Mid-level Xen'drik Expedition (Recruiting Closed)

So how long are you thinking you have been inert; hours, days, weeks, months, or years? Anyway, along came a wizard and a cleric (EvolutionKB) in search of the Air Ship bandits. The make camp near where Golem fell and at first did not even know he was there. Upon discovering him there was a long discussion about what to do about him. So we took him to the closest village in hopes to find a blacksmith capable of doing the repairs. This is where IKT comes in but I don’t know how….
 

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Hmm... depending on where Golem fell and where you all are, I could see several possibilities. Buran was born in Karrnath, at the Jorasco holding Resthold. If you guys were there or somewhere nearby, perhaps Buran was acting as an agent for her house. If someone had an interesting injury and story (and the money to pay), Buran would be very willing to help. She's quite interested in unusual cases. Anyways, here's her character sheet and background so far.

Character Sheet: [sblock]Buran d’Jorasco
Female halfling cleric of the Sovereign Host 4/Dragonmark Heir 2/Sovereign Speaker 2

Alignment: Neutral Good
Region: Karrnath
Height: 3' 4''
Weight: 33lbs
Hair: Golden-brown
Eyes: Hazel
Age: 42
Action Points: 11
XP: 32,000

Str: 11 (+0) [-2 racial]
Dex: 16 (+3) [+2 racial]
Con: 14 (+2)
Int: 13 (+1)
Wis: 17 (+3) [+2 levels]
Cha: 14 (+2)

Class and Racial Abilities: +2 Dex, -2 Str, Small size, +2 racial bonus on Climb, Jump, Move Silently, and Listen checks, +1 racial bonus on all saving throws, +2 moral bonus on saves against fear, +1 racial bonus on attack rolls with thrown weapons and slings. Divine spells, turn undead 5/day aura of good, War, Healing, Travel, and Luck domains, house status, additional action points, improved least dragonmark. Proficient with all types of armor and all shields (except tower shields), all simple weapons, as well as the battleaxe, halberd, longsword (also have Weapon Focus), sickle, and warhammer. Reroll 1/day, casting healing spells at +1 caster level, freedom of movement for 5 rounds/day, and free Martial Weapon Proficiency and Weapon Focus with longsword.

Hit Dice: 8d8+16
HP: 66
AC: 22 (+3 Dex, +7 armor, +2 shield)
ACP: -2
Init: +3 (+3 Dex)
Speed: 20ft. (20ft. in armor)

Saves:
Fortitude +13 [+7 base, +2 Con, +1 luck, +2 resistance]
Reflex +10 [+4 base, +3 Dex, +1 luck, +2 resistance]
Will +16 [+10 base, +3 Wis, +1 luck, +2 resistance]

BAB/Grapple: +6/+2 (includes +1 for size)
Melee Atk: +8 (1d6+1/19-20/x2/S, +1 longsword)
Ranged Atk: +9 (1d3/x2/50 ft./B, sling)

Skills:
Climb +0 (0 ranks, +0 Str, +2 racial, -2 ACP)
Diplomacy +11 [9 ranks, +2 Cha]
Gather Information +5 [3 ranks, +2 Cha]
Heal +15 [10 ranks, +3 Wis, +2 dragonmark]
Jump +0 (0 ranks, +0 Str, +2 racial, -2 ACP)
Knowledge (religion) +12 [11 ranks (2 cc), +1 Int]
Listen +5 [0 ranks, +3 Wis, +2 racial]
Sense Motive +6 [3 ranks, +3 Wis]
Spot +3 [0 ranks, +3 Wis]
Tumble +1 (0 ranks, +3 Dex, +2 racial, -2 ACP)

Feats:
Least Dragonmark (healing) (1st level) [ECS]
Favored in House (Jorasco) (3rd level) [ECS]
Lesser Dragonmark (healing) (5th level bonus from Dragonmark Heir) [ECS]
Worldly Focus (6th level) [FoE]

Languages: Common, Halfling, Gnome

Spells Per Day
Save DC +3
0th – detect magic x2, detect poison, purify food and drink, read magic. (D)
1st - bless, divine favor, magic stone, shield of faith. (D) – longstrider.
2nd – bear’s strength, dark way (SC), divine protection (SC) . (D) – spiritual weapon.
3rd – dispel magic, prayer. (D) – fly.

