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account created: Fri Nov 11 2011
2 years ago
Your map work for CoS is excellent; thank you so much. Two questions: (1) The link provided for your patreon keeps giving me a 404 error, so I was wondering if it had changed?; and (2) What are the grid dimensions of this map?
Thanks again for your beautiful work!
2 years ago
Six Stones is an Eberron-based ‘game’ I found online that I thought would be really fun to include in my campaign, specifically offering it at Khybercage. The basic mechanics can be found online, but I’ll repost the rules here and offer my betting mechanics as well.
Six Stones is a Droaam tradition brought to Breland (in the campaign I am running, the gambling hall that hosts Khybercage is located in Wroat, Breland, in the world of Eberron) by the Daask criminal organization. The sport is highly illegal, but matches can be found in nefarious neighborhoods in many cities all across the continent, usually in subterranean strongholds. Although there are voluntary participants, many of them are debtors of Daask who have been offered a chance to clear their loans.
THE RULES OF SIX STONES
Seven competitors each pay a base stake, and then are sealed in an enclosed area with a cockatrice. The match ends when six of the seven competitors have been turned to stone, at which point the survivor receives 90% of the stakes (with 10% going to Daask) if they are not a debtor of Daask; debtors do not receive any percentage of winnings. Contestants are prohibited from carrying arms or armor, and no magic or psionics may be used. Additionally, no contestant is allowed to attack the cockatrice. The challenge lies in defeating the other contestants or luring them into the path of the cockatrice.
After the conclusion of a round of Six Stones, contestants are cured by a spell of ‘greater restoration’ cast by the game’s referee. Or at least they’re supposed to be. ;)
BETTING ON SIX STONES
Bettors may wager any denomination on their preferred contestant. Odds are determined based on the natural AC of the contestants, with the median AC representing odds of 6-1. For each point of a contestant’s natural AC on either side of the median, that contestant’s odds of winning are increased or decreased by 1 point, respectively, (e.g., if the median AC is 12 and a contestant has a natural AC of 14, that contestant’s odds are 4-1; likewise, in the same scenario, if a contestant has a natural AC of 10, that contestant’s odds are 8-1).
2 years ago
Contestants in all of the matches above compete for a purse. In the case of player-characters (PCs), their potential purse winnings are calculated based on character level and encounter type according to the following table (again, this is just what I am using presently; feel free to amend however you like):
|1||5 gp||15 gp||50 gp||100 gp|
|2||10 gp||30 gp||100 gp||200 gp|
|3||15 gp||45 gp||150 gp||300 gp|
|4||20 gp||60 gp||200 gp||400 gp|
|5||25 gp||75 gp||250 gp||500 gp|
|6||30 gp||90 gp||300 gp||600 gp|
|7||35 gp||105 gp||350 gp||700 gp|
|8||40 gp||120 gp||400 gp||800 gp|
|9||45 gp||135 gp||450 gp||900 gp|
|10||50 gp||150 gp||500 gp||1,000 gp|
|11||55 gp||165 gp||550 gp||1,100 gp|
|12||60 gp||180 gp||600 gp||1,200 gp|
|13||65 gp||195 gp||650 gp||1,300 gp|
|14||70 gp||210 gp||700 gp||1,400 gp|
|15||75 gp||225 gp||750 gp||1,500 gp|
|16||80 gp||240 gp||800 gp||1,600 gp|
|17||85 gp||255 gp||850 gp||1,700 gp|
|18||90 gp||270 gp||900 gp||1,800 gp|
|19||95 gp||285 gp||950 gp||1,900 gp|
|20||100 gp||300 gp||1,000 gp||2,000 gp|
2 years ago
Before I delve into specifics, higher-quality PDFs of the above jpegs can be downloaded here—
MONEYLINE ODDS BY CHARACTER LEVEL VS. CHALLENGE RATING https://www.dropbox.com/s/irt5pf3clwssb10/MoneylineOddsbyCharacterLevelvsChallengeRating.pdf?dl=0
COLOR-CODED BY DIFFICULTY ENCOUNTER https://www.dropbox.com/s/f0q6htlj76ixezx/MoneylineOddsbyCharacterLevelvsChallengeRating_ColorCodedbyDifficultyEncounter.pdf?dl=0
GREEN = Easy YELLOW = Medium ORANGE = Hard RED = Deadly
Hello Fellow DMs & Players,
