mcnathan80
First Post
The Sharn Inquisitive is an ECL 3 campaign set in Eberron for six players. This will be an inquisitive campaign based in Sharn, very pulp, very noir, think CSI meets Lord of the Rings. Seriously though, I’ve always wanted to run a role playing intensive inquisitive game and a PbP seemed like the perfect vehicle for this. Be aware, emphasis is on character development, and role playing, with only one or two combats per adventure.
[sblock=Character Submission]
If you're interested in joining this game, please submit a character background. The objective of your background is twofold: First, to describe your character's history, personality, and role in the party, as well as what made them decide to begin working as a private investigator on the streets of Sharn. Some questions that should be answered: What does your characters race, class, and alignment mean to them? How did the events of The Last War affect them? Where are they from, have they always lived in Sharn or did they emigrate to Sharn? What are their goals, and why are they working as an investigator? What’s their “basic” personality, any quirks or interesting traits? Second, to impress me with your writing abilities – remember, good writing will be chosen over awesome characters. Selection will not be "first come, first served".[/sblock]
Full character sheets should be submitted after backgrounds, not before them, and should be in the format below, the more detailed the better as far as I’m concerned:
[sblock=Character Sheet]
Name: Joe
Class: Fighter 1
Race: Human
Hit Dice: 1d10+2, 12 HP
Initiative: +1
Speed: 20 ft
Armor Class: 19 (10 +5 armor +1 dex +2 shield +1 dodge)
Base Attack Bonus: +1
Grapple: +4
Attacks: Longsword +6 (1d8+3, 19-20 x2)
Full Attack: Longsword +6 (1d8+3, 19-20 x2)
Face/Reach: 5x5/5ft
Special Qualities: Human Traits
Special Attacks: None
Saves: Fort +4, Ref +1, Will +1
Abilities: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 12, Charisma 10
Skills: Craft (weaponsmithing) +4, Intimidate +4, Swim -5
Weapon Groups: Basic, Crossbows, Heavy Blades, Light Blades, Maces and Clubs
Feats: Weapon Focus (Heavy Blades), Dodge, Power Attack
Action Points: 5
Languages: Common
Alignment: Lawful Good
Deity: None
Gender: Male
Age: 21
Height: 6' 2"
Weight: 195 lbs
Spells:
Spells Known: None
Spells Memorized/Spell Slots: None
Inventory:
Breastplate (200 gp)
Masterwork Longsword (315 gp)
Heavy Steel Shield (20 gp)
Traveler's Outfit
Total Weight: ??
[/sblock]
[sblock=Character Creation]
-The following sources will be allowed
All Core rule books
All Eberron books
All “Complete” books
All “Races of…” books
The XPH
The Miniature’s Handbook
-Starting level: 3rd
-Hit Points: Max 1st level, ½ +1 each additional level (i.e. fighters get 6 and 2nd, clerics get 5 …)
-Starting Gold: 1,350gp
-Races: All Core and Eberron races are allowed, also I’m allowing humanoids with an LA of no higher than +1
-Classes: All Classes are allowed, but remember, I’m more concerned with character background and writing style over munchkinly characters. Please note that as this is a mystery based game and a plethora of combat related feats might not see much use in the game. That being said, I’m sure one or two “bruisers” might be of great importance if and when a fight breaks out.
-Alignment: All alignments are accepted. Eberron is a world dominated by “shades of gray”. However, massive in-party conflicts due to alignment will not be tolerated. Please keep this in mind if you desire to play an “evil” character.
-Stats: Stats will be determined using a 28 point buy. I know that the norm is 32 around here, but I personally feel that a lower number of “points” will lead to more specialized characters and more fun for the group as a whole.[/sblock]
[sblock=House Rules]
I have the following house rules that I wish to implement, I feel these will make for a more cinematic, and (hopefully) enjoyable game.