Dragonmark abilities
Caster level 8. DC 10 + spell level + 2
cure light wounds and lesser restoration 2/day (due to dragonshard reservoir
neutralize poison 1/day.


Equipment
+2 mithril breastplate – 8,350gp
Masterwork heavy wooden shield – 157gp
+1 longsword – 2,315gp
Dragonshard reservoir, least – 7,000gp
Heward’s handy haversack - 2,000gp
Cloak of resistance +2 – 4,000gp
Ring of feather falling – 2,200gp
Sling – 0gp
20 sling bullets – 2sp
2 daggers – 4gp
Identification papers with portrait - 5gp
2 Wands of cure light wounds – 1,500gp
3 scrolls of remove paralysis – 450gp
2 scrolls of remove blindness/deafness – 750
2 scrolls of remove curse – 750gp
2 scrolls of remove disease – 750gp
Scroll of invisibility purge – 375gp
Healer’s kit – 50gp
Bedroll - 5sp
Waterskin - 1gp
50 ft. silk rope - 1gp
Trail rations (10 days worth) - 5gp
Belt pouch - 1gp
Traveler’s outfit (Free)
12 wooden holy symbols of the Sovereign Host – 12gp
2 explorer’s outfits – 20gp
2 courtier’s outfits with jewelry – 160gp
1 glammerweave noble outfit with jewelry– 275gp
House Jorasco arcane signet ring – 150gp
Traveling papers, Karrnath to Breland – 2sp

