Eberron: Requiem of Death (Full)

DralonXitz

First Post
Eberron: Requiem of Death

In Game: http://www.enworld.org/showthread.php?p=3517689#post3517689

Within the massive spirals and citadels of the Brelish metropolis of Sharn, exists a daunting webwork and cataclysm of political networks, criminal organizations, and aristocratic houses. With every conceivable commodity and currency being controlled by one of these factions, the innate pathology of greed sometimes becomes too irrisistable to control, and leads to powerful men taking drastic measures to attain what they so desire.

Thus is the foundation of our ancient tale.

The classic moniker of money being the root of all evil has never rang more true than in this deletorious account of deception, murder, and corruption. A high ranking nobleman, Tyrax Dekoron, head of the 4th Bank of Kundarak within Upper Central of Sharn has recently uncovered evidence of a number of potentially false fronts for criminal operations, and has begun to shut down loans and financial support of these illicit centers of commerce. Infuriated by the political insult and loss of profit increasing daily, a House Tarkanan Pugio, Cyrus Dormiano has made plans for his assassination, in such a way as to incriminate respected Kundarak officials and cause massive turmoil for the commercial giant. Seeking more than standard blades for such a delicate and potentially volatile operation, Dormiano has utilized his underworld contacts to seek out the finest murderers within the land, and bring them to his lair within Dragon Towers.

Notified by ubitiquous blackguards in the middle of the night, these four assassins have been summoned to meet with the Crime Lord, and pull off either the greatest murder of an era, or the most disastrous command for the already vulerable House Tarkanan.


Gameplay:

I am seeking four experienced Eberron players for said adventure. Heroes will be 4th Level, 28 point buy with appropriate increases of class. Gold and equipment is standard, with more to be given at point in story. This will be a very RP heavy game, with combat taking place in the most sanguine and politic manner possible. The players will have to infiltrate the massive infrasturcture of House Kundarak before the ultimate result of the assassination takes place, and thus, should be well skilled in the diplomatic arts as well as the lethal.

I would also like a mix of characters to that note however, if possible, one very diplomatic-esque character, a truly vile, malevolent murderous cutthroat, and perhaps something in between. While I certainly won't mandate this, in my character selection, I'll be choosing the closest to possible to meet this quote. Overall, I believe the contrasting dispositions will create a truly memorable game experience for us all.

This game is also not first come first serve by any means. I desire to see character backgrounds in great detail before authorizing, and after a few days, will choose the top four to be our players. 1 post is required ever 1-2 days, with obvious exceptions due to pre-arranged events or emergencies. No Psionics will be allowed, and I would like to avoid any Warforged players as well. All characters upon approval must be posted in the Rogues Gallery I will create after acceptance, with full and accurate character sheets. Thank you.
 
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DralonXitz

First Post
As for Psionics...

DralonXitz said:
This game is also not first come first serve by any means. I desire to see character backgrounds in great detail before authorizing, and after a few days, will choose the top three to be our players. 1 post is required ever 1-2 days, with obvious exceptions due to pre-arranged events or emergencies. No Psionics will be allowed, and I would like to avoid any Warforged players as well. All characters upon approval must be posted in the Rogues Gallery I will create after acceptance, with full and accurate character sheets. Thank you.
 

dave_o

Explorer
Nix
Male Changeling Bard 4, Neutral Evil

Attributes
STR 10 (+0)
DEX 16 (+3)
CON 10 (+0)
INT 14 (+2)
WIS 8 (-1)
CHA 16 (+3)​

Combat
HP 19/19 AP 7 AC 17 (+4 chain shirt, +3 DEX) BAB +3 Size Medium Speed 30ft. Initative +3 (+3 DEX)
Melee Attack
+6 dagger 1d4 19-20/x2
+3 longsword 1d8 19-20/x2​
Ranged Attack
+6 dagger 1d4 19-20/x2 10ft.
+6 shortbow 1d6 x3 60ft.​

