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<blockquote data-quote="Ringmereth" data-source="post: 2907152" data-attributes="member: 33915"><p><strong>The Game of Kings</strong></p><p>An Eberron Adventure</p><p></p><p></p><p> <em>In the late morning, many hours after the city of Tantamar had awoken and began its daily business, a modestly aged man commenced his morning routine in his private room at one of the town's rustic inns. The simple desk had been pushed under the single window, so the man sat in the small patch of sunlight while he dined on his usual bread and sweet wine. As was his routine, he occupied himself over breakfast with his various correspondences. The fresh, crisp breeze off the harbor shuffled his pile of parchment sheets a little, and played with his quill as he wrote. This morning he was composing a recruitment letter for his next mission, which had drawn him out of his comfortable metropolitan environment to this annoyingly quaint fishing village. The final copy of the letter read:</em></p><p></p><p>Renowned Adventurer,</p><p></p><p> I am writing to you because I am seeking a specialized and highly skilled team. It is no small task which I need to accomplish, and require only the finest. Your reputation as an emerging expert in your field came to my attention as soon as I began my search, and I am pleased to inform you that you have been chosen as a candidate for this selective and carefully coordinated group.</p><p></p><p> While I cannot divulge the details this task to you in a letter, for any interception would be highly dangerous and most likely prove disastrous, you have my word that all you need to know will be explained at our first meeting. What I can tell you is that this mission will test you like nothing else ever has, and you will find yourself in places you never could have imagined. Furthermore, should you have any hesitations about accepting an offer with so little information, I can assure you that price is no object in my cause, and you will be rewarded duly for your efforts.</p><p></p><p> Should you decide to accept my offer, you need only arrive at the Tantamar ferry to Port Verge on the morning of Sol, the 21st of Nymm, properly prepared and equipped, to meet myself and your partners.</p><p></p><p> Hopeful and anticipant,</p><p></p><p> Elinvath Sargessean</p><p> </p><p></p><p> <em>He then reread the letter, signed his name in one gesture of his quill, and placed it on the corner of desk, to later be transcribed tenfold by his personal assistant. Already out of bread, he downed the last of his wine and stared thoughtfully across the water. Through the morning fog, one could trace the outline of a massive keep perched on the opposite shore. Shaking this distraction from his mind, the man pulled out another slip of parchment, this time to write a personal letter:</em></p><p></p><p></p><p>A -</p><p></p><p> I have finished my search for the proper team, and the letters shall be sent this afternoon. You needn’t worry; I have checked them all thoroughly, and none shall be a danger to our most honorable Cause. I shall tell them nothing that risks our plans.</p><p></p><p>And so, it is my honor to announce to you that in approximately three weeks time, I shall bring you that Prize which you have entrusted in me task of securing, and our movement can begin. Until then I shall continue to write you regularly, and keep you informed on our progress here.</p><p></p><p> - E</p><p></p><p></p><p><em>After completing this message, the man cast a small charm on the parchment to ensure only friendly eyes would read it, then folded it and sealed it carefully with wax, but did not impress it with his signet; nor did he leave it for his assistant like the other, but carried it with him as he pulled on his cloak and left the room.</em></p><p></p><p></p><p>- - - - - - - - - - </p><p></p><p></p><p>The Game of Kings is an ECL 4 campaign set in Eberron for seven players, DMed by Ringmereth and Dark Jackalope. The game is currently full.