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Mafia: Council of Knowledge Seekers

Setting
This campaign is set in the Eberron setting and uses most of the tropes and families associated
with the setting.

The Mafia
The Mafia is a council of people devoted to the protection and gathering of knowledge. This
council is very secretive group which is feared by the local population and often blamed for
anything shady which happen.

Did they force you to do it? Or maybe you


Creating Characters played a part in ruining the life of a man or
These are additional Creation rules for lives of a village thinking you were doing the
flavor reasons. You begin the game at level right thing, and maybe still, you arent the
3. person you say you are. You have one
regret which you hope no one ever finds out
about.
Dragon Marks
While you are creating your character you
will have the option to create your character Goal
as a member of one of Eberrons
What is your grand purpose. Do you want
dragonmarked houses. If you do, you may
to explore the world, becoming the best
choose whether or not your character was
adventurer to have ever lived? Or maybe
born with a dragon mark, if they were, you
you're just in it to protect your friends.
may take this feat at any time later in the
Maybe still you just want to find out more
campaign. However this option will only be
about your past or prove yourself.
available to new characters.

Secrets
Starting Equipment
Vice As Eberron is a high magic campaign
setting, I am allowing characters to work
What is one thing which you have done
with me on what items, mundane or
which you have regretted. What is the
magical, they have. The only rule is that,
darkest secret you have that you do not
you may only have one magic item, up to
want anyone in the party to know.
Uncommon in rarity. For the most part
Remember, a vice is something that you do
however, unless there is an extremely good
not want anyone unless COMPLETELY
reason why, additional equipment will not
NECESSARY to know about. Did you kill a
exceed 750 gp in cost.
man to save the life of one of your friends?
Special Rules
Injury
If your character drops to 0hp, roll 3 hit die, if the number rolled is less than the damage you
took beyond bringing you to 0, roll on the lingering injuries chart on page 272 of the DMG an
individual is allowed to add half their constitution modifier rounded down to this roll if they so
choose after the role is made.
Prosthetics- In eberron there are multiple ways of getting prosthesis which
function like normal appendages. However, you will need to speak to an artificer in a
major city to get one. These appendages cost 700 gold at a minimum, and the cost
increases by 1000 for every joint on the prosthetic (fingers and toes count as 1 joint).
Healing - Healing magic costs 200 gold per level of the spell used. However this
cost is multiplied tenfold for resurrection magic. You may not heal at temples for a
religion you or one of your allies does not belong to, however if you are able to gain
access to healing there, the price is cut in half.

Facing
Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the
direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing
as a reaction when any other creature moves. A creature can normally target only creatures in
its front or side arcs. It can't see into its rear arc. This means an attacker in the creature's rear
arc makes attack rolls against it with advantage. Shields apply their bonus to AC only against
attacks from the front arc or the same side arc as the shield. For example, a fighter with a shield
on the left arm can use it only against attacks from the front and left arcs. Additionally, if there is
a creature within both your side arcs, creatures completely within these arcs have advantage on
melee attack rolls. You may make opportunity attacks normally, however you must change your
facing to accommodate the attack if the creature who provoked it is behind you.

Special Items
Healing Salves: These function as a health potion and heal for double the
amount that a potion of the same quality can heal, however roll only 1 die per turn until it
is done functioning.
Gold Reference: 1 copper = 10 cent, 1 silver = 1 dollar, 1 electrum = 5 dollars, 1
gold = 10 dollars, 1 plat = 100 dollars.

Special Weapons
Name - Description - Attack property - Damage dice - damage type - Range - Special Notes
Aether Rifle - An aether rifle is a powerful long range magic weapon which
condenses ambient aether energy into bolts of condensed energy which can travel
extreme long ranges. - Dexterity - 1d12+Dex - Force - 500/1000ft - This weapon can
only be fired 3 times before it needs to be recharged on a roll of 4-6. Additionally, as
opposed to having disadvantage on this weapons second range increment, this weapon
does half damage.

