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Voice Post [Aug. 29th, 2009|10:58 pm]
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(no subject) [Mar. 4th, 2008|11:08 pm]
1. Go to yoav.org/dice/ and roll 3d6 six times.
2. Assign them in this order: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma
3. Try to imagine a character based on those stats.

I'll go first!

STR: 15
INT: 9
WIS: 6
DEX: 15
CON: 9
CHA: 10

Whew boy, average to low mental stats. High Strength and Dex, a little low on the con, so no front line fighter. Definitely a rogue, probably human, heir to some seriously thuggish tendencies and with a poor grip of exactly what his limits are. Not stupid exactly, but prone to taking rash actions.
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Partial Notebook of Illian ir'Thoros, lost Cyran minor noble. [Jan. 13th, 2007|01:27 pm]
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Therendor 989
I met G--- in an inn in Aundiar. The gnome gets around. I don’t think that he thinks that I suspect that he works for the C---. We exchanged news of the war. He seems to think that some of the lesser nobility here are acting oddly. Of course we made the standard mutterings about changeling spies, but neither of us really believed it. Something darker is at play.

Eyre 989
As I write this, I am drinking a bitter tea in Wolf’s Paw. I came to the Eldeen on business, got to make ends meet now that I’m not welcome in Cyre after all, but I stopped here for pleasure. Not everyone is happy to see my face here, but I’m well liked for a human. I can thank Thurl for that. Damn, I missed him. I caught Dorrak in town; he is finally a full Gatekeeper. I wish he had better news though. Some of the seals are faltering. Nothing that will matter in the next decade, but the Druids tend to take the long view. I promised I’d keep my eyes open for anything that could help strengthen the wardstones.

Rhaan 990
I have been consulting with E--- from Morgrave University. He had no direct leads on my quest for the focus needed to strengthen the Gate Wards. He was able to suggest that I find a copy of the Tolar Livrium Sallddas. Unfortunately the only copy I’ve found rumor of is in the possession of some wizard working for the hags in Dorram.

Aryth 990
Four men were hanged at a crossroads in Cyre. Seems they were members of one of the Dragon Below cults. They had killed a dozen or more travelers according to the old codger who told me the story. Nasty business, the things that rear their heads in the cover of war.

Olrarune 991
I gained admission to the library in Korranberg. Whew, that brings back some old memories. Damn I miss Solden. One of these days I will find the bastards who killed him. Well, didn’t find anything to help Dorrak, but I found an interesting account from a tablet found in Xen’Drik. One of the giants who shoved back the Quori was an artificer of incredible skill, but his notes talk of master artisans from elsewhere who changed his life for a price and granted him the insight he used to make some great weapon.

Dravago 991
I was a “guest” at Volaar Draal for a month and more. Tuura Dhakaan is an urbane and fairly civilized hobgoblin. Her clan bows to the Lesh Haruuc, but she voices doubts to all and sundry her doubts he’ll be able to hold the tribes together when the war ends. I agree with her assessment of the disaster that will occur if the gathered tribes disintegrate into warring factions. Of course, I’m not too thrilled with the potential consequences of them staying together if the war ever ends either, but that’s probably personal bias. She dreams of a united Darguun under her banner, a reborn Dhakaani Empire. Fortunately her followers number too few to be a threat as yet.

Nymm 991
Tiaad of Sharn wrote a book about a lost cavern filled with undead goblinoids. He described a giant golden horn. I fear it could be Turra’s Ghaal’durr.

Sypheros 991
A blind man who I’m told is a seer accosted me today that I’ll find my goal in the eye of the Mror lord.

Olarune 992 I wandered the ruins of Paluur Drall. My high Dhakaan is rusty, but I think the inscriptions along the walls of the city’s only temple read “And the [Illegible] did use the Quain Thandd (I think it is Giantish.) The [illegible] were sealed (driven?) back in (to?) their dark pit. The price was high. The last [illegible]uuc died in battle and the [illegible] never regained their full strength. We see the fall of the [illegible] in the stars. The dragons have withdrawn their embassy and the barbarians from [illegible] are making excursions in greater and greater numbers.

Eyre 992
Back to Sharn. I need to consult wit the Elves. They might know more about the Quain Thandd. On the road, I came across the site of a gruesome murder. I shall spare me the details when I read this, but I did manage to catch up with the poor lady’s killers. Let’s say that their deaths were unpleasant and protracted. Vengeance isn’t justice, but it is all I could give her. They all had Kyber’s head emblems tattooed on their chests.

Barrakas 992
I’ve managed to find a way into Shae Mordai. I convinced a rogue Deathless (I think he was a rogue. Their politics are arcane at best) of my need and I helped her clean out a nest of vampires. She has agreed to bring me before the Councilors. She said that she knew an unguarded route into the citt. If all goes well and I can avoid the Deathguard, this should be the last clue I need to find the Dream Stone.

Sypheros 992
Here’s a rubbing of part of an inscription on the wall in the City of the Dead. Unfortunately, the Death Guard pursuers didn’t give me enough time to get all of it. I thought my cover was better. Damned undead elf left me out to dry after we left the council.

Sypheros 992
It wasn’t a goblin rune. The Quain Thandd was a goblinization of a Giantish artifact. Apparently it wasn’t a single item, but a whole class of things, roughly translatable as “Dreamstones.” Not sure what they did, their empire fell before the goblins came out of their caves.

