stonegod's Expedition to Castle Ravenloft [Recruiting Closed]
Initial recruitment has closed.
Quote:
The dwarf was impeccably dressed, with a tasteful display of wealth and prosperity. A Kundarak scion, which made his delivery of a package all the more strange. That was the providence of House Orien. The dwarves were master of security, would not deign to be brought to the level of a hired courier. But, nevertheless, there he was, battered silver box in hand, a wax seal with a glowing sigil of a flaming crown warding the seam.
Patting the intricately engraved box lightly, the dwarf looks at you sternly, its manner business-like. "Our patron made it clear that this box be delivered securely and personally to your persons. Its sanctity is sacrosanct; thus, it can only be opened in our presence. In addition, we are to verify that its contents have not been observed, intercepted, or otherwise modified upon receipt. As you are the recipients indicated, let us finish this business."
With that, the dwarf hands the box over to you. It feels icy cold to the touch, and you feel an involuntarily shiver. Who sent it, and why?
That would have to wait for the opening.
Well, I'm finally doing it. After a year on these boards, I've gone crazy enough to run a game!
Who
A group of four to six adventurers. Party level will start at 6th.
What
An Eberron mystery and horror themed campaign based upon the recently released Expedition to Castle Ravenloft. Important: If you have played the original I6 (Castle Ravenloft) let me know as there are strong similarities between the two!
When
When the game starts, I plan on posting at minimum once ever other day, with one post per day a goal for me. This is to keep the game flowing and interest/momentum high. Players should endeavor to be able to follow a similar once-per or every-other day routine with the expectation that I will NPC inactive players (especially in combat).
Where
Here, of course! Here being ENWorld.
Why
Always loved Ravenloft and have been itching to give it a try. Do not have the resources to play it in RL.
How
Recruiting is now closed. This post will remain for archival purposes and in case recruiting is re-opened later.
To apply for a position, please provide a concept description of your character. This description is not a character sheet! Provide a background, primary role, quirks, and distinguishing abilities you foresee (and justification for them/how they play to your concept). In addition, provide a link to any games you have played in or run here on ENWorld, if any. All of these together will help paint a picture of your overall concept and how it would be executed. Keep in mind the Eberron-feel of your concepts, though players with no knowledge of Eberron can be brought up to speed as necessary.
To simplify the creation of concepts, the following will be allowed during final character creation: Core, the XPH, the Complete Series (including Psionics and Mage), the PHBII, the DMGII, all Eberron books, and Heroes of Horror. However, do not dwell too much on mechanics at this stage. Try not to go with too esoteric of a concept unless you can really justify it. Keep in mind that this game will not involve the Dreaming Dark, making Kalashtar a hard sell.
Players will be picked based upon the cohesion of the concepts to form a group (who will be presumed to have worked together before), and the "fun-to-play-with" factor of the ideas. The nature of the group (i.e., why they are together) can be determined as the game starts.
As stated, this is my first PBP game, though not the first I have DM'd. Be prepared for some initial road bumps.
Physical Description: Geran is a tall (6'4"), powerfully-built human male, strong enough to wield the ir'Tarn family greatsword with casual ease. Now 31 years old, his handsome but scarred face is already accented with gray hair at the temples. He carries the beautifully detailed ir'Tarn sword on his back (or leaned against a nearby table or wall when he's seated). [More to come if accepted, as I'll be able to more accurately detail equipment.]
Background: Geran ir'Tarn was an officer and accomplished swordmaster in the Cyran army, raised in a proud if less wealthy noble house that had produced a long line of Cyran military officers, knights, and swordmasters. The ir'Tarn motto is "For Honor, for Family, for Cyre!" and is often used by ir'Tarns as a battle cry. His house is famed for its unique combat style that emphasizes a form of meditation while fighting and included many honor graduates of Rekkenmark before the Last War began.
Geran served on the Cyre-Karrnath front during the last five years of the Last War, where he distinguished himself several times for valor and leadership, most notably repelling an attack by Karrnathi soldiers from Fort Zombie during the Battle of Bones.
Having led a small Cyran contingent into Karrnath to harass Fort Zombie and prevent another incursion into Cyran territory, Geran and his troops were spared during the Day of Mourning, but were stranded in enemy territory with no safe haven to retreat to. Faced with the choice of attacking Fort Zombie without a line of support, retreating into his devastated homeland, or fleeing into territory held by the Valenar, Geran chose to follow the Cyre River South to the shattered city of Metrol, and then walk the Orien trade road through the Mournland to Vathirond in Breland. Only Geran and two of his soldiers survived the abominations of the Mournland, out of over 100.
