Let's Play #7 4e WOTC FreeRPGDay Into the Shadowhaunt Further Adventures... WITH PICS OF THE PCs

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

This is the follow up adventure for the Kids, after their first outing in Kobold Hall.

This one was a mistake, or else… we had arranged to play a session- the main campaign PCs were in Thunderspire, towards the end I seem to remember, and it all went downhill very quickly- X couldn’t make, Y was running two hours late, and… So the kids were to hand, or else in the vicinity and available, and keen to adventure again- this after their previous session in the Kobold Hall.

The gang were duly gathered, character sheets located, dice found or else donated, and so the second adventure of the Kids begins.

And so we have-

PC's
Mr. Benn, Male Human Cleric 1 (Played by Alfie aged 9)
Harann, Female Dragonborn Fighter 1 (Played by Spider aged 4.75)
Varis, Male Elf Ranger 1 (Played by Luka aged 9)
Quarion, Male Eladrin Rogue 1 (Played by Leena aged 12)
Bharash, Male Dragonborn Warlord 1 (Played by Fred aged 13)

There were fewer parents to hand for this session, although in all honesty this didn’t prove to be a problem the kids had last played less than a week previous- they, remarkably, remembered (between them) almost all of the rules we used in the last game.

And so…

The story is the guys have returned to Fallcrest and collected their rewards, most of them have since this time spent much if not all of their hard won treasure on a vast variety of adventuring gear, that and getting drunk- oh and an attack tortoise (called Jeff).

Fortunately, for them, the call to adventure- and another pay day arrives to save the guys from penury; Sergeant Murgeddin, of the Fallcrest Guard, rounds the adventurers up and leads them to the shop and abode of Quinn Stasi, silversmith. Stassi has a terrible tale to tell- his two young sons have been missing for the last three days, the Fallcrest Guard have made some headway but believe they are a little out of their depth. Their investigations have lead them to a place called the Shadowhaunt Mausoleum, an ancient tomb located within Tombwood- an overgrown and no longer used, ancient graveyard.

The adventurer’s task is simple, investigate the place and find the two lads, the reward is a 100 gold coins- all Quinn can raise, but the guys can keep any other treasure they find.

An so four hours later, as the sun is setting, the guys arrive at Tombwood, venture in- having secured directions from Murgeddin, and discover the mausoleum.
 
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Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

The PC's

Mr. Benn, Male Human Cleric 1 (Played by Alfie aged 9)
Harann, Female Dragonborn Fighter 1 (Played by Spider aged 4.75)
Varis, Male Elf Ranger 1 (Played by Luka aged 9)
Quarion, Male Eladrin Rogue 1 (Played by Leena aged 12)
Bharash, Male Dragonborn Warlord 1 (Played by Fred aged 13)


I’ve lost the various Character Builder files for all of the PCs in this scenario. So, I’ve recreated them below on the CB, although when we played this scenario I don’t remember Themes being used. I’ve done the best I can.


Mr. Benn

====== Created Using Wizards of the Coast D&D Character Builder ======
Benn, level 1
Human, Cleric (Templar)
Build: Devoted Cleric
Cleric Option: Healer's Lore
Human Power Selection Option: Heroic Effort
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 11, CON 10, DEX 10, INT 8, WIS 20, CHA 14

STARTING ABILITY SCORES
STR 11, CON 10, DEX 10, INT 8, WIS 18, CHA 14

AC: 16 Fort: 11 Ref: 11 Will: 18
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
Diplomacy +7, Heal +12, History +4, Insight +10, Religion +4

UNTRAINED SKILLS
Acrobatics –1, Arcana –1, Athletics –1, Bluff +2, Dungeoneering +5, Endurance –1, Intimidate +2, Nature +5, Perception +5, Stealth –1, Streetwise +2, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Human Racial Power: Heroic Effort
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Lance of Faith
Cleric Attack 1: Sacred Flame
Cleric Attack 1: Divine Glow
Cleric Attack 1: Beacon of Hope

FEATS
Level 1: Combat Medic
Level 1: Ritual Caster
Level 1: Human Perseverance

ITEMS
Ritual Book
Comprehend Language
Comrades' Succor
Chainmail x1
Adventurer's Kit
Morningstar x1
Javelin
Symbol of Divine Reach +1 x1
====== End ======