Saves
Fort +1 (+1 base, +0 CON)
Ref +7 (+4 base, +3 DEX)
Will +3 (+4 base, -1 WIS)​

Special Abilities
Racial
+2 on saves vs. Sleep and Charm, +2 to Bluff, Intimidate, and Sense Motive, Natural Linguist, Minor Change Shape (Su)
Class
Bardic Music (Countersong, Fascinate, Inspire Courage +1, Inspire Competence), Bardic Knowledge​

Skills
Bluff +12 (+7 ranks, +2 racial, +3 CHA), Perform (Oration) +10 (+7 ranks, +3 CHA), Diplomacy +10 (+7 ranks, +3 CHA), Disguise +10 (+7 ranks, +3 CHA), Gather Information +10 (+7 ranks, +3 CHA), Sneak +10 (+7 ranks, +3 DEX), Climb +3 (+3 ranks, +0 STR), Sense Motive +7 (+6 ranks, +2 racial, -1 WIS), Tumble +8 (+5 ranks, +3 DEX)​

Feats
Weapon Finesse, Quick Draw​

Spells
Spells known 0th- Lullaby, Ghost Sound, Message, Dancing Lights, Mage Hand, Detect Magic, 1st- Alarm, Charm Person, No LightBoVD, 2nd- Tongues, Dance of RuinBoVD
Spells per day 0/0/0/0/1/1/1/2​

Equipment
Chain shirt, Slippers of Spider Climbing, dagger, longsword, shortbow, arrow (x100), disguise kit (10 uses), spell component pouch, Glamerweave noble's outfit, Darkweave explorer's outfit, 108gp​

Description
Standing a shade over five and a half feet tall, Nix is not imposing. His blank eyes, half-molded features, and fishbelly skin are as disconcerting as in any Changeling, yet beyond these common features Nix merely appears to be a thin, lithe noble. Deep reds and maroons shift in the Glamerweave of his long-tailed jacket, set off by dark trousers, tooled boots, and a wide swordbelt dangling a longsword. Nix speaks in a voice smooth and dark, like oiled wood, often fidgeting with his unshorn black hair.

Nix rarely looks like this for long.​

Background
From an early age, the change a Changeling undergoes is entirely cosmetic. While the flesh may buckle and through strange thaumaturgy resemble something else entirely, each Changeling maintains a stalwart core of self: an ember of who the Changeling is and isn't.

Nix lacks this ember.

As an orphan in Sharn, Nix wandered from home to home, watching the happy family from without before deciding to literally become, to his fragile mind, the object of his obsession. Of course, after a few early accidents in which the real child returned home to find a double in their place, Nix learned that to truly become what he wished, the original must die. To compound things, Nix never felt guilt -- it was always little Suze, or Desh, or Walder that did the killing, never Nix.

Years and persona tumbled into one another. Contract killing, becoming the famed Pale Knife for a time, spending several semesters at Morgrave, a barkeep named Jug, skyway mason, drug peddler: One-Eyed Germaine, Mindy Tallale, Kjaer Ironmaw, Rence, Kesh the Black, Green Gretchen, Lord Wilas. Years spent deeply and truly becoming each persona until, as startling as finding a second head, the realization that Nix could change, could become another, finding the skills and memories from each persona running into the other like paint -- a full palette all mixing together into purest black.

A purest black in which Nix found a question: who am I?.

Now, an adult, shifting personalities regularly and completely in a search for identity, Nix is driven by a simple credo: if I kill them, I cannot be them, truly.​
 
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Brother Allard

First Post
This looks interesting. I'm thinking a Changeling sorcerer, heading to Recaster.

Celeste;[SBLOCK=Old Version]

female chaotic neutral changeling sorcerer (metamagic specialist) 4;

Str 8 -1 base 8 (cost 0)
Dex 11 +0 base 11 (cost 3)
Con 14 +2 base 14 (cost 6)
Int 12 +1 base 12 (cost 4)
Wis 10 +0 base 10 (cost 2)
Cha 18 +4 base 17 (cost 13) + 1 level

Age 21
Height 5'4"
Weight 115 lbs

Description: Celeste's preferred appearance is of a slight human girl with large, dewy eyes, and a quick, bright smile. And a carefully honed dagger concealed behind her back.

