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Sep 29, 2009

Eladrin Professionals

Rules System Used: Dungeons & Dragons 4th Edition

Books and Materials Needed: Player's Handbook (book), Dungeon Master's Guide (book), Monster Manual (book), dice set (d4, d6, d8, d10, d12, d20), pencil, paper, a dungeon master’s screen

Suggested Extras: Adventurer's Vault (book), Player's Handbook Rogue Power Cards (cards) (1 set for each player), miniatures

Timeline: Fantasy Medieval

Location: Any Fictional Fantasy Realm

Number of Players Suggested: 1 - 4 (This campaign can work well with very few players, even as a solo PC campaign.)

Limitations on Characters: The player characters are starting as an elite Eladrin task force. This task force has a single reoccurring goal: assassinate whoever their superiors assign them to. The PCs work for a secret Eladrin organization that is bent on the supremacy of the Fey. Their targets could range from Human kings, to a powerful Ogre Mage, an ancient Dragon, a fellow Eladrin that is hindering their organization's goals, etc. The PCs must start as an Eladrin and must start as a Rogue. After character creation, the PCs are free to advance their characters as they see fit, different builds and feats, multi-classing, different skills, different primary ability scores, etc. A further requirement is that each PC must be of the Chaotic Evil or Evil alignment.

Monsters and Magic: There are all sorts of monsters and bad dudes in this campaign. Anything is welcome in here. Magic is very prevalent and abundant.

Style of Campaign: Magic is everywhere and monsters are part of every day life. This campaign adds a large twist of espionage to this background. Stealth and "one-hit" kills are the goals of the PCs. It is very important to not get noticed and kill their target. The adventures should have situations that the PCs should have no hopes of defeating; which is why they have to sneak past these. However, much worse than being discovered by these encounters would be failing at their mission. Should they fail to assassinate their target, their organization is not at all forgiving; and to that matter, is also a great fan of torturing those that anger them! It is also advised that the PCs do not frequent local towns more than they have to, and they're organization (which the PCs know little about, but have a contact that is well versed in their matters and always seems to find the PCs) has safe traders that can sell the PCs goods and equipment as well as buy any loot they may have acquired.

Introduction: Soundlessly sliding down from the vaulted ceiling on silken ropes, you and your teammates drop down to the floor with the slightest muffled thud.

Your target is only a dozen or so feet in front of you and seems to have taken notice of your presence. Effortlessly and methodically you all step briefly into the realm of the Fey only to reappear surrounding your mark and one of you guarding the door; listening intently.

Before your target can even change the expression on his face you all strike various vital locations in his body with your slender blades. Catching him as he slumps forwards towards the floor, you lay him down quietly. Now begins your escape...

This is what keeps playing through your mind as you head out to your first mission with your new teammates for your mysterious organization. You've never had a problem killing, but the fact that you can control your emotions and you are very calculated is what got you into this employment. And plus, anything to raise the Eladrin race to the pinnacle you all deserve while stomping on those ugly lower races with your boot heel is just fine with you!

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