Bharash

====== Created Using Wizards of the Coast D&D Character Builder ======
Bharash, level 1
Dragonborn, Warlord (Marshal)
Build: Inspiring Warlord
Warlord Option: Combat Leader
Commanding Presence Option: Inspiring Presence
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Chevalier

FINAL ABILITY SCORES
STR 20, CON 11, DEX 10, INT 10, WIS 8, CHA 16

STARTING ABILITY SCORES
STR 18, CON 11, DEX 10, INT 10, WIS 8, CHA 14

AC: 17 Fort: 16 Ref: 11 Will: 14
HP: 32 Surges: 7 Surge Value: 8

TRAINED SKILLS
Athletics +9, Heal +4, History +7, Intimidate +10

UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Bluff +3, Diplomacy +3, Dungeoneering –1, Endurance –1, Insight –1, Nature –1, Perception –1, Religion +0, Stealth –1, Streetwise +3, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Dragonborn Racial Power: Dragon Breath
Warlord Feature: Inspiring Word
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Wolf Pack Tactics
Warlord Attack 1: Guarding Attack
Warlord Attack 1: Bastion of Defense

FEATS
Level 1: Heavy Blade Expertise

ITEMS
Chainmail x1
Adventurer's Kit
Javelin
Light Shield x1
Lifedrinker Longsword +1 x1
====== End ======


Harann

====== Created Using Wizards of the Coast D&D Character Builder ======
Harann, level 1
Dragonborn, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Acid
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Outlaw

FINAL ABILITY SCORES
STR 20, CON 11, DEX 10, INT 10, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 18, CON 11, DEX 10, INT 10, WIS 14, CHA 8

AC: 17 Fort: 17 Ref: 10 Will: 12
HP: 35 Surges: 9 Surge Value: 8

TRAINED SKILLS
Athletics +10, Endurance +5, Intimidate +7

UNTRAINED SKILLS
Acrobatics +0, Arcana +0, Bluff +0, Diplomacy +0, Dungeoneering +2, Heal +2, History +2, Insight +2, Nature +2, Perception +2, Religion +0, Stealth +0, Streetwise +0, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Dragonborn Racial Power: Dragon Breath
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Tide of Iron
Fighter Attack 1: Steel Serpent Strike
Fighter Attack 1: Villain's Menace

FEATS
Level 1: Heavy Blade Expertise

ITEMS
Adventurer's Kit
Javelin
Scale Armor x1
Greatsword x1
====== End ======


Quarion

====== Created Using Wizards of the Coast D&D Character Builder ======
Quarion, level 1
Eladrin, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 10, CON 11, DEX 20, INT 12, WIS 8, CHA 14

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 8, CHA 14

AC: 17 Fort: 10 Ref: 17 Will: 13
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +10, Bluff +7, History +8, Perception +4, Stealth +10, Streetwise +7, Thievery +10

UNTRAINED SKILLS
Arcana +3, Athletics +0, Diplomacy +2, Dungeoneering –1, Endurance +0, Heal –1, Insight –1, Intimidate +2, Nature –1, Religion +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Eladrin Racial Power: Fey Step
Rogue Attack 1: Deft Strike
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Positioning Strike
Rogue Attack 1: Blinding Barrage

FEATS
Level 1: Backstabber

ITEMS
Adventurer's Kit
Leather Armor x1
Dagger x12
====== End ======


Varis

====== Created Using Wizards of the Coast D&D Character Builder ======
Varis, level 1
Elf, Ranger
Build: Archer Ranger
Harper Pin Option: Tymora's Luck
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Harper Agent

FINAL ABILITY SCORES
STR 10, CON 11, DEX 20, INT 10, WIS 16, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 14, CHA 8

AC: 18 Fort: 11 Ref: 16 Will: 13
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Athletics +4, Heal +8, Nature +10, Perception +10, Stealth +9

UNTRAINED SKILLS
Acrobatics +4, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +3, Endurance –1, History +0, Insight +3, Intimidate –1, Religion +0, Streetwise –1, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Nimble Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Evasive Strike
Ranger Attack 1: Split the Tree

FEATS
Defensive Mobility
Level 1: Bow Expertise

ITEMS
Adventurer's Kit
Harper Pin
Hide Armor x1
Longbow x1
Longsword
====== End ======
 
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Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

Session 1.


Encounter #1 The Shadowhaunt Mausoleum (Area 1.)
Encounter #6 in total for this group of adventurers.

[sblock=The Map]


The Map- apologies I couldn’t find a better copy of this.


