Bloodweaver's New Campaign Discussion

Bloodweaver1

First Post
This thread is more of a compilation of thoughts for my possible up coming adventure as well as a discussion (hopefully from other DM’s and interested players) on what needs to be added or changed. If enough interest is generated then I will start a new recruitment thread.

*******

New Cyre: What started as a refugee village in the wake of the destruction of Cyre has rapidly grown into a large town with over four thousand inhabitants. While the disaster that destroyed the nation to Breland’s east wiped out much of the Cyran population, those living near the western border had enough time to cross over into the Brelish countryside ahead of the strange wall of dead-gray mist that eventually stopped just a few miles east of Vathirond and Kennrun. King Boranel took pity on the refugees and established the camps that evolved into a village and then a town.

Sir Rugrew is a well established tradesman and has been one of the many individuals who have helped New Cyre grow into the town that it is today. His expertises lies in providing a wide range of much needed goods as well as provide the rare and exotic antiquities that capture the eyes and often the purses of those with gold to spare. His craft is compounded by his innate ability to weave a capturing tale of epic proportions in less than a moment’s notice, which is one the many reasons why you have come to meet him.

As it stands, Sir Rugrew is soliciting for hired hands for his next trek to the City of Sharn. Accepted applicants will be guaranteed contracted rates plus follow on work if their services are deemed appropriate. All interested parties will meet with Sir Rugrew’s second mate Ms. Kot’diana at the 3-Colored-Dog Inn. [sblock=Campaign Notes]
1. A bit of fair warning, though this adventure starts in New Cyre however I do indent on taking this all over the realm (hopefully).
1a. Traveling will be done by whatever means is necessary at the time. Although I will hint that obtaining an airship or a rail car is foreseeable.
2. Their will be scenes were materialistic weaseling is not only encouraged but required. After all you are hired hands. This could possibly make interesting opportunities for Paladins and Monks. Creativity will be key in those situations.
3. Character History: Please state why you are choosing to leave New Cyre. This reason could be anything but should be something that I can weave into the over all story line later on. History can be as detailed or vague as you like, just so long as you get your point across.
4. Please display some kind of progression to level six also let me know if you plan on choosing a PrC or joining an organization as I plan on weaving that into the story line for future character development.
5. No evil alignments. Materialistic sure, evil no.
6. If you wish to play Drow, Orc, gobliniod, etc have a real good reason on why you are in Breland
7. Nothing over the top (This has yet to be defined and probably never will be, however I still reserve the right to enforce it)
8. There will be multiple threads associated with this campaign. An OOC thread will for game discussion and meta-game talk. An IC thread will be strickly for IC gaming. Any OOC questions and discussion should and will take place in the OOC thread. Lastly a COMBAT thread were all combat declarations and posting will take place.
9. I will be making my decision based on number of applicants, party nutrition, concept, and background (all in that order) within 7-10 days of this posting.
10. With each submission please volunteer a group name or two. This name will be used often and will represent the group as a whole when dealing with others.
11. I will make every attempt to post in the range of 3-5 times a week or when everyone has posted their movements which ever comes first.
12. During combat it will be highly recommend that a post should have more than one action, as it is possible that the battle ground has changed in an unforeseen way.
13. Intimate knowledge of the Eberron campaign is not required as I have almost all of the books and I am willing to answer any questions that I can. Or at the very least point you in the right direction.
14. Along with a group name their might be a need for a group leader or spoke person. I am unsure of this being a regular requirement but it could not hurt.
15. Players are encouraged but not obligated to make their own dice rolls when the need arises. This will help move things along. If you would like for me to make the roll, please make it obvious for me to do so. Note; all rolls will be made on invisiblecastle.com with a link in your post. I have a zero tolerance policy towards players that fudge and cheat with their rolls. I alone reserve the right to fudge any rolls. [/sblock][sblock=Standard Character Generation]
Starting Level: One
Point Buy: 28
Funding: Max starting gold
HP: Max first, every level after that one can either take half their hit dice plus Con modifier or roll on invisible castle.
Accepted races: Only Eberron races (Not negotiable)
Acceptable sources outside of races: All Eberron related material, all Complete books, all Core books (including PhP II), all Races of books (only if it relates to a Core race i.e. Gnomes, Drawfs etc), Frostburn, Stormwrack, Sandstorm, Psioncis, MIC, Spell Compendium, WOTC will be the only Errata’s that are acceptable as long as it available for download.[/sblock][sblock=Campaign Flow]The City of Sharn is a huge metropolis with countless towering buildings and hundreds of thousands of people. The city itself looks something similar to medieval NYC. Going there would be like leaving your comfortable country home to head to the big city were anything and everything could happen. Sharn will be your first opportunity to establish yourselves.

