So, I finally got around to giving 4e Dungeons and Dragons a chance. I was horrified when I read it. Not because it was bad, no. Horrified because it was good. People are always saying they turned it into WoW, or Diablo, but looking at it, all they did was streamline the game and make it so non-casters are still viable past level 10. It's easier to make interesting encounters, and while I miss the paragraphs and paragraphs of fluff that came with each monster in 3e, they used that space to add much more variety with each monster, and tactics it would use.
That's why I decided to try a 4e campaign. Now, I know I don't have the best track record for things like this, but I've DMed D&D campaigns before, and I know from experience that I can make them last. DF-style forum game aside, since it was forum-roleplay, and therefore very slow, and the whole DF thing was more of a hindrance than I expected it to be. I'm confident that I can pull this off, and this doesn't mean the Rogue Trader campaign is dead. It's just on the backburner, and there's still Aqizzar's campaign, so don't fret.
Is anyone interested? I'm willing to take on 5 characters, maybe 4, maybe 6, but 5 is what I'm shooting for. You can use the PHBs 1 and 2, I may go out on a limb and get 3, if there is one, I'm not sure, maybe even 4 if that exists, but for now stick with 1 and 2. Remember that the party works best if each role is represented, so try to keep that in mind when making your character. We'll probably use Gametable or Maptool if I can get that to work. FantasyGrounds would be even better, but that costs money and I don't know how many people have it, and as far as I know there's no free 4e model, so that probably won't happen.
As for character creation, I'm going to let you use your judgment on what to be, but keep in mind that it's going to be a pretty normal heroic fantasy setting, and evil characters may be out of place. Chaotic Stupid or Stupid Evil characters will not be tolerated. If you start pulling a "herpaderp i burn down the orphanage" without quality justification for your character's actions, I will be very displeased. Being evil is not justification in itself. If you really want to play an evil character, and roleplay it well, I'll let you do it.
EDIT: Lawful stupid and stupid good will receive a bit more tolerance (It's easier to justify killing a captured enemy before he can speak his lies, despite what the other characters think, than it is to kill the peasant next to you, despite what the nearby guard captain thinks) but if it becomes disruptive, the above displeasure will happen.
World information will start materializing if people show interest, I'm going to be coming up with it on my own, but don't expect any hugely original stuff. I won't be taking stuff whole-cloth, but I'm not going to revolutionize the genre either.
STRIKE THE DEATH OF VANCIAN MAGIC!
World Information:
First Gods:
The Two-Faced God-
Presides over the sun and moon. The first god to manifest. Appears as a human, split down the middle. The left half is a bronze-skinned bald man, the right a pale woman with silver hair. Holy symbol is a disk, half gold and half silver. Unaligned. Has relatively little dealings with the mortal races, despite a large church. Priests wear gold and silver robes.
Earth God-
Second god to appear, presided over the Earth. Long dead, name and appearance forgotten. Primal gods formed from Earth God's essence.
Primal Gods:
Issatur-
Primal God of Fire, formed from Earth God's blood. Appears as flickering red-orange haze, but can take male human form. Symbol is brass triangle with red cloth decorations. Worshiped by desert-dwellers and creatures of the Elemental Plane of Fire. Brash and aggressive, warriors sometimes pay homage to Issatur before a battle.
Anzanu-
Primal Goddess of Water, formed from Earth God's tears. Appears as female human with mutable body of translucent blue gel. Symbol is glass or crystal teardrop filled with blue sand. Worshiped by fishermen and creatures of you know exactly what plane they're from, dummy. Anzanu is at times loving and generous, and cold and distant at others.
Abnuir-
Primal God of Stone and Mud, formed from Earth God's body. Appears as a stone plinth, and has been known to communicate through monoliths created by worshipers for this purpose. Symbol is a stone bas-relief, carved in the shape of a tranquil face. Worshiped by dwarves and I'm not going to put this for every elemental god. You know what plane. Slow and resolute, Abnuir is the wisest god and always answers prayers. The response may not come for years, but advice given is always sound.
Manitu-
Primal Goddess of Wind, formed from Earth God's dying breath. Appears as a wispy cloud of vaguely humanoid shape. Symbol is a censer that releases the smell of a spring breeze in the hands of a cleric. Worshiped by travelers. Whimsical and carefree, has a decent following among entertainers and similar professions.
Napistu-
Primal Goddess of Life, formed from Earth God's love. Appears as a prismatic cloud with glowing eyes. Symbol is a multicolored heart. Large following, commonly worshiped by healers. Loving and caring.