Area 1. The Shadowhaunt Mausoleum​

[/sblock]

“Well?” Harann asks with a grunt.

The adventurers, being smart folk, have spent the last few hours visiting various contacts within the city, trying to find out anything they can about the Shadowhaunt Mausoleum, and discover if anything suspicious or odd has happened their recently.

Good call! And this was the kid’s idea- I forget who came up with it but in that wonderful way that kids have they arrived at this option. I think one of them pointed out that they’d not heard of this mausoleum before, not that they had heard of any mausoleums- they get in to character very quickly. I therefore required each of the guys to come up with the name and occupation of someone they knew in the city that they thought might be able to help them, and then went straight to roleplaying each of these encounters. They mostly fared well.

Bharash pipes up, “I went to see Constable Bozo, he works for the Guard too- and his family have lived in Fallcrest for generations, I remember him telling me when we were back at school together.”

The adventurers nod, Bharash goes on- “It’s funny, he said the crypt was the last resting place of the Kaius family- they were quite famous back in the days of the empire, like royalty. Bozo said that the family were killed in the Bloody Hand Orc attacks over a century past, all except the head of the household- a warlord who fought with the royal family, the Markelhay’s against the Orcs. He wasn’t in the city when his family was killed. Bozo went on to say that the warlord is supposed to haunt the mausoleum.”

The adventurers look ahead at the mausoleum, a little spooked.

“And?” Harann nods at Mr. Benn.

The priest smiles, and the speaks- “I visited the temples of the city, they told a similar story…” Mr. Benn nods at Bharash, the dragonborn nods back.

“However, they also said that the family were worshippers of Pelor, the god of light and Bahamut, the platinum dragon- they were a martial bunch; all warriors and warlords.” Mr. Benn finishes.

“Good.” Harann states, but Mr. Benn jumps in.

“That’s not all, an old priest at the temple of Erathis- Father Jedward, said that the tomb itself was guarded by mighty warriors!” Mr. Benn finishes, with a flourish.
“That can’t be…” Harann starts.
“Ghosts!” Quarion states.
“Ghoulies!” Harann adds.

We break for a minute of giggling at the mention of the word “Ghoulies”, I digress.

“Anyone else?” Harann asks.

“Stinky Pete.” Quarion states- to stares.

“I went to see Stinky Pete.” Quarion adds, a partial explanation.
“Who’s…” Bharash grunts.
“Oh. He’s a tramp, a vagrant- and a look out for the Shadowmen. Anyway he hangs around Tombwood sometimes, sleeps there sometimes- only he’s not been there recently.” Quarion adds.
“Why?” Varis asks.
“Said he saw three shady looking guys- two of them chunky looking, not human; they were carrying two large, and heavy looking, sacks. The other guy looked nasty- like he’d been in a fire. Anyway Pete decided he’d give the place a wide berth for a while.” Quarion finishes.

The guys look over at mausoleum, Harann nods, they wander over.

Quarion goes forward first, with Varis quickly following behind, the crypt is a stone affair, a large set of rusted metal doors lead in to the tomb, Quarion stops and points- “Tracks, three people, two very heavy- one much lighter tread; they go inside.”

The eladrin closes on the doors, checks them over and then nods back at the dragonborn, the pair lumber forward and push the metal portals open.

Within is an enclosed tomb, lit by guttering torches (odd?)- dotted with sarcophagi, six in total and a central raised section- an obelisk made of stone.

“Spread out! Check it out.” Harann whispers.

The adventurers spread out and investigate the place, two or three minutes later they reconvene to share their finds- the sarcophagi purport to hold the remains of family members- warlords and warriors all; each has a niche close by- in each niche a statue, either dedicated to Pelor or else Bahamut. The torches it turns out are magical, Quarion is certain- everburning and without heat or burning flame, the adventurers take three of these for future. Lastly, the central obelisk lists the names of the various Kaius family members deceased, tales of their heroics, prayers and kind words abound.

Varies however is suspicious, the elf can feel a breeze close to the obelisk, the elf suspects a secret entrance is somewhere close by.

At which Bharash suddenly spots something else, the dragonborn draws his sword, hovering over once side of the chamber is a ghostly figure, the adventurers are quickly to their feet, likewise with weapons drawn. They do not attack however.

The ghostly spirit is an old man, although armed and armoured for battle- his beard is long.