Aryth 992
At last, I have found the temple. Xen’drik is as bad as it was a decade ago. I’ve got a map drawn by the Grasping Claw Drow Clan, one that appears to be more accurate than most. This time they even gave me a real landmark. Taba Lais.

Zanantyr 993
I think I’ve found a community of, well we won’t get into who they were, in the lower levels of Sharn. Someone threw an incendiary into a building and barred the door. I was lucky enough to see them running off, and I was able to open the door and inside there were several dozen of them, men women and children. Mysterious as the stories tell, they thanked me and fled into the darkness.

Olarune 993
Was attacked by a madman today.
Sadly, the struggle proved fatal for him. He screamed something about the lords of Xoriat and tried to stab me. He wore an odd white pendent around his neck. I’m certain that it is familiar, but I can’t place it. Nebbin’s giving me a hard time about my “conspiracy theories,” and I’m sure that Elana is just humoring me.

Aryth 994
Saw oddly furtive gathering of warforged in the streets of Sharn, Not sure why they weren’t with their unit, and I couldn’t identify the unit markings inscribed on their chest plates. Probably one of M_D’s special forces squads.

Lharvion 995
Met G---- on the road to Metrol. He said that the fighting is getting bad on the borders. Thrane and the Dargunn separatists are both making a push. We traded rumors. I told him about a rash of Cults that were unearthed by Aundair security. I shared my suspicions that they were all Dragon Below cultists. He mentioned a Zil scholar’s suppressed manuscript. He came across some elven trade records from the era of the Dhakaani Empire that record a massive shipment of Sibberys shards to the fortress of Torlaac Draal. He believed it in the south of Eldeen somewhere.
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Sar Lharvion 28 to Wir Barrakas 4th 998 [Jan. 13th, 2007|01:26 pm]
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High Forest and the Gloaming, Eldeen Reaches
Our heroes traveled into the cathedral forest of the southern Eldeen reaches and followed the tracks of the murderers of the caravan they had found between Niern and Xandrar. Unfortunately, it turned out to be a trap, a false trail that lead directly to the Gloaming. The druid escaped their pursuit, and the party was attacked by giant hunting spiders. The leader of the spiders was a fiendish giant spider considerably larger than a horse. While they didn’t make quick work of the spiders, they did prevail without losses from the vermin horde. But they attracted the attention of other forces.
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Sul Lharvion 8th to Far Lharvion 27 998 [Jan. 13th, 2007|01:24 pm]
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Lake Galifar Western Trade Route, Eldeen Reaches
The party spent most of Lharvion protecting a caravan from raiders, mostly in hopes of gathering the bounty on Amleerin the Fox, an Ashbound druid who had been burning caravans and villiages throughout the reaches. On the 27th, they found the remains of a caravan and found a few tracks leading into the Towering Wood. They decided to follow them into the forest and hopefully find whoever had destroyed the caravan.
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Wir Lharvion 4th to Sar Lharvion 7th 998 [Jan. 13th, 2007|01:22 pm]
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Varna, Eldeen Reaches
After twelve days of uneventful overland travel, the intrepid almost heroes reached the town of Varna, center of house Vadalis’ livestock operations. Several of them used this oppertunity to buy mounts, including a pair of glidewings. The original members of the party continued searching for their missing companion, trying to find stories of his passage. Darin d’Vadalis, patriarch of the house, eventually granted them a meeting, and at the suggestion of the exotic Riedran ambassador, offered to tell them what he knew in exchange for the destruction of a pack of displacer beasts that had been attacking his herds. To further this cause, he seconded one of his trail riders, a human by the name of Vas who seemed to have a grudge against the Church of the Silver Flame. Another two days’ travel brought them to the edge of a small forest where their aerial mounted patrollers spotted the pack. After a hard fight, the party defeated the tentacled menace. They returned to their mounts, only to find that Vas was not as he appeared. He challenged Atari and shifted into his true form, that of a warrior caste Rakshasa. The demon fighter swept through the party, finally confronting Atari himself. It sundered his whip and defaced his holy symbols, but left all of the party members alive but injured in contempt for their weaknesses. They gathered themselves up and made their nervous way back to Varna to receive their reward. When they arrived in town they found that the real Vas had been killed and the corpse hidden in a stable. d‘Vadalis made good on his promise and told them that he had sent Grey to the southern Eldeen Reaches in search of a Gatekeepers training facility.
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the loot [Jan. 13th, 2007|12:54 am]
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First thing to do is vote on saving the infected NPCs. Leave a message with your character name in the comments.

To heal the six people who are in the early stages of infection, you can get six castings of remove disease at House Jorasco for 750 gp, or you can treat them to a Hero's Feast at house Ghallandra for 660 gp.

To heal the other three, it will take special surgery and the casting of a regeneration spell by a high level cleric. House Jorasco will preform the surgery for 100 gold a person, but the spell itself is 900 gold per person.

Getting the Gems and Jewelry appraised costs 453gp and 4 sp. I deducted that from the gold totals.

Spent 875 gp to identify the magic items

The box of unholy water broke.

Treasure Splitting:

For each item, I listed the price you would pay to buy it followed by what you can sell it for. I suggest Rating the items at their sale value, and then splitting them into shares. That way each item is worth less than a full share.

