotaged the mercenary house in the past. He seems to get pleasure from his lack of allegiance, and you all know full well that he is an master of war, as well as an ingenious 'rogue', capable of getting in and out of places others would dream of going. It's no wonder his services are valued by great powers...thought it is odd that Draven seems to take greater pleasure out of pitting these great powers against one another, or backstabbing one for another, then he does from actually receiving his paycheck.

You don't know anything about his childhood, or his young years. He once told you that he wasn't yet 30, and yet he's lived a life eternal. You don't know his birthday, and he's never even verified what nation he was born in. It's clear he holds no loyalties to any nation however. You do know he was working as a freelance mercenary and assassin when you met him, and you had heard rumors about him, before you even met him. You had heard that he was a Demon, and that the war must be providing a profit to even fiends, and the denizens of Khyber. You had heard he torments his victims, drinks their blood. You had heard he sends their souls to hell after he has slain them. He spent years working for the Nation of Karrnath, already feared for it's armies of the dead. Enemies of Karrnath also feared being the target of the "Infernal Soul Craver". There was a fate worse then death, and for a time, Draven was one of them.

Of course these were more or less local rumors in the area of wartorn lands that Draven currently occupied when you encountered him. None of you can be sure why his eyes glow, or what dark secrets his past holds. he doesn't talk about it...and none of you can even defend him against these rumors...because you can't be sure if they are correct or false! He does seem to savor battle more then anything, and he has a passion for hired murder, but in recent years he seems to have taken on something of a code of morals, and he seeks a good valid reason to kill, rather then killing for the sake of it.

Draven is prone to slipping off on his own and being gone for weeks or months on end. He comes and goes without informing the rest of you, and you do not know where he goes or what he does. Only that he often seems restless beforehand, and relieved upon his return.

As a group....
Trust is up to the individual. After all these years, you are still unsure if Draven holds any loyalties to you or not. Your inclination is that he does. He's never betrayed any of you, and he has never acted in a way that compromises the safety of the group. He does MUCH to compromise his own safety, however, whether it be charging recklacely into a horde of war-forged, or heading into a crumbling building to fetch a meaningless token, or bit of money.

Draven is VERY agile, and very stealthy, and he can be trusted with getting places others cannot. He is also a merciless, brutal warrior, and comforting to fight beside. He seems to have a sixth sense that none of you can explain, in that he can sense others before he sees them, whether they are behind walls, or not.

Draven does have a charm about him. Though he seemingly doesn't mean for it; he tends to attract the few women who are not terrified of him, and you all can remember past adventures in which he has brought home (intentionally or stalked by) women with a mad, fervent lust for him. Ironically enough, one thing most have in common is that they are part of cults, or are part of dangerous criminal underworlds.

He has a sense of humor, though it tends to be dry and cynical; but he also has violent mood swings, and slips in and out of a range of emotional balances.

He doesn't seem interested in entertainment, aside from reading, (he has a dark taste, and a fascination with the hells, and undead, and whatever happens to the soul of a person after death), but hes been to brothels (and been followed home), and he's been to pubs in which whole, street burning brawls were blamed on him. These seem to be the forms of entertainment he savors.

Oh..and he drinks. Draven enjoys drinking, and he can be a mean drunk.




It's clear to all of you that something terrible has happened in his past. You suspect he was once a normal man, and was changed by something. You do not know what his lifes goals are, but you suspect he is tied in with something that he is fighting...


Posted on 2007-07-31 at 19:41:51.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


couple things..

you're weapon: you've got it as a +1 frost.. frost like any other ability can only be added to a +1 weapon.. so it's actually a plus 2weapon 1 + 1 (frost ability) making it a 8000gp weapon, more than we can afford.

You've got your BaB as 4, but it's actually only 3. 2 for fighter 2 1 for rogue 2.