-For ease of rolling, I will handle all group rolls such as: reaction checks (spot/listen, initiative, etc…), as well as all checks that I want kept as surprise (i.e. bluff, sense motive, some search checks, etc…) also if you can succeed a check “taking 10” I’ll just assume you did that instead of calling for a roll. In fact, unless the situation warrants it, or is specified by the player, I will assume everyone is always “taking 10”.
-The various combat maneuvers no longer provoke AoO (disarm, trip, grapple, unarmed attacks, etc…), again I feel it’s more cinematic this way. However, moving out of a threatened space, casting a spell, and such still provoke.
-Improved feint no longer requires combat expertise as a pre-requisite
-Wielding a weapon 2-handed gives a static +1 to damage, not 1.5 strength bonus
-The power attack feat gives a 1 for 1 trade-off, regardless of whether it’s used 2-handed or not.
-Half-Orcs receive a +2 to intimidate checks, and a +2 to saves vs. intimidate.
-Diplomacy, and Use Magic Device are class skills for the sorceror
-Spot/Listen has been rolled into one skill: Notice, if any class has either skill they now have this one.
-Hide/Move Silent has been rolled into one skill: Stealth, if any class has either skill they now have this one.
-Open locks is now part of the Disable Device skill (since a lock is a type of device, and picking one is essentially “disabling” it; Thanks Rich Burlew)
-I also use Mr. Burlew’s diplomacy skill found here
-The dodge feat now adds a satic +1 dodge bonus to defense, has no dex-based prerequisite, and can be taken multiple times
-Skill feats: All the feats that give a +2 bonus to 2 skills have been removed instead there will be the Talented(.....,.....) feat. Just pick 2 skills and give yourself a +2 to those skills.
-Weapon groups: Rather than group all weapons as simple or martial I'll be using the weapon groups here
-Flaws: You can take 1 flaw found here for a bonus feat. Any flaws created by players (like, drug addiction, or missing limb) must be subject to DM approval.
Non-proficiency: You can choose to not be proficient with any weapon for a bonus feat
-Spontaneous domains: Instead of clerics spontaneoulsly casting cure/inflict spells, they may now cast their domain spells spontaneously. Clerics no longer receive an extra spell slot per level for domain spells. All good clerics can take the heal domain, and all evil clerics can take the destruction domain regardless of actual domains allowed by their chosen deity
-To avoid the hassle of creating magic items you can buy any magic item that you have the requisite Item creation feat of for 75% of it’s normal cost (i.e. a wizard with the scribe scroll feat wants to buy a 100GP scroll, he instead buys it for 75GP).
-You’re only 1st level once: Character’s only receive 1st level benefits for a class once (Armor prof., weapon groups, spells in spell book, …) so decide what your level 1 class will be carefully.
-It's you not your equipment: Characters will start with 1/2 the max gp limit out of the DMG (1,350gp) and will stay at 1/2 max gp per level, but they get a bonus feat at 1st level, a feat at 2nd level, and a feat at every other level after that (4,6,8,10,...) instead of every 3 levels (3,6,9,...)[/sblock]
[sblock= Posting Etiquette]
-The purpose of the PbP is the narrative, so please try to avoid OOC chatter. If you need to say something OOC to clarify what you’re doing (like in combat) please do so after your in character description.
-Again since the focus is the narrative, please be as descriptive as possible. It’s much more entertaining to say: gripping his sword tightly in his sweat-slick hands, Timor sized up the opponent before him, takes a few tentative steps forward and swings his sword in a broad arc hoping to end this fight quickly. [sblock=OOC]I take a 5 foot step forward and attack[/sblock] Than to say: I rolled a 14 do I hit?
-Please pick a dialogue color your character will speak with
Walking into the room, Jaryd instantly smelled the odor of rotting flesh, and says to his companions out the door "Hey guys, you might want to cover your noses before you come in here", NPC’s will be gray[/sblock]
[sblock=Disclaimer]
I’m new to DMing PbP’s, but I’m sure that if we all work together we can make this an enjoyable experience, and if we all have fun, we can keep this campaign going for a while. Please note: even though I’ve been using this house rule for a while, I’ve never actually put it in writing, if there are any questions, please post them, or email me, and we’ll sort every thing out.[/sblock]
Submissions will close by midnight (CST) on 10/20 and I'll choose the players by midnight (CST) on 10/22.
