Eberron: Siberys Seven glossary

17 dark lanterns

The Dark Lanterns serve the crown of Breland as spies and assassins. Collectively they form the intelligence division of the King's Citadel, a much larger organization sworn to defend Breland from its enemies and dispense justice in the name of King Boranel.

Five Nations page 69

Think CIA or MI6 in modern times. Not as campy as James Bond.
 
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18
Crimson Silver


CRIMSON SILVER
INIT+7 SP30 AC18/21 (TO13 FT15 ) AL CG CR 7 HD 54
Med Human Soul Knife 5 / Psy War 2
SAVES F+6/9 R+ 8/11 W+5/8 S 14 D16 C14 I12 W10 C12
ATTACKS / DAM
Mind Blade+1 +11 1d6+3 19-20 x2 crit
FULL ROUND
Mind Blade+1 +11 1d6+3 19-20 x2 crit
BASE ATT / GRAPPLE: 4 / 6
ARMOR 18(+3 dex, +5 Stud Leather +2) Also Psi Dodge (+1) and Skin of Heroes (+3)
SPEC ATT
MIND BLADE (range 30ft) Short Sword, Psychic Strike and Shape Mindblade [DM option- clubs also]
SPEC QUA
Action Points (11)
Psionics
FACE / REACH 5 / 5
SKILLS
App+1, Bal +5, Bluff +3, Climb+3, Conc +2, Dec Script +1, Dip+1, Disg +1, E Art +3, Forg =1, Gath Info +1, Hide +9, Jump +9, Know: Hist +2, Know: Noble/Royal +2, Know: Psi +3, Know: Rel +2, Know: DRAGON PROPHESY +3, List +4, M Sil +7, Psi Craft +1, Ride +3, Search +4, Seduct +1, S Mot +1, Spot +5, Stab Self +2, Swim +2, Tumble +11, Use Magic/Psi +1, Use Rope +3 (added languages)
FEATS
Luck of Heroes, Improve Init, Weap Foc: Mind Blade, Wild Tal, Psi Dodge, Weap Fin, Pow Att and Hero Spirit
TREASURE
Stud Leather +2 Glamored, Pouch of Hold I, Potion (CMW, Blur, Bull Str,Invis and Neu Poison), Slippers Spider Climb, Skin of the Hero and DRAGON TOTEM
LANGUAGE
Common, Draconic, Giant and Gnome
HOOK
“ Death, destruction, personal embarrassment and possible government actions against me. Sounds good. I’m In.”
BOOK / PAGE Psi Handbook, Expanded Psi, Eb Camp
NOTES 3.5
HISTORY:
Without giving away too much he has a massive arsenal and a powerful backer with a terrible family secret. Not sure how much he will appear in this Storyhour as he stays almost entirely in Sharn with a few brief appearances on the Dragon controled lands. ID hinted at within Creation Schema storyhour though he never appeared there.
 
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19
Undersharn

Undersharn refers to the sewers and "uninhabited" areas of the towers and below ground. The areas thought of as Undersharn are a complex series of chutes and ladders that direct sewage, debris and other undesired items through the high towers and into the underground areas. These underground areas often are the homes of the undesirable and homeless. Crimal elements use the tunnels to move around in secret.
 

20

ZOMBIE: OGRE, CORPSE CREATURE
INIT-1 SP30 AC15 (FT15 TO 08 ) ALCE CR 4 HD 4D12 (30)
Large Undead Giant
SAVES F** R-1 W+1 S25 D06 C** I06 W10 C07
ATTACKS / DAM
Great Club +10 melee 2D8+9 damage
Slam +9 melee 1d8+7
FULL ROUND
Great Club +10 melee 2D8+9 damage
Slam +9 melee 1d8+7

ARMOR 15 (-1 sz, -2 dex, +5 nac, +3 hide )
SPEC ATT SLAM
SPEC QUA Dark Vision 60ft Low Light Vision, Undead Traits
FACE / REACH 10X10 / 10
SKILLS Climb +7 List +2 Spot +2
FEATS Toughness, Weapon Focus: Great Club
TREASURE standard
LANGUAGE Giant, common
BOOK / PAGE mm 3.5 199, Book of Vile Dark page 185
NOTES 3.5 “DumbSkull” from Siberys Seven
 
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22

FAT FEEDCAT
INIT+3 SP 40 AC14 (TO13 FT11 ) AL CN CR1 HD 2d6+2 (9)
Med Catfolk Expert 2 (Sky Coach)
SAVES F+ 1 R+3 W+3 S10 D16 C12 I12 W10 C16
ATTACKS / DAM
Dagger +1 melee 1d4
FULL ROUND
Dagger +1 melee 1d4
BASE ATT / GRAPPLE: +1 / +1
ARMOR 14 (+3 Dex, +1 Nac)
SPEC ATT nada
SPEC QUA Low Light Vision. Normal x2
FACE / REACH 5 / 5
SKILLS
App+3, Bluff+7, Conc +1, Dip+4, Gath Info+7, Know: Local+5, Know: Noble+4, List +6, M Sil +8, S Mot+4, Use Magic Dev+10
FEATS
Skill Focus: Use Magic Dev
TREASURE
Sky Coach in Sharn (won in a rigged joker game)
Feather Fall Talisman (x3) Sharn
LANGUAGE Common, Elven and Feline
HOOK “No service is too simple nor no fee too much.”
BOOK / PAGE Miniatures page 56, Expert DMG 3.5 109
NOTES 3.5
Greedy Sky Coach operator that Crimson Silver often runs into
 