I put each of your names on a disk and put them in a box that I shook up for a while and drew them out. You can use that as your order for rounds of loot splitting (take one item or gem each round, with a total to not exceed a single share's value.)
If you do it that way, the order is

Brienne
Andrew
Dan
Kyle
Matt
Lloyd

A second method of doing this is a tiered voting system.
Each of you would email me your top five choices ranked 1 to 5. (not left as a comment here.) ronin kakuhito at gmail dot com) Then I would sort through your lists, assigning items by preference. Then I would sort them according to unique choices. (If your first choice was the same as someone else's, then we'd look at second choices... let me give an example.

Say we had players AA BB CC DD EE and FF, and items a,b,c,d,e,f,g,h,i,j,k,l,m,n,o,p,r,s
and we had a matirx:
-----AA-----BB-----CC-----DD-----EE-----FF
1-----a-----a------b------a------d------h
2-----s-----c------a------b------e------l
3-----f-----d------d------c------a------f
4-----g-----r------o------d------p------k
5-----k-----g------h------e------j------n
First, CC, EE, and FF would receive their first choice (b,d,h respectively)

-----AA----BB-----DD
1-----a----a------a
2-----s----c-------
3-----f-----------c
4-----g----r-------
5-----k----g------e

so then AA would get the second choice s, while BB and DD both want C

-----BB-----DD
1----a------a
2----c
3-----------c
4----r------
5----g------e

C is a higher choice for BB than DD so DD would get A and BB would get c

Then the chart is reassembled holding only unselected items. (of course, if your selections total more than your share, you are out of the rotation.)

If you decide to spend the 3662 gp to save the infected commoners, then each party member should receive a 5291.45 gp share of the total treasure.

If not the shares are worth 5901.45 gp each.

Save the Peasants:
cp 42
sp 3
gp 8035
100 pp

Don't Save them:
2742cp 54.84 lbs
31073 sp, 621.46 lbs
8590 gp, 171.8 lbs
100 pp 2 lbs

gems
Blue Quartz 10 gp
Lapis Lazuli 12 gp
Moonstone 70gp
Moss Agate 12 gp
Red Garnet 130 gp.

gear

a Fiery yellow corundum 800 (gem)
b Fire opal pendant on golden chain 1700 gp (art)
c Gold dragon comb with garnet eye 1800gp (art)
d Ring of Protection +2 (8000 gp)/4000
e Rekka’s Edge +1 Cold Iron Greatsword, gives 1 negative level to any one who holds it who isn't f lawful good. 4400gp/2200 sale
g Extend Channeling Rod (3 times a day the wielder can use a spell like ability of a least dragonmark as if under the effects of an extend spell feat.) 500 gp. 250
h Amulet of Natural Armor +2 (8000 gp) 4000
i Ring of Resistance +1 (2000 gp) 1000
j Necklace of Fireballs Type 2 (2 4d6 and 2 2d6 left (1500 gp) 750
k Potion of Cure Serious Wounds (750 gp) Navy, Sweet 375
l Potion of Barkskin +3 (600 gp) Dark Brown, Tastes like fresh grass. 300
Did Not ID:
m potion of Cure Moderate Wounds (300) 150
n potion of Cure Moderate Wounds (300) 150
o Potion of Enlarge Person (250 gp) 125
p Mithral Breastplate (4020 gp) 2010
q Adamantine Battleaxe 3010 gp 1505
Euberk Havidir, the Cleric of the Silver Flame is retiring from adventuring and donated his
r Banded Mail +1 Spell Resistance 13 (9400 gp), 4700
s and his Mithral Heavy Shield (1020gp) to the party. 510
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Mol Nymm 9th to Sul Nymm 15th 998 [Jan. 6th, 2007|12:37 am]
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Arcanix, Aundair
There, after spending some time in the town they managed to meet a professor who offered to grant them access to the towers in exchange for the internal organs of an umber hulk. Kaddath begged off due to illness related to over use of his powers and Karmos, Gorn, Oscar, and Atari took the two day to the Black Cap Mountains. After a day of searching, they found a cavern with obvious signs of umber hulk inhabitation. Though no one died in the ensuing fight, the umber hulk’s confusion ability combined with the beast’s massive claws came close to wiping out the party. N the end, they were victorious, though Oscar was forced to disable at least one confused member before he could hurt himself. Atari and Gorn retreated out of the monster’s lair while Karmos and Oscar searched further for any hidden stashes and found a small treasure, of which they proceeded to take the lion’s share, as they were the only ones who searched for it. Two more days found them back in Arcanix. Another day’s research suggested several new venues that would lead to answers to their questions. As they were leaving to head back to Passage and then into the Eldeen Reaches, they were joined by Eliot, a sorcerer who had been studying at Arcanix.
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Mol Nymm 2nd 998 [Jan. 6th, 2007|12:33 am]
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Passage, Aundair
Grey went missing with a fair chunk of the party’s pool of shared goods. While this initially upset the party, they came to realize that it just wasn’t all that much stuff. On the other hand, they did attempt to follow him, riding the Orien Lightning Rail down to Passage. On the train they met a dwarven barbarian/cleric who, since his guard contract was over and he had nothing else to do, followed them. From Passage, they were able to determine that their quarry had headed west into the Eldeen reaches, but they had pressing business in the Magical University town of Arcanix.
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Sul Nymm 1st, 998 [Dec. 31st, 2006|12:17 am]
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[mood |Karmos, Grey, Gorn, Kaddath, t]