You wrote:
Grishnahk/Attack +10/Damage 2d6 +7+1d6Frost/Critical 19-20 x2

How'd you acquire your +10 atk?
Bab 3+3 strength +1 weapon focus (I presume you added weapon focus dai-katana, it's not listed) I can only see at best a +8 including the sword being a +1 and weapon focus being for it.

If that's the case, then your regular daggers should only be atk + 6. unless weapon focus goes to daggers in which Grishnahk is only atk +7

Black, Leather Gauntlet/Attack+7/Damage/1d3+3 Critical x2
same applies here.


Posted on 2007-07-31 at 21:00:29.
Edited on 2007-07-31 at 21:16:26 by Kaelyn

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


hmm...

Amazingly enough, that is true. Why I have never noticed that before I have no idea. Val, this must be fixed.

Maybe I also should have noted that after I open the gaming thread, no changes can be made to the character, only fixes. And change his items or feats do not count as fixes to better fit the character.


Posted on 2007-07-31 at 21:07:25.
Edited on 2007-07-31 at 21:09:23 by Skari-dono

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


inventory being fixed now.

Will be submitted in a moment.


Posted on 2007-07-31 at 21:11:28.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


read your q/a

what's the cost on a one time activated feath fall wondrous item? what slot does it take up if any?



Posted on 2007-07-31 at 21:25:34.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


it's expensive

The feather fall talisman, as it is called, costs 50 gp, weights as much as nothing and since it is a pin it can be placed anywhere (not taking any valuable space). It only works once though.


Posted on 2007-07-31 at 21:41:01.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


More about Mongiere

Well, unfortunately, I still need more sleep, and I have to work tonight. However, I just want to note that I edited my character sheet for the last time... All I did was add the flaw of blinded, and the corresponding feat Weapon Finesse. This changed my attack bonus as well, which I adjusted.

Valimar also mentioned something about Action points, and I was remiscent in including them, mostly on account that I haven't gotten that far in my studies. I hope that you can include them with my character sheet within the Q/A thread.

One additional thing, I believe that if it is to your approval Skari-dono, I would like Mongiere's family to live in the Northedge of Sharn, somewhere in the upper levels... I still need until tomorrow to complete the full history, but I have a bit of it down in the recruitment all ready. Sorry for my hesitations, but as you say, one must manage real life, and keep the fiction in moderation. I must also remember tomorrow that I am in another game, lol.


Posted on 2007-07-31 at 21:48:28.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Fixes

Fixed your char in the Q/A thread, Philo. Also added the description for the Blind flaw. The Action Points that you have left can all be found in the first post in the Q/A thread, as well as current hit points and experience points.


Posted on 2007-07-31 at 21:59:30.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


Nel...Final,draft

Name: Nel d’Deneith
Player: Kaelyn
Race: Human
Class: Rogue
Level: 4
Age: 22
Height: 5'9"
Weight: 130lbs
Hair: Auburn
Eyes: Emerald
Alignment: Lawful Neutral
Deity:

Attributes
Strength: 14
Dexterity: 18
Constitution: 16
Intelligence: 14 (13+1 at 4th level)
Wisdom: 15
Charisma: 16



Flaw: Powerful Enemy
You have an enemy after your hide that is more powerful and influential than you are. They are not necessarily constantly after you, but it's always a threat that causes you to keep an eye over your shoulder. This may be taken more than once, but keep in mind that your life expectancy will become much shorter each time you take this flaw.
Flaw: Intolerance: of Men who think themselves above women.
You have an irrational dislike of a certain thing. It may be an animal, a class of person, a situation, or just about anything at all. You suffer a -4 penalty on all social based rolls and checks involving the object of your dislike.

Each Flaw grants 1 bonus feat.