</p><p></p><p></p><p><strong>Character Submissions</strong></p><p>If you're interested in joining this game, please submit a character background. The objective of your background is twofold: firstly, to describe your character's history, personality, and role, as well as what made them decide to accept an offer to work as a mercenary adventurer, and secondly, to impress us with your writing abilities. Full character sheets should be submitted after backgrounds, not before them, and should be in the format below:</p><p></p><p>[sblock=Character Sheet]</p><p>Name: Joe</p><p>Class: Fighter 1</p><p>Race: Human</p><p>Hit Dice: 1d10+2, 12 HP </p><p>Initiative: +1</p><p>Speed: 20 ft</p><p>Armor Class: 19 (10 +5 armor +1 dex +2 shield +1 dodge)</p><p>Base Attack Bonus: +1</p><p>Grapple: +4</p><p>Attacks: Longsword +6 (1d8+3, 19-20 x2)</p><p>Full Attack: Longsword +6 (1d8+3, 19-20 x2)</p><p>Face/Reach: 5x5/5ft</p><p>Special Qualities: Human Traits</p><p>Special Attacks: None</p><p>Saves: Fort +4, Ref +1, Will +1</p><p>Abilities: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 12, Charisma 10 </p><p>Skills: Craft (weaponsmithing) +4, Intimidate +4, Swim -5</p><p>Feats: Weapon Focus (longsword), Dodge, Power Attack</p><p>Action Points: 5</p><p>Languages: Common</p><p>Alignment: Lawful Good</p><p>Deity: None</p><p>Gender: Male</p><p>Age: 21</p><p>Height: 6' 2"</p><p>Weight: 195 lbs</p><p></p><p>Spells:</p><p>Spells Known: None </p><p>Spells Memorized/Spell Slots: None</p><p></p><p>Inventory: </p><p>Breastplate (200 gp)</p><p>Masterwork Longsword (315 gp)</p><p>Heavy Steel Shield (20 gp)</p><p>Traveler's Outfit</p><p>[/sblock]</p><p></p><p>Characters who submitted characters for the original recruitment call and not taken on initially will have increased priority for joining mid-game in the event that alternates are necessary.</p><p></p><p></p><p>[sblock=Character Creation]</p><p>- Sources. The following sources, with some exceptions, are allowed in this campaign. </p><p></p><p><em>Core Rulebooks</em></p><p><em>Eberron Campaign Setting</em></p><p><em>Races of Eberron</em></p><p><em>Complete</em> series</p><p><em>Expanded Psionics Handbook</em> </p><p></p><p>Additionally, Racial Paragon Classes, Flaws (maximum of one), and Spelltouched Feats (only those caused by spells of 3rd level or lower if taken at character creation) from <em>Unearthed Arcana</em> are allowed. Additional sources may be approved on a case-by-case basis, and material in these may be vetoed. </p><p></p><p>- Races. All races described in Chapter 1 of the Eberron Campaign Setting are allowed, and other humanoid races common to Eberron may be approved on a case-by-case basis. Other races, including those from the Expanded Psionics Handbook, are not allowed. In addition, the racial focus of the Kalashtar on their conflict with the Inspired make them a difficult fit for this campaign, but they are not prohibited.</p><p></p><p>- Classes. A few classes are not allowed: the Samauri (and Ronin prestige class) from Complete Warrior, the Ninja from Complete Adventurer, the Shugenja from Complete Divine, and the Wu Jen from Complete Arcane. We feel that neither of these classes fit into Eberron well and do not exist in this campaign. </p><p></p><p>- Alignments. All alignments are acceptable for player characters. However, those who wish to play characters of a darker persuasion must interpret their alignment so as to avoid causing undue inter-party conflict. Disagreement is welcomed, but never to the point where it causes a character to refuse to work with another, or resort to physical attacks on another party member. Similarily, good and lawful characters must not be so extreme in their views that they cannot work alongside their shadier colleagues.</p><p></p><p>- Calculations. Ability scores will be determined using a 33-point buy. Note that all characters without level adjustments will have four hit dice and therefore have an ability bonus to distribute. Hit points will be calculated using the 3/4ths method after first level.[/sblock] </p><p></p><p></p><p>[sblock=House Rules]</p><p>When playing the game, we wish for all players to adhere to these conventions.</p><p></p><p>- Rolls and mechanics. In order to keep the game's focus on good roleplaying and storytelling, we will attempt to keep game mechanics as far behind the scenes as is possible. To that end, we will handle all die rolls. Additionally, listing modifers and bonsues for actions a character is taking is not necessary. While informing us that your fighter's attack does 2d10+9 damage on a critical hit may be convenient, all character sheets will be stored in the Rogue's Gallery for easy access, and frequently bringing up mechanical considerations during play detracts from the narrative. </p><p></p><p>- Modifications. A number of minor changes to standard 3.5e rules are in effect:</p><p></p><p> 1. The feat Dodge applies to all attacks, not just those from a single enemy designated each round. Treat it as a normal +1 dodge AC bonus.</p><p> 2. Half-Orcs gain +2 to Constitution along with their existing racial ability modifiers. Half-Elves gain an 4 extra skill points at first level and 1 per level thereafter, as humans do.