Fairhaven Aundair
Thurin’s underworld contacts brought him a giantish pass amulet that he believed to be the key to accessing the laboratory of a missing associate of his employer’s. He offered the people who had done so well retrieving the disabled construct for him a chance to make some money retrieving an important relic from Xen’Drik, a small stone sphere that may or may not have been a cipher key to several important texts. He also introduced them to Atari, a follower of the Silver Flame who had been given a letter of introduction by an associate of his in Thrane. In typical simian chest beating, the newly introduced fighter and the dusk blade almost ended up killing each other. This set the tone for much of the rest of the day.
The wary party traveled to the apartment that Thurin directed them to and found a teleportation circle encased in a blue bubble of force. Karmos, Kaddath, Atari, and the duskblade used the pendant to open the bubble then used the teleporter. Grey and Gorn hesitated and were left on the wrong side of the bubble, only to be gathered up by house Orien forces who were looking for a stolen pendant. The teleporter depowered after activation and the party members who had been brave enough to pass through continued down the stone hall. Most of them were trapped by a pair of portcullis traps, with the exception of Kaddath, who had been hanging back. Suddenly four secret doors popped open and metal dogs leapt out and attacked the people trapped between the bars. The heroes nearly didn’t survive, and a disagreement over the possession of a healing potion nearly lead to the duskblade’s death.
They waited out the recharge time on the teleporter, and Karmos, Kaddath, and Atari went through, though the duskblade, who was in possession of the pendant stayed behind. The force field was created by four small cubes that Karmos pried up and pocketed. Of course, the room was fall of mercenaries hired by Orien to retrieve their pendant, so after explaining the cycle on the teleporter, the party members were lead off for questioning. Eventually everyone was gathered and questioned, and the pendant was returned to the house. In the course of questioning someone let it slip that Thurin gave them the pendant. They were eventually released, and while Atari went off shopping, the rest of the group returned to the teleporter to attempt to finish their mission.
They made it past the portcullises and were attacked by a golem stitched together from the remains of several decayed ogres. It nearly wiped out the party, completely destroying the duskblade with a massive blow. Atari returned in the nick of time to slay the beast. The party explored the complex, putting a wight to rest and eventually finding the stone cipher. Unfortunately the lack of a rogue was very telling when they set off a gas trap grabbing it from the pedestal. They returned the sphere for their reward and decided to move on to a town with a larger library in order to do some research.
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Far, Dravigo 27, 998YK [Dec. 30th, 2006|11:50 pm]
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[mood |Karmos, Grey, Gorn, Valandal,]

Karmos, Grey, Gorn, Valandal, Kaddath, and the duskblade.
Fairhaven Aundair
The party collected their payment and settled into a local inn for the evening. Kadath, a warlock who had been traveling with the Thrill left his previous employer to try his hand at adventuring and was rapidly integrated into the party’s offensive order. The whole city was wrapped in an unnatural fog that evening that lead to most of the inhabitants having unnaturally realistic dreams. Gorn, who lacks the need for sleep, was approached by a warforged who was wandering the city’s rooftop. She introduced herself as a member of a warforged separatist movement that was interested in living completely apart from the soft fleshed peoples. Valandal’s dream was marked by his acquisition of a black and white stone that was cold to the touch on one side and warm on the other. The party members went off to see if they couldn’t figure out the meanings of their individual dreams.
While they were away, Gorn spent his time finding a low paying guard job with a ship in dock. Karmos didn’t return to the inn that evening, and the other members of the party spent shifts with Gorn and Kaddath on the ship. During a shift change, Grey heard a struggle in an alley and decided not to investigate. While he was heading home, Valandal came across the end of the struggle and went to investigate. He interrupted several thieves who were assaulting a well dressed young woman and who had already killed her house Denith Guard. He gained the attackers attention and drew them off, slaying one and leading the rest to the ship the rest of the party was guarding. One of the attackers turned out to be a were-rat, and the fight was almost too much for the incipient heroes. Valandal was unfortunately killed in the scuffle, but the rest of the party was victorious. They abandoned their post (Grey, Gorn, and Kaddath) and stumbled across the scene of the previous fight. They aided the surviving victim, and found her to be Marissa d’Orien. While their first job was a wash, even the favor of a low ranking member of the house is valuable. Valandal’s stone was never found.
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Wir, Dravago 25th, 998 YK [Dec. 30th, 2006|11:29 pm]
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Fairhaven in Aundair
Craft the artificer, Valandal bard, Karmos the ranger, Gorn the fighter, Grey the priest, and the duskblade were all in attendance at a meeting with the Dwarven merchant Thurin Idorune. His employer back in the Mror holds was interested in recovering the remains of a Thranite War Construct that had been discovered to the east of the city.
Thurin hired the Daranda’s Thrill, the ship of half-elven Captain Tirah the Shark to bring them across the river and ultimately take the body to a safe location. After a half-day’s travel up the river, they went aground in the farmlands near the Aundair river. After a short overland trip into the forested foothills, they encountered a party of Volites heading in the same direction. Instead of opening conflict, they decided to travel in a different direction, a task that was made difficult by the confusing topology of the hills and the general difficulty of climbing smooth trunked trees to gain your bearings.
Unfortunately when they got to the cave that the construct had inhabited before its destruction, the Volites were already there, and while Valandal tried his best to convince them that they didn’t really want to take the construct, they really did. Some points are just non-negotiable. A fight broke out against the Priest of Vol and his minions leading to his ultimate defeat and the questers acquisition of their goal. They dragged it back to the shore after a brief interlude to improve the local economy by purchasing some goats from a nearby farm.
On the way back, Darana’s Thrill was setupon by river pirates. Craft went overboard with the construct in order to hide it, while the rest of the questers prepared to fend off the boarders. Karmose the shifter flew over one of the approaching boats and set fire to the deck before landing to challenge the crew to combat. Eventually he abandoned his position and flew back to the Thrill shortly before the ship went up in flames. In the interim the remaining warriors engaged the other pirate ships, repelling boarders, and though one party member did jump overboard before there was any real danger they eventually brought the fight to the other ships. In the end, two ships burnt to the waterline and the third was added to Captain Tirah’s own fleet.
They set in at an abandoned cove for repairs and to split their take of the loot and preceded to gather up their missing member and the construct’s frame. They were dropped off in Fairhaven before Captain Tirah delivered the cargo to a discrete port. Craft departed to follow further research leads.
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Survey 1.0 [Dec. 23rd, 2006|01:11 pm]
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I will provide anonymized copies of the raw data xls to anyone who requests it. Sadly the desire to keep the data anon keeps me from commenting on some interesting trends. Oh well, the sample size is small, sample group is self selected and there is no experimental control. This is the average scores