Palakku-
Primal God of Death, formed from Earth God's pain. Appears as a mass of writhing limbs and black slime, covered in mouths containing eyes, one for each mortal in the world. When a person dies, the corresponding mouth bites down and crushes the eye. Symbol is a large black eye, framed by sharp teeth. Worshiped by maniacal suicide cults. Violent and psychotic, Palakku is shunned by the other Gods, and worship is banned in most civilized areas.
Lesser Gods
Kardus-
God of Heroism, son of Issatur and Napistu. Appears as a male knight. Symbol is a shield. Worshiped by protectors, soldiers, and wandering heroes. Kardus is heroic and brave, and urges his followers to protect the innocent and battle evil.
Reiha-
Goddess of Nature and Fertility, Daughter of Abnuir and Napistu. Appears as a fertile tree with feminine features. Symbol is a cornucopia filled with leaves and vines. Worshiped by elves, druids, and other sylvan peoples. Good-natured and caring, but wrathful to those who harm nature. Farmers often make sacrifices to Reiha for a bountiful harvest.
Rogam-
God of Storms, son of Issatur and Manitu. Appears as a great, muscled man with storm clouds for hair and beard. Symbol is a lightning bolt. Worshiped by tribal shamans, druids, and the like. Rogam is boisterous and easy to anger. Sailors pray to Rogam for good weather.
Barbarus-
God of Savagery, twin brother of Reiha. Appears as a wolfman. Symbol is a bloody claw. Worshiped by beastmen, huntsmen, and lycanthropes. Where Reiha represents the benevolent side of nature, Barbarus represents its violent and uncaring aspects.
Haball-
God of War, motherless son of Palakku. Appears as a man in black armor. Symbol is a horned skull. Worshiped by evil warlords and the savage races. Urges his followers to commit acts of violence and bloodshed.
Minor Gods
Diana-
Goddess of Law and Order, mortal queen who rose to godhood. Appears as she did in life, but with flawless silver skin. Symbol is a scale. Worshiped by kings, judges, and administrators. Diana demands that the law of the land be followed, for good or ill.
Saltus-
God of Discord, citizen of Diana's kingdom who was executed after leading a nationwide revolt. His followers' zealous dedication caused him to coalesce into deific form. Appears as a male human, but specific features are never consistent. Symbol is a smirking mask. Worshiped by rebels, renegades, manipulators, and thieves. Cults of Saltus are ruthlessly persecuted in ordered kingdoms. Saltus is sly and glib. Anything he says to a mortal, the mortal will believe, no matter how absurd.
There are many more gods, but these are the most well-known.
In the beginning, only The Two-Faced God existed. As it doesn't communicate and the Earth God is dead, it's unknown whether the Earth God was created or came into existence on its own. Whatever happened, the Earth God was second, and went about populating the world with various races. When its creation was still very young, the Aboleths came from a distant and unknown plane, bringing their unnameable gods with them. The Aboleths quickly went about enslaving the Earth God's creation and despoiling its beauty. The civilized peoples of the world battled the Aboleths while the Earth God fought their Gods. After many years, the good races defeated the Aboleths and drove them deep into the ocean, but the Earth God itself was outnumbered by the Aboleth Gods and killed. From its death the six Primal Gods were born. Together they succeeded in driving the Aboleth Gods back into their own planes, leaving the Aboleths stranded.
During the war, the Aboleths created the Orcs by crossbreeding humanoid races to use as warriors. Once left behind, the Orcs degenerated even further, become bestial and violent, and branching out into splinter races, like goblins, grimlocks, and many of the other hated and feared races of today. The fact that these races were once human has long been forgotten by all but the aboleths.
Skipping way way way ahead.
You, the heroes, are citizens of the Civonian kingdom, on the island of Civonia. The kingdom used to cover a large part of the mainland, but has been pushed back to its island homeland in a protracted war with the Evonian Kingdom (No. No. You're just imagining things. Don't pay attention to the names).
That's most of the history you need. A map will follow.
Obviously this isn't the whole world, just the part that concerns you. The races are pretty widespread, and assume that all races are relatively equally represented in major cities, except Orcs and stuff.
And yeah, I know. Civony and Evony. It wasn't just your imagination. Place-names aren't my forte. Those aren't the only towns, there are numerous hamlets scattered about, but they're too small to bother with.
Players:
Cthulhu(DM) GMT-5
Neruz
====== Created Using Wizards of the Coast D&D Character Builder ======
Miyalee, level 1
Elf, Cleric
FINAL ABILITY SCORES
Str 8, Con 12, Dex 14, Int 10, Wis 20, Cha 12.
