[4e] New Campaign Discussion Thread

This looks incredibly fun!

Great concept Sparky, I'm sure you'll get plenty of people applying, but if you get drops or don't have enough player bite, drop me a PM.

I'm playing a few other games currently, so I'd like to give other community members a chance at this one. But I am interested!
 

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I would definitely be interested in this new game of yours! I will probably start thinking of a character today, and hopefully have something by this weekend, most likely. One quick question;

How prevalent is magic in this world? Is it everywhere, or sort of squelched?
 

Hi,

I'd like to be considered please. I have an image of a gentle-giant type, born into the gladiator life (perhaps bred into it), but who manages to get by.

Race: Bugbear
Class: Rogue

The hulking form before you knows he is a monster in your eyes. The hair that falls around his muzzle, the vestigial claws on his huge hands, the padded paws of his feet, too large for any shoes: you see these things, and the suit he wears that was clearly made for someone much smaller. His weapons lie beside him, in the dust, ready to be picked up after the fight.

Bargr is squatting against the outside wall of his cage, sitting in the dust, working on a coin trick. His two fists are in front of him, and he is staring at them. The silver piece rolls across the knuckles of his right hand, like a cascading wave, disappears and appears (the same coin?) on the left hand. It rolls across, disappears, and is on the right hand again.

Heh heh heh, he thinks to himself. Good Trick.

(If we end up striker-heavy, I'd also consider a half-elf paladin, biding his time until his god needs him again.) Thanks for considering, KS
 

I've added a background for Q'ynn.

[sblock=Q'ynn Daelrith]

Q'ynn Daelrith, level 6
Human, Invoker
Divine Covenant: Covenant of Malediction
Noble Scion Benefit: Dungeoneering
Background: Noble Scion (Noble Scion Benefit)

FINAL ABILITY SCORES
Str 10, Con 15, Dex 8, Int 14, Wis 20, Cha 10.

STARTING ABILITY SCORES
Str 10, Con 15, Dex 8, Int 13, Wis 17, Cha 10.


AC: 17 Fort: 18 Reflex: 18 Will: 21
HP: 45 Surges: 8 Surge Value: 11

TRAINED SKILLS
Arcana +10, Religion +10, Dungeoneering +15, Insight +13, History +12

UNTRAINED SKILLS
Acrobatics +2, Bluff +3, Diplomacy +3, Endurance +5, Heal +8, Intimidate +3, Nature +8, Perception +8, Stealth +2, Streetwise +3, Thievery +2, Athletics +3

FEATS
Free: Implement Expertise (Staff)
Free: Mounted Combat
Invoker: Ritual Caster
Human: Baleful Malediction
Level 1: Resonating Covenant
Level 2: Invoker Defense
Level 4: Power of War
Level 6: Action Surge

POWERS
Bonus At-Will Power: Avenging Light
Invoker at-will 1: Mantle of the Infidel
Invoker at-will 1: Visions of Blood
Invoker encounter 1: Whispers of Defeat
Invoker daily 1: Silent Malediction
Invoker utility 2: Wall of Light
Invoker encounter 3: Word of Ruin
Invoker daily 5: Malediction of Blindness
Invoker utility 6: Symbol of Hope

ITEMS
Ritual Book, Alchemical Reagents (Arcana) (50), Mystic Salves (Heal) (50), Sanctified Incense (Religion) (100), Antivenom (heroic tier) (3), Holy Water (level 1) (2), Tanglefoot Bag (level 2), Magic Staff +2, Irrefutable Cloth Armor (Basic Clothing) +2, Cape of the Mountebank +1, Holy Symbol, Spiked gauntlet, Riding Horse
RITUALS
Hand of Fate, Brew Potion, Comprehend Language, Purify Water, Silence, Last Sight Vision, Water Walk, Affect Normal Fire, Eye of Alarm
[/sblock]

[sblock=Background in Brief]
Q'ynn Daelrith was born and raised in the free city of Bael Surth, which was once a tiefling capital before being conquered by human and dragonborn forces long ago. The Daelriths trace their noble lineage to Gathrenor Daelrith, a half-elven general who helped direct the siege and eventual toppling of Bael Surth and who was later the city's first commandant. The Daelrith family, for many generations, controlled the crafting trade in Bael Surth and its Sun Quarter, home to the city's greatest marketplace. A group of arcanists, led by the powerful Uryn family, coveted the Daelrith grip on Bael Surth's crafting guilds and executed a scheme of false rumors and accusations against the Daelriths, claiming that the Daelrith family was operating an illegal black market and supporting tiefling efforts to take back the city.