A note, I will keep these results in mind, but that doesn't mean that it will be all skill usage and intrigue all the time or that I will totally eschew wilderness adventures. I am keeping a copy with names for myself so I can construct encounters with specific players' preferences in mind though. That doesn't mean that the comedy buffs will always get a series of pratfalls or that every combat will be mobs or bosses.

For the first category, I ranked choices between 1 and 5 with 1 being not at all interested and 5 very important.
Adventure 4
Investigation 3 and 2/3rd
Intrigue 3.5
Comedy 3.5
Action 3 and 1/3
Tactical Simulation 3 and 1/6
Horror 2 and 1/3

Interesting notes.
Every category has at least one vote of two or below except intrigue and comedy, and every category has at least one vote of four or more.


The second category was rated few some or many. Few was ranked -1, some was ranked zero, and many was ranked +1. That means that you can directly read the results as an indicator of group support for each item. Balance means that the score was close to zero because there were as many players opposed to the idea as in favor. Indifference means that it was close to zero because only one or two players cared one way or another.

Intrigue 3
Skill Usage 4
Puzzles 0 (balance)
World Travel 1 (indifference)
Combat In General -1 (balance)
Easy Fights 0 (indifference)
Moderate Fights 2
Difficult Fights 0 (indifference)
Wilderness Adventures -2
Dungeon Crawls -1 (indifference)
City Adventures 2
Character Specific Plots 2
NPCs 2
Magic Items 0 (balance and indifference)

For the general preferences,
6 people thought that a player kept journal was a good idea.
1 Was actually willing to keep said journal, but would like someone else to track the loot
5 would be willing to consider keeping a journal for an xp reward.
4 People thought a Newsletter was a good idea
5 people were in favor of combats happening on tactical maps. which since I now own two of them, will probably keep happening as it has been happening.

For encounter types I was told that we should have more fey, necromancers, and "any"
I was also told we should have fewer Undead, shapeshifting demons, dragons, and specifically gold dragons at low levels. Ha ha, yes that was more than a decade ago. Thanks for the reminder.

I also had a fair number of write in results, and I'll include them below.

One person said that characters rated a 4 as a campaign element.
One person requested fewer random and or not immediately obviously connected to the main plot combat encounters.
One person requested that I suggest that people spend less time doing things other than the game during game time. Less ooc table talk, people wandering off when it isn't immediately their turn for attention, and similar things. I don't really have a problem with ooc table talk, as long as it doesn't get in the way, though moving away to talk to people not involved in the game is problematic. If you are away from the table when I'm handing out XP, expect to get significantly less of it than anyone else in the party, expect to get shorted on treasure when the party splits loot (and don't expect people to come get you for these events, they aren't interested in people who are hurting the game getting a full share of stuff.)

Ideally I would have a less busy place to hold the game, but since it isn't, you will have to work to avoid out of game distractions. I'm not going to go out of my way to punish this, but I'm definitely not rewarding it either.

I had a request to have fewer movers and shakers and more day to day sort of npcs. Um... I've used exactly two individuals with more than minor influence in the world. I'm not going to run every weaponsmith (especially since the majority of weapons suitable for adventuring are made by an industrial collective) and bar keep. This is a pseudo-pulp fantasy setting, and the sorts of people you are most likely to interact with are the sorts of people who do the same types of things you do.