Money
209gp, 1sp[/sblock]

~~~~~

Appearance, personality, and background: [sblock]Buran is a very tall, sturdily built halfling woman, her shoulder-length golden-brown hair confined from her face in braids, her visage thin and a little careworn, her brown eyes seemingly too large for her face. She wears a silvery breastplate with the symbol of the Sovereign Host worked into it subtly, and bears a shield with the House Jorasco crest on it. Her dragonmark is on her right hand, extending up onto her wrist and forearm. She also bears a arcane signet ring of her House on that hand.

Born in Resthold, the House Jorasco central holding in Vedykar, Karrnath, Buran was thrown into the Healer’s guild at a young age. Oldest of three sisters, and expected to help keep her younger siblings in line, she learned responsibility early. The Last War had raged since well before she was born, and there was little doubt as to where she would end up. The only question was whether she would aid her house in the holdings or on the battlefield.

Buran found herself attracted to the battlefield early on, wanting, perhaps, a small scrap of excitement after the confining rounds of the hospitals. Also, unlike the majority of her House, she found her talents in healing better channeled through her faith. Though born in Karrnath, she found the homey faith of the Sovereign Host to be the most fitting to everything she did.

Her faith helped sustain her far better than some of her family when she was taken out to the front lines. Karrnath had suffered drought, famine, and plague in addition to war, and the casualties were simply brutal. The excitement of snatching lives away from death’s door, of instilling her strength of faith in the soldiers she healed, gave her plenty of motivation to remain. More than one of her House had to return to Resthold to recover from nerves, but Buran could not stay away, even in the face of overwhelming personal tragedy.

The war had taken its toll on soldiers, civilians, and support personnel alike, and though attacks on House Jorasco risked the offenders being entirely cut off from future House services, it didn’t mean that accidents didn’t happen. Buran’s youngest sister Lirana was a casualty of an attack on one of the camps; burned to death in arcane fire, beyond even Buran’s ability to save. The House did not casually resurrect anyone, not even their own, and Buran finally had found the limits of her ability to cope with the horrors of the battlefield.

For two years, she returned to Resthold, serving in the hospital and acting as an agent for her House. Then the Day of Mourning came. Almost against her will, Buran found herself returning to the battlefield, the tragedy too great to ignore, even for those who had heavy hearts and bleeding souls.

To her own surprise, she found she could still find a faint thrill in hearing the stories of the fallen as she worked to pull them away from death. Each healing also came with some story from her about one or the other of the Host, to lift the spirits of those she tended, and some soldiers began to call her “the preacher,” in a kind of reverent jest. Her strong faith had returned, in the common man if not the war itself, and as the Treaty of Thronehold was signed, she began to wonder where else someone like her could go.

Buran is a little weary of the wholesale slaughter that marked the Last War at times. Though she enjoys the visceral thrill of healing on the battlefield, she is sick of the endless politics and backstabbing, the shifting alliances and endless rounds of pointless fighting. She seeks something new. New people to help, new experiences, new fights, and even new enemies. Traveling from enclave to enclave, she has worked her way to Sharn, hoping to find a way to the mysterious Xen’drik. If any place offers a new place to start, that would be it.

Buran is a healer and a priest, a diplomat and noble. Having worked deeply in her family holdings, she knows the pretty words and flattery necessary to address someone of rank (or who thinks they’re of rank), as well as the lore and wisdom of the Host. She is trained to defend herself and those she heals, though words tend to come first, rather than the sword. A mercenary healer and faithful priest, with her family’s philosophy of healing only for pay and a noble’s sense of self-worth, Buran is occasionally a bit of a contradiction. But few in her care would say even a word against her.[/sblock]
 

Sounds good, if you three are fine with it I'll re-write my background according to this. And I was thinking of month or years.
 

Code:
[B]Name:[/B] Logran Hallis
[B]Class:[/B] Warblade 8
[B]Race:[/B] Human
[B]Region of Origin:[/b] Cyre
[B]Size:[/B] M
[B]Gender:[/B] M
[B]Alignment:[/B] NG
[B]Action Points:[/B] 9 (roll 2d6)
[B]Deity:[/B] Sovereign Host 

[B]Str:[/B] 20 +5 	[B]Level:[/B] 8	[B]XP[/B]: 32000
[B]Dex:[/B] 16 +3 	[B]BAB:[/B] +8		[B]HP:[/B] 99 (8d12+24)
