Aug 2, 2021 5:41 pm
Campaign Summary
[ +- ] Campaign Summary
It's been four years since the Mourning, the day Cyre was wiped clean from the map, leaving a gray, haunted hellscape in the center of Khorvaire. No one knows what caused the Mourning or whether it can be used again. In the midst of a tenuous peace on the continent of Khorvaire, tensions rise in the Thunder Sea, the stretch of ocean between Khorvaire and the continent of Xen'drik.
Strange forces (both malignant and benign) vie for power in and around Xen'drik, and land-lubbin' Khorvairians wander in places that they have no business being in.
Our heroes are commissioned by The Tyrants, an underworld organization in the heart of Sharn, the City of Towers. One of their agents disappeared on the continent of Xen'drik, and they are paying you all 300 gp each to go on a voyage to Stormreach, a prominent city in that continent, to investigate what happened to their agent.
Raelyn is a changeling apprentice to Korryn, the proprietor of Korryn's Quill in the Bazaar of Dura (in Sharn), asked to go on a secret mission for the Tyrants. Normally, The Tyrants plan in small schemes, but this particular plan would have ultimately created a sister chapter in Stormreach, since they heard about monetary opportunities there. Raelyn was to head to the city to start making allies so that more of their numbers could start creating a foothold in this city. He was also tasked to deliver an artifact to one of the Storm Lords (the leaders of the city). Though his task should have had him return to Sharn after a month, no word has been heard from Raelyn in four months.
The Tyrants have commissioned the party to head to Stormreach to (a) complete the task that Raelyn failed to accomplish, and (b) to investigate what happened to Raelyn (the Tyrants specifically want to know who targeted this new recruit and what they hope to accomplish by doing so).
The Tyrants are paying extra in this case because they demand discretion (they do not want the competition to know that they know something is going on). You all have been acquainted with each other, and are traveling on a standard sea-faring galleon towards the city of Stormreach to start your investigation.
Strange forces (both malignant and benign) vie for power in and around Xen'drik, and land-lubbin' Khorvairians wander in places that they have no business being in.
Our heroes are commissioned by The Tyrants, an underworld organization in the heart of Sharn, the City of Towers. One of their agents disappeared on the continent of Xen'drik, and they are paying you all 300 gp each to go on a voyage to Stormreach, a prominent city in that continent, to investigate what happened to their agent.
Raelyn is a changeling apprentice to Korryn, the proprietor of Korryn's Quill in the Bazaar of Dura (in Sharn), asked to go on a secret mission for the Tyrants. Normally, The Tyrants plan in small schemes, but this particular plan would have ultimately created a sister chapter in Stormreach, since they heard about monetary opportunities there. Raelyn was to head to the city to start making allies so that more of their numbers could start creating a foothold in this city. He was also tasked to deliver an artifact to one of the Storm Lords (the leaders of the city). Though his task should have had him return to Sharn after a month, no word has been heard from Raelyn in four months.
The Tyrants have commissioned the party to head to Stormreach to (a) complete the task that Raelyn failed to accomplish, and (b) to investigate what happened to Raelyn (the Tyrants specifically want to know who targeted this new recruit and what they hope to accomplish by doing so).
The Tyrants are paying extra in this case because they demand discretion (they do not want the competition to know that they know something is going on). You all have been acquainted with each other, and are traveling on a standard sea-faring galleon towards the city of Stormreach to start your investigation.
[ +- ] Your Characters in the World
Your character is a brave adventurer, and has accomplished some tasks that have given them a reputation of effectiveness, which has caused them to catch the attention of the Tyrants for use in this task.
As such, you all are tied together by your group patrons, the Tyrants. If you wish to have further ties to other characters, you may work on those and discuss them with me, your DM.
This adventure takes our heroes to through the Thunder Sea and over to the continent of Xen'drik, a land of crazy jungles, ruins, deserts, and treasure.
Character Creation Guidelines
Character Level: You will all start at level 3 for this adventure.
Attributes: Attributes will be handled with the standard 27-point buy system presented in Chapter 1 of the Player's Handbook.
Races: You can choose any races from the Player's Handbook, Eberron: Rising from the Last War, and Exploring Eberron. This includes the variant human as an option.
Classes: You can choose any class options from any official WOTC source (no UA). You may also choose class options available in Exploring Eberron, as well as the extra class features offered in Tasha's Cauldron of Everything.
Backgrounds: You can use the backgrounds presented in any official WOTC source.
Instead of stressing about the personality traits presented in the background, focus on the mechanics of the background.
Now, under "Personality Traits", I want you to select two positive personality ideas that make up your character.
Some examples are: Assertiveness, Generosity, Loyalty, Devotion, Kindness, Sincerity, Temperance, Patience, Peacefulness, Faithfulness, Determination, Persistence, Adventurousness, Fairness, Cooperation, Tolerance, Optimism, Honesty
Now, under "Flaws", I want you to select two negative aspects that relate to the two personality ideas that you chose for your character.