“Interlopers, beware. If you trespass you will not realise the wisdom of my words. From entry sinister, the way becomes clear when son follows sire.” The spirit speaks, but maintains its distance.

Bad Guys 250 XP Level 1 Encounter
Shadow Spirit Level 4 Lurker, or
Skill Challenge The Shadow Spirit’s Riddle- 250 XP reward.

[sblock=The Monster Manual]


[/sblock]

The guys quickly cotton on that this is a riddle for them to solve- and here’s the thing, they solve it; although it takes a little time.

“Say it again.” Harann shouts at the spirit, who huffs once, and then repeats his riddle.
“He said son.” Quarion states, “like sun- for Pelor… the statues.” The eladrin grins.

The adventurers examine the statues in the niches, and then wonder aloud what is being alluded to by the word ‘sire’ in the riddle. Eventually Mr. Benn comes to the rescue, after a little hint and a Religion check.
“Bahamut is the sire- he’s king of all of the dragons, hence he’s called sire.” The priest states.

“We need to arrange the statues- Bahamut, Pelor, Bahamut, Pelor and so on…” Varis states.

It’s as simple as that.

The adventurers set about their task, and when the last statue is placed in its niche there’s a grinding sound and one face of the great obelisk descends- a set of stairs lead down in to darkness.

The spirit begins to fade, but not before Harann has chance to speak.

“We’re sorry for your loss Mr. Kaius- your son. We’re searching for two young lads… they’ve been taken.” Harann looks suitably sorry.
“You don’t know where they are?” Mr. Benn adds.

The spirit looks forlorn, and then points to the stairs leading down.

“Take care little ones.” The spirit hisses and then disappears.

And that’s pretty much what happened, not the exact wording but close enough- Spider, the nearly five year old kid who plays Harann, apologises to the Shadow Spirit. I love it when this kind of stuff happens, when players just get in to it- even if it’s only for a moment.

250 XP Level 1 Encounter
Shadow Spirit Level 4 Lurker, or
Skill Challenge The Shadow Spirit’s Riddle- 250 XP reward.

Quarion, and then Varis, lead the adventurers on- down the stairs.

Comment: Lovely opening encounter, and so glad to see that in this section and the conversations previously, with the guy’s friends with info in Fallcrest, the kids just dived in to the role-play. I did voices for the various citizens, slightly comic at times, but it was a conversation between me and the player- first person. Still makes me smile remembering it.

And down they go…
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

Session 1.


Encounter #2 The Lower Tomb (Area 2.)
Encounter #7 in total for this group of adventurers.


[sblock=The Map]


The Map- apologies I couldn’t find a better copy of this.​

[/sblock]

Quarion sneaks down the stairs (with a ‘20’ on his Stealth check), the eladrin moves in to a corridor with intricately carved walls- the eladrin notes images of Bahamut and Pelor. Further down the corridor are a pair of sarcophagi, resting on the floor, both are open and… Quarion sniffs and smells the air- fish oil, it’s very strong- the chamber is illuminated by a pair of guttering lanterns. The smell however is too strong to just be coming from the lantern’s fuel

Quarion is a little unsure, however what he is sure about is that there’s something hidden behind the first sarcophagi, something big and ugly- crouched down, hidden- a big goblin of some sort (Quarion follows up his ‘20’ Stealth check with a ‘20’ Perception check).

The eladrin sneaks back to the stairs to tell his friends.

The adventures quickly realise that their enemies, they quickly figure that there are two sarcophagi therefore there are two enemies, the big guys Stinky Pete talked about previously, are too well protected. A decision is made, they’ll spot them and then shoot them, and so it proves, with a slight adjustment.

The adventurers move down the stairs en masse, the dragonborn decide to lure the bad guys out- the pair rush screaming down the corridor, one towards each of the sarcophagi. At which point two bow armed hulking hobgoblin mercenaries pop up from their hiding places, behind the sarcophagi of course…

Bad Guys 250 XP Level 1 Encounter
Hobgoblin Mercenary Level 2 Soldier x2.

[sblock=The Monster Manual]


[/sblock]

Which is the agreed signal for the other three adventurers to fire-

Quarion flings out a dagger and, catches the first goblinoid in its side, the creature bleeds and almost spills its bow, at which point two arrows thud in to the same creature’s chest- it staggers and thumps in to the wall of the corridor, somehow manages just to stay on its feet.