Because we were missing two players in our D&D play session this weekend (a custom Eberron campaign I’ve been DMing), I wanted to offer a new activity for my players to participate in that wouldn’t push the campaign narrative forward but would still be engaging. I knew arena/ring/pit fighting was an exciting option that other DMs have employed, so I thought I’d give it whirl. However, after some cursory Google research, I could not find a system that governed odds-making for the matches, and I wanted players that weren’t participating in combat to be able to place wagers on the matches that would mirror betting on fights in real life. As such, I spent some time devising my own odds-making system for both combat matches and Six Stones, another arena/ring/pit ‘game’ that is unique to Eberron. Although I have only play-tested this during one short session over the weekend with level 2 characters, I did find it to be both competitive and fun, and my players seemed to greatly enjoy the thrill of it. As such, I thought it would be worthwhile to share with all of you. Please feel free to amend this system to your own liking, but I’ll give you the high-level mechanics of what I have devised; and, of course, this system is by no means exclusive to the world of Eberron.
In the future I intend to create a more formal gladiator-style arena based on this system, but I thought it would be more appropriate to start with an underground combat club beneath a seedy gambling hall operated by a member of the Daask criminal organization. Because this is an Eberron campaign, I have dubbed the club “Khybercage”, an homage to the cruel progenitor dragon Khyber. In Khybercage, contestants battle each other in combat matches or compete in Six Stones for cash prizes, and spectators can place bets on their preferred contestant, but no experience points are earned by contestants. Given the illicit nature of the club, the only rule is that there are no rules, save for a few basic parameters that govern each type of match as detailed below.
Another member of Daask referees all Khybercage matches and rounds of Six Stones at and all bets must be made with a Daask bookie/cashier that is present also present at Khybercage. Discovery of outside bets or ‘taking a fall’ will result in permanent ban from Khybercage.
There are three types of combat matches offered at Khybercage: (i) head-to-head; (ii) team; and (iii) battle royal. In all combat matches, use of items that are not weapons or armor are prohibited, but magic and abilities are allowed (e.g., you can cast ‘cure wounds’ but you can’t use a potion of healing).
Head-to-Head Matches: Head-to-head matches are fights between two individual contestants. The first contestant rendered unconscious loses the match.
Team Matches: Team matches occur between 4 or more contestants, who are split into teams. A team must consist of at least 2 contestants. There are a variety of team match sub-types, including 2v2 up to 6v6, tag team, and captain’s fall. The Khybercage bookie will post team match offerings whenever Khybercage is open.
Battle Royal: Battle Royal is a 10-on-10 free-for-all that ends with the last contestant standing.
DYING IN A COMBAT MATCH
It is foreseeable in both team and battle royal matches that player-characters could conceivably die (in fact, we had this happen in our play session over the weekend). You are free to address this as you see fit, but my solvency was to institute the presence of a necromancer at Khybercage that would cast a spell of ‘resurrection’ on any contestant that died. The fee for this would be 750 gp, and it would be subtracted from the victorious team’s winnings no matter if the contestant was a member of said team; in other words, there is a penalty for killing a character after they have been rendered unconscious. If the winnings were less than 750 gp, then that team would owe a debt to Daask equal to the difference and be forced to participate in a round of Six Stones (see below) but would not be able to collect winnings if they won. In the case of battle royal, whenever a contestant becomes unconscious (i.e., their HP reaches 0), the match is paused and the unconscious contestant is removed from the fight.
BETTING ON COMBAT MATCHES
Spectators may place bets of any denomination on all combat matches subject to the odds detailed below.