So far the party has met the head of one house (and of the only house where it is easy to meet the head of the house.) Seen the head of another at a distance. Dealt with a business factor of one dwarven merchant, a few minor scions of the houses, one or possibly two members of the lesser nobility (rather less influential than one of the lesser merchant lords), low to mid ranking members various town guards and national investigative groups, a hand full of intermediate level academics, and the captain of a ship. (as well as a few other individuals I don't care to classify at the moment) I'm not seeing this as star studded, though it isn't exactly mud on your face peasantry either.
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(no subject) [Sep. 14th, 2006|10:19 pm]
Oops. Anyone who has found this via livejournal, I'm talking about a pencil and paper game I'm running at a local game sotre.

Anyone who found this through the store? I've already got all six slots filled plus some other potentials incase something happens to keep one of the folks I've guarenteed a spot to doesn't show.

I made this set of posts on the assumption that it would take a while to get all 6 slots filled, but I had filled them all by the time I left the building.
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Welcome to Shadows over Khorvaire [Sep. 8th, 2006|10:36 pm]
[Current Location |Home]
[music |Everyone Is Asleep. No music for me.]

You are welcome to use any of the pregenerated characters I bring with me, or any character you built before the game while I was there to okay it.
Independant Character Creation Rules:
1. Do all of your math and be prepared to show it to the DM. That includes the amount of gear you are carrying.

2. Legal books 3.5 Player's Handbook, 3.5 Dungeon Master's Guide, 3.5 Monster Manual, Eberron Campaign Setting.

3. Allowed Races at first level: Human, Halfling, Gnome, Elf, Dwarf, Half Elf, Half Orc, Warforged, Changeling, Kalishtar, Shifter (ECS subraces only), Kobold, Goblin, Orc. (Essentially single hitdie races with no level adjustment.) Your character must have an ECL of 1.

4. Allowed Classes: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard, Artificer.

5. You can use the elite array (15,14,13,12,10,8) or the Standard Point Buy system presented on page 169 of the 3.5 DM's Guide. (All scores start at 8. You have 25 points to spend. 9 = 1, 10 = 2 11 = 3, 12 = 4, 13 = 5, 14 = 6, 15 = 8, 16 = 10, 17 = 13, and 18 = 16) If you roll them in front of me, you can use the standard 4d6 drop the lowest method presented in the PHB.

6. All feats that your character qualifies for from the PHB and ECS are allwed. If you want the eberron specific feats and don't own the campaign setting, you'll have to catch me before the game sometime.

7. Start with the listed average starting gold for your class or roll it in front of me. Artificer 125 gp, Barbarian 100gp, Bard 100 gp, Cleric 125 gp, Druid 50 gp, Fighter 150 gp, Monk 12.5 gp, Paladin 150 gp, Ranger gp, Rogue gp, Sorcerer 75 gp, Wizard 75 gp

8. All Characters start with 5 Action Points unless they take a feat that gives them extras. (ECS page 45)

9. Please be prepared to fill out a gm's character sheet when you arrive. (It helps me keep track of skill checks and that sort of thing so I don't have to stop the game to ask every 5 minutes.)

10. There is some new equipment in Eberron that you might want to save a few gp for during character creation. Especially things like Identity Papers and such.

11. If you have any questions, ask in the comments.
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From the intro to the campaign setting [Sep. 8th, 2006|10:30 pm]
[Current Location |home]
[music |Sakura Saku]

Tone
The features that most set Eberron apart are its tone and attitude. The setting combines traditional medieval fantasy with pulp action and dark adventure. Make no mistake -- the world of Eberron proudly takes its place among the D&D worlds that have come before, with a cinematic flair and an eye toward the best action-adventure movies ever filmed. The campaign's story elements were designed with this in mind, and we also built it into the game mechanics with the introduction of action points into the D&D game.
The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. In the wake of this Last War, action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad, powerful strokes, and ancient mysteries await discovery so that they too can influence the world and its people.
Magic is built into the very fabric of the setting. It pervades and influences everyday life. It provides certain comforts and conveniences unknown either in the modern world or any other world of medieval fantasy. Great cities where castles scrape the sky can be found throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world's economy thanks to the edge given them by the mysterious and rare dragonmarks.
Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains and recovering fabulous treasure, dealing with over-the-top action, harrowing challenges, cliffhanger situations, narrow escapes, and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the safety of the current day.
The tone provides a portion of what sets this campaign apart from other D&D worlds, and this tone was first and foremost in mind as we built the complex tapestry that is the Eberron campaign setting. Even so, it is a "same but different" approach that allows us to make elements of the new campaign attractive to all D&D players -- you can pick up Eberron products and drop large pieces of them into whatever D&D campaign you happen to be playing with minimal, if any, adjustments.
The World
The medieval world of Eberron is a place of magic and monsters, where arcane energy infuses the landscape and greatly influences society and industry. Thanks to a mastery of the arcane arts, the great cities of the continent of Khorvaire contain skyscraping castles, elemental-powered coaches and carriages, and all manner of enchanted conveniences. Magic is industry across the face of Eberron, the innovative spark that propels society forward.
The advances and conveniences made possible by magic augment the trappings of a medieval D&D world. Magic and the arcane arts allow for effects that in some ways mimic technological marvels that didn’t appear in our world until the 1800s. Something resembling a magical telegraph provides communications between two locations. An arcane analog of the railroad connects defined routes among the more civilized regions. Magic exists to accomplish tasks otherwise impossible—if you can find the right spell wielder and you have enough gold to pay for the privilege.
As the campaign begins, the world of Eberron is emerging from a long and devistating war. The nations of the continent of Khorvaire were once part of a great kingdom of legend, the mighty Kingdom of Galifar. When King Jarot died, his five heirs, each in command of one of the Five Nations that comprised the kingdom, refused to bow to tradition. Instead of allowing the eldest scion to take the crown, the siblings rallied their vassals and individually vied to take control of the kingdom. Over time this decades-long conflict became known as The Last War, for everyone imagined that when it finally ended, the taste for bloodshed and battle would be wiped from the face of Khorvaire.
The Last War continued for more than a century, with each of the Five Nations alternately fighting against or alongside one or more of the others as animosities and alliances shifted like the wind in the Shargon Straits. In time, other nations formed as deals were madeand opportunities presented themselves. After 102 years of fighting, the leaders of the recognized nations (which now numbered twelve) met at the ancient capital of Galifar to draft a peace. With the signing of the Treaty of Thronehold, the Last War came to an end.
Today, the nations of Khorvaire seek to revuild and prosper as the new peace spreads across the land. While technically at peace. The nations continue to vie for economic and political supremacy. Minor skirmishes break out every so often, especially in the more remote sections of the continent and on the most hotly contested borders. Espionage and sabotage are the preferred method of diplomacy, since the nations engage in trade, and discussion in public while working intrigues and double crosses in the shadows