Dragonshards
Dragonshards are translucent stones with pulsating veins of color within them. They can be
found in various parts of Eberron, and come in three distinct varieties, varying in color, location,
and uses. Dragonshards are used to enhance the powers of a Dragonmark, or in the creation of
magic items, artifacts, or constructs. Dragonshards are important to many of the magic
technologies used throughout the Five Nations.

True Dragonshards
A true dragon shard holds power overwhelming. These ever elusive shards are only created by
the strongest of dragons: Draconic titans. True dragonshards have only been observed twice in
history; During the creation of the five nations, and the destruction of Cyre. Unlike their cousins,
Siberys, Khyber, and Eberron dragonshards, true dragonshards are never found raw. A true
dragonshard comes into being inlaid in some way into an implement, possibly a sword shield
piece of armor or a pendant. The implements these dragonshards are a part of are not only
timeless, but hold the power to create and destroy entire nations. Such is their way.

Plains of Existence
Limbo/Xoriat
The plains names are interchangeable as both are the same.
The Daelkyr which come from this plane have a form in which they look like
rather attractive males and females. However when they use their powers they look like
darkstar orianas login screen.

Dragonmarked House Figures


House Orien
Christopher Orien - Stats: Mage - This man has dark brown hair blue eyes he is
able to cast arcane gate once per day using his dragonmark. He researches the
application and use of dragon shards to bind elementals at a library in Wroat. Notes:

House Tharashk
Adrin Tharashk - Stats: Champion - A large half orc man man with braided black
hair and a carefully groomed beard. A ragged scar cuts its way over one snowblind eye
with a marking which looks something like dragons scales around it. He is a hireling for
the house whos dragon mark ability allows him to cast augury at will if he has a Siberys
shard. Notes:

The Mafia: Notable Figures


High Ranking Members
The information on these figures is organized: Name, Class Levels, Rank, Race, Personality
and goals, Appearance.

Wryn Heraldsgrace - 17 Mastermind Rogue - Head Godfather - Half Elf - Wryn is


a man who lets ambition rule his life. He is obsessive in his protection of the members
of his family, and always strives to be in control of every situation. He puts on a facade
of whimsical exuberance and cool sarchasm but at his core, he is a calculative man, who
has seen and lost a lot. His ambitions in life are to protect his girlfriend Relith, to make
the world more interesting and enlightened, and to seek out knowledge in all its forms. -
Wryn wears a black aviator jacket, a pair of enchanted goggles, and a black bandana as
a scarf. His favored weapons are a weight on a thin chain (effectively a bludgeoning
version of a whip) and an aether rifle which he uses for distant combat. He still has his
trademark white hair, green eyes, and a smile which can bring any person man or
woman to there knees.
Tyril Yn - 17 Assassin Rogue - Consigliere - Drow - Tyril is a relaxed elf. Almost
a century and a half on Khorvaire will do that to a man. He was a resident of Cyre
who was out on an assignment when it was destroyed. His home, his family, his
holdings, destroyed in a cataclysm which never ends. When this happened tyril
came to the realization that at any moment, no matter what your lot in life is, you
could lose everything in the blink of an eye, save for your own mind. This is why
tyril values knowledge, wisdom of the ages. He observes and watches the
development of the world. He remains keenly aware of threats to his goals, and if
necessary, eliminates them. - He wears a simple set of dark leather armor at almost
all times with a deep cowl. He wields a longbow and daggers to deadly effectiveness.
His hair is a light purple, and his eyes are distinctly yellow. (wise af)
Relith (EmberSoul) Opona - 13 Arcane Trickster - ??? - Human - Relith is a
whimsical soul. Raised on the streets, she learned to be versatile in her approaches
the people she interacted with taught her much. She values her freedom from
responsibility, and follows her passions and whims almost blindly. She is a light in
the darkness, the flicker of hope, that is the reason that many of the members of the
mafia call her the EmberSoul. She fights the malevolent, and is the glue that holds
the top ranks of Wryn and Tyril together. Without her the Mafia would be a darker
place. - Relith is defined by her blood red hair and crystal blue eyes. She has a
dragon mark which curls across her arm covering half her chest and back and ending
on one side of her neck just under her jaw. She can normally be found casually
wearing a simple blouse and leggings, but wears a set of dark clothes and armor
while out on assignments along with an enchanted porcelain mask. She wields a thin
rapier with a siberys shard in the pommel.
The Story
Chapter 1: A Houses Deceit
The last war never ended. People just found easier ways to get what they wanted.
- Anonymus