Bael Surth's current commandant, Lares the Burdened, imprisoned every member of the Daelrith family. The Uryns, not satisfied in their victory, entered into an agreement with Commandant Lares to smuggle the "evil" Daelriths out of the city. The Daelriths were sold to the Broken Horn orc tribe as slaves and taken into the hinterlands. The Daelriths spent two years as slaves to the orcs. During this time, Q'ynn found a prayer book belonging to a worshipper of Kord. Studying the book, Q'ynn learned that he had an innate connection to the god of war and strength and began to train himself, unlocking divine powers attributed to Kord. Q'ynn believed he could use these newfound powers to help his family escape the Broken Horn orcs, but in the end, his efforts, using his meager talents and skills, were not enough to free everyone.

After two years, the Broken Horn orcs, desperate for gold and having no real use for the Daelriths, sold the former nobles to [insert name of nobles associated with the arena]. Most of the Daelriths were too weak and old to be used as gladiators, but the young Q'ynn, who was not particularly strong, but possessed divine powers, was considered to be a good draw amongst a gladiator corps of mostly weapon-wielders.

Q'ynn Daelrith has spent the last few years in the [insert city name here] arena. During that time, while Q'ynn was not fighting in the arena, was sent to the stables to care for the animals there, mostly horses, but also some strange wild animals. Q'ynn learned that he has an aptitude with these animals and almost feels like he can communicate with them. Q'ynn doesn't get to spend as much time in the stables as he would like, and seeks ways to return to the stables when possible.

Q'ynn despises being a slave and isn't terribly fond of the gladiators. He would like to free himself and possibly some of his friends. His longterm goal is to return to Bael Surth, get revenge on the Uryns and others who helped enslave his family, and restore the Daelrith name.[/sblock]
 
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Regarding the "free feats" in the character builder

When you go under the "feats" section in the character builder, find the box titled (Feat Choice Checklist). Directly under it you should find the little "house" button that will allow you to add a feat and make the character house-ruled.

Here is a PDF version of the character that I have created for this campaign, a dwarf Warden going by the name of Rodeh (ROW-DAY) Minehelm. Currently I only have the PDF available, but I will post the summary of stats from the character builder here shortly, along with a brief history in a showblock.

[[sblock=Character History]

"I just want to go home." Rodeh sighs heavily as he topples down, exhausted from yet another fight in the gladiator's arena. Excelling as he has in the fighting for several years now, the loud-mouthed arena fighter is quiet when in the confines of the Resting Chamber, and quieter still when alone. Setting his large shield down on the blood-covered stone, he notices a small gash in his forearm. Grumbling, he whispers magic at the leather armor covering his body and it immediately vanishes, exposing some cloth wraps that have been disinfected with great care. Rodeh covers the small wound the strip of cloth gently and sighs again.

He is stout, even by dwarven standards. Overwhelming strength has always been his one good physical trait, and fighting as long has he has brought about more wisdom than most who wield a sword. But it is his spirit that makes Rodeh stand out among the gladiators. The stout dwarf joined the coliseum shortly before The Great Riot broke out, in which a few prisoners overpowered the guards and stole a key. In a desperate attempt to break out, the gladiators were met with sheer brutality, but it didn't stop with those who attempted to break out. All of the gladiators were beaten so severely that most of the entire season was postponed. Rodeh was sure that if it wasn't for his unyielding endurance, he wouldn't have survived.

The two friends he was able to make in that short time were among those slaughtered. Since those riots, he vowed that he would protect those that he called friends to his death, which didn't seem to come easily to him.
Rodeh reached up and touched the top of his forehead with his finger, tracing the large scar that ran from there all the way to his chin, barely missing his eyes and severing his lips. Were it not for the help of an apprentice healer, he would have barely been able to talk or eat, but the scar still remains.

