Session+of+December+7th

=Rise of the Thirteenth Clan: A Mourning in Khorvaire Prequel=

This will be a prequel adventure relating to the main campaign, from the perspective of the Goblins of Darguun. Pregen characters will be provided (or you can create a 5th-level Hobgoblin, Goblin, Blue or Bugbear PC -- everything you need is on this page, just scroll down).

Specifically, you will be a party gathered by the //Kech Volaar// ("Bearers of the Word"), one of the 12 known Dhakaani clans that mostly dwell in hidden enclaves (kechs) under northern Darguun and in the Seawall Mountains north of Marguul Pass (opposite northeastern Breland and New Cyre). To the rest of Khorvaire they are a mystery, as their members never hired out as mercenaries during the Last War.

Generally, the Dhakaani believe they are the true inheritors of the ancient Empire (app. 15,000-5,000 years ago), and are in many ways opposed to Lhesh Haruuc and his lowland-dwelling, Hobgoblin-dominated Ghaal'dar clans. Dhakaani clan chiefs all claim bloodlines dating back to various Dhakaan royal dynasties, and 10 of the 12 clans are a mix of all three races (though with a clear division of labor -- for the most part, Hobgoblins lead and fight; Goblins craft, skulk and fight; and Bugbears toil and fight). The other two are the legendary all-Goblin Silent Clans: The //shaarat'khesh// ("Silent Blades") and the //taarka'khesh// ("Silent Wolves").

If the Kech clans were unified, they could overthrow Haruuc. From there, all it would take is one major shift in the balance of power -- like the Mourning -- for a New Dhakaan to rise, sweeping the Five Nations aside. But they are not unified, a fact which dismays and disappoints the leadership of the //Kech Volaar//. While the other Kech clans plot and scheme, and ambitious //Ghaal'dar// warlords encroach on their territory, the //Kech Volaar// busy themselves in the collection of ancient Dhakaani relics. The vaults in their under-mountain stronghold, Volaar Draal, are said to contain hundreds of items, from archaeological curios and battle standards to weapons made to fight the Daelkyr of Xoriat -- and nine fragments of //Muut// ("Duty"), a //byeshk// tower shield some believe to be the actual Shield of Nobles, forged by Taruuzh, greatest //dashoor// (artificer) in the entire 15,000-year history of Goblin civilization. The Shield, said to symbolize the link between clan chieftains and the Emperor, was shattered into 13 pieces by a Daelkyr called "Khybersfist" during the Fifth Incursion from Xoriat.

Now, in the autumn of the Year 997 (by the Humans' reckoning), your leaders send Mariin "Dhakaan" and her party to investigate reports that odd-shaped coinage has turned up in a small village nestled in the Seawall foothills (near the fabled Seven Caves), where scores of clanless Goblinoids -- ex-mercenaries, outlaws and outcasts from all over Darguun -- are gathering....

Character Generation
Recap of base racial attribute changes and other bonuses for Dhakaani Goblinoids (or, if we're being generous, any Goblinoid from Darguun): > //[Eberron Goblins have never heard of "dogslicers" or "horsechoppers."]//
 * //**Blues**(Bilin'dar, or "clever people"):// Add +2 racial bonus Knowledge (history) checks relating to the Dhakaani Empire.
 * //**Bugbears** (Guul'dar, or "strong people"):// No Paragon classes. Instead, the first three PC levels are Gestalted with the base Bugbear's three levels of Humanoid, as outlined below.
 * //**Goblins** (Golin'dar, or "quick people")://Add +2 racial bonus to Knowledge (geography) checks related to Darguun. Bolas, Nets and Hand Crossbows are martial, not exotic weapons//.//
 * //**Hobgoblins** (Ghaal'dar, or "mighty people"):// Add +2 racial bonus to Knowledge (geography) checks related to Darguun, and Knowledge (nobility) checks related to the //Ghaal'dar// Clans that govern Darguun. Females may take Bard as a Favored Class (see below). All Hobgoblins are proficient in the Light Flail and Heavy Flail; Whips and Nets are martial, not exotic weapons.

