Eberron: Siberys Seven glossary

47

The Silver Flame

"Of all the varied faiths of Eberron, the Silver Flame stands apart. The Purified, as followers of the faith call themselves, worship a divine enity of nonmortal origin unlike the elves of Aerenal or the cultists of Rhashaak. Still, their god claims no dominion over the world, nor that it has existed since the Dragons formed the world, unlike the Sovereign Host and the Dark Six. The Silver Flame is a god with a purpose, and only those equal principle are drawn to serve." Faiths of Eberron page 57

Most folks of Eberron consider the Silver Flame to be a large group of religious zealots whom have proven themselves to be such at times. They are not above using their believes to further their needs. Many of the worst war crimes were caused by members of the Silver Flame using self-ritious methods to stir up the emotions of followers creating violent mobs.

A paladin known as Tira Miron in 299YK became one with the Silver Flame and is its voice. What is argued is whom is the originator of that voice. Good or bad? Is it her alone?
 

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48


SIR DAVID SENSOR WILLIAMSON the 3rd
INIT+1 SP30/20 AC23 (TO11 FT22 ) AL CG CR 13
HD 13d8+26 (111) Med Human Cler 7 / Hunter Undead 6
SAVES F+12 R+5 W+11/13 S12 D12 C14 I12 W18 C14
ATTACKS / DAM
Longsword +1 w/Divine Wrath* +13 melee 1d8+2 19-20 x2 crit
OR
Longbow+1 Sacrid** +13 ranged 1d8+1 20x3 crit
FULL ROUND
Longsword +1 w/Divine Wrath* +13/+08 melee 1d8+2 19-20 x2 crit
OR
Longbow+1 Sacrid** +13/+08 ranged 1d8+1 20x3 crit
Divine Wrath* = Use Turn Undead and gain +1d6xCHA Mod damage to Undead
Longbow+1 Sacrid** +1d6 vs Undead and +2d6 vs Evil Outsiders
BASE ATT / GRAPPLE: +11 / +12
ARMOR 23(+1 Dex, +10 Full Plate +2 enhance, Ring Pro+2)
SPEC ATT nada
SPEC QUA
Action Points: 3
Detect Undead: At will
Divine Spells: Domains: Good & Purification
Smite Undead: 2/dayadd WIS to Attack and Level to Damage if successful
Spurn Death’s Touch: +WIS Mod to saves vs Undead Spell Attacks
Turn Undead: 9 Turn attempts a day +2 on Turn Number due to Know: Rel
True Death (SU): If a Hunter destroys the undead it is Truly destroyed.
FACE / REACH 5 / 5
SKILLS
Bal –4, Bluff+2, Climb –4,Con =12, Dip+2, E Art –4, G Info +2, Heal +13, Hide –4, Intim +2, Jump –4, Know: Arc +3, Know: Hist +4, Know: Rel +11, Know:Planes +3, List +6, M Sil –4, Ride +6, Search +10, Seduc +2, S Mot +4, SpellC+3, Spot +6, Surv +6, Use Magic +2 and Use Rope +1
FEATS
Iron Will, Power Att, Cleave, Heroic Spirit,Precise Swing (ignore all but 100% coverage), Unquench Flame of Life (+2 save vs Undead Spells, SU and EX powers) and Extra Turning (bonus feat)
TREASURE
Plated Armor +2
Longsword+1 Divine Wrath (Mag Item Comp page 33)
Longbow+1 Sacrid (Mag Item Comp page 42)
Ring of Protection +2
Rod of Frost 3/day DC = 14 Success= ½ dam 30ft line 2d6 cold damage. Freezes water 1 ft thick
LANGUAGE Common and Elven
HOOK “Vampires suck the blood and life out of everything- not just the living. That is why ALL vampires need to be destroyed.”
BOOK / PAGE PHB, DMG, Eberron, Eberron Faiths, Magic Item Comp,
Compl Warrior, Comp Divine
NOTES 3.5 Siberys Seven NPC
HISTORY:
This leader of the Night Hunters (Hunter of Undead pres- vs Vampires) is a real jerk. He has no patience for others or their opinions and help. He also has some kind history with Mania whom is a Dhampire (1/2 Vampire).
 