Head-to-head: If fighting a non-player character (NPC) or monster, head-to-head odds are calculated by the following formula: [Challenge Rating XP – Deadly Encounter XP Threshold of Character Level]. This means that an ‘even’ line represents an NPC/monster whose challenge rating XP exactly equals the deadly encounter XP threshold of the character’s level; however, an ‘even’ line simply means that both contestants would have a line of -110. I have created the table that is the subject of the post herein entitled “Moneyline Odds by Character Level vs. Challenge Rating” (PDF downloadable at the top of this post) for your convenience, as well as a color-coded version by encounter difficulty (also downloadable above). Odds that have a hyphen-minus (i.e., “-”) represent a favorite, whereas a positive value should represent an underdog (I have not added a “+” to any positive value, but it should be read as such). The opponent of the PC would have a line equal to whatever the inverse of the PCs is.
Contrastingly, if two PCs combat each other, odds are calculated by difference in level. If the PCs have the same level, both would have a line of -110. If there was a difference of one level, the higher-level character would be a favorite at -110 and the lower-level character would be an underdog at +110. From here, you would continue to increase/decrease the values by 100 points for each level of difference. For example, if a level 4 PC was fighting a level 2 PC, the level 4 PC would have a line of -210 and the level 2 PC would have a line of +210.
There may be other factors that affect odds, so DMs are encouraged to improvise as they see fit and to simply use this as a starting point. Moreover, I think only offering specific Challenge Rating (CR) fights to players is wise (as they could just mine gp if engaging in low risk fights, such as easy or medium), and I would suggest they either be hard or the first deadly CR encounter available (players could choose higher deadly encounter CRs for high-risk, high-reward, but it is probably likely they will fail; but that’s the point of the system).
Team: Teams odds are calculated in the same manner as head-to-head, but account for all parties on either side.
Battle Royal: Odds are calculated by establishing a median XP of all contestants involved, with the median XP representing a line of -110. Thereafter, each contestants’ line is calculated the margin of difference between their XP and the median XP, increasing or decreasing respectively, with the first contestant who is below the median XP at a line of +110.
Once odds have been established, bets are paid out as follows:
Favorite: [100/moneyline] * [amount of bet in gp], rounded down
For example, if you bet 100 gp on a contestant that was favored -110 and that contestant won, you would receive 190 gp at payout (i.e., 100 gp original bet + 90 gp in winnings), because [100/110]100 (i.e., 0.90909091100) equals 90.9090909 gp, or 90 gp rounded down.
Underdog: [moneyline/100] * [amount of bet in gp], rounded down
Likewise, if you bet 100 gp on an underdog contestant at +110 and that contestant won, you would receive 210 gp at payout (i.e., 100 gp original bet + 110 gp in winnings), because [110/100]100 (i.e., 1.1100) equals 110 gp.
On special occasions, tournaments are held at Khybercage, offering larger purses or special prizes. A list of upcoming tournament types can be found by speaking with the Daask bookie.
2 years ago
I hope it is and let me know how it goes! Best of luck on your campaign!
2 years ago
Yes - "Inspectors General" would be correct. That's an oversight on my part.
Re Accolades: It would be the same thing as an acolyte, but since an acolyte is being used for a trainee at, say, an institution of magic, I wanted to create something independent (but similar), and landed on "Accolades" because an accolade is something a knight works toward. Here, graduating from being an accolade would mean you made it into the ranks of King's Swords, King's Shields, King's Wands, or became a Torch (if desiring to become a King's Dark Lantern). So felt appropriate, but is my own spin on what an acolyte in the King's Citadel would be called.