AC: 18 10+4armor+4 Dexterity
Armor: Chain Shirt: AC+4 Max Dex bonus +4 )ACP -2 SF 20%
Action Points: 7/7
Craft Points: 1000/1000
Initiative: +4
HD: 6+3d6 +12
HP: 33
Base Attack Bonus: +3
Melee: +5
Ranged: +7

Saving Throws
Fortitude: +4 (1+3)
Reflex: +8 (4+4)
Will: +3 (1+2)

Feats:
1st: Favored in House (Deneith) (Reference: Dragonmarked: pg 27)
1st Least Dragonmark: Mark of Sentinel
1stF Combat Expertise
1stF Improved Feint
3rd: Weapon Finesse short sword

Class Abilities:
Light Armor Proficiency
Simple Weapon Proficiency (All)
Rogue Weapon Proficiency
Sneak Attack+2d6
Trapfinding
Trap Sense +1
Evasion
Uncanny Dodge

Skills: 71 points:
Balance:
Bluff: 10 (7+3cha)
Climb:
Craft: (Alchemy/Poison making) 13 (7+2int +2(lab) +2 Profession Herbalist)
Decipher Script:
Diplomacy: 12 (5+3cha+4synergy (bluff,sense motive))
Disable Device: 10 (6+4dex)
Disguise:
Escape Artist:
Gather Information: 8 (5+3cha)
Hide: 11 (7+4dex)
Jump:
Listen:
Move Silently: 11 (7+4dex)
Open Lock: 11 (7+4dex)
Profession: Herbalist: 5+2=7
Search: 7 (5+2int)
Sense Motive: 9 (5+2wis+2mark)
Sleight of Hand: 13 (7+4dex+2synergy (bluff))
Spot:
Swim:
Tumble:
Use Magic Device:
Use Rope:



Gear Bedroll-
Traveler’s Outfit-
2x Featherfall Amulet. (100gp) (50gp ea.) Disguised as cuff links.
House Deneith Blademark Outfit
House Deneith Defenders Outfit
Waterskin (Full)
Waterskin (Ale) (4cp)
MW Thieves Tools (100gp)
4x empty vials (4gp)
3x Rations-Trail (15sp)
Rope –silk (10gp)
*Wand of Cure Moderate Wounds (10/50 charges left)
*Favored in House used During the Last War*
2x Belt pouch (2gp)
MW Short bow (330gp)
20 arrows w/ quiver (1gp)
Chain shirt (100gp)

MW short sword (310gp)
Dagger (2gp)

Poisons and Poison Gear, Bag of holding Type I (2500gp)
*in Bag of holding
*Specialized Alchemy Lab –allows poison-crafting (600gp)
*3 vials System Purge grants +8 save vs. poison for one hour (or +8 vs secondary effects) Researched by Nel since a young age to allow her to practice making poisons with less fear of poisoning herself. MP: (were Nel to put it on the market which she has not) 150gp Craft cost for Nel (25gp 1/6th of 150, common items found in Specialized alchemy set.)

*3 vials Drow Poison DC 13 vs. sleep (injury)MP: 75gp (craft cost 1/3rd 75 -25gp)

*1 vial Purple Worm Poison DC 25 (injury) 1d6 str /2d6 str MP: 700gp (craft cost 1/3rd 700 -233gp)

*5 x Alchemist's Mercy
1GP DC 10 Dragon Magazine 280 pg 51
A fine powder that, when mixed with juice or water and consumed, eliminates the effects of hangover.
MP: 3gp

* 4x Titan Gum
25GP DC 15 craft check -Dragon Magazine 301 pg 53
Particularly strong and fast setting glue. Hardens to full strength in a single round and can support up to 500 lbs before breaking. Require DC 20 Strength check to separate glued items.
MP: 75gp

* 2x White Sanguine
100GP DC 20craft check - Dragon Magazine 301 pg 55
A milky white viscous substance to combine with injury poisons to prevent clotting. If the victim fails the poison’s initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding.
MP: 300gp

1x Oakdeath
100GP DC 25 Dragon Magazine 301 pg 55
Viscous brown liquid that when added to poison increses the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison.
MP: 300gp