Encounters will be run in a mission-esk style with an overall plot hook that will hopefully give incentive for the group to keep going. ‘Missions’ will most likely begin and end in some kind of city or town, were resources/services can be procured and new work can be found. The type of adventures/encounters will take place all over the realms and will included but not limited too urban, wilderness, dungeonscapes, plains, small towns to large cities, remote islands, airways and railways. The theme of encounters will hopefully include all the big ones like, escort, rescue, bounty hunting, caravanning, relic finding, large battles and sensitive negotiating plus some small ones as well. All types of characters will get plenty of time to do whatever they do best. So those aerial-mounted-lance-charging types will find gainful enjoyment and employment as well as those blessed with a silvered tongue.

I have an overall idea of how I would like to see the story line grow (though I will admit it is still in its infancy), how the characters are involved and provided incentive to stay involved, who the main BBEG is and their involvement with the group/players. I have envisioned this campaign to be very flexible and unpredictable in terms of what can happen next (for both the players and myself). And though the players will have control on what missions they can take, how many missions they want to take-on at one time, how to solve each mission and where to go next, there will be some kind guidance from myself that will hopefully drive a larger storyline.
I will provide evolving primary objectives with each ‘mission’ that will be up to party as a whole to complete. However, I will also try to give secondary objectives that will be given to only certain players and will be up to them to complete. For example, a mission could be to escort a certain snobbish noble who is being pursued by un-kindly people from Sharn to Wroat. Overall success is that everyone makes it alive to Wroat. A secondary objective might be for the group cleric/paladin to convince the noble to meet with a local orphanage for a charitable donation upon their arrival or for the group’s bard/rogue to obtain a certain prized heirloom from said noble. Another might be for the group’s fighter to not allow any harm to befoul the noble and/or to leave no attackers alive. And the fourth might be for the sage to determine who these attackers are, where they are coming from and their motives (random acts of violence or is there something else?). Completion of all primary objectives grant rewards to everyone and secondary objectives grant rewards to all those that were involved. I will do my best to make sure that everyone gets their fair share of secondary objectives. The quality and quantity of the secondary objectives will be influenced by the characters history.[/sblock]
 
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Jemal

Adventurer
New Cyre looks like an interesting campaign. Do you have adventures worked out for it beyond the begining, or were you going to come up with stuff as you go?

Also, forgive my lack of knowledge on Eberron-specific history, but what exactly does going to the City of Sharn entail? if Sir Rugrew is recruiting hired hands, would they be expecting heavy combat, or a 'run-of-the-mill' guard experience?
What (if anything) are you planning in the way of diplomatic and/or other non-combat type encounters/adventures?
Will most of the adventuring be taking place in Urban, Wilderness, or Dungeonscapes? Or some sort of mix (50/30/20%)?
This is important if anybody wants to play a Mounted or Long range or sneaky or trapfinding character, etc, etc.
 

s@squ@tch

First Post
Name: Dar
Race: Changeling
Class: Warlock
Gender: Male
Alignment: Neutral
Homeland: Unknown

Appearance: Normally appearing as a male half-elf, with dark brown hair, cut short, and green eyes. Somewhat slim.

Background:

Dar was orphaned at a young age. He doesn't know his parents, or where he came from. He was found in a blanket on the outskirts of what would become the Mournland by a retired half-elf Magewright named Dunkle. The doddering old man took pity on the small baby, thinking at first that it was deformed from some of the odd magicks in use during the war. At the age of two, Dunkle first noticed the ability of the toddler to alter its appearance -- it came as a horrible fright when the child looked at him while trying to alter its appearance to look like him. Dunkle was not very worldly, and had no idea what this child was -- he had never seen a changeling in person before. But he did his best to raise the child as normal as he could. "Dar" was the childs first words, and he came to call himself that.

