Dark Lanterns: John Play Storyhour

Below will be the characters and magic items of the JOHN PLAY Storyhour. This storyhour will have a strong James Bond feel to it while set in the closing years of The Last War in Eberron.

002 John Play Lv 8
003 Jasper Lv 7
004 Venom varies
005 Rabid Lv 7
006 Carmen DeVincent Lv 8
007 Capt. Talleon Haliar Tonan Lv 8
008 The Dark Lanterns varies



Resources used:
JOHN PLAY: PLAY HARD
PHB, DMG , PHB II
MM3.5
Comp of Magic Items, Book of Dragons
Complete Adv
Eberron Camp, Sharn: City of Towers, Whispers of Vampire's Blade Adv.
 
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JOHN PLAY: PLAY HARD


JAMES PLAY Rog 1 / Scout 3/ Rang 2 / Fit 2 INIT+10 SP40ft AC 22 (TO17 FT17 ) ALCN CR “8”
Medium Humanoid (Unique) SAVES F+11 R+12 W+9 S18 D20 C18 I18 W18 C18
ATTACKS / DAM Club +11 melee 1d6+6 damage 20x2
FULL ROUND Club +11 /+7 melee 1d6+6 damage 20x2
OR Clubs x2 +9 / +9 / +5 1d6+6 damage 20x2
Long Bow +10 melee 20x3
BASE ATT / GRAPPLE: +6 / +10 HD 1d6+5d8+2d10+32 (85)
ARMOR 22/23 (+5 dex, Leather Armor+3, Ring of Pro +2 Deflect, +1 Competence IF 10+ ft move)
SPEC ATT Sneak Attack: +1d6 extra damage whenever one loses DEX / Flat Footed/ Flanked
Smirmish Attack: +1d6 IF Pathfinder moves TEN of moves ten or more feet that round
COMBAT STYLE: CLUB x2 Gains 2 Weapon Feat
SPEC QUA Trap Finding: Locate any trap even over a DC 20
Skill Points: 4+normal at level one / +1 per level after that
Feats: Bonus Feat at level one
Battle Fortitude: +1 to Fort checks and Init (Competence Bonus)
Lose bonus with Med armor or load
Uncanny Dodge (EX): CAN NOT BE CAUGHT FLAT FOOTED
Fast Movement (EX): +10ft
Trackless Step (EX): In natural Surrounding- can not be tracked naturally
FAVORED ENEMY: Human +2 Bluff, List, S Mot, Spot and Surv +2 DAMAGE
Wild Empathy (EX): Improve Attitudes of animals. Animals = Indifferent
FACE / REACH 5 / 5
SKILLS Bal +9, Bluff +5, Climb +12, Con +9, Dec Script +5, Dip +5, Dis Able +9, Disg+5, E Art +6, Forg +5, G Info +5, Heal +9, Hide +12, Intim +5, Jump +7, Know: Dung +8, Know: Local +6, Know: Nat +5, List +9, M Sil +12, Op Lock +9, Ride +10, Search +10, Seduction +8, S Mot +5, Spot +8, Surv +12, Swim +10, Tumb +8, Use Magic +8, Use Rope +7
FEATS Improved Init, Improved Unarmed Strike, Iron Will, Pow Att, Track, Weapon Focus: Club, Weapon Focus: L Bow
TREASURE (50,000)
Leather Armor+3: Glamored / Blurred (18700) 3/day Blur Spell for 5rds 20% mischance
Wood Clubs+2 (8000 ea) 34700
Dimension Stride Boots (2000) +2 to Jump (Compentence)
5 charges a day (renew at sunrise) 1= teleport 20ft 3= teleport 40ft 5=teleport 60ft
Ring of Protection +2 (8000) 44700
LANGUAGE Common, Elven, Gnome, Goblin, Dwarven
BOOK / PAGE PHB basics Rogue / Ranger / Fit SHARN: History of City and World Comp Adv: Scout
Magic Item Comp: Armor , Boots DMG: Magic Items and Mundane
NOTES 3.5
HISTORY:KNOWN The parents of Jim Play aka Pathfinder both worked for the Breland Government. Charles Play was a personal bodyguard to the King while Magga Chatos-Play worked for the Breland Magic War Developers. Each were well respected and successful at their work. Charles at one point saved the King from a lich’s attack (Cheng) who attempted to poison him with a special and unique negative energy disease. Charles leapt in the way of the magical ray and saved the king. Cheng escaped.

