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[4e] Campaign discussion thread (Full)

Well, my Dwarven Cleric has it easy if we're starting in a Dwarven City!

If the Dwarves haven't been interacting with the outside world, I would like him to be a young and forthright advocate that they should start doing so. He has been speaking up in Dwarven Social Circles, saying that the Dwarves must see the outside world as an opportunity, rather than a threat. There are terrible dangers, of course, but only in overcoming them can we truly come into Moradin's Grace. I would imagine that this is causing a lot of debate amongst more traiditional Dwarves, with some of the other younger elements agreeing with him.

It would be fantastic if he had a Mentor of some sort that was supporting him.

For the moment, of course, Arawn's spirit can't get anywhere near him (what with the Dwarven defences and everything) so we'll have to wait until Brackan gets outside the city before we bring him in.

How does that sound?

Here's the character sheet, too:

[sblock=Brackan, Dwarf Cleric]Brackan Anvilheart
Level 1, Lawful Good
[sblock=attributes]Str: 13 (+1)
Con: 16 (+3)
Dex: 10 (+0)
Int: 11 (+0)
Wis: 18 (+4)
Cha: 12 (+1)[/sblock]
[sblock=Defenses]AC: 17 = 10 (level) + 6 (armour) + 1 (shield)
Fort: 13 = 10 (level) + 3 (Con)
Ref: 11 = 10 (level) + 0 (Dex) +1 (shield)
Will: 16 = 10 (level) + 4 (Wis) + 2 (class)
Init: 0
Spd: 5

Hit Points: 28 Bloodied: 14
Healing Surge: 9 Per Day: 10[/sblock]
[sblock=Feats & Skills]Feats:
Ritual Casting, Light Shield Proficiency

Skills:
Passive Insight 14 = 10 (level) + 4 (Wis)
Passive Perception 14 = 10 (level) + 4 (Wis)
Arcana +5 = 0 (level) + 0 (Int) + 5 (trained)
Diplomacy +6 = 0 (level) + 1 (Cha) + 5 (trained)
Dungeoneering +6 = 0 (level) + 2 (racial) + 4 (Wis)
Endurance +5 = 0 (level) + 2 (racial) + 3 (Con)
Heal +9 = 0 (level) + 4 (Wis) + 5 (trained)
Religion +9 = 0 (level) + 4 (Wis) + 5 (trained)[/sblock]
[sblock=Race and Class Features]Cast Iron Stomach (+5 vs Poison)
Dwarven Resilience (use second wind as a minor action)
Enucmbered Speed (armour doesn't reduce speed)
Stand Your Ground (move 1 less square when pushed, pulled or slid. Get save to avoid going prone)
Dwarven weapons: Warhammer & throwing hammer
Languages: Common, Dwarven
Armour: Cloth, Leather, Hide, Chainmail
Weapon: Simple melee, simple ranged
Channel Divinity:
Divine Fortune (free action, +1 to attack roll or saving throw before the end of my next turn)
Turn Undead (close burst 2, +4 vs Will, 1d10+4 radiant & push 4 & immobilized until end of my next turn. Miss: Half damage, target is not pushed or immobilized)
Healer's Lore (+4 bonus to all powers with the healing keyword)
Healing Word (range 5, heal 1d6 +4 + surge value, 2/encounter)
Ritual Casting[/sblock]
[sblock=Prayers & Basic attack]Basic melee attack:
+3 vs AC, 1d10+1, crit 11
[sblock=At-will]Lance of Faith +4 vs Reflex, Ranged 5, 1d8 +4 radiant damage & one ally you can see gains +2 power bonus their next attack roll agains the target
Sacred Flame +4 vs Reflex, Ranged 5, 1d6 +4 radiant damage & one ally you can see either gains 1 temp hp or can make a saving throw[/sblock]
[sblock=Encounter]Divine Glow +4 vs Reflex, close blast 3, 1d8 +4 radiant. Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.[/sblock]
[sblock=Daily]Cascade of Light +4 vs Will, ranged 10, 3d8 +4 radiant damage & target gains vulnerability 5 to my attacks. Miss: half damage & no vulnerability[/sblock][/sblock]
[sblock=Equipment]Chainmail, Light Shield, Warhammer, Adventurer's Kit[/sblock][/sblock]
 

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Tallarn, you've played right into my hands, er, I mean, we're on the same page!

There is an adjunct office to the council, a dwarf whose job it is to oppose absolutely everything. The office title is The Adversary. It is this dwarf's job to poke holes in every proposal, plan, or process. Even, and especially, the ones he agrees with. I was thinking of making your dwarf his apprentice, or one of his apprentices.

The Adversary is only required to be contrary in council meetings, but the duties and disciplines of the office frequently spill out and most Adversaries who don't find a balance lead lonely lives. Apprentices at a young age for their incisive wit and determined curiousity.

Currently, the matter of Reemergeance is before the council again. Sentiments are divided between two largish factions, stay in, go out, so the Adversary is working overtime.

That work?
 

Also, regarding names... I'm a total doofus, the whole issue with the 'b' names was that I'd like the PCs to have names that start with different letters from one another. If everyone's really happy with their names, I won't force a switch. It'll come in to play when we do combat (I use a Google Docs spreadsheet for the battle grid and various letter and color combinations for the combatants).
 


I didn't explain the city enough - at the start of the campaign the dwarven city hasn't had contact with the outside world in centuries.

If Krik is a part of it (he doesn't have to be) his 'forest' background would need some tweaking. The world outside is REALLY bad. REALLY. We'll need to work out how the Dragh are surviving outside (I've ideas for that) or have something like an underground wilderness that his people can roam (a series of natural caverns they range).

Caverns could work... Hmm...

How about this - the Dragh survived two exoduses (exodi?) - the first, when the warforged attacked and they fled to the forest. The second, when the dark times came, and they fled into caverns. Krik's mission would be to search the dark parts of the caverns to seek out any other allies, and he could discover a connection to the dwarven city underground.
 

Also, regarding names... I'm a total doofus, the whole issue with the 'b' names was that I'd like the PCs to have names that start with different letters from one another. If everyone's really happy with their names, I won't force a switch. It'll come in to play when we do combat (I use a Google Docs spreadsheet for the battle grid and various letter and color combinations for the combatants).

You could also use the player's avatar like so...

http://www.enworld.org/forum/living...ncers-skull-judge-covaithe-4.html#post4547117

...or a custom designed picture or heraldric device like so...

http://www.enworld.org/forum/playin...feather-tariff-relkingham-10.html#post4552596
 

It's multiracial and large (as big as it needs to be to support a number of races for ~1000 years and not have gene pool problems, though... I was thinking it'd be wise for mystics to have developed a good Ritual for a small populace with no ability to find new blood... thoughts?). Though the population is diverse, Mask can still be a dwarf if she wants. Which raises a different question? At the start is she aware of her doppelganger nature? Since it's entirely likely that she's on her own.
 

The answer to that depends on something we never really decided one way or the other about yet. The relationship between Mask and Thorn.

Do you want to keep the musings on this private, or does it matter?
 



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