[Recruiting Closed] stonegod's Expedition to Castle Ravenloft -- 1 to 2 PCs [Eberron]

stonegod

Spawn of Khyber/LEB Judge
Recruiting has closed and the slots have been filled.

The Thaliost Six was not prepared for what had found them in the remote wildnerness of the Morr Mountains. A plague of undead that caused all who fell to them to rise again and continue to hunger. Already, one had fallen. Was there an end to this zombie horror? And was this related to the strange omen of witches that had followed them here? Or to the ancient necromantic tome they were in search of?

stonegod's Expedition to Castle Ravenloft is looking for one or two new PCs. Please see the below links and the description below for more info.

IC | OOC | RG

Who
One or two more PCs to join the extant group of five. Character level 6th (15500 XP). A channeler of divine power or healing preferred for at least one role.

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
I post 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
One of the heroes have fallen! New heroes must now rise to the challenge!

How
Recruitment is more constrained now that the group has entered distant Barovia. Concepts will be limited to either NPCs already present, or concepts that can be tied to the Expedition caravan that started the journey. Thus, make sure you have read through the IC thread. The rules for both are similar.

Extant NPCs
Below are a list of extant NPCs that PCs can take over. General sketch of abilities, personalities, and other known things about the characters are given. Players are mostly free to develop the character to their desire given the constraints. If requesting to play the NPC, try to flesh out how you would make it your own.

- Mateush Ochem (Archivist) Historian of the Twelve, and nominal head of the Barovian expedition. A Karrn entering his middle age, Mateush is meticulous about his cleanliness and hygiene.

- Ferrik Dalboran d'Sivis (Bard?) A Sivis heir of some minor standing, apparently being 'punished' by his family be being part of the expedition. Has a knack for woodcutting, and tends to his passions more than socializing with the others. Makes sure the package containing the sending stone never leaves his sight.

- Adalstan d'Cannith (Artificer) A well humored Aundarian with close cropped curls and a mischevious smile. Not well liked by the Karnn Cannith faction being tacitly associated with Cannith North due to his heritage, and was 'honored' with his place on the expedition as a consequence. Provide artificing services as needed.

- Ashlyn Alsedora Dorandanna (Paladin 6) A Cyran champion of Dol Arah and devotee of the Lightbringers. A martially minded and direct hunter for the dead, she fights tenaciously the unending fight. In Barovia for unknown purpose.

New PCs
New PCs must be minor members of the Expedition caravan. Guards, researcher, or other staff who were less associated with providing the protection of the caravan but have somehow been thrust into a new role. If suggesting a new PC, 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). It is especially important to specify the tie in with the expedition. 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.

Character Creation
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 and their ilk a hard sell.

Decision Process
Players will be picked based upon the cohesion of the concepts to form a group, and the "fun-to-play-with" factor of the ideas. I will tend to favor extant NPCs though new PCs with a good justification will be considered. You may wish to check the original recruitment thread to answer any questions you may have.

I will hold recruitment open until Friday the 11th unless I get a flood of good applicants.

Looking forward to it!
 
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Kafkonia

First Post
You know, I'd love to apply (I just got the Eberron CS) but since I was brought in as a replacement player for Endur's game right before he went on sabbatical, I don't think it's feasible. I will be watching with keen interest, though.
 

stonegod

Spawn of Khyber/LEB Judge
Kafkonia said:
You know, I'd love to apply (I just got the Eberron CS) but since I was brought in as a replacement player for Endur's game right before he went on sabbatical, I don't think it's feasible. I will be watching with keen interest, though.
Sorry to hear, but spread the word! :)
 


Enforcer

Explorer
So this is what I submitted to this game before...however I may want to try out a Dragonmarked scion of House Lyrandar as a total carousing, womanizing swashbuckler (with the Mark of Storm).

Geran ir'Tarn

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.
 

stonegod

Spawn of Khyber/LEB Judge
Just a note: Recall that that group has asked for a divine channeler first, combat sort second, so there is a priority here. Second, extant NPCs will get favor over entirely new concepts (easier to get into the swing of things w/o too much disbelief).
 

stonegod

Spawn of Khyber/LEB Judge
Enforcer said:
So this is what I submitted to this game before...however I may want to try out a Dragonmarked scion of House Lyrandar as a total carousing, womanizing swashbuckler (with the Mark of Storm).
The Lyrander scion would probably be a bit hard to fit in the game as the House would have littler interest in the expedition and that type of character would be difficult to fit the story's themes (horror and mystery).
 

Enforcer

Explorer
Given the trouble he gets into, Barovia sounds like a nice vacation for the Lyrandar guy, but point taken. Consider Geran ir'Tarn my top-ranked submission then.
 

drothgery

First Post
stonegod said:
Just a note: Recall that that group has asked for a divine channeler first, combat sort second, so there is a priority here. Second, extant NPCs will get favor over entirely new concepts (easier to get into the swing of things w/o too much disbelief).

It's probably worth noting that our need isn't a divine channeler, it's someone capable of using major healing/restorative magic. A cleric is the simplest way to build someone like that, and other major divine casters (archivist and druid especially) are next, but there are other things that work.

An ardent with the right mantles seems like it should make a good psionic healer. A wizard with Arcane Disciple (healing domain) works, and a Cleric 1/Wiz 5 heading for Silver Pyromancer will gain access to paladin spells with his first level of that PrC.

A dragon shaman might (though explaining how one made it to Barovia would take work). An artificer with the right items can certainly manage it.
 

GwydapLlew

First Post
drothgery said:
It's probably worth noting that our need isn't a divine channeler, it's someone capable of using major healing/restorative magic.

Quoted for ever-lovin' truth. We abused the heck out of our cure wands in the first battle; I shudder to think what combat will be like when we run out of charges. :\
 

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