"Ol' Split Lip, dat's what they call me," Rodeh managed with a half-smile. Thinking of home once more, he touched his sword, strong and bloodied hand tracing the runes dancing along the edge. The blade was called Amma, meaing Servant. Forged by his ancestors in the wild and mountainous homeland his clan called "Ge'shan," this blade was passed down for many generations in his family, even when the Minehelm clan was enslaved by the Giants. Infused with “dwarven magic” as his father called it, the blade shot out to protect friends and allies in their times of desperate need. As part of their sport (or pleasure, Rodeh couldn't know), the slavedrivers sold Rodeh to the arena. In a moment of secrecy and intense danger, the stout dwarf's sister Shehanna was able to pass the blade off to Rodeh as he pulled away from the rest of his clan and off to the life the arena.

The Clan. His family, his home. Rodeh could only guess what happened to them after he was gone, but it didn’t take a genius to figure out that the Giants would try to keep them as slaves for a very long time. Rodeh spit on the earth every day for these many years, vowing to rid himself and his friends of the bonds that bound him here, and then free his family from the clutches of the giants. Together they would continue to Ge’shan and rebuild their homeland, firing up the blacksmith’s furnace once more.

A sharp pain radiates from the bottom of his skull and down throughout his chest, landing squarely in the pit of his stomach. Rodeh grunts heavily and begins the process of silently begins his knees to allow himself up. It was the damn Rat again. Although Roden didn’t know exactly what was causing this pain, he could comprehend a few things. One was that it had to be a Rat, because it kept gnawing at him, and annoyed him when he least expected it. The other was that he hated it. Hated the pain of feeling the Rat’s pain, hated the bond the malicious warlock Jornilei (also a Master of the Arena) placed between them.

Finally making it to his feet, Rodeh slowly trudges the hundred or so feet down to the small window at the opposite edge of the Resting Chamber. The pit in his stomach growing larger and more painful, he peers out across the Arena floor, where hundreds have died at the expense of his own sins, and into the Holding Chamber. Magically covered by darkness even Rodeh could not see through, the Warden hears a loud roar of pain as his stomach crescendos in response. Wincing through the almost unbearable pain, Roden makes one more promise;

“Whatever you are, I will stop what is harming you. You are not a friend by choice, but perhaps will be a friend by chance.”[/sblock]

[sblock=Character Statistics]

====== Created Using Wizards of the Coast D&D Character Builder ======
Rodeh Minehelm, level 6
Dwarf, Warden
Guardian Might: Earthstrength
Background: Dwarf - Ancestral Home Lost (+2 to Perception)

FINAL ABILITY SCORES
Str 19, Con 16, Dex 10, Int 10, Wis 14, Cha 8.

STARTING ABILITY SCORES
Str 18, Con 14, Dex 10, Int 10, Wis 11, Cha 8.


AC: 22 Fort: 18 Reflex: 15 Will: 16
HP: 73 Surges: 12 Surge Value: 18

TRAINED SKILLS
Nature +10, Endurance +11, Athletics +10, Perception +12

UNTRAINED SKILLS
Acrobatics +1, Arcana +3, Bluff +2, Diplomacy +2, Dungeoneering +7, Heal +5, History +3, Insight +5, Intimidate +2, Religion +3, Stealth +1, Streetwise +2, Thievery +1

FEATS
Level 1: Toughness
Level 2: Sudden Roots
Level 4: Against All Odds
Feat User Choice: Mounted Combat
Feat User Choice: Weapon Expertise (Heavy Blade)
Level 6: Improved Initiative

POWERS
Warden at-will 1: Weight of Earth
Warden at-will 1: Thorn Strike
Warden encounter 1: Thunder Ram Assault
Warden daily 1: Form of Winter's Herald
Warden utility 2: Nature's Abundance
Warden encounter 3: Earthgrasp Strike
Warden daily 5: Hail of Thorns
Warden utility 6: Mighty Sprint

ITEMS
Defensive Longsword +2, Summoned Leather Armor +2, Cold Iron Shield Heavy Shield (heroic tier) [/sblock]
 
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@Phazen: Dwarf, fighter, revenant, assassin, gnome and kobold concepts are all available. Don't worry about duplicating races or classes, play the concepts that speak to you. This game is about cool concepts.