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23


VIORR MAELAK
INIT +1 SP 30 AC17 (TO15 FT16 ) AL LN CR 13 HD 95
Med Human Rog 3/Fit 5/ D Lan 5
SAVES F+9 R+11 W+7 S14 D12 C12 I15 W14 C22
ATTACKS / DAM
Short Sword+2 +14 1d6+4 19-20 x2
OR Dagger +12 [+11 thrown] 1d4+2 19-20 x2
FULL ROUND
Short Sword+2 +14/+9 1d6+4 19-20 x2
OR Dagger +12 / +7 [+11 thrown] 1d4+2 19-20 x2
BASE ATT / GRAPPLE: +10 / +12
ARMOR 17(+1 Dex, Leather Arm +2)
SPEC ATT
Sneak Att: +4d6 dam if Flanking or no Dex Bonus
SPEC QUA
ACTION POINTS 11 2d8 take highest
TRAP FINDING: Use Search
EVASION: Successful Ref Save = NO damage
NON-DETECTION (SU): Can not be Scryed on unless Spell Check is Done 1d20+ Caster Level vs Viorr’s 20
SKILL MASTERY (EX): Use 10 even under stress with Climb, Dis Device, Op Lock and Search
FACE / REACH 5 / 5
SKILLS
App+2, Bal +3, Bluff+12, Climb +8, Conc +1, D Script +8, Dipl +19, D Dev +8, Disg +13, E Art +6, Forg +2, G Info +12, H Ani +6, Heal +2, Hide +7, Intim +18, Jump +4, Know: Arc +4, Know: Arch/Engin +2, Know: Dung +2, Know:Geo +2, Know:Hist +4, Know: Local +12, Know: Nature +2, Know: Noble/Royal +8, Know: Psi +2, Know: Rel +2, Know: Planes +2, Know: Streets +2, Know: War Tact +4, List +14, M Sil +9, Op Lock +1, Panto+2, Pro: Botany +2, Ride +1, Search +10, Seduct +8, S Mot +17, Sli Hand +1, Sp Craft +2, Spot +2, Surv +2, Swim +4, Tumble +6, Use Magic D +12 and Use Rope +3
FEATS
Action Boost, Blind Fit, Leadership (score 23), Luck of Heroes, Pow Att, Quick Draw, Skill Focus: Dipl, Skill Focus: S Mot, Track
TREASURE
As the Head of Breland’s Dark Lanterns Viorr has access to many magical and non-magical items, tools and general gear. The following he typically has on him at all times.
Leather Arnor +2 Glamored
Luck Blade
Ring of Invis
Ring of Feather Falling
Potion CSW x2
Potion of Neut Poison
Cloak of CHA+6
LANGUAGE Common, Gnome and Goblin
HOOK
“Nothing is truly Black or White. There are always layers of gray. My job is to uncover as many layers as possible.”
BOOK / PAGE Whispers V Blade, Eb Camp book
NOTES 3.5
Head of Breland Branch of Dark Lanterns
 
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24

17 HOUSE JORASCO

There are twelve known Dragonmarked houses on Eberron. Each house has unique powers that are hereditary and stay thus within the few family groups of a set race. These special abilities seem to all fill in an economic need. The first to be mentioned is House Jorasco.

“The halflings of House Jorasco hold the Mark of Healing, and their good works have saved countless lives. They heal the sick and the dying, and provide comfort and respite for those whom even magic can not cure.”
Dragonmarked page 36
 
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25

CAPTAIN TURNWELL
INIT +6 SP 30 AC 17 CR 5 HD (5d10+2) 32
Med Humaniod, Fighter Lv5
SAVES F+7 R+4 W+2 S15 D14 C14 I10 W10 C10
ATTACKS / DAM
Long Sword +7 melee 1d8+2 dam
Long Bow +6 melee 1d8 dam
ARMOR Stud Leather, Large Shield
SPEC ATT
SPEC DEF
SPEC QUA
FACE / REACH 5x5
SKILLS
Climb +6 Hide +5 Ride+4 Search +4 Spot +3, Surv +2
FEATS
Improv Init, Power Att, Cleave, Skill: Focus: Hide Weapon Focus: Long Sword, Weapon Spec: Long Sword
TREASURE standard
LANGUAGE common
NOTES 3.5
Based on a Level 5 Fighter as the Captain was once in the army and as such advanced very quickly in ranks without as much experience.
 
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26
Aureon

The God of Law and Lore whom is LN. He is the god of Knowledge, Magical as a tool.
Portfolio: Law, Knowledge, Logic and Magic
Domains: Force, Knowledge, Law, Magic, Mind, Oracle and Spell
Holy Symbol: Open Tome or octagon in shades of black and white
 
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