Calling on House Jorasco’s leaders for aid, The King of Breland tried to save the young hero’s life. The healers tried everything but all failed. Charles was to die. The next day Charles awoke, all scars were gone, his injured trick elbow was fixed and most importantly- he was alive and bursting with energy. The King was overjoyed and considered it a miracle. That week he fathered a son with his young wife. The child was born healthy and strong. (Nat 18’s across the board)

James Play grew up to be a thrill seeker and very full of energy. He excelled at sports, history, literature and had a unique sense of justice and rules. He is a maverick.

His parents died when he was 16. Some say they died from the accident and others say it was as their sky coach lost control and plummeted from the sky into the Hilt on purpose thus murdered.

He left the city to travel for the next year. The war was going strong so he was limited to where he could go. The government also wanted him to be in the army but he was always “somewhere else” and could not be found. At 18 a stranger came to him and said he had a destiny to fulfill and needed to avenge the thousands of deaths that will occur. The stranger gave him a key and left. The key lead James to a vault in the Sharn Kundarak Bank. Once opening it, he found his folks had stored dozens of magical items for him and several life times of money.

Deciding to know more of Breland and its activities, James then came to the King and became a Dark Lantern instantly. This doesn’t go over well with most Lantern leaders whom already distrusted the young man before.

This was two years ago.
 

JASPER
GOBLIN EXPERT: SNITCH INIT SP 30 AC 17 (TO12 FT14 ) AL ne CR 7 HD 8d6+8 (35)
Small Goblinoid SAVES F+3 R+5 W+8 S10 D16 C12 I14 W14 C14
ATTACKS / DAM Club +7 melee 1d6 20x2
FULL ROUND Club +7 / +2 melee 1d6 20x2
BASE ATT / GRAPPLE: +7/+2 / -4
ARMOR 17 (+1 size, +3 dex, +2 leather, +1 Ring of Prot)
SPEC ATT nada
SPEC QUA +1 to att due to size
Dark Vision 60ft
FACE / REACH 5 / 5
SKILLS Appraise+4, Bluff+12, Conc+3, Gather Info+16, Hide +17, Know: Local +12, List +13,
M Sil +10, Ride +7, Search+12, S Mot+12, Spot+12
FEATS Heroic Spirit, Skill Focus: Gather Info, Skill Focus: Move Silently
TREASURE Club, Leather Armor, Ring of Protection+1, Flask (ol’ gessy)
LANGUAGE Common, Goblin
BOOK / PAGE MM3.5 page 133 for base scores / abilities DMG 3.5 page 109 for Expert NPC Class
NOTES 3.5 ¾ lift / carry loads of a medium
3 Action Points. Roll 2d6 per use
Class Skills = App, Bluff, Gather Info, Hide, Know: Local, Move Sil, Search,
Sense Motive, Slight of Hand and Spot
Jasper is a unique goblin due to his intelligence and charisma. But as most goblins do in Sharn, Jasper lives off the streets. His main skill is an informant. Much of what happens in UnderSharn and some of the docks he either knows already or can learn…. For a price.
Jasper enjoys strong drink and gambling which he spends most of his money on. He is generally considered homeless but can be easily found if he wishes to be. John Play learned of him and his services from another snitch whom passed away in a very violent way. John contacts Jasper mainly through either the Purple Barrier Tavern (named for a permanent purple aura that can not be dispelled that acts as a blocking see thru wall) or one of two sewer openings within the towers that make up Sharn.

Jasper has yellowish skin (natural or from too much drink is uncertain) and has especially bad breath. His leathers are carefully covered by rages and lose cloth to further his image of a harmless and innocent homeless pathetic goblin. One canine tooth is unusually large and protrudes when ever he closes his mouth.
 