Some examples are: Dishonesty, Disloyalty, Unkindness, Meanness, Rudeness, Disrespectfulness, Impatience, Greed, Abrasiveness, Cruelty, Merciless, Narcissism, Obnoxiousness, Malicious, Pettiness, Quarrelsome, Caustic, Selfishness, Unforgiving, Untrusting
As an example, if my cleric's "personality traits" are patience and optimism, then as "flaws" I could choose indecisiveness and naivety for him.
Once those traits are selected, I want you to write a "significant memory" (a paragraph-long moment in the character's life that stuck with the character and defined them in this way, leveraging the background chosen to help frame the paragraph). You can choose one paragraph to encapsulate all of his or her "personality traits" and "flaws", or you can provide a "significant memory" for each one individually.
Example: Gryndorf, the tiefling peace-domain cleric of Boldrei, was an acolyte within the temple of the Sovereign Host in the nation of Aundair at the end of the Last War. While performing his religious duties during the Last War in Aundair, some warforged souls went AWOL and requested shelter and asylum. Though he knew what they were doing was illegal, he knew that they were sentient, and he took it upon himself to hide them and provide for them for a month while they devised a plan to escape safely. He also believes that there is a spark of good in all creatures, and he actively seeks this good in all, even though one of the deserting warforged stole some important silver holy relics from the temple, and he caught them in the act, but chose to not confront them about their theft.
For "Ideals" and "Bonds", select from the options given from your background, or use your own that fits narratively. Then create separate "significant memories" for each of those options.
Starting Equipment
You select your starting equipment based on your 1st level class. You also start with an additional 60 gold pieces, above your starting monies with your starting equipment. You can swap out items from your selections there for their monetary value found in the Player's Handbook, and then purchase non-magical items available in the Player's Handbook. You also start with 2 potions of healing as magic items.
As such, you all are tied together by your group patrons, the Tyrants. If you wish to have further ties to other characters, you may work on those and discuss them with me, your DM.
This adventure takes our heroes to through the Thunder Sea and over to the continent of Xen'drik, a land of crazy jungles, ruins, deserts, and treasure.
Character Creation Guidelines
Character Level: You will all start at level 3 for this adventure.
Attributes: Attributes will be handled with the standard 27-point buy system presented in Chapter 1 of the Player's Handbook.
Races: You can choose any races from the Player's Handbook, Eberron: Rising from the Last War, and Exploring Eberron. This includes the variant human as an option.
Classes: You can choose any class options from any official WOTC source (no UA). You may also choose class options available in Exploring Eberron, as well as the extra class features offered in Tasha's Cauldron of Everything.
Backgrounds: You can use the backgrounds presented in any official WOTC source.
Instead of stressing about the personality traits presented in the background, focus on the mechanics of the background.
Now, under "Personality Traits", I want you to select two positive personality ideas that make up your character.
Some examples are: Assertiveness, Generosity, Loyalty, Devotion, Kindness, Sincerity, Temperance, Patience, Peacefulness, Faithfulness, Determination, Persistence, Adventurousness, Fairness, Cooperation, Tolerance, Optimism, Honesty
Now, under "Flaws", I want you to select two negative aspects that relate to the two personality ideas that you chose for your character.
Some examples are: Dishonesty, Disloyalty, Unkindness, Meanness, Rudeness, Disrespectfulness, Impatience, Greed, Abrasiveness, Cruelty, Merciless, Narcissism, Obnoxiousness, Malicious, Pettiness, Quarrelsome, Caustic, Selfishness, Unforgiving, Untrusting
As an example, if my cleric's "personality traits" are patience and optimism, then as "flaws" I could choose indecisiveness and naivety for him.
Once those traits are selected, I want you to write a "significant memory" (a paragraph-long moment in the character's life that stuck with the character and defined them in this way, leveraging the background chosen to help frame the paragraph). You can choose one paragraph to encapsulate all of his or her "personality traits" and "flaws", or you can provide a "significant memory" for each one individually.
Example: Gryndorf, the tiefling peace-domain cleric of Boldrei, was an acolyte within the temple of the Sovereign Host in the nation of Aundair at the end of the Last War. While performing his religious duties during the Last War in Aundair, some warforged souls went AWOL and requested shelter and asylum. Though he knew what they were doing was illegal, he knew that they were sentient, and he took it upon himself to hide them and provide for them for a month while they devised a plan to escape safely. He also believes that there is a spark of good in all creatures, and he actively seeks this good in all, even though one of the deserting warforged stole some important silver holy relics from the temple, and he caught them in the act, but chose to not confront them about their theft.
For "Ideals" and "Bonds", select from the options given from your background, or use your own that fits narratively. Then create separate "significant memories" for each of those options.
Starting Equipment
You select your starting equipment based on your 1st level class. You also start with an additional 60 gold pieces, above your starting monies with your starting equipment. You can swap out items from your selections there for their monetary value found in the Player's Handbook, and then purchase non-magical items available in the Player's Handbook. You also start with 2 potions of healing as magic items.
