4E - Keep on the Shadowfell - OOC


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Just remember that Autumn has claws :). She's smart, perceptive, has good reflexes, and is a bit pretty if you like the catgirl look... but she's not exactly tactful :).

Don't worry, Alain will sing the praises of all involved, but he needs a special sort of hero to be the focus of the stories. Stratagem, tamer of wild minotaurs, master of the gods-touched catwoman and friend of angels, is just such a hero. Especially when you add in his constant vigilance against the temptation to evil presented by his demonic heritage. ;)
 



Sorry I haven't been paying attention, stuff in RL Possibly up until Monday miorning

26 point buy, standard starting gold (100gp?), no backgrounds

Feel free to pick out a hook though?

[sblock=hooks]As the adventure begins, the player characters find themselves
traveling down a road that hasn’t been maintained
in nearly a hundred years ago. Explain to the players
that their characters know each other and are traveling
through a dangerous wilderness toward the small town of
Winterhaven.
Use one of the hooks below to set up the backstory for
the adventurers, or create your own. You don’t need a lot
of details; you just need enough to explain why the PCs
are together and why they are traveling on this once-proud
road that fell long ago into disrepair.
If you use one or more of these hooks, the PCs might
also gain experience points for completing a quest. When
the party finishes a quest, divide the XP award among all
the characters who participated in the quest.
Hook: Missing Mentor
The player characters seek news of their old friend and
mentor, Douven Staul. The man who trained them for a
life of adventure bade his friends farewell three months
ago and headed for Winterhaven. Douven, a rabid explorer
of old ruins, had found a map that revealed the location
of a dragon’s tomb not far from the village. He figured if a
dragon was buried there, why not also its hoard?
The explorer should have returned some time ago, and
his continuing absence bodes ill. The adventurers fear the
worst and are determined to find out what happened to
their mentor.
Alternative: Douven’s wife asks the PCs to locate her
missing husband.
Quest XP: 1,250 XP for discovering Douven’s fate.
Hook: Ruins of Empire
Winterhaven grew up in the shadow of an old keep. Like
other similar structures across the land, the keep fell into
disrepair when the empire of Nerath crumbled a hundred
years earlier. Winterhaven survives to this day, a modest
point of light in a world that has grown darker and more
dangerous.
A scholar named Parle Cranewing hires the characters
to locate the old keep and map what remains of
it, promising to pay 250 gp for a complete rendering.
The adventurers readily agree to explore the ruined fortress
near Winterhaven. These ruins might contain the
treasures and secrets of the vanished human empire.
Determined to earn a reputation, as well as the scholar’s
gold, the PCs head out in search of adventure.
Quest XP: 1,750 XP and 250 gp for delivering a complete
map to the scholar Parle Cranewing.
Hook: Ominous Signs
Marla of the Great Church, an earnest young priest of the
good deity Pelor, contacts the PCs before the start of the
adventure. She has been studying the history and activity
of various demon and death cults. According to Marla’s
research, witnesses saw a small group of death cultists
traveling toward Winterhaven about a year ago. She has
since learned that the head of this group is a dangerous
and twisted priest named Kalarel. Marla fears that Kalarel
has set up a secret cult in the area and is conducting
unholy ceremonies. She asks the PCs to travel to Winterhaven,
determine if there is any death cult activity in the
area, and, if so, to stamp it out.
Alternative: The PC cleric has gotten wind of this
unsettling possibility.
Quest XP: 2,000 XP for destroying the cult, as well
as 250 gp for bringing back proof that the cult has been
destroyed and its plan disrupted.[/sblock]
 

Sorry I haven't been paying attention, stuff in RL Possibly up until Monday miorning

26 point buy

So take the standard 22 point and add 4, then (as presented above, Autumn's built with the standard 22 points)?


Feel free to pick out a hook though?

[sblock=hooks]Hook: Ominous Signs
Marla of the Great Church, an earnest young priest of the good deity Pelor, contacts the PCs before the start of the adventure. She has been studying the history and activity of various demon and death cults. According to Marla’s research, witnesses saw a small group of death cultists traveling toward Winterhaven about a year ago. She has since learned that the head of this group is a dangerous and twisted priest named Kalarel. Marla fears that Kalarel has set up a secret cult in the area and is conducting unholy ceremonies. She asks the PCs to travel to Winterhaven, determine if there is any death cult activity in the area, and, if so, to stamp it out.