[B]Con:[/B] 16 +3 	[B]Grapple:[/B] +13	[B]Stat Increases:[/b] 4 - Str, 8 - Dex
[B]Int:[/B] 16 +3 	[B]Speed:[/B] 30'	 
[B]Wis:[/B] 12 +1 	[B]Init:[/B] +3		
[B]Cha:[/B] 10 +0 	[B]ACP:[/B] -X		

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+6	+3	+3	+0	+1	+1	24
[B]Touch:[/B]	14	[B]Flatfooted:[/B] 20

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+9	+3	+6	--
[B]Ref:[/B]	+8	+3	+2	+3*
[B]Will:[/B]	+3	+1	+2	--
[B]Notes:[/B] *when not flat-footed

[B]Weapon			Attack	Damage	Critical	Range[/B]
Bastard Sword +1	+16/+11	1d10+8	19-20/x2	------
Bastard Sword +1 TH	+16/+11	1d10+10	19-20/x2	------
Longbow			+12/+7	1d8+5	x3	110 ft
[B]Notes:[/B] +2 to hit w/ DM maneuvers, +3 melee when conf. crits, 
+3 dmg vs. flat-footed/flanked

[B]Languages:[/B] Common, Goblin, Elf, Gnome

[B]Abilities:[/B] Battle Clarity (+Int bonus on Refl saves when not flat-footed), 
Weapon Aptitude (switch weapon for weapon specific feats), Uncanny Dodge, 
Battle Ardor (critical Confirmation - +Int on rolls to confirm crits), 
Bonus Feat (Blade Meditation), Improved Uncanny Dodge, 
Battle Cunning (damage - +Int on melee dmg against flat-footed/flanked)

[B]Feats: [/B] Exotic Weapon Proficiency (bastard sword), 
Weapon Focus (bastard sword), Power Attack, 
Blade Meditation - Diamond Mind (+1 dmg with Bastard Sword, 
+2 Concentration checks, +1 save dcs for DM maneuvers), 
Weapon Specialization (bastard sword)

[B]Maneuvers[/B] 
[B]Known:[/B]
[I][B]1st -[/B][/I] Moment of Perfect Mind (Counter - Conc. check for Will save)
[I][B]2nd -[/B][/I] Action Before Thought (Counter - Conc. check for Refl save), 
Emerald Razor (Strike - touch attack)
[I][B]3rd -[/B][/I] Mind Over Body (Count - Conc. check for Fort save), 
Insightful Strike (Strike - Conc. check for damage)
[I][B]4th -[/B][/I] Ruby Nightmare Blade (Strike - Conc. check = double damage), 
White Raven Strike (Strike - +4d6 dmg, target flat-footed)
[B]Readied:[/B] Moment of Perfect Mind, Action Before Thought, White Raven Strike, 
Emerald Razor
[B]Stances:[/B]
[I][B]1st -[/B] [/I]Leading the Charge (charging allies gain +lvl dmg)
[I][B]3rd -[/B][/I] Pearl of Black Doubt (Gain +2AC each time foe misses)

[B]Skill Points:[/B] 88	[B]Max Ranks:[/B] 11/5.5
[B]Skills		Total	Ranks	Mod 	Misc[/B]
Balance		14	11	3	--
Concentration	24	11	3	10
Know(History)	14	11	3	--
Know(local)	14	11	3	--
Martial Lore	14	11	3	--
Tumble		14	11	3	--
Listen		06	5.5	1	--
Spot		06	5.5	1	--
[B]Notes:[/B]

[B]Equipment:				Cost	Weight[/B]
+1 Bastard Sword			8335gp	6lbs
 - Martial Discipline (Diamond Mind) (+1 to hit/+3 when using DM maneuvers)
Circlet of Concentration (+8)		6400gp	-lb
Mithral Breastplate +1			5350gp	15lb
Darkwood Shield +1			1257gp	5lb
Amulet of Natural Armor +1		2000gp	-lb
Ring of Protection +1			2000gp	-lb
Guantlets of Ogre Power +2		4000gp	4lb
MW Mighty Composite Longbow (+5)	900gp	3lbs
Arrows (40)				2gp	6lbs
Potions:
 - Cure Moderate Wounds (x3)		900gp	-lb
 - Cure Light Wounds (x3)		150gp	-lb
Backpack 				2gp	2lb
Flint and Steel				1gp	-lb
Rope, silk (100ft)			20gp	10lb
Everburning Torch			110gp	1lb
Waterskin				1gp	4lb
Explorer's outfit			-gp	8lb
Rations, trail (x3)			15sp	3lb

[B]Total Weight:[/B]67lb	[B]Money:[/B] 70gp 5sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	133	266	400	800	2000

[B]Age:[/B] 38
[B]Height:[/B] 5'9"
[B]Weight:[/B] 180 lbs
[B]Eyes:[/B] Blue
[B]Hair:[/B] Brown
[B]Skin:[/B] Fair

Appearance: Logran is an aging hero. His hair is a noble grey now but has become long and scruffy, completely unkept. He wears a cooler outfit having found his traditional Cyran clothes both uncomfortable in the heat and an unneccessary reminder to past glories. His bastard sword though is kept finely honed and polished. He can even be seen polishing it while sitting around the taproom of the Chapterhouse.

Personality: A loyalist to Queen and Country through and through, Logran has become quite depressed after the mourning. Hated and forced out of Khorvaire where he is no longer wanted as a reminder of the Great War, he has come to Xen'drik as an escape. Should something appeal to his sense of duty again, he'd be happy to free himself from the lethargy his exile has imposed on him. Generally given to telling war stories and harkening back to lost times, he likes to guide or teach through his tales.

Background:During the height of the Great War, Logran Hallis fought for his native Cyre. He applied his passion for the sword in devotion for his Queen and country, leading daring strikes against Thrane and Kharnnath. When the goblin armies of Darguun turned against Cyre, it was his team that struck back encouraging the goblin traitors to stay out of the rest of the war. On the battlefield against the elven Valenari forces he distinguished himself again and again.