He and his two remaining soldiers arrived in Vathirond, a town that had suffered much due to its location in Breland near both the Thrane and Cyre borders, Geran met up with what few Cyran survivors had escaped from the Day of Mourning and protected them as best he could. He eventually led them to New Cyre when King Boranel graciously offered the Cyrans refuge there. Along the way, he was forced to kill one of the two soldiers who survived the Mournland with him, after the young man lost what remained of his mind and went berserk.
Now Geran is making his way as an adventurer in ___________(wherever the game will start). He hopes that by doing right he can help preserve the memory of Cyre and the ir'Tarns a little longer. If that means dying in glorious combat, so much the better, but the way things are going Geran is more likely to drown in a wine bottle instead.
Primary Role: Geran, like the many of the ir'Tarn line before him, is an expert soldier and a master of the sword. He will be well-suited on the front line of any combat, but his experience leading Cyran troops in the last war also might make him a suitable party leader. His budding alcoholism and depression over having lost his family and nation make him somewhat reckless with his own life (but not those of others), however.
Quirks: Geran saw many horrors during the Last War, not the least of which was the massacre of his men by Karrnathi undead and terrible forces in the Mournland. Geran drinks more than he probably should, and has constant nightmares despite trying to use his meditative skills to ensure a peaceful night's sleep. Wine has proven more effective over Geran's dreams thus far.
While Geran doesn't automatically hate anyone who served Karrnath during the Last War, he is very suspicious towards Karrns and anyone who dealt with Karrnathi undead in particular. His personal version of how the Day of Mourning occurred involves Karrnathi necromancy at the heart of it. Undead of any sort are to be destroyed without question.
Geran is very focused on the task at hand, a reflection of his military and mental discipline. He doesn't tolerate those who give up easily in the face of adversity (despite the fact that he himself retreats from his own dreams by going to bed drunk most nights).
Distinguishing Abilities: The ir'Tarn line's meditative combat style is well-known and rightfully respected by Cyran nobles and military officers. It allows Geran to do things beyond the abilities of normal soldiers. Geran will be a calm, focused, and nigh-unstoppable engine of death with a greatsword.
Character Sheet Preview: Geran will be a human Fighter 6. He will be focused on the sword (Weapon Focus and Specialization in the greatsword) and the Combat Focus chain of feats from PHB II. I can provide a full character sheet upon request, otherwise I'll do one if and when I'm accepted as one of the six players.
Other Play-by-Post Games I'm in:
-A Game of Thrones d20: House Steadfast Update: This game has sadly ended after the tragic death of Widowmaker, our GM. See here for details and to express condolences.
-I've also applied for The Sharn Inquisitive but we haven't heard who's in or out yet.
Please also see the real-life Eberron game that I run, linked in my signature (we've only had one play session so far, but the game is going really well). Update: we've now had two play sessions, and a campaign blog entry is forthcoming.
Also, I'm more than willing to adapt my concept if there are pieces you don't like.
I am interested, Stonegod...I always loved the original Ravenloft. With that being said, though, I know almost nothing about Eberron. How important is that?
I am interested, Stonegod...I always loved the original Ravenloft. With that being said, though, I know almost nothing about Eberron. How important is that?
1) You'll need to forget anything you know about I6, however; Expedition is a retooling not a sequel. I'll change some things around, but I can't change everything. I need to make a note of that in the first post.
2) The core of the game will be far enough removed that a lot of setting knowledge is not needed. However, the themes of Eberron (Character are Heroes, Cliffhanger Action, Excitement and Danger, Unpredictable Alignment, and Things are Rarely as they Seem) will definitely inform the game. There are some rule changes from Core (alignment restrictions lifted on Clerics, addition of Action Points) and the baseline assumptions of race relations and magic distribution are vastly different. I'd pick up the ECS or the Player's Guide (or browse them) to a get a feeling for the setting. That being said, if you give me a general idea of the concept, we can work on Eberronizing it.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
1) You'll need to forget anything you know about I6, however; Expedition is a retooling not a sequel. I'll change some things around, but I can't change everything. I need to make a note of that in the first post.