</p><p> 3. Heighten Spell no longer exists, and spellcasters may freely prepare and cast spells at higher effective levels using higher-level spell slots. Additionally, the feats Investigate and Research have been removed, since the "expanded" options they confer should already exist for the skills to which they pertain.</p><p> 4. Sorcerers recieve 4 skill points per level instead of 2, and have access to Knowledge (all) and Diplomacy as class skills. They may also Quicken their spells, ignoring the usual increase in casting time caused by use of metamagic feats.</p><p> 5. The Diplomacy skill has been weighed in the balance and found wanting. Rich Burlew's revision (found at <a href="http://www.giantitp.com/Func0010.html" target="_blank">http://www.giantitp.com/Func0010.html</a> ) is used instead of the standard rules found in the PHB. </p><p> 6. The rules regarding material components have been modified. Inexpensive material components with no listed cost are simply unncessary when casting spells. Spells requiring expensive material components worth 1000 gp or less may be cast without them at -1 caster level, but only if the new caster level of the spell is normally allowable--for example, a 7th level wizard could not cast stoneskin without the material component, since an effective caster level of 6 is too low to cast a 4th-level spell. Spells requiring expensive material components worth over 1000 gp cannot be cast without them.</p><p></p><p>- Out-of-character text. While we prefer that posts describe actions in sufficent detail that we can determine how to translate the narrative to the d20 system, we also recognize that actions may require clarification in game terms. All out-of-character text should be made after your in-character description, and in red text. For example,</p><p></p><p> <em>Grehgnir grasps his intricately carved staff with his bloodied right hand and holds it aloft. Eyes narrowed and fixed on his foe, he waves his thumb and forefinger left and right while pronouncing four arcane terms in a low voice filled with anger, hoping his spell will stop the rampaging orc in its tracks.</em></p><p><em></em></p><p><em> <span style="color: red">OOC: Grehgnir casts lightning bolt on the orc warrior.</span></em></p><p></p><p>- Dialogue. Each player should pick one color and use it for his or her character's dialogue. For example:</p><p></p><p> <em>Tired and dirty from the long day spent trudging along the forest path, Jhonan raises a hand in greeting to the small town's guardsman. "<span style="color: green">Well met. Can ye tell me where I can find me'self a warm bed for th' night?</span>"</em></p><p></p><p>All NPCs will speak in <span style="color: orange">orange</span>.[/sblock]</p></blockquote><p></p>
[QUOTE="Ringmereth, post: 2907152, member: 33915"] [b]The Game of Kings[/b] An Eberron Adventure [i]In the late morning, many hours after the city of Tantamar had awoken and began its daily business, a modestly aged man commenced his morning routine in his private room at one of the town's rustic inns. The simple desk had been pushed under the single window, so the man sat in the small patch of sunlight while he dined on his usual bread and sweet wine. As was his routine, he occupied himself over breakfast with his various correspondences. The fresh, crisp breeze off the harbor shuffled his pile of parchment sheets a little, and played with his quill as he wrote. This morning he was composing a recruitment letter for his next mission, which had drawn him out of his comfortable metropolitan environment to this annoyingly quaint fishing village. The final copy of the letter read:[/i] Renowned Adventurer, I am writing to you because I am seeking a specialized and highly skilled team. It is no small task which I need to accomplish, and require only the finest. Your reputation as an emerging expert in your field came to my attention as soon as I began my search, and I am pleased to inform you that you have been chosen as a candidate for this selective and carefully coordinated group. While I cannot divulge the details this task to you in a letter, for any interception would be highly dangerous and most likely prove disastrous, you have my word that all you need to know will be explained at our first meeting. What I can tell you is that this mission will test you like nothing else ever has, and you will find yourself in places you never could have imagined. Furthermore, should you have any hesitations about accepting an offer with so