STARTING ABILITY SCORES
Str 8, Con 12, Dex 12, Int 10, Wis 18, Cha 12.
AC: 15 Fort: 11 Reflex: 12 Will: 17
HP: 24 Surges: 8 Surge Value: 6
TRAINED SKILLS
Religion +5, Arcana +5, Diplomacy +6, Insight +10, Perception +12
UNTRAINED SKILLS
Acrobatics +1, Bluff +1, Dungeoneering +5, Endurance, Heal +5, History, Intimidate +1, Nature +7, Stealth +1, Streetwise +1, Thievery +1, Athletics -2
FEATS
Cleric: Ritual Caster
Level 1: Skill Training (Perception)
POWERS
Channel Divinity: Turn Undead
Cleric at-will 1: Lance of Faith
Cleric at-will 1: Sacred Flame
Cleric encounter 1: Divine Glow
Cleric daily 1: Beacon of Hope
ITEMS
Ritual Book, Adventurer's Kit, Hide Armor, Morningstar, Residuum (Any) (45)
RITUALS
Gentle Repose, Traveler's Chant
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
CJ1145 GMT-5
Rhordrar, Dragonborn Warlord
Init +0
HP 24/24
Bloodied 12
Healing Surge 7 (8 used /7)
AC 17
Fort 15
Reflex 12
Will 14
Speed Str 18 (+4)
Con 12 (+1)
Dex 10 (+0)
Int 12 (+1)
Wis 12 (+1)
Cha 16 (+3)
'Wolf-Pack Tactics'
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Special: Before you attack, you let one ally adjacent to either
you or the target shift 1 square as a free action.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Increase damage to 2[W] + Strength modifier at 21st level
Commander's Strike
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: An ally of your choice makes a melee basic attack
against the target
Hit: Ally’s basic attack damage + your Intelligence modifier.
Dragon Breath
Encounter ✦ Fire
Minor Action Close blast 3
Targets: All creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Constitution modifier damage.
Inspiring Word
Encounter (Special) ✦ Martial, Healing
Special: You can use this power twice per encounter, but only
once per round. At 16th level, you can use inspiring word
three times per encounter.
Minor Action Close burst 5
(10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain an
additional 1d6 hit points.
The amount of additional hit points regained is 2d6 at 6th
level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level,
and 6d6 at 26th level.
Hammer and Anvil
Encounter ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. Reflex
Hit: 1[W] + Strength modifier damage. One ally adjacent
to the target makes a melee basic attack against it as a
free action. The ally adds your Charisma modifier to the
damage.
Lead the Attack
Daily ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage. Until the end of the
encounter, you and each ally within 5 squares of you gain
a power bonus to attack rolls against the target equal to 1
+ your Intelligence modifier.
Miss: Until the end of the encounter, you and each ally within
5 squares of you gain a +1 power bonus to attack rolls
against the target.
Notes +1 Frost Warhammer (1d10 damage +1d6 frost, +1 to attack and damage rolls.)
Akigagak GMT-0
Urist Shalebreaker, Dwarf Fighter
Init +1
HP 31
Bloodied 15
Healing Surge 7 (0 used /12)
AC 17
Fort 15
Reflex 11
Will 11
Speed 5
Str 16 (+3)
Con 16 (+3)
Dex 13 (+1)
Int 12 (+1)
Wis 13 (+1)
Cha 10 (+0)
Cleave
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and an enemy adjacent
to you takes damage equal to your Strength modifier.
Increase damage to 2[W] + Strength modifier at 21st level.
Sure Strike
At-Will ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Covering Attack
Encounter ✦ Martial,Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and an ally adjacent
to the target can shift 2 squares.
Brute Strike
Daily ✦ Martial, Reliable, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage.
Dwarf Stuff
* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience (second wind is minor rather than standard action)
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbered Speed
* Stand your Ground (forced moves are 1 square less; immediate save vs. being knocked prone)
Fighter Stuff]
* Combat Challenge (mark enemy)
* Combat Superiority (bonus on opportunity attacks equal to your wisdom modifier, and an enemy struck by opportunity attack
stops moving)
* This fighter chose the two-handed style [already included].
