Isaret's Black Mantles [ EDIT ]

This game has been retired! That means it's no longer being run.
The Black Mantles are a mercenary company that attracts the best-of-the-best talent for well-paying jobs across the face of Khorvaire; at least, according to its founder, Isaret Zoukurk.

Set in Eberron, the PCs join the Black Mantles as junior members, assigned missions with widely-varying goals. As many missions may have morally-ambiguous choices to be made, such choices and actions (or inactions) can and will have long-term consequences.

Per the forum advertisement post, this game will be strictly 18+ as mature themes will be present during the game. Content warnings apply.

Game Rules:
1) 18+ only. With all due respect to minors, the games that I run tend to be more mature in nature. Not that there will be sex scenes, but graphic descriptions of violent acts and adult language will be common themes.
2) Absolutely no meta-gaming; OOC knowledge of IC events must stay separate.
3) Posting order: In combat, please respect initiative order. Posts made out of order may be deleted.
4) Posting frequency: In order to ensure that the game moves along at a decent rate, we ask that players post on a regular basis. The expectation is a post every 2-3 days from everyone. Players who cannot meet this frequency should reconsider applying; that said, I fully understand that Life Gets In The Way. If a member cannot post for a period of time, they are expected to communicate with the DM to make arrangements regarding their character and their place in the campaign. Players who ghost will be ejected from the game.

Campaign House Rules:
1) Level-ups happen at long rests, not when the XP threshold has been passed. This will minimize delays due to everyone tweaking their character sheets in the middle of a scene or granting HP/capabilities that character's shouldn't immediately have during a combat encounter.
2) During level-ups, add maximum hit points for your class, including Constitution, class, and/or race bonuses.
3) The following will not be tracked: Overall encumbrance, coin weight, item/gear deterioration, non-magical ammunition for ranged weapons (bows, crossbows, and slings; though you must have at least one stack of ammo for the weapon on your character sheet), spell material component usage (as long as you have a component pouch in your inventory, or an acceptable spell focus, you're good; gold and/or gem costs for higher-level spells will be required), food or water outside of extreme environments, or character hygiene.
4) Variant skill checks will be used: If your character is proficient with a skill or tool, you automatically succeed on ability checks using that proficiency, if the DC of that check is equal to or lower than 10 + your modifiers that apply to that check. For example, if you are proficient with thieves' tools and your total modifiers equals +6, you automatically succeed a DC 15 attempt to pick a lock. RPing out the automatic success would be appreciated.
5) Critical hits: When scoring a critical hit in combat, rather than rolling the damage dice twice, the damage dealt is maximized. For example, a fighter with a Strength score of 18, wielding a longsword in a two-handed grip, would normally deal 1d10+4; under this house rule, a critical hit would automatically deal 14 damage. While it is possible to roll higher than 14 with 2d10+4, it's also possible to deal 6 damage. Given the forum style of play we use, this method will eliminate having to make an extra roll out-of-band with the flow of posts.
6) Many combat encounters will be tough, with the possibility of character death. Resurrection is a paid service available throughout Eberron from House Jorasco, so if your character wipes, it's not necessarily the end of your time with the Black Mantles!
7) Every character begins the game with one Action Point. What do Action Points do? In short, whatever you need them to do. It can be as mundane as negating a die roll that isn't in your favour, or as epic as portraying your swashbuckling hero leaping straight to the leader of the bandit gang and instantly killing them. The former is pretty much automatic - announce that you're spending your Action Point and what result you want to ignore; the latter is at the sole discretion of the DM. Your Action Point is restored at next level-up, so choose wisely when you wish to use it.
8) Despite the potential for invention and use of firearms in the Eberron setting, such devices will not be used in this campaign.
9) For any magical item that contains charges: If the last charge is used before being recharged, roll a d20. On a 1, the item permanently loses all magical abilities.

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Are you sure you want to retire this game?
It will be moved to the Retired Games drawer at the bottom of your Games list. You can come back here and unretire it later, if needed.
Any future posts in this game will not show up in the normal notification systems (e.g. Front Page, Latest Game Posts, or email) and will only be visible by manually checking the game's threads.