Read: http://www.eberron5e.com/eberron-lore/the-world/about-eberron

For various reasons, you all have come together in the port city of Sharn in preparation for an
expedition into the Dagger Wood. You remember seeing the notice from the House Tharashk
stating that they were hiring extra muscle to assist in the recovery of an asset from the
Daggerwoods treacherous forests. The pay looked good, but more important to some of you
was the opportunity provided by working with one of the Dragonmarked Houses. A half-orc man
by the name of Adrin Tharashk would be heading this expedition. It has been decided that your
party will sail to Torch Keep to gather supplies and regroup before making their way into the
forest. You have all just arrived at the docks standing beneath the large converted Aether
Warship you will be using to traverse the channel.

The Plan: The galley will take the group across the strait and drop them off at Torch Keep.
Afterwards, the team would have 5 days to retrieve the object in question before the galley
would return. If the object was retrieved early, arrangements have been made for a stay in the
keep. Rations and standard equipment would be provided by the House Tharashk, and after
the mission is completed, participating individuals would be provided 1000 gold for their trouble
with a 500 gold bonus to the individual who found the object in question.

Besides our adventurers, there are 3 archers interspersed in the group with 2 mages and 4
guards.

Dialog: Upon making your way onto the ship Adrin addresses you. A large half orc man man
with braided black hair and a carefully groomed beard. A ragged scar cuts its way over one
snowblind eye with a marking which looks something like dragons scales around one eye.
Alright men, now that we have gathered here today, I believe it is a good time to actually
discuss what we are looking for. Adrin pulls out a yellow gem about an inch wide and 2 inches
long. This is a siberys shard. They are rare, and valuable. We have had reports of a star
falling from the belt and landing in the dagger wood, we believe it is one of these shards. We
sail out from here towards Torch Keep where we will gather our supplies and begin our search.
We have five days. Dismissed.

The Daggerwood is filled with vine, needle, and thorn blights. Fights within the wood are not
difficult, however they are a persistent threat which makes staying in the wood difficult at best.

While within the forest our adventurers will make investigation checks to find the dragon shard.
To find the shard they will need to make a DC 15 survival check followed by a DC 20 survival
check, followed by a dc 20 investigation check. Every hour there is a 70% chance they will be
attacked by 2d6 blights, roll 1d4 to determine their type.

Every day while at torch keep individuals will have to take watches. There are 4 watches and a
player character must participate in at least one of them.

On the third day when they make there way back to torch keep to rest, a black cloaked figure
will show up at the keep and spy on the general of the keep. On her arrival, they must make a
dc 17 perception check to notice them (Do not specify anything without a check). If they choose
to investigate further they may ascertain the following while they spy on her with the following
checks.
Gender:
20 Perception(Sight) - The cloak the figure wears obscures much
of its figure, however you cant help but notice there is a touch of femininity in her
gate and the way the cloak falls upon her form.
20 Perception(Sound) - You catch a grunt from the figure as they
vault over the wall, however the noise catches your attention as distinctly female.
15 Perception(Sight) - The figure seems more slender than you
would normally expect.
15 Perception(Sound) - You caught a whisper of the figures voice
as they made their way about, but the pitch didnt seem right.
Identity:
20 Perception(Sight) - You catch a glimpse of a featureless white
porcelain mask behind their hood and a shock of hair red as blood.
20 Perception(Sound) - You catch a grunt coming from the
cloaked figure, however you notice a voice which is distinctly female.
15 Perception(Sight) - You catch a glimpse of the face behind the
hood, but its featureless, blank.
15 Perception(Sound) - You caught a whisper of the figures voice,
but the pitch didnt seem right.
The figure will skirt about and is actually observing a meeting with one of the generals at
the keep through a sending stone. This meeting is laying the groundwork for the ambush on the
aether warship.