Nowadays, Dar still knows nothing of his parents -- were they killed during the Last War? Were they fighting for a particular side or cause? Were they in the wrong place at the wrong time? Did they abandon him? Could they still be alive? He really hasn't come to grips with these questions. He does his best just trying to fit in and live as a half-elf.

The one thing that he does know, is that they passed onto him a dark gift. He has felt the dark power coursing through his veins for quite some time, not knowing what it was. He has begun to harness it, to bend it to his will. His adopted 'father' died about a year before the end of the Last War -- Dar was 14 years old. Now 17, he is trying to stay alive and fed.

He has gravitated towards a town called "New Cyre", as he is looking for a fresh start, along with the rest of the people who live there.


Bloodweaver: What all do you want? Full character sheet?
 

Mellubb

First Post
This sounds great. I am thinking Warforged Fighter. Fresh off the assembly line in Cyre enroute to Breland to join the fight but the war ends before I make it to battle. I have been employed by several people mostly loading and unloading caravans. Sir Rugrew has given me a way to get to what I feel I was made to do. I will draw up stats later if this is exceptable to you.
 

DrZombie

First Post
Taran d'Lyrandar, Half-Elven Rogue.

Taran is a take-it-easy fellow, drifting from town to town; He's unconcerned about matters of the house, and the house about him, but he's worried that that will change from now on, 'cause this pesky dragonmark popped up; Fortunately it's on hisshoulder, so he can keep it out of sight, but still. He's content with wandering the nations, and has a vague idea about gathering enough riches so that he can buy his own airship, to get out from under the control of house Lyrandar.

(I'm planning on a multiclassing character, mainly face-man-rogue, with a few levels of favored in house once they discover he's been dragonmarked, and finally switching to the windwright prestige class. Maybe I'll throw in an odd level of artificer...
I'm looking forward to finally play a scion of house Lyrandar with his own airship. The coolness would rule :cool: )

[sblock=charsheet]

Taran

Male Half-Elf Rogue 1
True Neutral
Representing DrZombie


Strength 10 (+0)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 12 (+1)
Charisma 14 (+2)

Size: Medium
Height: 5' 9"
Weight: 145 lb
Skin: Light
Eyes: Green
Hair: Blond; Curly; Light Beard




Total Hit Points: 7

Speed: 30 feet

Armor Class: 12 = 10 +2 [dexterity]

Touch AC: 12
Flat-footed: 10

Initiative modifier: +2 = +2 [dexterity]
Fortitude save : +1 = 0 [base] +1 [constitution]
Reflex save: +4 = 2 [base] +2 [dexterity]
Will save: +1 = 0 [base] +1 [wisdom]

Attack (handheld): +0 = 0 [base]
Attack (unarmed): +0 = 0 [base]
Attack (missile): +2 = 0 [base] +2 [dexterity]

Grapple check: +0 = 0 [base]


Light load: 33 lb. or less
Medium load:34-66 lb.
Heavy load:67-100 lb.
Lift over head:100 lb.
Lift off ground:200 lb.
Push or drag:500 lb.

Region of Origin: Cyre (displaced)
Dragonmarked House: Lyrandar [Mark of Storm]
Languages: Common Elven Goblin Halfling


Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Rapier [1d6, crit 18-20/x2, 2 lb., one-handed, piercing]
Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing]


Feats:

Least Dragonmark

Traits:
Action Points: 5 (this level)

Appraise Int 3 = +2 +1
Balance Dex* 4 = +2 +1 +2 [mark of storm]
Bluff Cha 5 = +2 +3
Climb Str* = +0 +1
Concentration Con 1 = +1
Decipher Script Int 3 = +2 +1
Diplomacy Cha 7 = +2 +3 +2 [half-elf]
Disable Device Int 5 = +2 +3
Disguise Cha 2 = +2
Escape Artist Dex* 2 = +2
Forgery Int 3 = +2 +1
Gather Info Cha 7 = +2 +3 +2 [half-elf]
Heal Wis 1 = +1
Hide Dex* 5 = +2 +3
Intimidate Cha 2 = +2
Jump Str* 0 = +0
Listen Wis 4 = +1 +2 +1 [half-elf]
Move Silently Dex* 4 = +2 +2
Open Lock Dex 5 = +2 +3

