Cyincal Lurker
First Post
Xen'Drik. Continent of Mysteries.
That is what the Outlanders say. Those who come to steal what is ours, to learn what knowledge we have earned, to awaken that which we know to leave be. Gladly, we would let them do such things, for soon enough they will pay the price, in those distant lands where they feel so safe.
And yet the portents are black, and hint at ruin that will fall on the outlands, on the ocean and on us as well.
How much longer can we ignore them, these outlanders? How much longer before they repeat history and undo all we have worked for?
-- Id'halak Al'shatan, Drow Shaman
This is, of course, an idea for an all Drow Ebberon game, starting in Xen'Drik before moving farther a field.
I'm looking for 4-6 players, and I'd love to be able to run at 1/day posting, but I'll take what I can get. Mechancial details to follow, but I'm more interested in concepts rather than stat-blocks - I'll accept a neat character idea over a neat bunch of numbers, so keep that in mind.
I'm aiming at a run all the way to level 20 or so, FYI.
Characters will, of course, be members of the same family group (though not nessicaraly related), and will almost certainly have a history. Plus, at the starting level, they will be fairly noteworthy characters in there own rights.
I'm basicly winging this ATM, so feel free to take some liberties with backgrounds and the history of the family group (within the bounds of reason, such that it exists in D&D). And ask questions if you got them.
The Drow will be slightly modified to drop the LA, possessing the following traits:
-2 Con, +2 Dex, +2 Wis
Sleep Immunity
+2 to Will saves vs spells
Low-Light Vission
+2 to Search, Spot & Listen (no auto-check for secret doors)
Starting level with be 4th.
Attributes will be standard 4d6 drop lowest, however, you can re-roll your lowest total one time (ie, roll up 7 attributes and drop the low one).
Check with me on any non-core classes/feats/etc. I own alot of books, so most stuff should be fine, but let me know in advance so I can double check.
I'll be using the following variant rules (mostly from AU) (with some minor tweaks):
Wounds/Vitality
Armor as DR
Weapon Proficency Groups
I'm likely also going to use a non-standard skill system ripped off from the Saga Edition star wars rules (I don't have the book, but I like what I've heard about it, I just need to figure how to make it work in this setting).
That should about cover it, I think.
That is what the Outlanders say. Those who come to steal what is ours, to learn what knowledge we have earned, to awaken that which we know to leave be. Gladly, we would let them do such things, for soon enough they will pay the price, in those distant lands where they feel so safe.
And yet the portents are black, and hint at ruin that will fall on the outlands, on the ocean and on us as well.
How much longer can we ignore them, these outlanders? How much longer before they repeat history and undo all we have worked for?
-- Id'halak Al'shatan, Drow Shaman
This is, of course, an idea for an all Drow Ebberon game, starting in Xen'Drik before moving farther a field.
I'm looking for 4-6 players, and I'd love to be able to run at 1/day posting, but I'll take what I can get. Mechancial details to follow, but I'm more interested in concepts rather than stat-blocks - I'll accept a neat character idea over a neat bunch of numbers, so keep that in mind.
I'm aiming at a run all the way to level 20 or so, FYI.
Characters will, of course, be members of the same family group (though not nessicaraly related), and will almost certainly have a history. Plus, at the starting level, they will be fairly noteworthy characters in there own rights.
I'm basicly winging this ATM, so feel free to take some liberties with backgrounds and the history of the family group (within the bounds of reason, such that it exists in D&D). And ask questions if you got them.
The Drow will be slightly modified to drop the LA, possessing the following traits:
-2 Con, +2 Dex, +2 Wis
Sleep Immunity
+2 to Will saves vs spells
Low-Light Vission
+2 to Search, Spot & Listen (no auto-check for secret doors)
Starting level with be 4th.
Attributes will be standard 4d6 drop lowest, however, you can re-roll your lowest total one time (ie, roll up 7 attributes and drop the low one).
Check with me on any non-core classes/feats/etc. I own alot of books, so most stuff should be fine, but let me know in advance so I can double check.
I'll be using the following variant rules (mostly from AU) (with some minor tweaks):
Wounds/Vitality
Armor as DR
Weapon Proficency Groups
I'm likely also going to use a non-standard skill system ripped off from the Saga Edition star wars rules (I don't have the book, but I like what I've heard about it, I just need to figure how to make it work in this setting).
That should about cover it, I think.