Free Racial Feats
Darguul (Goblinoid) characters gain one (1) free Racial Feat at 1st level (which counts against the limit of three (3) Racial/Regional feats they can take at 1st level), drawn from the following list:
 * //Agile Athlete:// Goblin
 * //Autonomous:// Blue
 * //Darguun Mauler:// Bugbear, Goblin, Hobgoblin (Flail-wielding goodness)
 * //Daylight Adaptation:// Bugbear
 * //Great Fortitude:// Bugbear
 * //Improved Natural Armor:// Bugbear
 * //Invest Armor:// Blue
 * //Iron Will:// Hobgoblin, Blue
 * //Lightning Reflexes:// Goblin
 * //Menacing Demeanor:// Hobgoblin
 * //Open-Minded:// **All**
 * //Psionic Affinity:// Blue
 * //Powerful Build:// Bugbear
 * //Toughness:// Bugbear

New Feat
//Powerful Build [Bugbear]:// **Bugbear only.** Your physical stature lets you function in many ways as if you were Large size. Whenever you are subjected to a size modifier or special size modifier for a CMD check (such as opposing a grapple, bull rush, trip, etc.), you are treated as being Large size if doing so is advantageous to you. You are also considered to be Large size when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You may ignore the effort increase (one-handed becomes two-handed, etc.) when wielding weapons designed for a Large creature, and may wield Large weapons at a -2 penalty to hit. Your space and reach remain those of a Medium creature. The benefits of this Racial Feat stack with the effects of non-racial powers, abilities, and spells that change the subject’s size category.

Regional Feats (Darguun)
Regional Feats from //Players' Guide to Faerun// are available. Regional Feats may only be taken at 1st level (or when PC is created, as a 1st-level feat); see above for limits.
 * //Artist:// Darguun
 * //Blooded:// **All**
 * //Dauntless:// Darguun
 * //Strong Soul:// Darguun
 * //Survivor:// Darguun
 * //Swift and Silent:// Darguun
 * //Thug:// Darguun
 * //Twin Sword Style:// Darguun (Hobgoblin - may replace w/ Flails, Dire Flail, Spiked Chain)

Bugbear Humanoid Class (//Guul'dar//)
//(for purposes of Gestalting; supercedes WotC's Savage Species and the Pathfinder Bestiary)://
 * ~ **Lvl** ||~  ||~ **BAB** ||~ **Fort** ||~ **Ref** ||~ **Will** ||~ **Special Abilities** ||
 * 1 ||  || +0 || +0 || +2 || +0 || Natural Armor (+1), +2 Str, -2 Cha, Darkvision 90', Light Sensitivity ||
 * 2 ||  || +1 || +0 || +3 || +0 || Natural Armor (+2), +2 Dex, Stealth (+2), Intimidate (+2) ||
 * 3 ||  || +2 || +1 || +3 || +1 || Scent, Natural Armor (+3), +1 Str, +2 Con, Stealth (+4), Intimidate (+4) ||
 * Hit Die:** d10
 * Skills/Level:** 2 + Int (minimum 1).
 * Class Skills:** Perception (Wis), Stealth (Dex), Survival (Wis).
 * Weapon/Armor Proficiencies:** Simple weapons, light armor, all shields (except tower shields)
 * Light Sensitivity (Ex):** Bugbears are more nocturnal than Goblins or Hobgoblins, and are dazzled in bright sunlight or within the radius of a //daylight// spell.
 * Scent (Ex):** The //Guul'dar// tribes possess an exceptional sense of smell.

Hobgoblin Paragon Class (//Ghaal'dar//)