Prof. (airship) Wis 3 = +1 +2
Ride Dex 2 = +2
Search Int 5 = +2 +2 +1 [half-elf]
Sense Motive Wis 2 = +1 +1
Sleight of Hand Dex* 4 = +2 +2
Spot Wis 4 = +1 +2 +1 [half-elf]
Survival Wis 1 = +1
Swim Str** 1 = +0 +1
Tumble Dex* 4 = +2 +2
Use Magic Device Cha 3 = +2 +1
Use Rope Dex 2 = +2


* = check penalty for wearing armor


Half-Elf


Immune to magical sleep

+2 racial bonus on saves vs. enchantments

Low-light vision

+1 racial bonus on listen, search, and spot checks

+2 racial bonus on diplomacy and gather information checks

Rogue

Sneak Attack +1d6
Trapfinding

Class HP rolled
Level 1: Rogue 6

[/sblock]
 
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Bloodweaver1

First Post
Jemal said:
New Cyre looks like an interesting campaign. Do you have adventures worked out for it beyond the begining, or were you going to come up with stuff as you go?

Also, forgive my lack of knowledge on Eberron-specific history, but what exactly does going to the City of Sharn entail? if Sir Rugrew is recruiting hired hands, would they be expecting heavy combat, or a 'run-of-the-mill' guard experience?
What (if anything) are you planning in the way of diplomatic and/or other non-combat type encounters/adventures?
Will most of the adventuring be taking place in Urban, Wilderness, or Dungeonscapes? Or some sort of mix (50/30/20%)?
This is important if anybody wants to play a Mounted or Long range or sneaky or trapfinding character, etc, etc.
The City of Sharn is a huge metropolis with countless towering buildings and hundreds of thousands of people. The city itself looks something similar to medieval NYC. Going there would be like leaving your comfortable country home to head to the big city were anything and everything could happen. Sharn will be your first opportunity to establish yourselves.

Encounters will be run in a mission-esk style with an overall plot hook that will hopefully give incentive for the group to keep going. ‘Missions’ will most likely begin and end in some kind of city or town, were resources/services can be procured and new work can be found. The type of adventures/encounters will take place all over the realms and will included but not limited too urban, wilderness, dungeonscapes, plains, small towns to large cities, remote islands, airways and railways. The theme of encounters will hopefully include all the big ones like, escort, rescue, bounty hunting, caravanning, relic finding, large battles and sensitive negotiating plus some small ones as well. All types of characters will get plenty of time to do whatever they do best. So those aerial-mounted-lance-charging types will find gainful enjoyment and employment as well as those blessed with a silvered tongue.


-Blood
 

Bloodweaver1

First Post
Jemal said:
New Cyre looks like an interesting campaign. Do you have adventures worked out for it beyond the begining, or were you going to come up with stuff as you go?
I think I may have answer your question with the information that I added in the OP. If not let me know.
s@squ@tch said:
Bloodweaver: What all do you want? Full character sheet?
I am not looking for character concepts right now. Though feel free create them if you feel this campaign has merrit. This is more of a questions and answers with discussions for me and any interested players about the campaign I have proposed. Depending on the outcome here I will create another thread specifically for recruitment. As this will be my first venture into DM’ing a PbP and I am trying to silicate insights from those who have traveled this path before. So I can hopefully avoid making common mistakes.

-Blood
 

Necro_Kinder

First Post
mmmm Eberron. I'll try to get a character submitted by later this week, but right now my thoughts are a Halfling Ranger from Talenta, though i still need to some up with a reason why he's in Breland...
For the first few levels he'll be ranger, then dipping in to Rogue for a level or two so he can take the WhisperKnife PrC (Races of the Wild). Party wise, he'd serve mainly as a guide and back-up fighter, wielding dual handaxes and throwing axes
 

s@squ@tch

First Post
My $0.02 on what makes a successful campaign is maps, maps, maps, and pictures.

Tactical maps for combat -- maps for overland travel, etc, etc. Draws players in and makes them feel apart of the game.

Also, try and incorporate as much of the Eberron specific material as possible in the characters interaction with the world -- lightning rail, airships, interhouse politics, Eberron specific monsters -- living spells, etc, etc.
 

DrZombie

First Post
If you want advice from someone who has flunked a few campaigns :
- start small
- use a tactical map for combat.
- commit yourself to updating 3 times a week, at least, even if the players haven't all posted. keep the pace going.
- Some players will drop out. it is not your fault. it just happens.
- Have fun.

I'd love to play an eberron game. Let me know if/when you start.
 

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