Not a problem. One nice thing about I6, and from what I have heard about Expedition is the randomness of the placement of items and such.
Quote:
Originally Posted by stonegod
2) The core of the game will be far enough removed that a lot of setting knowledge is not needed. However, the themes of Eberron (Character are Heroes, Cliffhanger Action, Excitement and Danger, Unpredictable Alignment, and Things are Rarely as they Seem) will definitely inform the game. There are some rule changes from Core (alignment restrictions lifted on Clerics, addition of Action Points) and the baseline assumptions of race relations and magic distribution are vastly different. I'd pick up the ECS or the Player's Guide (or browse them) to a get a feeling for the setting. That being said, if you give me a general idea of the concept, we can work on Eberronizing it.
I've read through the Wikipedia entry for Eberron, so I have some basic ideas. Let me think about concepts for a bit, adn I'll get back to you.
I haven't even started the game, and I'm being called evil. Sounds like RL...
I try
This may give me a chance to play my recaster Changeling... I keep trying him from 1st level, and it's rough, as he's boring at low levels. There's so many other things I wouldn't mind playing either though... I'll flip through books and come up with something interesting if I have the time.
__________________ PbP Mod. PM or E-mail if you have questions or issues. Visit Bront.org
stonegod, I'm up for it! I have a couple of concepts in mind, one a bit on the odd side. One is a variant druid of the Greensinger sect, one I made too late for InVinoVeritas' Ravenloft game. The other would be a shifter barbarian that came from the border near the Demon Wastes, and knows about deceptive creatures and the harm they can do. I will flesh out both at a later date. I did want to inquire if you have or have access to Dragon #339?
I like a trip to Castle Ravenloft every now and again, especially this time of year. Here's my idea:
Background: "Life is magic, magic is life. Learn all that you can." This was the refrain heard by cadets at the famed Sun and Sword Military Magic Academy. Cadets trained at the Academy were trained and drilled to use powerful arcane spells in combat situations, and could use such spells in battle armor, making them very sought-after in many of the armies during the Last War. Cadets who were classmates and friends one year could graduate and find themselves facing one another on opposite sides the following year.
More than a few cadets found this possibility more than a bit unsettling, and Cadet Myran d'Medani was amongst them. Her family had pulled strings and paid for her admittance into the academy, but she had wondered just to what purpose she was pursuing her studies. She had plans for life after the Academy that didn't include going off to die in some pointless (in her mind) and nearly-endless military campaign. If she was going to meet her end, it would be on her terms and doing her own sort of business: prospecting for dragonshards or seeking out gold or platinum.
Fortunately for her, her plans would be easier to meet than she thought, as the Last War drew to a close in her junior year, leaving her plenty of time to contact prospective employees and investigate treasure rumors in the meantime. Academy cadets were still very much in demand after all, and it shouldn't be too hard to find work.
The first few odd jobs she took after graduation, however, were meager in pay: rooting out some camps of goblins who only had a few gold between them. It certainly wasn't going to make Myran rich, and in fact she was lucky when there was any appreciable gold left for her. Eventually she settled in to a long-term job guarding a Sanctum of The Sovereign Host. Again, not much money but at least it was steady pay. Myran grew interested in the church the more time she spent there. During her younger days, she didn't pay much mind to matters of faith, but now she had wondered about things beyond the physical world (wonderings no doubt initiated by her magical studies). Myran learned from the priests and eventually expressed a desire to join the priesthood herself. Ironically, although she balked at serving in a military order, Myran now serves in a religious order, which she often finds is much more demanding.
Primary Role:Myran is well-versed in magic of all kinds. She can dispense offensive arcane magic or divine healing as needed. As a member of a dragonmarked house, Myran can also call upon her family contacts when she is in need of additional resources.
Quirks: Myran abstains from any alcoholic drinks. It was frowned upon at the academy and she foreswore it altogether as part of her ordination into the Host clergy. She does come off as a bit snobbish, whether due to her half-elven heritage, her dragonmarked house upbringing or both. She is earnest and dedicated however, especially to her traveling companions or any who need aid. She will aid any worshippers of the Host without reservation.
Distinguishing abilities:Myran's primary strength is her spellcasting and the variety of spells she can cast. She can use arcane spells in armor, provided it's not too heavy. When pressed into physical battle, she is more than capable of handling herself with her arming sword and shield. Outside of battle, Myran can utilize her family contacts for aid. She has a number of knowledge skills to rely upon, and like many half-elves is an accomplished diplomat.