History: Celeste's father was a confidence man - a true master of the short con. With his young daughter in tow, he plied his trade primarily in Middle Dura: the Bazaar and Hereth's Folly. He had always had good relations with Boromar Clan, kept his dues current, and did whatever was asked of him. But as his gambling debts began to mount, the Clan began to require more and more of his services and sent him on more and more dangerous errands, until one night he simply failed to come home. Celeste was twelve. From that point on, she has been on her own, using the skills he taught her to make her way. She loathes the Boromars and approached House Tarkanan primarily as a way of avoiding them. Though she does not bear the mark, they have found her to be a useful resource.

HP ?? (4+3d4+8))
AC 10 (10 base + 0 dex)
Init +0 (0 Dex)
Move 30 ft / x4

Fortitude 3 (1 base + 2 con)
Reflex 1 (1 base + 0 dex)
Will 4 (4 base + 0 wis)

Attack Bonus +2
Melee Attack +1 (2 BAB - 1 str)
Ranged Attack +2 (2 BAB + 0 dex)

Melee: ?
Ranged: ?

1 sorcerer 1 city slicker
2 sorcerer 2
3 sorcerer 3 silent spell
4 sorcerer 4

Skills:
bluff +13 (7 ranks + 4 cha + 2 race)
concentration +4 (2 ranks + 2 con)
diplomacy +6 (0 ranks + 4 cha + 2 bluff)
disguise +21 (7 ranks + 4 cha + 10 circumstance)
intimidate +8 (0 ranks + 4 cha + 2 race + 2 bluff)
knowledge (arcana) +5 (4 ranks + 1 int)
sense motive +2 (0 ranks + 0 wis + 2 race)

Class Abilities:

Spell Effects:

Equipment:

Known Spells:
0-- [6]
1-- [3]
2-- [1][/SBLOCK]

New version is below.
 
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Steve Gorak

Adventurer
Here's my subbmittal. Please let me know if the concept is ok before I do number crunching.
By the way, which books do you allow?

[sblock]
Male Changeling Rogue 2/Warlock 2, Lawful Evil

Attributes
STR 10 (+0)
DEX 14 (+2)
CON 12(+1)
INT 14 (+2)
WIS 12 (+1)
CHA 14 (+2)​

Combat
HP 23/23 AP 7 AC 17 (+2 DEX, +5 armor) BAB +2 Size Medium Speed 30ft. Initative +2 (+2 DEX)
Melee Attack
Short sword: +2 hit/ 1d6 damage,19-20/×2, P
Dagger: +2 hit/ 1d6 damage,19-20/×2, P/S​

Ranged Attack
eldrich blast(range touch attack): +4 hit/1d6 damage (+5 hit/1d6+1 damage if within 30')​

Saves
Fort +1 (+0 base, +1 CON)
Ref +5 (+3 base, +2 DEX)
Will +4 (+3 base, +1 WIS), +6 against sleep and charm​

Special Abilities
Racial
+2 on saves vs. Sleep and Charm, +2 to Bluff, Intimidate, and Sense Motive, Natural Linguist, Minor Change Shape (Su)

Class
Sneak attack (1d6), evasion, trapfinding​

Skills
Balance +4 (0 ranks, +2 DEX, +2 synergy(tumble))
Bluff +15 (+5 ranks, +2 racial, +2 CHA, +6 invocation ),
Diplomacy +17 (+5 ranks, +2 CHA, +2 synergy(bluff), +2 synergy(sense motive), +6 invocation),
Disguise +19 (+5 ranks, +2 CHA, +10 circumstance(minor shapechange), +2 synergy (bluff),