10 Things You Need to Know
Every Dungeon Master and player needs to know and remember these things about the world of Eberron:
1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron's tone and attitude, but otherwise everything in the Player's Handbook, Dungeon Master's Guide, and Monster Manual has a place somewhere in Eberron.
2. Tone and attitude. The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature's viewpoint, and not absolute barometers of affiliation and action; nothing is exactly as it seems. Alignments are blurred so that it's possible to encounter an evil silver dragon or a good vampire, for example. Traditionally good-aligned creatures may still wind up opposed to the heroes, while well-known agents of evil might provide assistance when it's least expected. To help capture the cinematic nature of the swordplay and spellcasting, we've added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the impossible.
3. A world of magic. The setting supposes a world that has developed not through the advances of science, but by the mastery of arcane magic. This allows for certain conveniences that were never imagined in other medieval timeframes. Through the binding and harnessing of elemental creatures, airships and land rails become possible. By creating a working class of minor mages, spells provide energy and other necessities in towns and cities. And advances in magic item creation have led to everything from farming implements to sentient, free-willed constructs.
4. A world of adventure. From the steaming jungles of Argonnessen to the colossal ruins of Xen'drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another, across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.
5. The Last War has ended -- sort of. The Last War, which plunged the continent of Khorvaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations occupying what was once the kingdom of Galifar. The peace has held for about a year, at least overtly. The conflicts, the anger, and the pain of the long war remain, however, and the new nations vie for political and economical supremacy as they prepare for the inevitable next war that will eventually break out on the continent.
6. The Five Nations The human dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is “By the Five Nations,” or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.

7. A world of Intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels—economic, political, influence, territory, magical power—each looking to maintain or improve its current status by any means short of all out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.

8. Dragonmark dynasties. The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundries, and they remained mostly neutral during the Last War. While not technically citizend of any nation, the matriarchs and patriatchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from the dragonmarks—unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls.

9. Dragonshards. Ancient legends and creation myths describe Eberron as a world in three parts; the ring above, he subterranean realm below, and the land between. Each of these world sections is tied to a dragon of legens—Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power—dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.

10. New races. In addition to the common player races found in the Player’s Handbook, players can choose to play changelings, kalashtar, shifters, and warforged in Eberron. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. The Kalashtar are planar entities merged with human hosts. (I’m not using the psionic aspect of the race.) Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created during the Last War who developed free will and a desire to improve their position in the world.
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(no subject) [Sep. 8th, 2006|10:29 am]
Races of Eberron
There are several new races in the eberron setting as well as some minor changes to some of the old races. National identities often supercede racial identities. A Dwarf from Thrane may not particularly like his elven neighbor, but that Thranite elf is a great deal better than anyone who hails from Karnnath. And while no one ever really trusts a changeling, why Pic from down the street? He’s a good solid Brelish citizen to the core. Members of the various Dragonmarked houses are generally more cosmopolitan than their brethren and many of them think of themselves as citizens of their houses before or instead of their nations.

This first entry is about the Core Races
Human
Everywhere you look there are humans. From the court of the Daughters of Sora Kell to the teeming metropolis of Sharn, humanity’s star is ascendant. Even though the Kingdom of Gallifar is no more, the glory of the kings of the last century lives on in the surviving four nations. Don’t let the unquiet ruins of older fallen empires unsettle you. None since the age of giants have reached the social and magical heights of this day.

Elves
There are three distinct groups of elves common on Khorvaire. All three groups come from the distant Island of Aerenal.

Khorvarian elves arrived at the same time as humanity. They’ve lived on Khorvaire for centuries and have often actively integrated themselves with the human cultures. They no longer worship the undying court, though some members of the Dragonmarked Elven houses maintain their roots on Aerenal. They are much more like the typical D&D elf than the other two groups.