Later that night have one of the player characters make a perception check with
disadvantage while they are sleeping. The cloaked figure (Relith) will have stowed the Siberys
shards on that person. If they roll a 15 or higher, they will wake up just in time to see the
featureless porcelain mask before Relith disappears in a flicker of flame. On a roll of 20
however, they will see her as she is stashing the stone. Relith will clasp their mouth shut and
explain herself if this is the case.

The warship will show up with a different crew than before, but unless one of the
characters took note of who they were sailing with before, this will not raise suspicion. Upon
reaching open water check each players passive perception. If their perception is lower than
the stealth roll of an assassin have the assassin roll an attack against the character to knock
them unconcious. Later, all of the players will awake on the deck of the ship

Your head hurts, there is a pulsing pain at the base of your skull which radiates out in waves.
The taste of iron coats your tongue as you open your bleary eyes. It takes a moment for them to
focus, but you find yourself tied to the other members of your search party, lying on the deck.
You can see the other members of your expedition in similar situations all about you, tied up in
the same groups they went searching in. Armed figures are surrounding you, but you notice
one older slender human male stark white hair and saltn pepper goatee standing out from
them

The man turns and looks at you and your party with a sneer. Alright, we got what we came for.
Blow the ship.

A hooded figure wearing an ornate cloak standing off to the side of the man makes some hand
gestures and conjures a portal the individuals who surround you begin walking through the
arcane gateway one by one supervised by the white haired man. He and the hooded figure are
the last to leave.

The hooded man is Christopher Orien, a dragon mark holder of the same house who
specializes in portal magic.

Have the party roll for initiative at this point.

Trap: Collapsing Aether Core:


Initiative 20- Core Overcharge: The aether
core at the center of the ship begins to swell Initiative 5- Unstable Pulse: During this
with energy. The core has a threshold of 20 turn, the aether core pulses with energy.
points. On this turn, roll 1d6 and add it to Anyone within 20ft of the core must make a
the threshold. When you do, every creature constitution saving throw or be knocked
within 30ft of the aether core takes radiant prone taking 1d4 force damage. If the core
damage equal to the amount of points in the has reached its threshold, this attack
threshold. instead becomes Aether Bomb: the core
explodes dealing 8d6 thunder damage to
Initiative 10- Aether Rifts: The aether core everyone within 120ft. Anyone struck by this
begins firing out black bolts of energy as it must make a constitution saving throw or be
becomes more unstable. The core will fire stunned next round or half damage on a
bolts at targets from nearest to furthest successful save.
away from it. The core fires 2 bolts for every
3 points which are in the threshold. Anyone Initiative 0- Save Increase: The save dc for
targeted by a bolt must make a dexterity all of the cores abilities starts at 12. During
saving throw or take 1d10 necrotic damage this round the dc increases by 1.
on hit.
Countermeasures: Destroying the Ropes - The
Escaping the ropes - An individual who is ropes have an armor class of 5 for
tied up has three action options for getting individuals not tied up by them, and
out of the ropes. an armor class of 20 for those who
Cutting - If the individual are. They have 10 hit points and are
owns a weapon with an edge with a vulnerable to slashing and fire
1d4 damage dice which they keep damage but immune to psychic and
hidden on them, they may make a necrotic damage.
dc 15 sleight of hand check to get it
out and free their hands. On a Suppression - A magic user who is skilled in
success they will be free at the arcana and within 5ft of the gold cage
beginning of the following round. surrounding the core can make a dc 15
Breaking out - On a dc 25 arcana check to decrease the save dc of the
athletics check it is possible to break core by 1 and allow everyone the following
out of the ropes as an action. round to make their saves with advantage.
Worming out - On a dc 20 Disable - This core counts as an 8th level
acrobatics check it is possible to spell for the purposes of dispel magic. An
squeeze a hand free and try to undo arcane magic user can make a dc 25
the rest of the ropes. If successful, arcana check to take damage equal to the
the individual will be free if they use points in the threshold and reduce the
their action the following round to amount within by 5. If the amount of points
untie themselves. in the threshold is reduced to 0 by this
effect, the core becomes inert.
Chapter 2: Pieces and Shards
We are all broken mirrors of the things we have seen, waiting for someone to fix us.
- Relith Opona, on life experiences