Hide +7 (+5 ranks, +2 DEX),
Jump +2 (0 ranks, +2 synergy(tumble))
Move Silently +7 (+5 ranks, +2 DEX),
Intimidate +17 (+5 ranks, +2 CHA, +2 Racial, +2 synergy (bluff), +6 invocation),

Sense Motive +8 (+5 ranks, +2 racial, +1 WIS),
Spot +7 (+5 ranks, +1 WIS),
Sleight of hand +3 (+1 ranks, +2 DEX)
Tumble +7 (+5 ranks, +2 DEX)
Use Magic Device +4 (+2 ranks, +2 CHA)​

Feats
Precise shot, point blank shot​

Invocations
Beguiling influence: +6 to bluff, diplomacy and intimidate for 24hEffective Spell Level: 2nd.
Spiderwalk: The invoker receives the following: a) able to travel along walls & ceilings like a spider (20’ movement). The invoker does not loose his/her Dex bonus to AC while climbing, nor do opponents gain a bonus to attack the invoker; and b) is unaffected by normal & magical webs. 24h duration. Effective Spell Level: 2nd.


[sblock=Equipment]

+1 Mithral shirt, 10 lb, 2100 gp, 0 ACP, +6 max dex.
Ring of feather falling, 2200 gp.
Hand of the mage, 2lb, 900 gp, mage hand at will (5lb telekinesis, 40 ft range can propel object 15 ft as a move action).


Sash (worn on back) containing Double sided Clothes (1 robe, 2 shirts, 2 pants, 1 cloak - each has a different color on the other side): 2lb
Wand of cure light wounds (12 charges left-already used in the past (+2 use magic device)), 90 gp.

4 Daggers (1 strapped on each forearm, 1 strapped to each leg, always under clothing), 8gp, 4 lb
Short sword (worn on left side), 2 lb, 10 gp

left belt pouches, 0.5lb - contains:
2 Sewing needle pinned to a cork
Roll of sewing thread
Pair of dice
Small mirror
oil vial​

right belt pouch 0.5lb - contains:
caltrops, 2lb​

front belt pouch 0.5lb - contains:
20 gp, 20 sp, 20 cp​

----------
Total:xxxx/5400gp[/indent]

[/sblock]

Description
[/sblock]

[sblock=Background]
Pax never knew his parents, and was raised in an orphanage run by priests of the silver flame, a couple of days' travel from Sharn. The over-curious young changeling was fascinated, some would say guided, by the dark powers, and spent countless hours roaming through religious texts to learn as much as he could. At puberty, Pax felt the first surge of eldrich power flow through him, and so did the still fuming body of a local scoundrel that picked the wrong target. Pax knew that day that he couldn't return to the priests, and left for the only city that was worth while: Sharn.

There, he quickly assacinated a local book-keeper's son, that was fortunately a loner, and usurped his identity. Life was good for the following years, until a relative came to visit. Unfortunately for Pax, the relative was a cleric of the silver flame, and quickly found out that he was a changeling. Barely escaping with his life, Pax found other victims and took their identities, but, the cleric kept hunting him. A nemesis was born.

While using his seres of identities, Pax made several contacts in the underground. He always managed to keep in touch with these, using yet another identity.

Pax still felt youthful affection towards clerics of the silver flame, and couldn't make himself dispatch his nemesis. This was so until one week ago. After losing a particularly pleasant cover (rich merchant with several wives), Pax dispatched the cleric. This was the first time he killed for a reason other than necessity. He liked it.

He has recently heard that a Cyrus Dormiano is looking for blades for some challengin work. Pax is up to it.
[/sblock]
 
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Avalon®

First Post
How about a NE human artificer 4 who's a renegade scion of House Cannith. He went into this business as a way to make money and spite his House.
 

DralonXitz

First Post
Brother Allard: Good looking character, just need to see a background when possible.

Steve Gorak: Good looking background as well, if you could, just flesh out a bit more perhaps the way you got into crime in the first place. These guys are highest caliber assassins.

Avalon: The concept is permissable, just need to see a background.
 

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