2x Healing Salve (kept in belt pouch)
50GP DC 25 Tome and Blood pg 72
As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage per dose.
If you have 5 or more ranks in profession herbalist you receive a +2 synergy bonus to craft it.
MP: 150gp

2x Fire Beatle Paste
50GP DC 25 Dragon Magazine 280 pg 51
Thick reddish paste distilled from fire beatle glands burns fiercely when ignited.
One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage.
A container can be ignited and use as a torch, and will not splatter or stick if thrown.
MP: 150gp

5xFlash Powder
20GP DC 20 Dragon Magazine 280 pg 51
Silky grey mildly explosive powder that burns to quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a hide check and to cause a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds.
MP: 60gp

5x Lantern Stars
5GP DC 10 Dragon Magazine 301 pg 53
Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke.
MP:15gp

Funds:
PP:
GP: 226
SP:4
CP:6



Posted on 2007-07-31 at 22:41:13.
Edited on 2007-08-01 at 01:41:54 by Kaelyn

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


A houseruling if you don't mind

Kaelyn mentioned a ruling in DMG where you need to have +1 bonus before adding magical properties. As a houserule, and mostly because I've never noticed this until now and always played it differently, you don't need the +1 bonus before adding any magical properties. Instead you need a +2 bonus! HA! HA! I kid, I kid. You don't need any bonuses before adding magical properties.

Because of this little houserule that could change things, I'm giving you until tomorrow night to make changes to your characters if you need to. If you don't need to make changes, you should also let me know so I can start the game early if no changes are needed.


Posted on 2007-07-31 at 22:42:51.

Kaelyn
Dragon Fodder
Karma: 80/19
2264 Posts


I would think...

You could start the game either way, and players have up until first post(their's not yours) to finalize their charrie.

Even if first post is battle and players decide to blow2000+ on a magic weapon, so be it. That's 2000 gone towards other things. It keepsdelays to a minimum, and I wouldlike to think that players have enough honor not to metagame beyond their honest character's intent.


Posted on 2007-07-31 at 23:00:59.

Skari-dono
Icelanders! Roll Out
Karma: 102/11
1514 Posts


Fine then

You have until your first post to finish those changes, or my second post if you forget to post. I'll try and start the gaming thread tomorrow.

The first post won't be a fight. I just don't work that way.


Posted on 2007-07-31 at 23:10:14.

Tri
Occasional Visitor
Karma: 3/1
42 Posts


Yay!

The game is afoot!


Posted on 2007-08-01 at 00:52:36.

Philosopher
Bill-osopher
Karma: 37/4
502 Posts


War Story

Mongiere was a foot-soldier in a battle between Breland and Karrnath, over highly disputed territory that had been annexed from Cyre. Breland had the upper hand, possessing more troops of caste status, a better trained conscript army, and an impressive force of warforged - but then the spring rains made the battlefield into a pool of mud, and as the sickness rose amongst the ranks, a plague consumed the forces. This alone would not have turned the tide of the battle, except that the necromancers of the Karrnath defiled the casualties of the plague, making them into flesh eating abominations, and every soldier that fell only added to the ranks of the Karrnathian army.

Eventually there was a raid that pushed the army back to the border of Breland in a single night, however, Mongiere Quinn’eshierm neither retreated, or became a victim to the undead menace that overcame the rest of the Breland men. He was found on the morning after, badly wounded, and surrounded by circles upon circles of dead men and animate corpses alike. The soldiers of Karrnath took him as a prisoner of war, where months later, his families influence had ensured a trade of captives that safely brought him home.

It was then where he was offered a position in a special task force unit - the story of his impossible stand had spread like wildfire through the noble community, and it hadn’t been long before the military verified such an account of his heroism. Mongiere had accepted and met up with the rest of the crew shortly after.


Posted on 2007-08-01 at 12:36:52.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


asdff

Stuff happen! Yayz!


Posted on 2007-08-01 at 19:36:44.

   
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