49

NIGHT HUNTERS
The Night Hunters are a specialized group of Silver Flame followers that hunt Vampires.

Originally I tried to create a new Prestige class for this but found the Hunter of the Undead was nearly perfect. So I merely switched out the title. These Hunters are found in the Complete Warrior book.
 

50

DOSSEN
INIT+5 SP30/20 in armor AC20 (TO11 FT19 )
ALCG CR 7 HD 7d8+14 (42)
Med Human Cleric 7
SAVES F+7 R+3 W+9 S14 D12 C14 I11 W14 C14
ATTACKS / DAM
Longsword+1 Flaming +8 melee 1d8+3 + 1d6 (fire damage)
Longbow+1 +8 ranged 1d8+1
FULL ROUND
Longsword+1 Flaming +8 melee 1d8+3 + 1d6 (fire damage)
Longbow+1 +8 ranged 1d8+1
BASE ATT / GRAPPLE: +5 / +7
ARMOR 20(+)
SPEC ATT nada
SPEC QUA
Divine Spells
Aura: Good
FACE / REACH 5 / 5
SKILLS
Conc +7, Craft: Basketweaving +4, Dip +5, Heal +12, List +4, Know: Arc +1, Know: Hist +2, Know: Rel +4, Know: Planes +1, Search +2, Spellcraft +2 and Surv +3
FEATS
Divine Armor (use Turn Undead for DR 5/- PHB II 88) Improv Init, Iron Will, and Sacrid Healing (use Turn Undead for +5 Heal and +2 per die healing PHB II 89)
TREASURE
Full Plate +1
Longsword +1 Flaming
Longbow +1
LANGUAGE Common
HOOK
“If one follows the Flame, its light can lead you through any darkness.”
BOOK / PAGE PHB, EB Camp, PHB II
NOTES 3.5
DC 12+ Spell Level
PROTECTION
PURIFICATION
 

51

The Green Mists History

The green mists originated in my first Eberron Story Hour The Creation Schema. The "heroes" had just escaped certain death when escaping being put to death on the open seas. The ship they were on was shipwrecked and they washed up on the shores of a small and hidden island known as Starvos Isle (Creation Schema Segment 38).

This island was once a mining island for Dragon Shards until something had happened to the miners within their mines. The local Cleric had went to investigate but could not be found. Being promised money and a means back to the mainland, the PCs agreed to investigate.

What they found was the miners had broken into an series of underground tunnels. Exploring further, they came across green mist. Their Artificer, Boddynoc, had become infected with the supernatural disease that was turning him into a thinking free-will zombie. They found a huge huge room covered in a magical and very powerful darkness spell. Not being able to find a means out within this room they left.

When they arrived back in town many of the locals had become undead themselves and had to be fought back and/or destroyed. Also, members of Silver Flames Undead specialists arrived and saw Boddynoc for what he was becoming and warned him that they must either magical heal him or destroy him. Having turned evil he chose to fight them. He and two of the warforged were thought to be destroyed.

Cedious and the survivors informed the clerics and paladins what they had found and got a ride back to Sharn. The green mist used on them was the original and very powerful. Boddynoc survived and was "reborn" three days later. He was able to repair one warforged teammate (Sunder) and together walked across the sea to Darguun and eventually to the Mournlands where he was going to the Whiteplace facility to learn more about the Creation Schema and later compete with the group (and many others) for the powerful artifact.

The Silver Flame took samples of the liquids used to make the green mists and returned to Thrane with them to study and create antidotes for. They feel these mutative mists were fiend in origin which suggests the followers of a very powerful fiendish lord known as Orcus were active.

Also there was a Trust member whom also stole some of the samples for study. So Zilargo has samples and antidotes also.

I would have given links to these older Storyhours but with the EN World 2 change I seem unable. So if anyone does find a means it begins with Segment 38. Also, Segment 175 has when Ceasus, an evil agent from Starvos, comes to Sharn and prepares the new mixture that were dealt with here and briefly in a storyhour involving my kids.


Why point all of this out?
1) Its not over yet. The creators of the mists are still out there
2) To show how my Storyhours all relate to one and another. Events in SH effect another and so on.

So if you are enjoying this SH, try out Creation Schema or my Darksun one and for the truely strange- my Strikeforce: morituri.
 