And then the Mourning came. On the day of the mourning, Logran was out of Cyre on a mission in Valenar, hunting for a traitor against the crown. A Phairlani elf, named Phaeryn, had turned on Cyre and was traveling to the Valenar capital to relay critical information regarding the Cyran forces on the border. Logran caught up to Phaeryn and killed him, but it brought little satisfaction when he returned to find his country it covered in mist. He tried to pierce the mists a few times, but the horrors of the Mournland were too much to take.

Dissaffected and without a country, he travelled to Darguun and through to Sharn. The prejudice he found there, Cyrans living bowing to Brelanders, was too much for the Queen's man. He left the main continent on the next ship to Xen'drik to escape from the world that he no longer belonged to. He has taken up residence in Stormreach, a drunk, melancholy man who longs for the old days. He can often be found in the Chapterhouse regaling any who come calling with tales of Old Cyre and the glory of her Queen. Which of course makes him quite unpopular, though he tales of battle and war are a bitter reminder to those who are in Xen'drik from the same reasons as him.
 
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Cool I will do the same. A month or more works with the part of us not seeing you at first, being you were probably covered in leaves/dirt and what not.

IKT yeah we could have been where ever you need us to have been to accomidate. If need be we may have had to fight our way into the village from bandits or the like and I had a greivous leg wound which your skills were able to heal so that I do not even have a limp.
 

Just double checking here - are there any inquiries I've left unanswered? If so, be sure to point them out for me.

Submissions are looking good. I'm going to wait till tomorrow at midnight (eastern) time to officially close this to new submissions, and I'll pick the party sometime in the day following that.
 

I won't be able to post a character soon. If I am indeed picked I'll get one up ASAP, but hopefully you don't need much. Feat wise I know: The req for my PrC as well as Quicken spell and divine meta (quicken). Equipment wise: A reliquary holy symbol(MIC)augmented using the rules from MIC with a +2 wis. A +1 spellstoring morningstar. Full plate +1 and shield +1, cloak of resistance +2, and some other things.
 


My 'dark/selfish' Psion submission.
Went straight Psion for casting power. [sblock=Marotsel Rostovetskyi]
Code:
Name: Marotsel Rostovetskyi
Class: Psion 8 (Kineticists)  Age: ??
Race: HUman              Height: 5' 10"
Size: Medium  	         Weight: 150 lbs
Gender: Male             Eyes: Bright Green
Alignment: Lawful Evil   Hair: None
Deity:                   Skin: Weathered 

Class & Racial Traits:
Human                    Psion & Character
1 Bonus Feat             Displine: Kineticists
+1 Skill Point per Lvl   Extra Feats: 2
+4 Skill Points @ 1 Lvl  Feats: 3
                         Ability Bonus: +1 Int, +1 Dex

Str: 14 (+2)  Level: 8    XP:  
Dex: 16 (+3)  BAB: +4     HP:  40/40 (8d4+16)
Con: 14 (+2)  Grapple: -1 Dmg Red: -/-
Int: 20 (+5)  Speed: 30'  Spell Res: -
Wis: 14 (+2)  Init: +3    Spell Save: - 
Cha: 14 (+2)  ACP: 0      Spell Fail: 0%				

       Base Armor Shld Dex Size Nat Misc Total
Armor:  10   +8   (+4)  +3  +0   +0  +0   21 (25)
Touch:  21   Flat-Footed: 21

      Base Mod Misc Total
Fort:  2    +2  +2   +6
Ref:   2    +3  +2   +7
Will:  6    +2  +2   +10

Armor           Bonus Dex ACP ASF  Weight Cost
*Interial Armor  +8    +6  0   0    0lbs   9 Power Points
%Force Shield    +4(+6) -  0   0    0lbs   1 (9) Power Points
     *OverChannelled daily casting good for 10hrs
     %OverChannelled buff casting good for 10min

Weapon           Attack Damage  Critical  Range  Weight Cost 
L. Crossbow, MW    +8    1d8    19-20/x2   80ft   4lbs  302gp

Equipment Cost / Weight
Explorers outfit           (-gp / 0 lbs)
Bolts (60)                 (6gp / 6 lbs)
Flint & Steel              (1gp / 0 lbs)
Belt Pouch                 (1gp / 0 lbs)
Rations x3                 (1gp / 1 lbs)
Sunrods x2                 (4gp / 2 lbs)
Waterskin x1               (1gp / 3 lbs)
Vest of Resistance +2      (4000gp / 3 lbs)
Head Band of Int +2        (4000gp / 1 lbs)
Cognizance Crystal (+5)    (9000gp / 0 lbs) 
Psiontrix Necklace
      Psychokinesis        (8000gp / 0 lbs) +1 DC for Psychokinesis powers
      Dimension Swap       (1620gp / 0 lbs) 3rd level manifester power 1/day
      Levitation           (1620gp / 0 lbs) 3rd level manifester power 1/day
Power Stones (Medium)      
    1. Tongues x4          (150gp / 0 lbs) 2nd
    2. Sustenance x4       (150gp / 0 lbs) 2nd
    3. Identify x4         (150gp / 0 lbs) 2nd
    4a.Touch Sight x2      (375gp / 0 lbs) 3rd
     b.Eradicate Invis x2
    5. Body Adjustment x4  (375gp / 0 lbs) 3rd
    6. Body Purificationx4 (375gp / 0 lbs) 3rd
Power Stones (Major)
    1a. Freedom of Move.x2 (700gp / 0 lbs) 4th
     b. Trace Teleport x2
     c. Energy Adap x2

Total Gold Spent: 29765