 * ~ **Lvl** ||~ **BAB** ||~ **Fort** ||~ **Ref** ||~ **Will** ||~ **Special Abilities** ||
 * 1(2) || +1 || +2 || +0 || +0 || Armor Specialist, Or Else... ||
 * 2(5) || +2 || +3 || +0 || +0 || Goblinoid Weapon Focus, Improved Darkvision (+30') ||
 * 3(7) || +3 || +3 || +1 || +1 || Ability Boost (Con +2) ||
 * Hit Die:** d10
 * Class Skills:** Acrobatics (Dex), Climb (Str), Intimidate (Cha), Perception (Wis), Survival (Wis), and Swim (Str).
 * Skill Points/Level:** 4 + Int (minimum 1).
 * Class Features**
 * //Weapon and Armor Proficiency:// Hobgoblin paragons are proficient with simple weapons, heavy flail, light flail, whip and net; with light armor and medium armor; and bucklers and light shields.
 * //Armor Specialist (Ex):// A Hobgoblin paragon is born and bred to be a warrior, reducing the Armor Check Penalty of any Light or Medium armor worn by 1, to a minimum of 0.
 * //Or Else... (Ex):// When a Hobgoblin issues an order, he expects it to be obeyed...or else. Hobgoblin paragons gain a racial bonus to Intimidate checks equal to their Paragon level (up to +3).
 * //Goblinoid Weapon Focus (Ex):// At 2nd level, a Hobgoblin paragon gains Weapon Focus as a Bonus feat, for one of the following: Light Flail, Heavy Flail, Javelin, Longspear, Whip or Net.
 * //Improved Darkvision (Ex):// At 2nd level, a hobgoblin paragon's darkvision range increases by 30 feet.
 * //Ability Boost (Ex):// At 3rd level, a hobgoblin paragon's Constitution score increases by 2 points.

Goblin Paragon Class (//Golin'dar//)

 * ~ **Lvl** ||~ **BAB** ||~ **Fort** ||~ **Ref** ||~ **Will** ||~ **Special Abilities** ||
 * 1(2) || +0 || +0 || +2 || +0 || Ambusher, Nimble Feint ||
 * 2(5) || +1 || +0 || +3 || +0 || Bonus Trait ||
 * 3(7) || +2 || +1 || +3 || +1 || Bonus Trait, Ability Boost (Dex +2) ||
 * Hit Die:** d6
 * Class Skills:** Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Escape Artist (Dex), Handle Animal (Cha), Perception (Wis), Ride (Dex), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis).
 * Skill Points/Level:** 6 + Int.
 * Class Features**
 * //Weapon and Armor Proficiency:// Goblin paragons are proficient with simple weapons, light armor and light shields.
 * //Ambusher (Ex):// Goblin paragons add their Paragon level as a competence bonus to Stealth checks (up to +3). This stacks with their existing racial and size bonuses.
 * //Nimble Feint (Ex):// At 1st level, a goblin paragon can use their Dexterity modifier (instead of Charisma) when making Bluff checks to feint in combat.
 * //Bonus Trait (Ex):// Goblin paragons gain a bonus racial or regional Trait at 2nd and 3rd Level. These Traits are in addition to the normal number of Traits a character may have. The Goblin paragon must meet all prerequisites for the Trait chosen.
 * // Ability Boost (Ex): // At 3rd level, a Goblin paragon's Dexterity score increases by 2 points.

Blue Goblin Paragon Class (//Bilin'dar//)

 * ~ **Lvl** ||~ **BAB** ||~ **Fort** ||~ **Ref** ||~ **Will** ||~ **Special Abilities** || **Powers Known** ||
 * 1(2) || +0 || +0 || +0 || +2 || Blue Focus, Power Points, Bonus Trait || -- ||
 * 2(5) || +1 || +0 || +0 || +3 || Psionic Body, //Empty Mind// || +1 manifester level ||
 * 3(7) || +2 || +1 || +1 || +3 || Ability Boost (Int +2) || +1 manifester level ||
 * Hit Die:** d6
 * Class Skills:** Autohypnosis (Wis), Appraise (Int), Knowledge (Psionics) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).
 * Skill Points/Level:** 4 + Int (minimum 1).
 * Class Features**
 * //Weapon and Armor Proficiency:// Blue paragons are proficient with simple weapons and light armor.
 * //Blue Focus (Ex):// Blue paragons add their Paragon level as a racial bonus to Autohypnosis checks (up to +3).
 * //Bonus Trait (Ex):// Blue paragons gain a bonus racial or psionic trait at 1st level. This is in addition to the normal number of Traits a character may have. The Blue paragon must meet all prerequisites for the Trait chosen.
 * //Power Points (Ex):// Blue paragons gain 1 bonus Power Point per paragon level (up to +3). This is in addition to any power points Blues gain as a standard racial class feature.
 * //Psionic Body (Ex):// Blue paragons gain Psionic Body as a bonus feat at 2nd level. If they already have this feat, they may take any other Psionic Feat instead, so long as they meet all other prerequisites.
 * //Psi-Like Ability (Ex):// 1/day -- //Empty Mind//.
 * //Psionic Powers Known:// At 2nd and 3rd level, the Blue paragon gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belongs to. She does not, however, gain any other benefit a character of class would have gained. If the character has more than one manifesting class, she must choose which one receives this benefit.
 * //Ability Boost (Ex):// At 3rd level, a Blue paragon's Intelligence score increases by 2 points.