[ +- ] House Rules
- Flexible Racial Attribute.When you select a race with attribute bonuses, you can apply one of your +1 bonuses to any attribute, rather than those described in your race. You cannot apply this bonus to an attribute that you are already boosting with another racial attribute.
- Burgeoning Heroes. Each character begins with 5 extra hit points.
- Devastating Critical Hits. On a critical hit, roll the appropriate damage dice once instead of twice. Damage is calculated as the maximum value of the dice, plus the rolled result, plus the modifiers to damage at the end.
- Sundered Shields. When a creature wearing a non-magical shield is hit by a melee weapon attack, they can choose to have their shield destroyed and take no damage from the attack. They must make this choice before damage dice are rolled.
- Variant Inspiration. Here is how we will manage inspiration.
Inspiration can be used to boost an "Inspired Action", which gives advantage on an ability check or saving throw related to one of your personality traits.
Whenever you use an "Inspired Action", check off the inspiration marker on your character sheet, and check one of your "stress markers".
You can always take a "penalty" related to your flaws, which applies disadvantage to an ability check or saving throw; when you willingly take a penalty, you can remove one of your "stress markers".
If your "stress markers" tracker is full, then you must indicate so to the DM. He then reserves the right to apply a "stress setback" to your character or the party at a moment of his choosing. When that event occurs, you can clear your "stress marker" tracker.
As an example, Gryndorf is optimistic, and I want advantage on convincing a NPC that nothing bad will happen with our plan, and they should go with it for X, Y, and Z reasons. My persuasion roll now gains advantage, and my "stress marker" gets checked off.
I cannot use my inspired action to help Gryndorf, unless I can justify how that behavior fits my personality trait in some way.
I can also apply a setback, saying that Gryndorf's naivety does not allow him to appropriately know the motivations of the merchant he is negotiating with, and willingly take disadvantage on the insight roll.
Now, if Gryndorf's "stress marker" tracker is full, I now have to notify the DM of said event. The DM puts that in his back pocket, and later on, while we are at a crucial chase in a maze, and the party is running from a pack of minotaurs, and Gryndorf arrives at a crossroads in the maze, the DM may pull out a "stress setback", where Gryndorf has a mental crisis and he doesn't trust his own judgment for a time, resulting in disadvantage on wisdom and intelligence saving throws for the rest of the encounter.
- Burgeoning Heroes. Each character begins with 5 extra hit points.
- Devastating Critical Hits. On a critical hit, roll the appropriate damage dice once instead of twice. Damage is calculated as the maximum value of the dice, plus the rolled result, plus the modifiers to damage at the end.
- Sundered Shields. When a creature wearing a non-magical shield is hit by a melee weapon attack, they can choose to have their shield destroyed and take no damage from the attack. They must make this choice before damage dice are rolled.
- Variant Inspiration. Here is how we will manage inspiration.
Inspiration can be used to boost an "Inspired Action", which gives advantage on an ability check or saving throw related to one of your personality traits.
Whenever you use an "Inspired Action", check off the inspiration marker on your character sheet, and check one of your "stress markers".
You can always take a "penalty" related to your flaws, which applies disadvantage to an ability check or saving throw; when you willingly take a penalty, you can remove one of your "stress markers".
If your "stress markers" tracker is full, then you must indicate so to the DM. He then reserves the right to apply a "stress setback" to your character or the party at a moment of his choosing. When that event occurs, you can clear your "stress marker" tracker.
As an example, Gryndorf is optimistic, and I want advantage on convincing a NPC that nothing bad will happen with our plan, and they should go with it for X, Y, and Z reasons. My persuasion roll now gains advantage, and my "stress marker" gets checked off.
I cannot use my inspired action to help Gryndorf, unless I can justify how that behavior fits my personality trait in some way.
I can also apply a setback, saying that Gryndorf's naivety does not allow him to appropriately know the motivations of the merchant he is negotiating with, and willingly take disadvantage on the insight roll.
Now, if Gryndorf's "stress marker" tracker is full, I now have to notify the DM of said event. The DM puts that in his back pocket, and later on, while we are at a crucial chase in a maze, and the party is running from a pack of minotaurs, and Gryndorf arrives at a crossroads in the maze, the DM may pull out a "stress setback", where Gryndorf has a mental crisis and he doesn't trust his own judgment for a time, resulting in disadvantage on wisdom and intelligence saving throws for the rest of the encounter.
I expect to have activity from the players in my game. Each player should post at least 4 times per week, to help keep the game going.
Specialized Software and Resources
We will be maintaining character sheets on DNDBeyond.
Player Experience Requirements
Players coming to this game should know generally about the world of Eberron. Any backstory elements of characters should be framed around the context of the world events of that setting.
How to Apply
If you have read this whole entry, I am grateful for you. If you are still interested in playing, please reply to this thread with your character concept. The concept does not have to have specific character mechanics (though it can have those); rather, I want a feel for who they are, why they are taking this commission to Xen'drik, and I want to know their personality traits and flaws as described in the "Character Creation Guidelines" section above.
Last edited August 6, 2021 5:18 pm