Mr. Benn’s javelin, aimed at the same miscreant, alas clatters wide, however the priest’s glare wilts the already fatally wounded goblinoid, the creature topples forward…

SPLOOSH

Into the liquid filled sarcophagi before it, soon after it stops thrashing and drowns.

Quarion dodges forward and flings out another dagger, alas the eladrin’s aim is off.

“Wait!” The eladrin suddenly shouts, he sniffs the air again- “Oil!” He screams.

But it’s too late, the remaining hobgoblin mercenary flings aside his bow, upends the sarcophagi before it, and reaches and grabs the lantern from the wall- it grins, and then dashes the throws the lantern with all his might at the now oil covered flagstones before it.

WHHHOOOMP

The oil ignites and flares, and flames, and burns- Mr. Benn and Quarion are caught in the blaze. The hobgoblin takes a step or two back, but not out of sight- Varis fires again catching the creature in the join between its shoulder and neck, blood spurts from the wound.

Bad Guys 450 XP Level 1 Encounter
Hobgoblin Mercenary Level 2 Soldier x2.
Trap Oil Filled Sarcophagus Level 1 Obstacle x2

Bharash shouts, “Come on- Mr. Benn in to action!” His Inspiring Words lift the priests spirits- his burns, and the lick of the flame, are momentarily forgotten.

The dragonborn warriors clamber over the other sarcophagi, containing the drowned hobgoblin, and then rush after the last enemy standing. The mercenary draws his longsword in the nick of time and keeps them both at bay.

Benn burns, slips slides and eventually emerges from the fire; his skin is crisped and charred in places (he’s down to 7 hit points). The priest mutters holy Healing Words and his pain departs, as his wounds disappear. Mr. Benn is not done however-

“You will pay for that you friendly fiend!” The priest cries and stares intently at the last mercenary, another Gaze of Defiance- the hobgoblin staggers just as Quarion dodges out of the flame- remarkably the eladrin is relatively unscathed. The rogue searches out and then flings yet another dagger, again he’s off target.

Two arrows fly out from Varis’s bow, the second no-more than scratches the hobgoblin, the first is way off target. Bharash breathes out a gout of flame, the hobgoblin staggers back trying to protect its face- it burns, the fish oil on its hands ignite.

It screams.

But not for long.

SCHLOOOOk!

Harann’s swaying Steel Serpent Strike decapitates the beast (with a critical hit for something like 25 points of damage- the creature only had 8 hit points left).

The fight is won.

450 XP Level 1 Encounter
Hobgoblin Mercenary Level 2 Soldier x2.
Trap Oil Filled Sarcophagus Level 1 Obstacle x2

Moments later, as the dragonborn are searching the mercenaries, and while Quarion and Varis are trying to extinguish the flames, the spirit of old man Kaius appears again. The ghostly figure stands next to the drowned hobgoblin, it points at the offending goblin.

“Honour them.” It states, and then fades to nothing.

“What?” Harann shouts, but the ghost is gone.
“Honour them?” Harann repeats, “what does he mean?”

The adventurers think a while, long enough for me to remind them about everything that’s in the chamber.

Bharash gets it.

“We bury them… or else stuff them in the sarcophagi.”

Which is exactly what happens, even taking the time to tip the full sarcophagi out, as they’re finishing the job Harann kicks at a stone in the wall, by accident, a small previously hidden panel flops open- within is a dusty, and ancient cobwebbed, flask.

The contents are quickly identified; it’s a magical potion of healing.

“Thank you.” Harann shouts at the spirit, wherever it may be.

With that, and in the usual order, the adventurers take a short rest and then move on, further in to the mausoleum.

Comment: Just really well done, surprisingly so even- although perhaps I shouldn’t be surprised. I know it may sound easy to any veteran’s reading this but I’ve DMed kids in games before and sometimes they just don’t seem to get it, so to see it working… great stuff.

This scenario is playing out much better than the Kobold Hall, the guys seem to be buying in to it more- is it because the people missing are kids, and they’re kids- playing adults. I’m not sure.

But it’s working.
 
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Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

Session 1.


Encounter #3 Cavern & Prison (Area 3.)
Encounter #8 in total for this group of adventurers.

[sblock=The Map]


The Map- apologies I couldn’t find a better copy of this.​

[/sblock]

Quarion leads the guys forward, in to a shadowy cavern- water drips from the ceiling and patches of fungi illuminate the chamber with an eerie glow. The chamber feels warm, and smells of fust and decay, the water in places has pooled on the floor; which looks slick.