VENOM
BASE OF OPERATIONS:
Sharn, Breland and the surrounding area that supports the city
ALIGN:
CE
SIZE:
SMALL as few as 100 Members
PUBLIC AWARENESS:
Only a few law enforcement groups know of them and an adventuring group that do not know the depth of their ambitions (Cover of Sharn team)
MEMBER TYPES:
Monstrous Humanoids are common. NO HUMANS
RESOURCES:
Limited but makes good use of anything it has. Experts on poisons. Have little magic or magical
KEY MEMBERS:
Madam Mayhem, Scarlet Scorpion and Master Pain (all unknown to the Breland Government)
OTHER MEMBERS:
Rapid
BOOK/PAGE:
Nothing official. Have been mentioned in Story hours of Creation Schema and Siberys Seven as a terrorist group operating within Sharn.
GOALS:
Very little is known about the goals of this fairly new terrorist group known as
Venom. Their first known activities was the attempted poisoning of the waters of Skyway which was foiled by a group of adventures (see cover of Sharn: City of Towers) visiting the area. Their goal seems to be the destruction or at least civil unrest of the largest city on Khorvaire.
They specialize in poisons, magic and mundane. They seem to have a hatred for humans in particular.
NOTES:
If there was not a war occurring the army of Breland could easily find and remove this threat but due to the war effort they can not. The Dark Lanterns have been trying to locate their secret HQ and remove them from Breland ever since learning of their ambitions.

Recent evidence suggests they originate from Droaam and it has yet to be proven if they have anything to do with the three sisters that now rule there. House Deneith has been warned but they seem to feel there is no threat and Breland is merely looking for excuses and scapegoats for their own civil unrest and further proof Breland has no stomach for warfare.
 
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THE RABID
GNOLL INIT+0 SP30 AC18 (TO13 FT15 ) AL CE CR 7 HD 2d8+6d6+16 (50)
Med Humanoid Rogue 6 SAVES F+9 R+12 W+2 S15 D18 C14 I14 W11 C08
ATTACKS / DAM: Short Sword +9 melee 1d8+4 20 x2
OR Shortbow +10 ranged 1d6 20x3
FULL ROUND Short Sword +9 melee 1d8+4 20 x2
OR Shortbow +10 ranged 1d6 20x3
BASE ATT / GRAPPLE: +5 / +7
ARMOR 20 (+5 Dex, +1 Nac,+2 Leather, +2 H Steel Sheild)
SPEC ATT SNEAK ATT: +3d6 any time foe is denied Dex Bonus
SPEC QUA Darkvision: 60ft
Trapfinding
Evasion
Trap Sense+2
Uncanny Dodge
Action Points: 3
FACE / REACH 5 / 5
SKILLS Bal +10, Climb+ 6, Con +6, Craft: Poison +11, Disable D +11, E Art +11, Gather Info +4, Heal +6, Hide +11, Intim +5, Jump +6, Know: Dung +4, Know: Nature +4, List +12, M Sil +9,
O Lock +6, Search +5, Spot +7, Surv +4, Tumble +6, Use Magic Device+3
FEATS Great Fort, Heroic Spirit, L Reflex, Skill Focus: Craft- Poison
TREASURE Short Sword +2, Glove of Dex +4
LANGUAGE Common, Fiendish, and Gnoll
HOOK “That sparkle in one’s eye…..as they relieze they are about to die…..it makes my heart pidder-patter”
BOOK / PAGE MM 3.5 page 130 , PHB 3.5 49
NOTES 3.5 Follow the god of slaughter- Erythnul ECL +1
Member of Venom
 