Total Gold Remaining: 985

Current Capacity: Light (26) 
Carry Capacity: Light: 0-26 Med.: 27-53 Heavy: 54-80 
Lift: 160 Drag: 400

Languages: Common, Giant, Dwarven, Elven, Drow

Feats: (6)
Overchannel, Talented, Privledge Energy (Electric)
Knocked Down Power, Psionic Meditation, Paralemental Power (Ooze)

Skill Points: 87 Max Ranks: 11/5
Skills                Abil Ranks Mod Misc Total
Autohypnosis *        Wis    11   +2   +2   15 [Synergy: Concentration]
Appraise              Int    0    +5        5
Balance               Dex    0    +3        3
Bluff                 Cha    0    +2        2
Climb                 Str    0    +2        2
Concentration         Con    11   +2        13
Craft *               Int    0    +5        5
Decipher Script       Int    0    +3        3
Diplomacy             Cha    0    +2        2
Disable Device *      Dex    0    +3        3
Disguise              Cha    0    +2        2
Escape Artist         Dex    0    +3        3
Forgery               Int    0    +5        5
Gather Information    Cha    0    +2   +2   4 [Synergy: Kn. Local]
Handle Animal         Cha    0    +2        2
Heal                  Wis    0    +2        2
Hide                  Dex    0    +3        3
Intimidate *          Cha    6    +2        8
Jump                  Str    0    +2        2
Knowledge (Psionic) * Int    11   +5   +2   18 [Synergy: Autohypnosis]
Knowledge (Planes) *  Int    5    +5        10
Knowledge (Local) *   Int    5    +5        10
Knowledge (Geo) *     Int    5    +5        10
Knowledge (Nature) *  Int    0    +5   +2   7
Listen                Wis    0    +2        2
Move Silently         Dex    0    +3        3
Open Lock             Dex    0    +3        3
Perform               Cha    0    +2        2
Profession *          Wis    0    +2        2
Ride                  Dex    0    +3        3
Search                Int    5    +5        10
Sense Motive          Wis    0    +2        2
Sleight of Hand       Dex    0    +2        2
Psicraft *            Int    11   +5   +2   18 [Synergy: Use Ps. Device]
Spot                  Wis    0    +2        2
Survival              Wis    3    +2   +2   7 [Synergy: Kn. Geography]
Swim                  Str    0    +2        2
Tumble                Dex    0    +3        3
Use Psionic Device    Cha    5    +2   +2   9 [Synergy: Kn. Psionic]
Use Rope              Dex    0    +3        3[/sblock]
[sblock=Powers]
Code:
Total Power Points: 58 // Bonus Power Points: +25 // Base DC: 15 (16) + Power Level
Total Powers Known: 17 // Manifester Level: 8 (10 If Overchanneled)
1 Level (4)      2 Level (4)      3 Level (4)    4 Level (5)
Interial Armor   [U]Energy Missle[/U]    Dispel         Mindwipe
Force Screen     [U]Crystalstorm[/U]     Body Adjust.   Dim. Door
Mind Thrust      [U]Concussion Blast[/U] Time Hop       Wall of Ecto.
Detect Psionics  Ego Whip         [U]Tele. Thrust[/U]   [U]Energy Ball[/U]
                                  [U]Energy Bolt[/U][/sblock]
[sblock=Description]He is of average height and weight for a human with bright green eyes and a very bald head.
He is often clad in loose fitting travel robes with his light crossbow strung
across his back. The required bolts hang freely on his waist, tucked well behind his
robes. Though he convincingly gives the appearance of an arcane wielder he
is truly anything but.[/sblock][sblock=History]While spending some time in the Library of Korranberg, Marotsel heard rumors of giants in Xen’drik who possess some of the magic of their ancient civilization. More elaborate rumors gave the impression that these giants held numerous artifacts of limitless and unimaginable power. Needing little else in terms of motivation, Marotsel immediately took it upon himself to form a band of capable adventures and search for these so called ‘Ancient Ones’.

As fait would have it, his band would accidentally stumble upon Pra’xirek while exploring for the ‘Ancient Ones’. Thinking that Pra’xirek was the home to these mysterious giants, he quickly leads his team into the ruins. However they soon find themselves caught up in a conflict between a local tribe of Giants and a large band Drow. Determined not too loose this incredible find, he quickly and rather easily escalates the conflict between the two races so that him and his team can explore the ruins undisturbed. As well as reaping its hidden spoils.

While in Pra’xirek he found writings about an extremely large and old city hidden deep within the jungles of Xen’drik. The writings were vague but he determined that this city could be were the Ancient Ones are held up. To add to this believe are the writings about well preserved giant skeletons that attack all those who were deemed unworthy to enter the city. Who else would have such formidable protectors if not for the ‘Ancient Ones’? Though his teammates were more excited about the weapons and armor from the skeleton warriors and how they could bring home a good sized fortune, his attention was still on the ancient powers that lied deep within the city.