Notes RAM GMT+10
Gretchen, Gnome Wizard
Init +2
HP 22/22
Bloodied 11
Healing Surge 5 (0 used /7)
AC 14
Fort 11
Reflex 14
Will 13
Speed 5
Str 11 (+0)
Con 12 (+1)
Dex 14 (+2)
Int 18 (+4)
Wis 13 (+1)
Cha 12 (+1)
Ghost Sound
At-Will ✦ Arcane, Illusion
Standard Action Ranged 10
Target: One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as
a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a
sword blow, jingling armor, or scraping stone. If you whisper,
you can whisper quietly enough that only creatures
adjacent to the target can hear your words.
Light
At-Will ✦ Arcane
Minor Action Ranged 5
Target: One object or unoccupied square
Effect: You cause the target to shed bright light. The light
fills the target’s square and all squares within 4 squares of
it. The light lasts for 5 minutes. Putting out the light is a
free action.
Special: You can have only one light cantrip active at a time. If
you create a new light, your previously cast light winks out.
Mage Hand
At-Will ✦ Arcane, Conjuration
Minor Action Ranged 5
Effect: You conjure a spectral, floating hand in an unoccupied
square within range. The hand picks up, moves,
or manipulates an adjacent object weighing 20 pounds
or less and carries it up to 5 squares. If you are holding
the object when you use this power, the hand can move
the object into a pack, a pouch, a sheath, or a similar container
and simultaneously move any one object carried or
worn anywhere on your body into your hand.
As a move action, you can move the hand up to 5
squares. As a free action, you can cause the hand to drop
an object it is holding, and as a minor action, you can
cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
Presitidigitation
At-Will ✦ Arcane
Standard Action Ranged 2
Effect: Use this cantrip to accomplish one of the effects
given below.
✦ Move up to 1 pound of material.
✦ Create a harmless sensory effect, such as a shower
of sparks, a puff of wind, faint music, or a strong odor.
✦ Color, clean, or soil items in 1 cubic foot for up to
1 hour.
✦ Instantly light (or snuff out) a candle, a torch, or a
small campfire.
✦ Chill, warm, or flavor up to 1 pound of nonliving material
for up to 1 hour.
✦ Make a small mark or symbol appear on a surface for
up to 1 hour.
✦ Produce out of nothingness a small item or image
that exists until the end of your next turn.
✦ Make a small, handheld item invisible until the end of
your next turn.
Nothing you create with this cantrip can deal damage,
serve as a weapon or a tool, or hinder another creature’s
actions. This cantrip cannot duplicate the effect of any
other power.
Special: You can have as many as three prestidigitation
effects active at one time.
Ray of Frost
At-Will ✦ Arcane, Cold, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Scorching Ray
At-Will ✦ Arcane, Fire, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Increase damage to 2d6 + Intelligence modifier at 21st level..
Ray of Enfeeblement
Encounter ✦ Arcane, Implement, Necrotic
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier necrotic damage, and the
target is weakened until the end of your next turn.
Acid Arrow
Daily ✦ Acid, Arcane, Implement
Standard Action Ranged 20
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier acid damage, and ongoing
5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary
target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier acid damage, and ongoing
5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary
target (save ends), and no secondary attack.
Sleep
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
Gnome Stuff
* +2 Intelligence, +2 Charisma (already included)
* +2 Arcana, +2 Stealth
* Reactive Stealth (see Monster Manual)
* Fade Away (see Monster Manual)
Wizard Stuff
* This wizard chose the Wand of Accuracy mastery. Remember your once-per-encounter dexterity modifier bonus on an attack roll.
* Cantrips
* Ritual Casting [bonus feat, not listed above]
* Spellbook
Spider
Speed 4 climb 4
Constant Benefits:
o +2 bonus to climb checks
o Enemies take =1 penalty to arcane powers that immobilize / slow
Active Benefits: Spider's web [minor action]
Notes Sean Mirrsen GMT+4
]
Elarion, Elf Ranger
Init +4 HP 24/24 Bloodied 12 Healing Surge 6 (0 used /7)
AC 16 Fort 13 Reflex 15 Will 12 Speed 7
Str 14 (+2) Con 12 (+1) Dex 18 (+4) Int 10 (+0) Wis 14 (+2) Cha 12 (+1)
Careful Attack
At will. Attack with +2 to hit.
Damage: 1W
Evasive Strike
Encounter. Shift by 1+Wis before or after attack.
Damage: 2W+Dex/Str
Split the Tree
Daily. Target two within 3 sq of eachother.
Take better of two attack rolls, hit both for 2W+Dex dmg.
Nimble Strike
At will. Shift 1 sq. before or after attacking,
Damage: 1W+Dex
Elven Accuracy
Encounter. Reroll one attack roll.
Notes
Waiting List:
Rooster
Cerej