@Walking Dad: Egypt it is. Caged Fury sounds good. The way I run shifters is that being all halfbreeds are pretty much the same (mechanically) at birth and then, sometime along around puberty, the part of their animal nature asserts itself and they earn/choose/manifest their Racial Shifting Power. So a shifter's sister might be 'Longtooth,' while the father is 'Razorclaw.'

The Bael Turathi empire has been responsible for a number of monstrous breeding programs, some motivated by war efforts, others by depravity.

All the best Bael Turathi nobles have Werejackal bodyguards. Lesser nobles have Jackalmen (shifter) bodyguards.

At your option, your shifter can look like a full-on Anubis creature (who can't shift like a full lycanthrope can) or like a feral-looking human.


@Shayuri: You're certainly welcome and I look forward to what you cook up.


@CaBaNa: I appreciate your willingness to let folks in fewer games get in (and I'm sure they do to). I encourage you to make up a concept. Things happen.


@eblue562: Rodeh looks like a good solid PC. I look forward to his background. Be sure to include something about if he and family/clan had escaped ensnlavement by the Giants or not (like, is he still enslaved to a Giant, but that master is currently in the TBD city where the arena is located? did he get sold to a party in the TBD city? did he and his family/clan win their freedom from the giants only to find their mountain home inhabited by Drow squatters and get captured? etc etc ad infinitem) and what that means to him, his family, his clan.

Thanks tons for the Character Builder tip!


@Kobold Stew: So far we're not looking particularly striker heavy, but I'll repeat that I'm looking for you guys to create concepts that you're excited about playing. Bargr sounds pretty cool. In the (increasingly) monstrous context of the game, Bargr will probably not stand out as much as your first glimspe of him indicates. Though that certainly doesn't mean he'll be accepted, just that he's not particularly an oddity to the jaded Arena masters.


@Insight: Q'ynn looks like a solid PC as well. I haven't had an Invoker in a game yet, interested to see one. And I have a dumb soft-spot for humans. Poor, poor Q'ynn, surrounded by all these monsters.


---

Good stuff so far folks. I'll keep this 'interest' thread open the rest of today and tomorrow and pick amongst the concepts on Thursday AM.

Things that will help your candidacy:

1. Genuine interest in the meta-hook of the game (bonded mounts).
2. Bugging me with questions PMs that help me flesh out the setting and your PC's place in it.
3. Inventing or expanding things (people, places, conflicts, myths) in your backgrounds that I can adopt easily into the setting (or that are so cool, I can't help but adopt into the setting).
4. Thoughtful backgrounds with lots of hooks for me to snag.
5. Being in only a few games (relatively speaking).
 
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@Insight: Q'ynn looks like a solid PC as well. I haven't had an Invoker in a game yet, interested to see one. And I have a dumb soft-spot for humans. Poor, poor Q'ynn, surrounded by all these monsters.


Luckily, Invokers don't really need more than Wisdom in order to be effective, so Humans are in play. Like you, I'd like to see more Humans in 4th ed, but with their single stat bonus and no racial power, Humans don't appeal to most folks.
 

I had some really neat thoughts about a human assassin, sent in on a hit to a local noble. The job went wrong and he was captured. Rather than see him executed the noble wanted to see him suffer in the Arena...

Other option, human shaman, his tribe was attacked by a group of slavers and he was the only survivor, he is anxious to get out and bring nature's vengeance on them.
 

I have a mad posh to play a Deva Wizard.

Personality vaguely inspired by David Tennant's Dr Who.

Alternately energetic and a bit daffy, and rather grim and serious...someone who's been around for a long, long time (albeit in different incarnations) and knows absolutely that death is not the end.

Usually has some trump card up his sleeve, but waits until the last second to play it...sometimes to see what his enemies hand is, sometimes just to be perverse.
 

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