It is the lapping of waves against the shore which greets your ears first. You each awaken on a
sandy beach battered but alive.

Bleary eyed you manage to walk along the shore bringing what remains of your party together
to formulate a plan. The party can make a DC18 survival or nature check to find out their
location. One of the rangers will bring up the fact that if they are where he thinks they are there
should be a keep roughly 20 miles east of them if no one succeeds the check (he used the
position of the sun in relation to the shore and the fact that they should have been pushed down
stream).

It will take them 24 hours without drawbacks to get to the keep if they leave behind the injured.
It will take them 48 hours to get to the keep with anyone with grave injuries.

If they decide to check the shore for wreckage, they can make up to 3 dc 10 perception checks
each to find useful items if they succeed roll on the following table.

Roll d4 Items Found

1 They find 1d3 damp rations.

2 Find 1d4 gold pieces.

3 Leather/rope/a tool. Enough of which to be somewhat useful

4 A simple healing potion/salve (roll a d2 to decide.)

On the way to the keep there is a 10% chance every day for the following to happen.
They meet a Dryad who will do what she can to help before leaving them on their
way.

Once they reach flint keep they will come into contact with brelish military and be able to inform
them of what happened. There is a general named Andrew at the keep he has a sending stone
and can communicate with a messaging outpost owned by house Orien to get word to house
Tharashk about what happened. He will offer to allow them to stay until they recover, but says
that they will either have to work in the keep for lodging or find somewhere else to go
afterwards.
After they finish interacting with the members of the keep, the following night they will receive a
dream in which they see a red haired woman in a blank porcelain mask and dark leather armor
(Relith) talk to them briefly.

Woven into one of your armors is a shard, a show of faith. I believe you to be capable of
something better than your current toil. So, if you are interested, I offer you this challenge.

The Riddle of Draal


Woven through a forsaken rift (History)
Sunrise from where you fell adrift (Nature)(History)
A lock was placed on chaos tomb (Arcana)
By black hearted creatures avoiding doom (History)
And doom it left stayed locked away (History)
Save for one forgotten fey (Scottish meaning (Dwarven): fated to die)
For in the closing they did not see
A mayhem touched who laughs with glee. (Arcana)
Alone Afraid he forged a socket (Arcana)
A vessel alone made for a docket (Arcana)
An artifact with power once freed
Would complete his pact, his blackened creed.

Take your time, Ill come again if you finish.

They may make intelligence checks to glean information about each verse of the poem, the dc
for these checks is 20, however if they choose to make a check which aligns with the type for
each verse, the check instead becomes a dc 15.

If they consult a professional they can get a detailed analysis of the area in which they are to
explore upon solving this riddle. The area they will be going to is the ruin of Yarkuun Draal.