The eladrin suddenly comes to a halt, directly ahead is a large alcove which seems to have been carved and shaped with pictographs and scrawling text, within the alcove is a massive iron-bound portal. An immense leering devil’s head is carved upon the door, it has glowing green eyes.

“Not good!” Quarion whispers back, the guys move closer but remain behind the eladrin, Bharash points- there’s another exit to the south east, another cavern passage.

“Which way?” Quarion whispers.
“The door.” Harann states, as if the answer is obvious.
“Passage.” Bharash states, equally certain, “the doors bound to be locked…”
“… and trapped!” Varis adds.
“And trapped.” Bharash confirms, “We should check the passage first- see where it goes, don’t want anything attacking us from the rear.”

We take another short break for giggling, and punning- someone said ‘rear’.

Moments later, after a vote (3-2 to Bharash), the guys head across the chamber to the passage exiting, and then following Quarion and then Varis head down the passage.

[sblock=The Map]


The guys head straight for chamber 4.​

[/sblock]

The passage opens in to a large flagged chamber, a ten foot high platform is situated in the middle of the chamber, its sides carved with cavorting, leering devils- the top of the platform seems to glow an eerie green colour. Stood atop the odd construction is a robed elf, with silver-white hair, and clade in thick robes- an elf, and he doesn’t look happy, Quarion is spotted, the elf glowers at the eladrin, the fey humanoid looks up from an huge tomb it is reading; it spots the adventurers, and flings down the book.

“Your blood will aid in my work, interlopers!” The elf screeches, as a quartet of skeleton warriors step out from behind the platform, drawing rusty longswords from tattered scabbards.

“Destroy!” Harann screams, by way of reply.

Bad Guys 550 XP Level 1 Encounter
Skeleton Trooper Level 1 Soldier x4
Elf Dark Mage- Helvec Level 3 Controller

[sblock=The Monster Manual]




[/sblock]

Bharasha and Harann are the first in to action, the dragonborn warriors charge in to the skeleton troopers hoping, together, they can keep them at bay. The pair lash out and two of the undead warriors are damaged badly, although not enough to keep them from attacking. Three of the skeletons attack Bharash, the first bull rushing the dragonborn and shoving him back; he’s cut twice and left staggering and bloodied.

Harann, meanwhile manages to fend off the last trooper.

Atop the platform the mad elf cavorts and dances, screaming foul words and making strange sounds, to no effect… we’ll see; the mage dodges a dagger flung by Quarion but is too slow to avoid Varis’ arrow, he winces and then screams.

“They come! THEY COME!”

Just a brief note to say at this point out of game I was told that two of the kids had to leave in an hour, therefore I decided to get nasty with this encounter, as you’ll see.

“Stand up to them!” Mr. Benn shouts, Healing Words and Bharash is refreshed.

Atop the platform the elf cackles and rocks back and forth, clutching at its sides, clearly amused at something.

“You puny mortals, cower before Helvec!”

At which point the far wall seems to shimmer slightly, stepping in to the chamber are a pair of armour clad, sword wielding, stone warlords- every step they take makes the ground shudder and shake.

Bad Guys 1050 XP Level 5 Encounter
Skeleton Trooper Level 1 Soldier x4
Elf Dark Mage- Helvec Level 3 Controller
Animated Statue Level 2 Elite Brute x2

[sblock=The Monster Manual]


[/sblock]

“Destroy them!” Helvec screams and points down at the adventurers.

Bharash unleashes a fan of flames from his maw scorching two of the skeleton warriors before him, and yet the undead menaces fight on, he cuts again with his longsword- wounds another, and yet still they attack.

Suddenly a cloud of buzzing biting flies and descends on to the mass of the adventurers, the foul creature’s bites seem to deliver some flesh rotting virus, or else necrosis, Helvec cackles some more as Varis, Quarion and Mr. Benn are all caught in his Flesh Rotting Cloud.

Haran screams again and spits out a stream of acid, his Dragon Breath, a skeleton staggers, while Helvec screams- taking a direct hit from the acid (Helvec takes a critical hit- although that’s only 7 points of damage). Harann continues to hack at the nearest trooper, although he readies himself, one of the animated statues is approaching.