CARMEN DeVINCENT
INIT+3 SP 30 AC 17 (TO15 FT14 ) AL LN CR8 HD 8d6+16 (55)
Med Human Rogue 8 SAVES F+4 R+9 W+3 S12 D16 C14 I14 W12 C14
ATTACKS / DAM Dagger +10 melee 1d4+3 dam
OR L X-Bow +9 1d6
FULL ROUND Dagger +10 /+5 melee 1d4+3 dam
OR L X-Bow +9 1d6
BASE ATT / GRAPPLE: +6 / +1 / +7
ARMOR 17 (+3 dex, Leather Arm+2)
SPEC ATT SNEAK ATT +4d6
SPEC QUA Trap Finding Able to detect Trap of DC 20+
Trap Sense +2 +2 Reflex and AC to Traps
FACE / REACH 5 / 5
SKILLS Bal +5, Bluff +13, Climb +4 , Dec Script +10, Dip +6, Dis Dev +8, Disguise +7, E Art +6, Forgery +6, Gather Info +15, Hide +8, Intim +5, Jump +4, Know: Sharn +5, List +8, M Sil +7, Op Lock +4, Search +11, S Mot +12, Spot +6, Swim +2, Tumble +8, Use Magic Dev+10, Use Rope +4
FEATS Dodge, Evasion, Improved Uncanny Dodge, Investigator, Tumbling Feint, Uncanny Dodge, Weapon Focus: Dagger
TREASURE 27,000 Leather Armor +2 (4000), Dagger +2 (8000), Ring of Mind Shielding (8000), Potions of Cure Serious Wounds x10 (2d8+5) (7500) Wand of Light (375) 125 GOLD
LANGUAGE Common, Gnome, Goblin
BOOK / PAGE DMG, PHB, PHB II
NOTES 3.5 TUMBLING FEINT: Tumble to foe. If they miss then gain +5 to Fient (make Flat Footed)
RING of MIND SHIELDING Immune to Detect Thoughts, Discern Lies and Alignment + Detection spells

HISTORY:
Carmen DeVincent has always wanted to prove herself. Growing up on the Morgrave University has taught her that knowledge is as powerful as a sharpened steel sword. Her father, Vallas DeVincent is a leading professor there studying the Dragon / Giant Age.

Much more wanting to be active than to study, Carmen did not grow up to learn the ancient secrets of the world. Instead she has secretly come to learn the secrets of today. To her demanding father she is a messenger for Breland’s war effort. In truth, she has been trying to enter the Dark lanterns and may now finally get her wish. But to spy on John Play…. Not foreign lands.
 

CAPTAIN TALLEON HALIAR TONAN spymaster of the dark lanterns
GNOME ROG 3 MAST INQUI 5 INIT +2 SP 20 AC 21 (TO19 FT 19 ) AL LE CR 8 HD 3d6+5d8+16 (56)
Small Humanoid SAVES F+4 R+9 W+5 (+2 vs Illusions) S06 D14 C14 I14 W12 C16
ATTACKS / DAM Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8)
OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range
FULL ROUND Dagger +7 melee 1d3+1 dam 19-20 x2 10ft range (ranged melee +8)
OR X-Bow +8 melee 1d6 dam 19-20 x2 60ft range
BASE ATT / GRAPPLE: +5 (+6 sz) / -1 (+0 sz)
ARMOR 21 (+1 sz, Dex +2, Leather +3, Ring of Pro+3)
SPEC ATT
Weapon Familiarity: Hooked Hammer
+1 Att vs Kobolds and Goblinoids
SNEAK ATT: +2d6
SPEC QUA
Low Light Vision: normal x2 in twilight
+4 Dodge bonus vs Giant / Giant Kin
ACTION POINTS: 12
SPELL-LIKE ABILITIES: 1/day DC= 10+Cha Mod+Spell Level (13+sp level)
Speak with Animals Burrowing mammals only, 1 min
Dancing Lights (SP): 180ft up to 4 feet lantern like lights
Ghost Sound (SP): 45ft 8rds Will DC13 max noise = 20 people sound of a mouse to a roar of Dire Tiger
Prestidigitation (SP): 10ft 1 hour TK limit of 1 pound, change color, add flavor, smell and amusing tricks
Trap Finding
Trap Sense +1
ZONE of TRUTH (SP): 1/day (2 Action Pionts for second use) 35 ft 20ft radius WILL DC 15 Can not tell a lie even when trying to.
CONTACT x2 Expert (History) Aristrocat (Tairn family) also Boromar Clan, Tyrants House Takanan
DISCERN LIES (SP) : 1/day (2 Action Points to use a second time) 35ft5 targets Con 5 rds Detect lie but not truth
TRUE SEEING (SP): 1/day (2 AP to use 2nd time) Touch 5 min see blurred or invisible as normal
FACE / REACH 5 / 5
SKILLS
Bluff +9, Craft: Alchemy +3, Dec Script +6, Dip +5, Gather Info +9, Hide +12, Intim +12, Know: Local Sharn +4, Know:Noble +3, Know: Hist +3, List +12, Search +8, S Mot +6, Spot +3, Tumble +4, Use Magic Dev +7
FEATS Alert, Evasion, Heroic Spirit, Investigate, Iron Will, Skill Focus: Intim,
TREASURE
[27,000] but as the head of the Dark Lanterns many things are availiable to him regardless of cost.
Typical stuff: Dagger +3 Wounding, Leather Armor +3 Glamored, Potions Invis, Cure S W (2d8+5) x3, Fly, Haste, Ring of Pro +3, Bracelet of Friends
LANGUAGE Common, Elven, Gnome , Goblin
BOOK / PAGE PHB (Gnome), Eb Camp Book 83 Master Inquis, Sharn: City of Towers 139
NOTES 3.5
Carry/Lift = ¾ normal levels
INVESTIGATE: Use Search Skill to break down evidence at a Crime Scene Eb Camp page 55-56
DC 10 Find a Clue
Modifiers +0 if undisturbed, Disturbed +5, Greatly Disturbed +10
NEXT- Second check to “analyze” clue DC 15 DM Makes this check- NOT Player
Modifiers +2 per day since “crime”, Minor clue +0, Mod Clue +2, Major Clue +5