Yarkuun Draal
The common inhabitants of Yarkuun Draal are wights and Zombies. The City is a latticework of
structures leading into the sides of the cavern. Four damaged bridges span across the expanse
parallel to each other the second furthest south with a massive gap in the middle of it. In the
eastern cavern wall is a massive cavern with what seems to be a cathedral in it. While within
the city the party will have to feed themselves every day and survive/sneak through the zombies
in the area. When trying to make their way from point A to point B, if it would require them to
move from one space on the map to another, have them roll stealth checks. When night comes,
all of the undead in the area gain advantage on damage rolls. Additionally halfway through the
night a eerie black/purple glowing haze begins to spread through the city from the cathedral.
When they make their way to the end of the dungeon they will see a sword embedded in the
middle of the sigil surrounded by whirling blue purple mists.
Upon entering the city they will have 4 days to make there way to the citadel and stop the ritual
or the portal to the abyss will open and the daelkyr and abyssal demons will begin to make their
way into the city, slowly taking it over.

Item: The Sword of Xoriat


Information gleaned just by attuning to the item.
Information gleaned by using an identify spell on the item.
Information gleaned once appropriate conditions are met.
Information gleaned from experience.
Information gleaned from identifying after awakening.

This artifact is a sentient longsword with the following properties while socketed with a siberys
shard:
Finesse/Light/Versatile/Requires Attunement
The sword has 6 charges, regenerating 1d4 per dawn.
Minor Property- Void Blade: While wielding this weapon you may spend 2 or
more charges to give the weapon the following properties for 1 round per charge once
per long rest:
The weapon extends into a spectral blade of darkness, gaining a
+1 magic bonus, becoming magical, gaining reach, and the two handed property.
Soul Strike: The weapon can deal an optional extra 1d12 force
damage on hit, but will cause the user to take the force damage in addition to the
target. This damage is taken out of the user and targets hitpoint maximum and
can only be restored via a long rest without the weapon attuned.

The weapon also has an an awakened mode which is activated and persistent after 70 points of
force damage is dealt to a target using this weapon between long rests.
The sword can now hold 8 charges.
The sword is always magical.
The sword has a +2 magic bonus.
The sword gains another ability: Consumptive Strike - While using the void blade
property of this weapon, the user can choose to sacrifice their own health to make their
strikes more potent. Before you hit, roll and expend any of your available hit die. The
next attack you make which hits within the next minute will deal additional force damage
equal to the rolls on the hit die sacrificed. Once you use this ability, you are unable to be
affected by healing magics and gain a level of exhaustion. (you do not gain hp from the
hit die rolled by this ability)
Upon killing a creature with an intelligence of 6 or higher with this weapon, roll 4
hit dice (these dice do not count against the amount you have available).

Sentience: The sword of Xoriat is a chaotic bent hungering void. The sword has no concept of
good or evil, but exists to destroy, bend, and disrupt. It speaks in a cascading whisper to its
wielder echoing in their mind, and instructing them on things it wishes to see them do, and will
often not be quieted until the wielder complies with its wishes. The sword is not one
consciousness, rather it is almost like a hivemind of voices.
Detrimental Properties: The sword has the following negative properties.
The wielder must make a dc 15 wisdom saving throw to go directly against the
will of the sword.
While the sword is trying to speak to its wielder and they are ignoring it but not
necessarily disobeying its orders, the target has disadvantage on concentration checks,
and must make a Charisma(Deception) check to avoid looking visibly disturbed.
Unattuning to the weapon requires a DC 20 wisdom saving throw. On a failed
save, they successfully unattune from the item for 24 hours, however it reappears in
their hand after their next long rest after the time period and is reattuned (If all of the
users attunement slots are filled, one item is unattuned at random). If they fail the save
by 5 or more, they cannot unattune from the item and suffer a point of exhaustion.
On a critical hit with this weapon, the wielder must make a DC 15 wisdom saving
throw or the weapon gains control of its movement and actions next round.

Destroying the consciousness: A 5th level remove curse, or Dispel Evil and Good, has the
power to destroy the consciousness imbedded in this weapon. Once the consciousness is
destroyed, it loses all of its detrimental properties, and hidden awakening properties.

Chapter 3: The Smoke, Spark, and Fire.


Frivolity, its not about, losing sight of your goals, its about experience, making light out of
darkness, and strengthening connections for when they are tested.
- Wryn when chastised for not taking things seriously.

After exiting Yarkuun Draal

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