1) All characters must be created on Beyond, and be part of the campaign for this game. Re-using an existing character to join this campaign is pretty straightforward. In your personal Characters collection, each character has a Copy command. Use that to clone and update a chosen character, using the rules and guidelines below, if you so wish.
1a) In the character-creation process, on the first screen ("Home"), turn all of the Sources sliders on; you may turn one or both Optional Features sliders on if you wish; set Advancement Type to XP; Hit Point Type to Fixed; both Use Prerequisites sliders on; Show Level-Scaled Spells on; No Encumbrance; and turn on Ignore Coin Weight; Character Privacy to Public.
2) Choose any official class, including Artificer. Class variants from official but non-PHB sources, such as Xanathar's Guide To Everything, are also permitted.
3) Choose a race from any official source, including those from Volo's Guide To Monsters and Eberron: Rising From The Last War.
3a) Regarding warforged: Players choosing to play as a warforged character must select a 'quirk', in addition to the 'regret' and 'doubt', noted in 8) below. Also, in older revisions of the Wayfinder's Guide to Eberron, there are warforged variants - akin to sub-races - that have since been removed. These are the Envoy, Skirmisher, and Juggernaut types (see the Eberron Unearthed Arcana for more details). If you would like to consider playing a member of one of these 'races', speak to the DM. There are no official race entries for them, and will have to be homebrewed in Beyond to make them available to you in the character creator.
4) Ability scores are to be determined by standard array, or standard point-buy (27 points); player's choice.
5) Use of Dragonmarks is not necessarily prohibited. Speak to a DM before including one in your character design.
6) Backgrounds from all official materials are permitted (some of the ones from Acquisitions Incorporated are pretty funny!). If you want a custom background, discuss with the DM; sell me on the idea!
7) The initial level for characters in this campaign is 6. After creating your character and joining them to this campaign, ensure that you level them up to 6; add maximum HP at each level. If you are not sure how to perform the level-up, please ask the DM.
7a) When reaching levels where an Attribute Score Increase (ASI) is indicated for your class, you may instead choose to take one Feat.
7b) Mutliclassing is permitted. However, it is discouraged, as your character will overall be lagging behind a party of single-class characters in terms of capabilities. Use at your own risk.
8) In addition to personality traits, ideals, etc., each character must also select a 'regret', and a 'debt', which should be integrated into the character's backstory and motivations and written into the Backstory section of your character's Notes. You may choose from the indicated tables or roll. If there is something that you wish to incorporate that's not listed, speak to the DM before proceeding.
9) Select the heaviest/highest-AC non-magical armour that your class and race can wear and that you're proficient in, regardless of cost. Over your adventuring days, you've upgraded your armour. Remember that some Feats grant higher armour proficiency than what your class/race enables.
10) Do not purchase a mount or other such vehicle. Travel arrangements will be tended to as part of your employment, as deemed necessary.
11) Using official sourcebooks, select 1 Rare, 1 Uncommon, and 2 Common magical items. As 6th level characters, you've done a fair bit of adventuring, and come across some nifty artifacts. DM has veto rights, however. For RP purposes, consider taking on a Cursed item; discuss with the DM, as this may be considered to be in addition to the other magical items. See "Chapter 7: Treasure" from the DMG, or search using the Magic Items list on Beyond. No refunds if you choose magical armour to replace your mundane set from 9).
11a) If you have a concept for a magical item that isn't official, discuss with the DM. I'm open to homebrewing things.
12) After selecting armour and magical equipment, you have 500 GP with which to purchase other gear that you think you might need or want (for RP reasons). Any items desired that aren't on a list must be discussed.
13) Please take some time to fill in the optional fields on the Description and Notes tabs in the box at the lower-right of your Beyond character sheet. Alignment, faith, eyes, hair, allies, enemies, backstory... Make your character come alive!
14) Since you're joining a mercenary company, you may have been considering this career change for some time. As such, you may have a friendly contact somewhere on Eberron. An information broker, a fence, a former squadmate who owes you a favour. This is not mandatory, but may add depth to your character, and could come up during play! If you so choose, come up with a concept and backstory for this contact, then discuss with the DM. Don't go through the character creator here to make a new character for them; it will be added to the Allies section on the Notes portion of your character sheet.
15) Your character does not have to come from Eberron. Planar gateways and spelljammers are a thing; your character's backstory can have them come from another world, such as Toril (where you can find continents such as Faerun, home to the Forgotten Realms setting), Sigil (from Planescape), Krynn (Dragonlance), etc. If you wish, your backstory could include finding a reason to go from your home planet to Eberron.

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