Drinking & Dragons

Category:Disposable:Voyage of the Golden Dragon

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The Golden Dragon, conceived as a skyfaring warship, now serves as a symbol of peace amongst the Five Nations. Even before the luxurious airship embarks on its maiden voyage, nefarious pirates, thieves, and saboteurs conspire to defame, steal, or destroy it. Resourceful adventurers are needed to protect the ship and its passengers, but can they uncover the secret enemy lurking in their midst?

Quick Overview of Eberron

A Magical World. From warforged and airships to the mighty dragonmarked houses, magic is a part of the world and its stories.

Pulp Adventure. Whether you’re leaping from an airship or battling demons in forgotten ruins, Eberron encourages cinematic action and swashbuckling adventure.

Neo-Noir Intrigue. Eberron is a world of difficult choices. The line between hero and villain is easily blurred, and even the champions of the light may have things they regret.

The Last War. Eberron has just emerged from a century-long civil war, and the scars of that bitter conflict remain. How did the war affect your character, and how will it shape your story?

The Mourning. This mystical cataclysm destroyed an entire nation and created a deadly wasteland in the heart of Khorvaire. The Mourning brought the war to an end, but it is a mystery and a threat that looms large over Eberron.

Ancient Mysteries. Powerful artifacts are hidden in the ruined cities of giants. Dragons and demons scheme in the shadows, unraveling a prophecy that could shape the future. These ancient mysteries can be a source of fantastic adventures and terrible danger.

If It Exists in D&D, There’s a Place for It in Eberron... But it may not be the place you’re used to.

Longer Eberron Overview (PDF)

Character Creation

We will be playing D&D 3.5. This site hosts two sources for the rules.

Ability Scores

To put all players on an even footing, we will use the nonstandard point buy method for ability scores (page 169 of the Dungeon Master’s Guide v.3.5.) Players have 32 points to spend. Apply racial adjustments to ability adjustments after the base scores are determined. Thus, ability scores range from 8—18 for humans, and 6—20 for nonhumans.

Point Buy Calculator

Age

Age adjustments to ability scores will not used.

Races

Permitted races:

  • Humans
  • Dwarves
  • Elves
  • Gnomes
  • Half-Elves
  • Half-Orcs
  • Halflings
  • Changelings
  • Kalashtar
  • Shifters

Warforged are not permitted. Their immunities are too numerous. (Immunity to poison, sleep effects, paralysis, dis- ease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.)

Classes

  • 7th level, single-class character.
  • No classes from the Tome of Battle, Tome of Magic, Magic of Incarnum, Dragon Compendium, and any class from a Campaign Setting book (e.g. Dragonlance, Oriental Adventures).
    • Artificer is allowed.

Class-related stuff

Hit Points

Maximum hit points possible for the first level of the chosen class. For each additional character level, use the following: d4=3, d6=4, d8=5, d10=7, and d12=8.

Languages

Skip 'em.

Skills

Ability bonuses to Intelligence are applied before skill points are calculated. For example a 4th lvl wizard applies their stat boost to Intelligence. The new Int score is then used to calculate skill points for the wizard’s 4th lvl.

Feats

Effective feat choices are good but min/maxing your choices is bad. When in doubt make the fun choice.

  • Crafting feats are fine to take and use.

House Rules

  • Dual Skills: Gain +2 to two different skill checks. Come up with a catchy name for it, e.g. Saddle Caster: Born to ride, bred to cast. Gain +2 to Spellcraft and Ride. This replaces all of the premade dual skill feats.
  • A prerequisite of Combat Casting may be replaced by Skill Focus (Concentration).
  • A prerequisite of Toughness may be replaced by Improved Toughness.
  • Leadership is not permitted.

Wealth, Equipment, and Magic Items

All wealth is tracked in Gold, so 1 Silver piece is 0.1gp and 1 Copper piece is 0.01gp.

When purchasing magic items, please keep it reasonable to your level. Avoid problematic items.

  • 11,400gp to spend on general magic items that aren't consumables.
  • 3,800gp to spend on full-price consumables. Consumables are defined as potions, oils, wands, scrolls, and single use magic items.
  • If you have the right feats, you may craft items. Spend 5gp for each 1xp spent from your 11,400 amount. The consumable amount above assumes that they are items that you've found while adventuring.

Carrying Capacity

Ignore it.

PCs

TK

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