Alternative: The PC cleric has gotten wind of this unsettling possibility.

Quest XP: 2,000 XP for destroying the cult, as well as 250 gp for bringing back proof that the cult has been destroyed and its plan disrupted.[/sblock]

This one seems to work best for Autumn, I'd think, though I'd probably use the variant where she got wind of the possibility herself.

[sblock=DM's eyes only]
If the cultists in the adventure as written are not followers of Vecna, you might want to make them that way for this run, as the traditional Ioun/Vecna enmity would help explain how Autumn got drawn in.
[/sblock]
 

Alain will be accompanying Stratagem as he sets out to build his reputation. My first thought is that working for the historian would make the most sense, but I'm open to other possibilities.

I guess I need to add a few points to Alain's stats. Oh no. :p
 

Okay, a few points.

1) Let me know if you have the DDI character builder and are using it for this adventure. There is a character summary feature that will let me import your character and view them in a standard way.

2) I was not planning a separate RG thread, so post your characters here.

3) I run combat as close to rulebook as possible. This includes using a grid. I have had good success (if a bit bland looking) with using Spreadsheet software and flickr. I've been toying with Vrtual Battlemat, and think I'd like to use this game to test it. This will involve you all signing up for that site. If this is a problem, let me know.

4) I use invisible castle for dice rolls.

5) I will post my initiative rules a little later, they are solely to allow combat to flow smooth in pbp.
 

I dont have the character builder, but I am signed up on the virtual battlemat beta test. [sblock=Adamar]Adamar, level 1
Minotaur, Fighter
Build: Guardian Fighter

Height: 7ft
Weight: 335lbs.
Fur: black
Eyes: Blue
speed: 5
Initiative: +1

Weapon Talent 1-handed: +1 when wielding weapons 1-handed
Combat Superiority: +3 to Opportunity Attacks
Ferocity: Make a Melee basic attack before falling unconscious at 0hp
Oversized: Can wield a weapon 1 size category larger

FINAL ABILITY SCORES
Str 18, Con 15, Dex 13, Int 10, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 13, Dex 13, Int 10, Wis 16, Cha 10.

AC: 19 Fort: 16 Reflex: 13 Will: 13
HP: 30 Surges: 11 Surge Value: 7

Attack +8, 1d12+4

TRAINED SKILLS
Athletics +9, Heal +8, Endurance +6

FEATS
Weapon Profiency (Bastard Sword)

EXPLOITS
at-will 1: Cleave - 1[w] +str, str bonus carries through to adjecent enemy
at-will 1: Tide of Iron - 1[w] +str, push target 1 square
encounter 1: Passing Attack - 1[w] +str,
encounter R: Goring Charge +2, - 1d6 +str, knock target prone
daily 1: Villains Menace, 2[w] +str, gain +1/+2 hit +2/+4 dmg for encounter

ITEMS
Scale Armor, Adventurer's Kit, Heavy Shield, Large Bastard Sword[/sblock]
 

I've got a D&Di subscription, so here's Autumn 2.0 (I've also attached the .dnd4e file).

[sblock=Autumn's stats]
====== Created Using Wizards of the Coast D&DI Character Builder ======
Autumn, level 1
Shifter, Razorclaw, Invoker
Build: Preserving Invoker
Divine Covenant: Covenant of Preservation

FINAL ABILITY SCORES
Str 8, Con 10, Dex 13, Int 16, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 8, Con 10, Dex 11, Int 16, Wis 18, Cha 10.


AC: 16 Fort: 11 Reflex: 14 Will: 16
HP: 20 Surges: 6 Surge Value: 5

TRAINED SKILLS
Religion +8, History +8, Insight +10, Arcana +8, Perception +10

UNTRAINED SKILLS
Acrobatics +2, Bluff, Diplomacy, Dungeoneering +5, Endurance -1, Heal +5, Intimidate, Nature +5, Stealth +2, Streetwise, Thievery, Athletics -2

FEATS
Invoker: Ritual Caster
Level 1: Warrior of the Wild

POWERS
Invoker at-will 1: Grasping Shards
Invoker at-will 1: Sun Strike
Invoker encounter 1: Blades of Astral Fire
Invoker daily 1: Summon Angel of Fire

ITEMS
Ritual Book, Implement, Staff, Adventurer's Kit, Hide Armor
RITUALS
Comprehend Language
====== Created Using Wizards of the Coast D&DI Character Builder ======

[/sblock]
 

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