Drinking & Dragons

Category:Disposable:Voyage of the Golden Dragon

From Drinking and Dragons

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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
    • Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential.
  • Kalashtar
    • The kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. They were once a minority among the quori, the native race of Dal Quor, hunted and persecuted for their religious beliefs. Thousands of years after the quori invaded Eberron and the connection between their plane and the Material Plane was severed, the kalashtar were the first of the quori to discover a means to reach the Material Plane once more. Fleeing persecution, they transformed their physical forms into psychic projections that allowed them to enter the Material Plane and possess willing humans. Today, new kalashtar are born, not possessed; neither spirit nor human, they are a new race that breeds true.
  • Shifters
    • Shifters, sometimes called "the weretouched," are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features - a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity.

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.

Action Points

Each PC starts with four (4) Action Points.

Action Points
When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20. You can only use action points once in a round.

Special Actions

Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape.

Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.

PCs

Session 0

29 Jan 2020

  • Character Creation using the Backstory Cards
  • Invited to the christening of the Golden Dragon by Lupercal.
  • Met most of the crew
  • A band of hobgoblins, minotaurs, and harpies are holding everyone for ransom.

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