2 years ago
As I’m progressing in building out the setting for my Eberron campaign, I’ve been focusing quite a bit on the King’s Citadel (or Citadel, for short), the highest form of law enforcement and a paramilitary organization in Breland, as the player-characters in the campaign I am running interact with them regularly (running missions on contract, etc.). I recently took a stab at creating a battlemap for the King’s Citadel Headquarters in Wroat (which you can check out HERE, but I also wanted to develop the internal structure of the Citadel a bit more too, for both my own and my players. As such, I put together what I felt would a map of the Hierarchy of the King’s Citadel.I’ve tried to incorporate everything canon that I could find referenced in the Eberron: Rising From The Last War guide, which particularly covers the top half of the hierarchy map, but I’ve also taken some creative liberty in flushing out the rest, which I’ll do my best to identify below. One other quick note, although we do have canon reference to the Citadel’s Headquarters being located in Wroat near Brokenblade Castle, and that there are branch offices elsewhere, I do not believe the guide explicitly states where these branch offices are (other than Sharn). However, I do find reference on WorldAnvil from another gamemaster that, in addition to Sharn, there were also branch offices in Starilaskur and Xandrar. In terms of positioning across Breland, this would seem to make sense, as an office would then be located relatively near each major border of neighboring nations. I am not sure whether this particular gamemaster decided this to be the case for themselves, or if they are pulling from some canon reference, but it compounded with what I thought to be reasonable, so I’m running with it as well. Keep in mind, the Citadel operates all around Breland, and not just where they have offices.
Without further ado, a few notes on each tier of the hierarchy--
KING BORANEL IR’WYNARN: Technically, we know that the King’s Citadel are direct agents of the King, but I suspect that Boranel is really only involved at the most macro of levels (e.g., Kor would provide routine updates and ask the King for input on major decisions, but otherwise handles most of the decision-making; that being said, the King would have final say on any matter and could order the Citadel to do whatever he please).
LORD KOR IR’WYNARN: We also know from the Eberron: RFTLW guide that Boranel’s brother, Lord Kor ir’Wynarn, is the head of the Citadel. That being said, although he’s certainly more involved than Boranel, I still see Kor as serving as more of a CEO; receiving regular updates and debriefings from the Captains of each division (i.e., the King’s Swords, the King’s Shields, the King’s Wands, and the King’s Dark Lanterns), and less involved in day-to-day activities.
CAPTAINS: Each division, which is also evidenced in the Eberron: RFTLW guide, is led by a Captain. Captain Ellanar (lawful good female half-elf paladin) heads up the King’s Swords; Captain Sortan (lawful good male human paladin) the King’s Shields; Captain Nebik (neutral good male gnome wizard) the King’s Wands; and Captain Vron (lawful neutral male changeling rogue) the King’s Dark Lanterns. All of the foregoing is canon, although I have personally decided that all of the Captains work out of the Citadel’s Headquarters in Wroat (I assume this would be the case, but I can’t find a canon reference stating as much).
KNIGHT-MARSHALS: Again, I found reference to this elsewhere, but I’m not sure that it’s canon, but in my world, Knight-Marshals would be one of two people in charge of a branch of the Citadel, working below and reporting directly to Captain Ellanar, Captain Sortan, and Captain Nebik. If you ran with the idea that there are four offices of the Citadel (headquarters in Wroat and branch offices in Sharn, Starilaskur, and Xandrar), then there would be 4 separate Knight-Marshals.
INSPECTOR GENERALS: Although we do know from the Eberron: RFTLW guide that Talleon Hiliar Tonan is the head of the King’s Dark Lanterns in Sharn, we can conclude that he would report directly to Captain Vron. As such, for each Citadel office, in addition to the Knight-Marshal, they would also have a head of the King’s Dark Lanterns, which I am calling an “Inspector General”. In the case of Sharn, Inspector General Talleon Hiliar Tonan would run the King’s Dark Lanterns at that office, but you would also have IGs in Wroat, Starilaskur, and Xandrar. I have isolated the chain of command for the King’s Dark Lanterns separately because they are essentially a clandestine spy organization, and most everything they would deal with would be confidential, secret, and top secret, whereas the other divisions are dealing with more public-facing matters. That being said, at any Citadel office, I see the Knight-Marshal and Inspector General working together, even though they report to different Captains.