During their search through the jungle, Marotsel and his team would find a nearby cave laden with Khyber dragonshards. Unfortunately the cavern was also home to a pack of blood savoring werewolf’s who were about to feast upon dinner. Apparently the werewolf’s were quit hungry and attempt to make Marotsel and his team an appetizer for their main meal. Marotsel and his team had other plans. After clearing out the cave and pocketing some rather expensive dragonshards Marotsel found something completely unexpected. To his absolute amazement he discovered a portion of the draconic prophecy hidden deep within the cave. And to top it all off, this portion of the prophecy directly related to his quest for the ‘Ancient Ones’.

This find also mark the end to Marotsel’s quest. For unbeknownst to him an agent of the Chamber, was immediately assigned follow Marotsel after his find of the dragonic prophecy. Those within the Chamber quickly ascertained that Marotsel should by no means find these so called ‘Ancient Ones’ or their ancient artifacts for fear of the prophecy coming to life. A plan was put into motion to deter Marotsel and his team from continuing their quest.

During months of searching within the jungles of Xen’drik with absolutely no further clues to the location of the Ancient Ones, Marotsel and his team agreed to split their spoils and go their separate ways. With the dragonic prophecy still fresh in his mind Marotsel was determined not to give up. However, he was also not stupid and knew that he would need others in order to fulfill his destiny. He would head to the port city of Stormreach. There he would sell his spoils and look to for ways to complete the prophecy and becoming even more powerful. [/sblock]
 
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Bootmobile said:
I have been waiting for an Eberron campaign like this to come up. I have two concepts both based around the warshaper PrC from Complete Warrior.

The first is a shifter that has devoted themselves to developing their shifting powers for combat purposes. The build would be Ftr 4 / Warshaper 2 / Weretouched Master 2 (ECS). The next several levels would be devoted to the 2 PrCs.

The second is a changeling that has made itself into a daring warrior and a man of mystery. The build would be Beguiler 2 / Swashbuckler 3 / Warshaper 3. After another level of the PrC it would be on to a gish PrC, probably the Abjurant Champion from Complete Mage.

The first build would be an offensive powerhouse when shifting and a decent archer when not. The second would be pretty decent in melee and be able to fill face, trap and possibly scout roles, plus be a great spy and have a few special tricks up his sleeves.

I like the idea of playing each. The first would be violent and vicious, but not in a wild, bestial way. By going fighter rather than barbarian I think of the character as deliberate, purposeful and calculating in his savagely violent attacks. Plus there is the whole Wolverine factor which is appealing. The second is playing a changeling against type, having invented a dashing, charming persona to hide behind. He is outgoing and witty and always seems to keep people off balance and guessing. He is endlessly resourceful always seeming to have yet another trick up his sleeve, always seeming to know than he possibly should.

The first would be coming to Xen'drik to test his mettle and to make a name for himself. Being a shifter, and a ferocious one at that, he has never found the respect and renown he longs for among more civilized folks. The second would be escaping to Xen'drik, having run one scheme to many and been exposed. The jungles of the southern continent seem a good hiding place and working within the Coin Lords organiazation seems like a good opportunity to rebuild his lost lifestyle.

Gabrion, do you find one or the other more appealing or a better fit for the campaign or the emerging party?

Here are my rolls btw.

[sblock=Disclaimer]I have always been a lurker here on ENWorld before but I have been a member of the WotC board for years and I have been playing D&D for over 15 years. Just in case the post count is an issue. :)[/sblock]


Ack! I was looking back over page two and just saw this...which I'm pretty sure I haven't replied to. Both those concepts are fine. If I had to give you my opinion preference wise, I guess I like the shifter concept a tiny bit better, but both sound like a lot of fun. Party wise though (and I could be wrong about this...I'm still doing a tally), I feel like we have a lot of melee type submissions. Not that I'm only going to be taking one (I'm certainly not tying myself down to the standard 4 iconic role party), but just something to think about competition wise.
 

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