Last edited by Eva of Sirrion; 22nd October 2006 at 11:53 PM..
Aldin d'Denieth, LN dragonmarked scion of House Deneith.
He's a young warrior of his house, trained in elite defensive maneuvers and devoted to the idea that the training his family has developed over years is the best there is, and that their reputation as warriors is and should continue to be impeccable. Bred for command, Aldin
was attached to a mercanary company serving Karrnath during the Last War, and threw himself into a number of situations were many felt he was foolishly jeapordizing himself. In reality, he was testing the strength and value of his family's training, and finding that his training passed.
Late in the war, faced with the death of many companions, relatives, and friends, Aldin started asking questions of fate. In asking these questions, he started questioning the wisdom of the Sovereign Host, and he turned to a newer faith that his cousin introduced to him, The Seekers of Vol. Aldin has developed the belief that divinity is in his blood and in his own actions, not in servitude. Aldin has set off now seeking to develop the divinity within himself, testing the power of his training in tense situations, and has sought out a group of adventurers that have helped him test his own worth and his own mettle.
Aldin is handsome, with a square jaw, fair skin, close-cropped jet black hair, and
piercing blue eyes. He almost always has a look of intensity on his face. He is rarely seen outside of his armor and green and yellow tabard, with purple chimera embroidered on the breast. His shield is painted with the Chimera emblem of house Deneith, and his ornate bastard sword looks well taken care of and antique.
Aldin tends to be rather serious. He hates practical jokes, and tends to get pleasure out of stories of war. He also enjoys military histories and reading the memoirs or biographies of the great leaders and warriors of Khorvaire.
The way I see Aldin working in the party is as a tank: putting himself in the most dangerous situations and holding the line until the rest of the party can figure out a way to overcome the obstacles. He very easily could take the role of party leader if no other leader-types present themselves, and would likely try and take charge in battle situations regardless. With other warrior-types in the party, he would respect their methods or waging war, and would enjoy a friendly rivalry with them, trying to achieve the greatest feats of heroics.
Aldin will be super tough as a knight/dragonmark heir of house Deneith. Through his dragonmark he will be able to absorb damage intended for other party members, making concerted efforts to keep everyone alive. He lives by his armor and shield, and will have feats to reflect that.
I could see linking his history to Enforcer's character's history, perhaps that Aldin ran up against his unit in the Fort Zombie battles, or even that Aldin's unit was ordered to Pursue the Cyrans into the Mournland, but ended up joining with them when all realized the horrors with-in. Heck, that could be the way the party formed up: A few Cyrans, a few Karrn mercs, and maybe a few who we picked up on the way.
Of course, Aldin has no clue about the true face of the Blood of Vol.
I'm definitely interested; I'll have to mull over my list of PC concepts tonight and drop you a line!
__________________
"We create joy." - Pirate Cat, 2006 ENnies
"...the worse thing that can happen to players is not to have their characters die. The worst thing that can happen is to have a boring game." - Mike Mearls
I'm in Rhun's position, not familiar with Eberron, though I do have three pdf issues of Dragon with Eberron preview stuff. I own House of Strahd the 2e update/conversion of I6 and I am very familiar with the 2e and 3e Ravenloft campaign settings. I am fine with keeping ooc knowledge ooc and would not reread any of the HoS stuff if selected while playing.
My concept would be tied to Enforcer's story, a Cyran war vet who fought undead horrors. Instead of being a front line fighter I'm thinking a ranger with archery path so he fills the scout and missile fire niches for the party. I've never played a half-elf in 3e so I'm thinking I'd go that way for race.
The character would think of undead as true abominations to be put to the flame immediately before they spawn out of control.
Distinguishing abilities, archery feats and high scouting skills (spot, listen, wilderness lore, etc.)
Hrm. I'm really leaning towards a shifter paladin of the Flame. By 'paladin' I mean 'Lawful and Good, with a gentle nature that hardens in the face of evil,' not 'arrogant SOB that makes demands of the other players.'
You know my PbP history; you're in all of them!
__________________
"We create joy." - Pirate Cat, 2006 ENnies
"...the worse thing that can happen to players is not to have their characters die. The worst thing that can happen is to have a boring game." - Mike Mearls