[sblock=Character Submission]
If you're interested in joining this game, please submit a character background. The objective of your background is twofold: First, to describe your character's history, personality, and role in the party, as well as what made them decide to begin working as a private investigator on the streets of Sharn. Some questions that should be answered: What does your characters race, class, and alignment mean to them? How did the events of The Last War affect them? Where are they from, have they always lived in Sharn or did they emigrate to Sharn? What are their goals, and why are they working as an investigator? What’s their “basic” personality, any quirks or interesting traits? Second, to impress me with your writing abilities – remember, good writing will be chosen over awesome characters. Selection will not be "first come, first served".[/sblock]
Full character sheets should be submitted after backgrounds, not before them, and should be in the format below, the more detailed the better as far as I’m concerned:
[sblock=Character Sheet]
Name: Joe
Class: Fighter 1
Race: Human
Hit Dice: 1d10+2, 12 HP
Initiative: +1
Speed: 20 ft
Armor Class: 19 (10 +5 armor +1 dex +2 shield +1 dodge)
Base Attack Bonus: +1
Grapple: +4
Attacks: Longsword +6 (1d8+3, 19-20 x2)
Full Attack: Longsword +6 (1d8+3, 19-20 x2)
Face/Reach: 5x5/5ft
Special Qualities: Human Traits
Special Attacks: None
Saves: Fort +4, Ref +1, Will +1
Abilities: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 12, Charisma 10
Skills: Craft (weaponsmithing) +4, Intimidate +4, Swim -5
Weapon Groups: Basic, Crossbows, Heavy Blades, Light Blades, Maces and Clubs
Feats: Weapon Focus (Heavy Blades), Dodge, Power Attack
Action Points: 5
Languages: Common
Alignment: Lawful Good
Deity: None
Gender: Male
Age: 21
Height: 6' 2"
Weight: 195 lbs
Spells:
Spells Known: None
Spells Memorized/Spell Slots: None
Inventory:
Breastplate (200 gp)
Masterwork Longsword (315 gp)
Heavy Steel Shield (20 gp)
Traveler's Outfit
Total Weight: ??
[/sblock]
[sblock=Character Creation]
-The following sources will be allowed
All Core rule books
All Eberron books
All “Complete” books
All “Races of…” books
The XPH
The Miniature’s Handbook
-Starting level: 3rd
-Hit Points: Max 1st level, ½ +1 each additional level (i.e. fighters get 6 and 2nd, clerics get 5 …)
-Starting Gold: 1,350gp
-Races: All Core and Eberron races are allowed, also I’m allowing humanoids with an LA of no higher than +1
-Classes: All Classes are allowed, but remember, I’m more concerned with character background and writing style over munchkinly characters. Please note that as this is a mystery based game and a plethora of combat related feats might not see much use in the game. That being said, I’m sure one or two “bruisers” might be of great importance if and when a fight breaks out.
-Alignment: All alignments are accepted. Eberron is a world dominated by “shades of gray”. However, massive in-party conflicts due to alignment will not be tolerated. Please keep this in mind if you desire to play an “evil” character.
-Stats: Stats will be determined using a 28 point buy. I know that the norm is 32 around here, but I personally feel that a lower number of “points” will lead to more specialized characters and more fun for the group as a whole.[/sblock]
[sblock=House Rules]
I have the following house rules that I wish to implement, I feel these will make for a more cinematic, and (hopefully) enjoyable game.
-For ease of rolling, I will handle all group rolls such as: reaction checks (spot/listen, initiative, etc…), as well as all checks that I want kept as surprise (i.e. bluff, sense motive, some search checks, etc…) also if you can succeed a check “taking 10” I’ll just assume you did that instead of calling for a roll. In fact, unless the situation warrants it, or is specified by the player, I will assume everyone is always “taking 10”.