Hobgoblin //Duur'kala// (Bard) Racial Substitution Levels (this needs to be an Archetype)

 * ~ **Lvl** ||~ **BAB** ||~ **Fort** ||~ **Ref** ||~ **Will** ||~ **Special Abilities** || **Spells/Day** ||
 * 1 || +0 || +0 || +2 || +2 || Bardic music, bardic knowledge, depth of knowledge, breadth of knowledge, //distraction//, //fascinate//, //inspire courage +1//, spells || as Bard ||
 * 3 || +2 || +1 || +3 || +3 || //Inspire Competence//, Well-Versed || as Bard ||
 * 6 || +4 || +2 || +5 || +5 || //Suggestion//, Lore Master || as Bard ||
 * Hit Die:** d8
 * Class Skills:** The Hobgoblin Bard's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), Use Magic Device (Cha).
 * Skill Points/Level:** 6 + Int (minimum 1).
 * Alignment:** Hobgoblin Bards must be neutral good, neutral, or neutral evil. Their pursuit of knowledge cares little for ethical extremes. A //duur'kala// who becomes chaotic or lawful cannot progress in levels as a //duur'kala//, though she retains all her existing bardic abilities.
 * Class Features**
 * //Weapon and Armor Proficiency:// The //duur'kala// are proficient with the same weapons and armor as all Hobgoblins.
 * //Depth of Knowledge (Ex):// At 1st level, all //duur'kala// gain a +4 insight bonus to all Knowledge checks related to the Dhakaani Empire.
 * //Breadth of Knowledge (Ex):// During their training, all //duur'kala// are required to be present for a casting of //Legend Lore// by a Matron dirgesinger. This exposure, combined with their intense study, affords them a treasure trove of obscure facts. All Knowledge checks are treated as trained checks, even if she doesn't have any ranks in the specific skill. If she has at least one rank in the specific Knowledge skill in question, she gains a +1 bonus on the check. This replaces the standard Bard's //Countersong// ability.
 * //Distraction (Su):// A //duur'kala// with 4 or more ranks in a Perform skill can use her performance to counter illusions. Each round of the distraction, she makes a Perform check. Any creature within 30 feet of the bard (including the bard herself) that is affected by an illusion-based magical attack or effect may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion-based magical attack or effect, it gains a new saving throw against the effect, but it must use the bard’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. The bard may keep up the distraction for 5 + her Charisma bonus (minimum 6) rounds.
 * //Spells:// Hobgoblin //duur'kala// gain //Read Magic// as a bonus spell, which does not count against their limit of 0-level Spells Known. In addition, they lose the following spells from the standard bard's spell list: //Summon// //Instrument//, //Summon Monster I// through //VI//. They gain the following: 0 - //Stabilize//; 1 - //Endure Elements//; 2 - //Bear's Endurance//; 3 - //Lesser Restoration//; 4 - //Nondetection//; 5 - //Mass Bear's Endurance//; 6 - //Heal//.
 * //Well-Versed (Ex):// Starting at 3rd level, the bard becomes resistant to the bardic performance of others. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.
 * //Lore Master (Ex):// At 6th level, a Hobgoblin bard may take 10 on any Knowledge skill check that she has ranks in. She can choose not to take 10 and instead roll normally.

Original "Mourning in Khorvaire" material and specific House Rules -- © 2007-2017 Herb Helzer. All Rights Reserved. "Eberron," "Dungeons & Dragons," "d20 system," etc. -- ©1995-2017 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All Rights Reserved.