little information, I can assure you that price is no object in my cause, and you will be rewarded duly for your efforts. Should you decide to accept my offer, you need only arrive at the Tantamar ferry to Port Verge on the morning of Sol, the 21st of Nymm, properly prepared and equipped, to meet myself and your partners. Hopeful and anticipant, Elinvath Sargessean [i]He then reread the letter, signed his name in one gesture of his quill, and placed it on the corner of desk, to later be transcribed tenfold by his personal assistant. Already out of bread, he downed the last of his wine and stared thoughtfully across the water. Through the morning fog, one could trace the outline of a massive keep perched on the opposite shore. Shaking this distraction from his mind, the man pulled out another slip of parchment, this time to write a personal letter:[/i] A - I have finished my search for the proper team, and the letters shall be sent this afternoon. You needn’t worry; I have checked them all thoroughly, and none shall be a danger to our most honorable Cause. I shall tell them nothing that risks our plans. And so, it is my honor to announce to you that in approximately three weeks time, I shall bring you that Prize which you have entrusted in me task of securing, and our movement can begin. Until then I shall continue to write you regularly, and keep you informed on our progress here. - E [i]After completing this message, the man cast a small charm on the parchment to ensure only friendly eyes would read it, then folded it and sealed it carefully with wax, but did not impress it with his signet; nor did he leave it for his assistant like the other, but carried it with him as he pulled on his cloak and left the room.[/i] - - - - - - - - - - The Game of Kings is an ECL 4 campaign set in Eberron for seven players, DMed by Ringmereth and Dark Jackalope. The game is currently full. [b]Character Submissions[/b] If you're interested in joining this game, please submit a character background. The objective of your background is twofold: firstly, to describe your character's history, personality, and role, as well as what made them decide to accept an offer to work as a mercenary adventurer, and secondly, to impress us with your writing abilities. Full character sheets should be submitted after backgrounds, not before them, and should be in the format below: [sblock=Character Sheet] Name: Joe Class: Fighter 1 Race: Human Hit Dice: 1d10+2, 12 HP Initiative: +1 Speed: 20 ft Armor Class: 19 (10 +5 armor +1 dex +2 shield +1 dodge) Base Attack Bonus: +1 Grapple: +4 Attacks: Longsword +6 (1d8+3, 19-20 x2) Full Attack: Longsword +6 (1d8+3, 19-20 x2) Face/Reach: 5x5/5ft Special Qualities: Human Traits Special Attacks: None Saves: Fort +4, Ref +1, Will +1 Abilities: Strength 16, Dexterity 12, Constitution 14, Intelligence 10, Wisdom 12, Charisma 10 Skills: Craft (weaponsmithing) +4, Intimidate +4, Swim -5 Feats: Weapon Focus (longsword), Dodge, Power Attack Action Points: 5 Languages: Common Alignment: Lawful Good Deity: None Gender: Male Age: 21 Height: 6' 2" Weight: 195 lbs Spells: Spells Known: None Spells Memorized/Spell Slots: None Inventory: Breastplate (200 gp) Masterwork Longsword (315 gp) Heavy Steel Shield (20 gp) Traveler's Outfit [/sblock] Characters who submitted characters for the original recruitment call and not taken on initially will have increased priority for joining mid-game in the event that alternates are necessary. [sblock=Character Creation] - Sources. The following sources, with some exceptions, are allowed in this campaign. [i]Core Rulebooks Eberron Campaign Setting Races of Eberron Complete[/i] series [i]Expanded Psionics Handbook[/i] Additionally, Racial Paragon Classes, Flaws (maximum of one), and Spelltouched Feats (only those caused by spells of 3rd level or lower if taken at character creation) from [i]Unearthed Arcana[/i] are allowed. Additional sources may be approved on a case-by-case basis, and material in these may be vetoed. - Races. All races described in Chapter 1 of the Eberron Campaign Setting are allowed, and other humanoid races common to Eberron may be approved on a case-by-case basis. Other races, including those from the Expanded Psionics Handbook, are not allowed. In addition, the racial focus of the Kalashtar on their conflict with the Inspired make them a difficult fit for this campaign, but they are not prohibited. - Classes. A few classes are not allowed: the Samauri (and Ronin prestige class) from Complete Warrior, the Ninja from Complete Adventurer, the Shugenja from Complete