52

PIT TRAP, DEEPER CR 1
TYPE Mechanical
TRIGGER TYPE Location Trigger
AUTO RESET YES / NO
DC AND TYPE DC REFLEX=1/2
SEARCH DC DC 20
DISABLE DC DC 23
ATTACKS / DAM 2d6 Falling
SPEC QUA Snatches targets in a 5x10 foot area
TREASURE nada
BOOK / PAGE DMG 70
NOTES 3.5 Hidden Switches are Search DC 25
 
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53

NAGA, BRIGHT INIT+7 SP 40 AC 15 (TO10 FT14 )
AL CE CR 6 HD 5d8+3d4+15 (54)
Large Aberration Sorc 3
SAVES F+5 R+3 W+9 S15 D12 C17 I10 W15 C12
ATTACKS / DAM Bite +5 2d6+3
FULL ROUND Bite +5 2d6+3
BASE ATT / GRAPPLE: +4 / +10
ARMOR 15(dex+1, -1 siz, +5 nac)
SPEC ATT Mock Spell
SPEC QUA Dark Vision 60ft
FACE / REACH 10 / 5
SKILLS Con +11, (Cast Def +15), List +12, Know: Arcan 4, Spellcraft 4, Spot +8
FEATS Blooded, Alertness, Combat Casting , Improved Init
TREASURE standard
LANGUAGE Common, Draconic
BOOK / PAGE Miniature 55, PHB
NOTES 3.5 Mock Spell (SP): Use a level 1 spell as a 3rd level caster
Possible choises include: Magic Missile: 2d4+2
Burning Hands
And Color Spray
SPELLS 0=5 1=3 Cast Spells 0=6 1=5 DC= 11+ level
0=Acid Splash 1d3 acidglobe
Ray of Frost 1d3 Resist +1 Saves
Detect Magic
Read Magic
1=M Missiles 2d4+2
Shield +4 blocks M Miss
Charm Person
 
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54

SPIDER, LARGE MONSTROUS
INIT +3 SP30/CL 20 AC14 (FT11 TO12 ) ALN CR2 HD 4d8+4 (22)
LARGE VERMIN
SAVES F+5 R+4 W+1 S15 D17 C12 I= W10 C02
ATTACKS / DAM Bite melee +4 (1d8+3 poison FORT DC12 1d4 STR 1d4 STR
FULL ROUND
BASE ATT / GRAPPLE: +3 / +9
ARMOR 14(-1 sz, +3 dex, +2 nac )
SPEC ATT Poison Web
SPEC QUA
Darkvision 60ft tremore Sence Vermin Traits
FACE / REACH 10 / 5
SKILLS
Climb +11 Hide +3 Jump+2 Spot +4
FEATS
nada
TREASURE 1/10 coins 50% goods % items
LANGUAGE nada
BOOK / PAGE MM 3.5 289
NOTES 3.5
 
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55

PSIONIC SKIN (Aura's Stealth Skin)

SKIN of the CHAMLEON

Psychoactive Skin or Ectoshells

Aura has now been revealed to be a being that glows brightly. To cover up this uncontrollable natural ability she has been given a special glob that can cover her skin. These skins are psionic in nature. Monks from her past gave her this skin to aid her in her travels that an oracle said needed to be done.
The ectoshell she wears is a Skin of the Chameleon (Extended Psionics page 175) . If she were to use correctly, she could gain a +10 to a Hide Check but she would need to remove her metal armor. Instead, she wears it under the armor to cover any exposed areas of skin. The few points exposed appear to have green cloth except for her face. Here it looks like a strange magical face paint that also covers the eyes (which seem to glow but do not).
 
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56
KIM ELDERICH'S ACTIVIES

During this time in one of my other Eberron Storyhours (Creation Schema) Kim Elderich is building the world's largest airship. It requires TWO Garg Fire Elementals to empower. He is having it secretly built on an island off of Zilargo by House Cannith.

Using this incredible utility of power, he plans to gather up (hire or trick into service) powerful allies and go to Xen'drik to collect the last of the Creation Schema pieces and recreate the Schema that House Cannith decided was too powerful and dangerous to keep intact.

Expect to see him and his ship again within this Storyhour (much later however).
 

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