The Aerenal Elves with their painted death masks, their odd magics, and their undying court are unnerving to say the least, but they mostly keep to themselves on their distant Island. The two houses that bear the Mark of Shadow are the most common elves from the Island of Aerenal to make their way across the water, but sometimes the servants of the Undying Court or members of other families have business in Khorvaire. Most Aerenal elves revere their Undying Ancestors and hope that upon their own deaths they will be invited to join them. As such, Aerenal elves have little fear of death. They do, though have a great hatred of negative energy undead.

The Valenar Elves are a sect of Aerenal elves who more directly attempt to emulate their honored ancestors. Especially their warrior ancestors. They have been straining against their culture for years and found in the Last War a chance to finally act. Almost all members of the Valenar sect packed up sold their services as mercenaries in the last war. As the fighting became more intense and the combatant nations could spare fewer and fewer of their troops, the Valenar staked a claim to a section of Khorvair that was an elven trading outpost when the great goblinoid empires were at their height ten thousand years ago. They still fight skirmishes against all of their neighbors, though they also sell the weakest of their spectacular stock of horses to outsiders. A Valenar elf loses the traditional elf weapon proficiencies and instead gains proficiency in Short Bow (including composites), Scimitar, and Valenar Double Scimitars.

Gnomes
The gnomes of Eberron are specialists in elemental binding. Their homeland, Zilargo, is on the surface, an accessible and open place, filled with friendly people, beautiful architecture, and wonders of magic that rival the greatest constructions in other lands. Their home hosts the best libraries in all of Khorvaire, andthe countryside and cities are remarkably peaceful.

It isn’t that there is no conflict amongst the Gnomes, it is just that they play a different game, one steeped in shadow and subtlety. Two gnomes may compete in a decades long vicious shadow war against each other, while the whole while remaining great friends. Gnomes are cordial because they never know if the person they are dealing with is who they appear to be. That said, trouble makers in Gnomish lands can find them suddenly and pointedly unwelcoming. House Sivis holds the Mark of Scribing and enables communications across Khorvaire.

Halflings
There are settled and cheerful halflings across the continent forming little communities in every city in the land, and many villages and most cities boast at least a few of the healers of House Jorasco and the Innkeepers of house Gallhandra.
But, in their own lands, the Talenta Plains, the halflings are something completely different. The halflings of the plains are fierce nomads and hunters. They live in mobile communities following and directing the movements of their herds. The plains halflings are dinosaur riders, masked hunters and proud warriors. The halflings of the dragonmarked houses move freely between the two societies, but plains halflings often have a hard time adjusting to the broader world. That said, a feather and scale masked halfling warrior mounted atop a fastieth or a swiftwing isn’t exactly an unusual sight outside of the plains.

Halflings from the plains treat Talentia tangats, boomerangs, and sharrashes as martial weapons instead of exotic ones.

Dwarves
The Dwarves of the Mror Holds control most of the richest veins of metals on the continet. This with the Mark of Warding have allowed them to become one of the most extensive financial powers on the continent. Dwarf crafted goods are sought out by the rich and powerful, and though they can’t compete in quantity with house Cannaith, they are the masters of quality. But more important even than their metal and stone work is their presence as bankers. They enable the flow of money across the continent and profit from every transaction.

Goblinoids
The great martial empires of the goblinoids have mostly faded into history. Or at least no one but the hobgoblins, bugbears, and goblins of Khorvaire had thought much of them. Until the Last War when whole tribes were hired as mercenary warriors. Organizing the goblinoids may have been a mistake since they eventually turned on several of their employers to carve out the new nation of Darguun. Lhesh Haruuc lead his people to form a new nation, and hundreds of tribes came out of hiding to join it. He dreams of reforging the glories of the past while maintaining their presence as a civilized nation. Many of the very goblinoids he rules over have a different dream, a dream of dark waves of warriors raiding out of their mountain home, subjugating all before them. Only time will tell if he will be able to hold his nation together to take part in a civilized Khorvaire. (Goblins are the only goblinoid available for first level play.)

Half Elves
Though they posess no land of their own, the Half Elves of Khorvaire have their own culture and society. Many of the great sea captains are half elves, and house Lyrandar’s Mark of Storm insures that they maintain an edge in trade. House Medani with their Mark of Detection specializes in personal protection. Guides, guards, weather callers and diplomats, half elves make sure that the wheels of society keep turning.

Orcs
The orcs of Khorvaire live mostly in the shadow marches and have done so for nearly 20,000 years. They live mostly as tribal hunter-gatherers in the Shadow Marches, and are fairly peaceful neighbors. They have absorbed the humans who have moved there into their society and there is a thriving Orc/Half Orc/ Human community. The Gatekeepers Druid sect started among the orcs to maintain the wards that keep the daelkyr and their creations at bay. If not a follower of the gatekeepers, orcs generally warship the Sovereign Host or form cults to the dragon below. Orcs are unimpressed by the trappings of civilization. They’ve seen nations rise and fall and rise again only to crumble under the weight of years. The cities of the other races often feel like graveyards where the dead haven’t quite realized that they are supposed to be at rest to orcs.

Half Orcs
Half Orcs live across Khorvaire, and one of the dragon marked house (Tharashk, with the mark of finding) is made up pf Half Orcs and Humans (Orcis memebers never display the mark, though their half human offspring occasionally do.)
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