Divine, and the Wu Jen from Complete Arcane. We feel that neither of these classes fit into Eberron well and do not exist in this campaign. - Alignments. All alignments are acceptable for player characters. However, those who wish to play characters of a darker persuasion must interpret their alignment so as to avoid causing undue inter-party conflict. Disagreement is welcomed, but never to the point where it causes a character to refuse to work with another, or resort to physical attacks on another party member. Similarily, good and lawful characters must not be so extreme in their views that they cannot work alongside their shadier colleagues. - Calculations. Ability scores will be determined using a 33-point buy. Note that all characters without level adjustments will have four hit dice and therefore have an ability bonus to distribute. Hit points will be calculated using the 3/4ths method after first level.[/sblock] [sblock=House Rules] When playing the game, we wish for all players to adhere to these conventions. - Rolls and mechanics. In order to keep the game's focus on good roleplaying and storytelling, we will attempt to keep game mechanics as far behind the scenes as is possible. To that end, we will handle all die rolls. Additionally, listing modifers and bonsues for actions a character is taking is not necessary. While informing us that your fighter's attack does 2d10+9 damage on a critical hit may be convenient, all character sheets will be stored in the Rogue's Gallery for easy access, and frequently bringing up mechanical considerations during play detracts from the narrative. - Modifications. A number of minor changes to standard 3.5e rules are in effect: 1. The feat Dodge applies to all attacks, not just those from a single enemy designated each round. Treat it as a normal +1 dodge AC bonus. 2. Half-Orcs gain +2 to Constitution along with their existing racial ability modifiers. Half-Elves gain an 4 extra skill points at first level and 1 per level thereafter, as humans do. 3. Heighten Spell no longer exists, and spellcasters may freely prepare and cast spells at higher effective levels using higher-level spell slots. Additionally, the feats Investigate and Research have been removed, since the "expanded" options they confer should already exist for the skills to which they pertain. 4. Sorcerers recieve 4 skill points per level instead of 2, and have access to Knowledge (all) and Diplomacy as class skills. They may also Quicken their spells, ignoring the usual increase in casting time caused by use of metamagic feats. 5. The Diplomacy skill has been weighed in the balance and found wanting. Rich Burlew's revision (found at [url]http://www.giantitp.com/Func0010.html[/url] ) is used instead of the standard rules found in the PHB. 6. The rules regarding material components have been modified. Inexpensive material components with no listed cost are simply unncessary when casting spells. Spells requiring expensive material components worth 1000 gp or less may be cast without them at -1 caster level, but only if the new caster level of the spell is normally allowable--for example, a 7th level wizard could not cast stoneskin without the material component, since an effective caster level of 6 is too low to cast a 4th-level spell. Spells requiring expensive material components worth over 1000 gp cannot be cast without them. - Out-of-character text. While we prefer that posts describe actions in sufficent detail that we can determine how to translate the narrative to the d20 system, we also recognize that actions may require clarification in game terms. All out-of-character text should be made after your in-character description, and in red text. For example, [i]Grehgnir grasps his intricately carved staff with his bloodied right hand and holds it aloft. Eyes narrowed and fixed on his foe, he waves his thumb and forefinger left and right while pronouncing four arcane terms in a low voice filled with anger, hoping his spell will stop the rampaging orc in its tracks. [color=red]OOC: Grehgnir casts lightning bolt on the orc warrior.[/color][/i] - Dialogue. Each player should pick one color and use it for his or her character's dialogue. For example: [i]Tired and dirty from the long day spent trudging along the forest path, Jhonan raises a hand in greeting to the small town's guardsman. "[color=green]Well met. Can ye tell me where I can find me'self a warm bed for th' night?[/color]"[/i] All NPCs will speak in [color=orange]orange[/color].[/sblock] [/QUOTE]
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