Talleon Haliar Tonan is the headmaster of the Dark lanterns. He is ruthless and will use any method to procure information and security for Breland and the King. His interest and concentration is on foreign affairs. This means he has no issues and sees the local crime lords as a great resource and tool to use or trade information with. He is not against blackmail or forced servitude to get agents and adventurers to do something for him and his king and country.

Talleon is also looking to become the head of The Citadel (Knight-Marshal Banarak Tithon is current head) and is not against removing Tithon from office. Currently he is building his allies and trusted contacts.

John Play is a loose cannon and unpredictable which makes him a liability in Talleon’s mind. Before removing him, he wants to either convert him to his side and/or learn his secrets. He knows Play is hiding something from him but he has thus far avoided and evaded all attempts to learn these secrets.
 

DARK LANTERNS
BASE OF OPERATIONS: The King’s Citadel in Sharn, Breland
ALIGN: Mostly Lawful
SIZE: Under 100 agents but MANY contacts
PUBLIC AWARENESS: Rumors only. Nothing clear other than they exist and they serve Breland’s greater good.
MEMBER TYPES: Experts, Rogues, Fighters and Dark Lanterns
RESOURCES: Near endless. Entire government of Breland
KEY MEMBERS: Knight-Marshal Banarak Tithon watches over ALL of the Citadel activities with Captain Talleon Haliar Tonan being the head of the Dark lanterns itself. Viorr Maelak is a field agent commander and specialist within Sharn, Lucan is a pathfinder (survaliance) , John Play is an agent known for over the top antics and activities that give expected results, Carmen DeVincent (Rookie), Nadia (Creation Schema Segment 189- Psion specialist)
BOOK/PAGE: Sharn: City of Towers page 138, Whispers of the Vampire’s Blade page 5, Five nations page 69 (Prestige Class given)
GOALS: To protect the King and Breland from FOREIGN threats that originate outside of Breland
NOTES: The Dark Lanterns are but one department within the King’s Citadel. They use any method availiable and believe small evil is okay if it creates a greater good. As such, drug use, torture, assassination and blackmail are availiable tools and often used.

QUOTE FROM: Whispers of The Vampire’s Blade

Who Are The Dark Lanterns?
The King’s Dark Lanterns is the intelligence branch of Breland’s Citadel. The name comes from the idea that these agents work in secret, in the shadows, where no light shines. The Dark lanterns follow the King’s Fourth Mandate, which declares that the Dark Lanterns must hear and see everything, for information is power that can defend the crown from all threats- internal and external

This branch of the Citadel operates as a well-funded intelligence agency that has an elaborate network of secret agents and informants. Thanks to the efforts of the Dark Lanterns, King Boranel is uncommonly well informed about secret goings-on in Breland and across Khorvaire.
 

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