D&D 4E in Springfield, VA

Riftwalker

First Post
I'm looking for a couple more players for a 4E game. If you're interested, feel free to contact me via PM or (preferably) on the forums below.

Location: Springfield, VA, about a minute away from the intersection of the Fairfax County and Rolling Road.

Date/Time: Saturdays, starting early evening, lasting until whenever. We normally start around 5:00 and go until 11:00 or so, but depending on how hectic the week is, sometimes we opt to start a little later. The game is weekly, though every once in a while we'll skip a week.

We've had a total of six sessions so far.

We use a set of forums to communicate XP, game scheduling, and other issues. Those forums are at: Login

Game Setting:[sblock]
The campaign is set in a 4E-ized version of the Dawnforge campaign setting. Dawnforge (put out by Fantasy Flight Games) was a semi-finalist in the same contest that Eberron won. The basic idea of Dawnforge is that it's the first age of the world where civilizations are on the cusp of growing into their classic niches.

For example:

  • The Night Elves (aka Drow) are still fighting with the other elves and are just starting to move underground. But the civil war is still on-going.
  • Orcs still have a fighting chance at forging a nation, rather than being relegated to raiding tribes
  • There aren't any gods--they haven't ascended to divinity yet. Instead, there are "immortals" which are like typical D&D deities except they're less powerful generally and specifically even less powerful outside their demesne.
Here's the editorial snippet from Amazon (though I don't think anyone needs to buy the book--I'll provide hard or soft copies of relevant details. And I'll probably take some liberty with the campaign setting anyway to suit players' tastes.)

dawnforgeheader.jpg


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Welcome to an age of legend!

The world of Dawnforge is a mythic land rich in magic and wonder where great empires clash, intrepid explorers journey beyond wild frontiers, and mighty heroes brave epic dangers. It is a land where familiar and beloved races and archetypes are reaching the pinnacle of their glory and wonder. It is a vast and rich realm where newborn nations are still islands of civilization in a dark and unexplored wilderness sea. The world of Dawnforge is a land where the greatest deeds have yet to be done and epic heroes are wrought in the crucible of legend.

The Dawnforge campaign setting offers players and DMs an opportunity to explore and experience a mythic age. In Dawnforge, you play truly legendary characters whose powers and abilities far surpass those of other worlds. Play an ageless elf lord, a towering minotaur warrior, or a tiefling wizard who seeks to forge his destiny through fiendish pacts.

Dawnforge is an exciting new campaign setting designed for legendary fantasy roleplaying in the d20 System. Dawnforge was chosen as a semifinalist from more than 10,000 submissions in a worldwide setting search.
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I think it's a fun game-world and will work well to keep the points-of-light feel. The setting itself is a fairly high-powered one--the party is expected to become legendary; performing legendary deeds and feats. In 3.x there are a lot of interesting racial options and paths, and so at various points I'll probably grant the characters some feats and abilities along the same lines.
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DM Style:[sblock]
I tend to run games in something of a "sandbox" way, where players themselves have their own goals, their approaches to those goals, and then works towards them. I don't care to railroad the party or force a particular plot, approach, or set of objectives.

I'm somewhat new to 4E, but know the basics. I don't have all the class powers memorized or know every last obscure rule, but I think I do ok. If we have some disagreement at the table, then I usually rule in the player's favor (unless I'm pretty sure they're incorrect) and then look it up after the game or have someone who's waiting on their turn to look it up.

I tend to make encounters on the challenging side, but that said, the players in the campaign setting are more powerful than typical 4E characters due to the various bonus feats and other character options granted to characters. (See "Game Setting" above.)

Daily powers and action points are resources to be managed rather than blown with little thought, and I tend to design series of encounters around that. I'm fairly generous with extended rests, but they're not allowed all the time.

When the party finds treasure, I attempt to make it somewhat realistic according to what I think the dispatched creature would actually have on their person and have the party split it up as they see fit rather than having encounters clearly drop a specific item intended for each party member. Likewise, the encounters in a given area are not randomly determined.
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Characters:[sblock]
Half-Elf Warlock (other half Lowlander)
Human Wizard
Half-Elf Paladin (other half Trueborn)
[strike]Human Bard[/strike] (had to resign from the game for RL reasons)

The party alignment is more or less neutral, though slightly on the eviler side of neutral of late.

New players to the game wouldn't necessarily have to play a leader character (although that would work out nicely.)
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Major Plot Events so Far:[sblock]
The party met each other under unfortunate circumstances: being offered as sacrifices to a devil summoned via a summoning pit in a Valhedrin military outpost. (The Valhedrin are ruled by tieflings and frequently bargain with devils for myriad reasons, including to gain the services of infernal minions to serve as troops in their ongoing war with the Trueborn.) The paladin was captured during a battle between the Valhedrin and the Trueborn, and the remainder of the party, being foreigners to the Emerlyn Peninsula, were targets that no one would notice should they go missing.

The summoning went awry, and the sacrifices were able to take advantage of this and barely escape the circle, eventually escaping the outpost with their lives.

Three of the party members sought an eldritch well (place of concentrated magical power) on the peninsula, and so the party headed in that direction, along the way clearing up an undead problem and saving a dwarf from a young dragon. Once at the well, the warlock successfully poisoned it by channeling his patron immortal (Dagon)'s power into it, effectively claiming it him as part of his pact. In the process, the cliff where the well was on collapsed and the party was claimed by the sea.

In the blackness of the depths of the sea, Dagon interacted with each of the party members individually, attempting (and in some cases succeeding) to bend them to his service. The horrors of these encounters left their marks, and once returned to land, the party resolved to remove the afflictions placed upon them and travel to the city of Kor, and eventually work against Dagon.
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