-The various combat maneuvers no longer provoke AoO (disarm, trip, grapple, unarmed attacks, etc…), again I feel it’s more cinematic this way. However, moving out of a threatened space, casting a spell, and such still provoke.
-Improved feint no longer requires combat expertise as a pre-requisite
-Wielding a weapon 2-handed gives a static +1 to damage, not 1.5 strength bonus
-The power attack feat gives a 1 for 1 trade-off, regardless of whether it’s used 2-handed or not.
-Half-Orcs receive a +2 to intimidate checks, and a +2 to saves vs. intimidate.
-Diplomacy, and Use Magic Device are class skills for the sorceror
-Spot/Listen has been rolled into one skill: Notice, if any class has either skill they now have this one.
-Hide/Move Silent has been rolled into one skill: Stealth, if any class has either skill they now have this one.
-Open locks is now part of the Disable Device skill (since a lock is a type of device, and picking one is essentially “disabling” it; Thanks Rich Burlew)
-I also use Mr. Burlew’s diplomacy skill found here
-The dodge feat now adds a satic +1 dodge bonus to defense, has no dex-based prerequisite, and can be taken multiple times
-Skill feats: All the feats that give a +2 bonus to 2 skills have been removed instead there will be the Talented(.....,.....) feat. Just pick 2 skills and give yourself a +2 to those skills.
-Weapon groups: Rather than group all weapons as simple or martial I'll be using the weapon groups here
-Flaws: You can take 1 flaw found here for a bonus feat. Any flaws created by players (like, drug addiction, or missing limb) must be subject to DM approval.
Non-proficiency: You can choose to not be proficient with any weapon for a bonus feat
-Spontaneous domains: Instead of clerics spontaneoulsly casting cure/inflict spells, they may now cast their domain spells spontaneously. Clerics no longer receive an extra spell slot per level for domain spells. All good clerics can take the heal domain, and all evil clerics can take the destruction domain regardless of actual domains allowed by their chosen deity
-To avoid the hassle of creating magic items you can buy any magic item that you have the requisite Item creation feat of for 75% of it’s normal cost (i.e. a wizard with the scribe scroll feat wants to buy a 100GP scroll, he instead buys it for 75GP).
-You’re only 1st level once: Character’s only receive 1st level benefits for a class once (Armor prof., weapon groups, spells in spell book, …) so decide what your level 1 class will be carefully.
-It's you not your equipment: Characters will start with 1/2 the max gp limit out of the DMG (1,350gp) and will stay at 1/2 max gp per level, but they get a bonus feat at 1st level, a feat at 2nd level, and a feat at every other level after that (4,6,8,10,...) instead of every 3 levels (3,6,9,...)[/sblock]
[sblock= Posting Etiquette]
-The purpose of the PbP is the narrative, so please try to avoid OOC chatter. If you need to say something OOC to clarify what you’re doing (like in combat) please do so after your in character description.
-Again since the focus is the narrative, please be as descriptive as possible. It’s much more entertaining to say: gripping his sword tightly in his sweat-slick hands, Timor sized up the opponent before him, takes a few tentative steps forward and swings his sword in a broad arc hoping to end this fight quickly. [sblock=OOC]I take a 5 foot step forward and attack[/sblock] Than to say: I rolled a 14 do I hit?
-Please pick a dialogue color your character will speak with
Walking into the room, Jaryd instantly smelled the odor of rotting flesh, and says to his companions out the door "Hey guys, you might want to cover your noses before you come in here", NPC’s will be gray[/sblock]
[sblock=Disclaimer]
I’m new to DMing PbP’s, but I’m sure that if we all work together we can make this an enjoyable experience, and if we all have fun, we can keep this campaign going for a while. Please note: even though I’ve been using this house rule for a while, I’ve never actually put it in writing, if there are any questions, please post them, or email me, and we’ll sort every thing out.[/sblock]
Submissions will close by midnight (CST) on 10/20 and I'll choose the players by midnight (CST) on 10/22.
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