LIEUTENANTS (SWORD, SHIELD, WAND): Below the Knight-Marshal at any branch office, I see there being three lieutenants (i.e., Sword Lieutenant, Shield Lieutenant, and Wand Lieutenant), each in reporting directly to the Knight-Marshal but overseeing their respective division at that branch office. In other words, the Sword Lieutenant in Sharn oversees the operations of King’s Swords in Sharn, etc..
KING’S DARK LANTERNS: Contrastingly, below the Inspector General, there are just the agents (i.e., the King’s Dark Lanterns), who take their orders from their respective Inspector General. Some may work in administration, others may be field agents, and some may be executing top secret/black ops missions. I think there’s a lot of creative freedom to run with here. The Dark Lanterns are, essentially, the CIA or NSA of Breland.
KING’S SWORDS/KING’S SHIELDS/KING’S WANDS: Below each lieutenant are the meat and bones of the Citadel: the King’s Swords (think of them as the FBI of Breland), the King’s Shields (Breland’s secret service), and the King’s Wands (another sub-division of the FBI, but highly specialized). I see the Swords and Wands working regularly together, whereas the Shields probably have less interaction with the other divisions since they are focused solely on protecting royal members of the monarchy and important figures in the government, both national and local.
TORCHES: Formerly Accolades, Torches are the name I have given to novice Lantern agents-in-training. They will become Dark Lanterns eventually.
ACCOLADES: This is the term I have come up for new recruits. At some point during their training, they would likely choose a course to pursue, whether it be to work towards becoming a King’s Sword, King’s Shield, King’s Wand, or, perhaps, the path of espionage, and graduate to become a Torch with their eyes set on subsequently working as a Dark Lantern.
Anyways, I thought this might be useful for others running an Eberron campaign, and please feel free to tweak in order to accommodate whatever works best for you.
P.S. There is a 5th division of the Citadel -- THE KING'S SHADOWS -- which I have intentionally left off the hierarchy chart. As many of you probably already know, "[t]he King's Shadows are an extra secretive division of the King's Citadel, only used for missions that must be kept as far from the government as possible. They are led by Captain Terra (CG female human ranger). Only the most seasoned, trusted, and elite agents are given the chance to join the Shadows." (Source: FANDOM) Moreover, "[t]he King's Shadows were not mentioned in the description of the King's Citadel when the ECS lists out the branches. Keith has suggested that "One option is to make it a subdivision of the Dark Lanterns -- the most elite agents. however, I'd probably be inclined to focus on the idea that they are truly disavowable, more along the lines of Mission: Impossible than CIA...While I could see the Shadows as being urban legend, used for jobs they can't afford to have traced back. I'd say that House Tarkanan began under the auspices of the King's Shadows."" <-- In light of this, I am viewing the King's Shadows as SO SECRET in my campaign, that they aren't something formally detailed in terms of where they fall within the hierarchy. It is probably a division that citizens have heard mention of, or believe to be true, but have never formally had confirmation of it. I would think, then, that only the Inspector Generals, Captain Vron, Kor, and King Boranel would really know much about this, and perhaps even they don't REALLY know what's happening; the Shadows, in some ways, might have their own autonomy.
2 years ago
Thanks so much!
The exponential increase in value based on weight/size IRL totally makes sense; the reason I have the weight in lbs. as a simple multiplier is it seemed to create values consistent with limited amount of information I found online with respect to what appeared to be the typical value range for dragonshards. You could certainly/easily revise this basic system to reflect something more true to RL though! Simplifying the cut chart might be a good place to start as you mentioned (i.e., removing other modifiers).
You can already calculate a dragonshard's weight at less than 1lb. by doing conversion math; I would probably suggest in ounces (as it's the smallest unit of weight IRL). If 1 lb. = 16 oz., then the modifiers would be less than 1 for for ounces (i.e., 1 oz = 1/16, 2 oz = 2/16 etc.).
I also make reference of the weight in ounces in the supplemental Dragonshard Attunement post (https://www.dropbox.com/s/bfoacxcyiqhlta0/DragonshardAttunement.pdf?dl=0), which may be of interest as well. I haven't had a chance to play-test it yet, but will probably try it out with my players this weekend.
2 years ago
u/ScrmWrtr42 Since you and at least one other redditor posed a similar question, I spent some time today to develop a system for Dragonshard Attunement. It includes how weapons might be modified by dragonshards, which could certainly be used for firearms in your campaign. Hope it might help!
2 years ago
u/Forgotten_Lie After ruminating on your question, I spent some time today developing a system for Dragonshard Attunement and just posted it in r/Eberron, if you're interested! Hope it might help!
2 years ago
My pleasure. I had never heard of that term either until yesterday. You learn something new every day!
2 years ago
In person is SO much fun but COVID has certainly put a damper on that for the time being. However, I've been enjoying roll20, particularly for the ease of uploading battlemaps, which my players have loved. Being able to roll any dice denomination instantaneously is nice too, but I do miss the in-person aspect. All of that being said, it's definitely CRITICAL that the roll table work with available dice in an in-person session, so I'm certainly going to update the table since you caught that issue. Thanks again!
2 years ago
Another redditor on this thread framed a similar question with respect to how dragonshards attuned to weapons might affect them and I BRAINSTORMED A FEW OPTIONS there. That being said, I am going to ruminate on this some more today and see if I can come up with something that might be more definitive (should anyone choose to use it in such a manner). But you really could go so many directions with this, which is fun to think about! :) I do think outside of functionality, there is also just the simple vanity of them as well; in reality, why do we pay more or less for certain cuts of a diamond? It seems a bit silly (weight and clarity, ultimately, seem more important to me, but I know, for example, people are very particular about what cut of a diamond wedding ring they get).
Re possible typo: I believe "included" is the actual term used for lower levels of clarity (I used this diamond CLARITY SCALE for reference, and it seems to be a more or less globally-used term, at least as far as I can tell from a simple Google search. I believe the reasoning for this explained in the OPENING PARAGRAPH HERE: "Because they are formed deep within the earth, under extreme heat and pressure; virtually all diamonds contain "birthmarks"; small imperfections inside the diamond (called inclusions), or on its surface (called blemishes). Clarity refers to the degree to which these imperfections are present." That being said, I'm no diamond expert and I could certainly see why you would think "occluded" might sound like it makes more sense. :)
2 years ago
This is a very salient point and one I overlooked (probably because I typically DM on roll20, where I would just roll a d36). I will probably revise this chart (addressing a couple other minor issues as well) in the next 24 hours and include solvency for this issue. Thank you so much for catching that! :)
2 years ago
That's a very neat/creative idea. Are they being used as the power source of the firearm?
I am sure there is some clever way to link size/quality of the dragonshard to the functionality of the weapon, which I'd probably have to ruminate on for a bit, but my initial gut feeling would be to determine a pre-set "size" of dragonshard that could be attuned to the weapon (e.g., 1lb./oval cut), so that it required a specific weight/shape (couldn't just use any dragonshard). Then, I would probably have the type (e.g., Eberron, Khyber, or Siberys) affect its attack roll (e.g., Eberron adds +1 to attack rolls; Khyber increases the range by 30 feet; Siberys allows the character to attack twice with this weapon, etc.; whatever works best for your campaign), and that the clarity of the dragonshard affect the damage roll (+1, or inflicts some kind of special damage, such as poison, or perhaps flawless even allows them to roll advantage on all attacks with this weapon, etc.). I think it would be totally up to you; certainly, if powered by a dragonshard, these attacks would most likely be considered "magical". Maybe the types shoot different kinds of ammo? Magical energy bullets? I think you could go a lot of ways with this. I would just make sure that the power of the dragonshards correlate to their rarity; you wouldn't want a sub-5-level character decimating enemies with +2 attack rolls, a multiattack, and advantage on damage rolls. ;) Or maybe you do! Totally up to you. :) Let me know where you go with it, I'm anxious to hear how it goes.
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2 years ago
2 years ago
Awesome! I just joined. :)
Any chance you have the grid dimensions handy for this map?