Suddenly Quarion disappears, only to reappear less than an eye-blink later atop the platform, just behind Helves, the eladrin stabs the elf in the back, and in the process attempts to shove the fiend off the platform. The staggering mage circles his arms furiously at the very edge, and then… falls, only at the last moment to save himself and grab on to the ledge. Helvec quickly pulls himself back up- just in time for Quarion to dance forward and sink his dagger in the elf’s back.

“Noooooooooooooooooo!” Helvec screeches, and just hangs on.

Helvec is reduced from 30 hit points to 3 by Quarion’s two attacks.

Varis takes a step back, draws his bow and fires- his first arrow connects with a skeleton trooper’s skull, it shatters, the undead menace flops to the floor. The elf’s second arrow slams in to Helvec’s back, protrudes through the elf’s chest- as it stands.

“You’ll never get them back!” Helvec declares and then coughs up a slick of blood before plummeting off the platform- dead!

That was Varis’s Daily- Split The Tree in action there- 24 points of damage with both hits, slight over kill for Helvec.

The two animated warlord statues lurch forward, the ground shakes and streams of dirt and dust pour down from the ceiling, the stone warlords lash out with their swords- Bharash dodges once... twice, the stone blades tear chunks from the cavern wall.

Alas, for Bharash, the dragonborn’s sudden flurry of activity leaves him open to the skeleton trooper’s attacks, he’s hit twice and left staggering- clutching at his side. The warlord replies in kind, his blade shatters bone, and leaves one of the skeleton’s hobbling badly.

“May the LIGHT shine down- BANISH the DARKNESS!” Mr. Benn screams while brandishing his holy symbol before him. A burst of radiant energy surges from his holy implement, two of the skeletons are slammed against the nearest wall- both are further smashed, left staggering lurching wrecks; the third explodes on impact, destroyed by the holy blast.

“Not so fast!” Mr. Benn shouts again and suddenly one of the two remaining skeletons is engulfed in radiant flames, in seconds it is reduced to ash.

“To Victory!” Bharash shouts, somewhat prematurely perhaps, regardless the war cry causes his adrenalin to surge, they are Inspiring Words, the dragonborn forgets his wounds and launches himself at the last skeleton trooper left standing. His longsword connects with the undead creature’s skull- shatters it, the skeleton’s are dead.

Harann smashes his greatsword in to the nearest warlord statue, the greatblade hews a chunk of stone from the creature, they can win- they can destroy their animated foes. Buoyed by his success the dragon cuts again- and yet another hunk of stone flies, the statue is left hobbling almost unable to move.

“Come on! We can do this!” Harann shouts.

Up above Quarion selects his target, the fighting is going on beneath him, the eladrin aims for a moment and then flings a dagger down at the closest statue’s face, more of the stone chips away. Moments later two arrows thud and pockmark the same statue’s chest, the lurching animate staggers, almost tumbles, and then dragging one shattered leg smashes at Harann… and when the first attack misses- it does it again.

The dragonborn fighter doesn’t have time to react- she’s smashed in to the nearest wall, from which position she slides down until she is sitting on the floor, all the wind gone out of her, almost.

The warlord statue moves to step over Harann, to get to Mr. Benn and Varis in the back row, Harann is in no mood to let that happen, the fighter lashes out with his great blade, even from prone, the sword connects and smashes the statue’s left stone foot completely away, it flails and has to grab out at the wall to remain upright.

There’s a gap however, the second warlord statue stomps over Harann and straight at Varis, slashing with its stone sword, the elf ducks and dodges, somehow manages to emerge unscathed.

Mr. Benn scurries aside and then screams at the already badly damaged statue, “You disgrace your good name!” The dragonborn priest’s Gaze of Defiance causes the statue to flounder, it sinks to its knees, unsure of what follows next.

“For Pelor. For Bahamut. For the family Kaius!” Bharash’s Inspiring Words again elicit a surge of fresh energy, the fighter lashes out and smashes the head off the kneeling warlord statue’s shoulders- the stone body crashes to the floor and shatters.

“Huzzah!” Mr. Benn yells.

Everyone around the table stares hard at Alfie, who plays Mr. Benn- where did he go to come up with ‘Huzzah’, he’s only nine years old.

Harann scrambles to her feet, avoiding another swish of the last statue’s stone sword to do so, she smashes her sword and herself in to the statue, cracks stone, heaves, and shoves the thing back. The animate is struck by one of Quarion’s daggers, and one of Varis’s arrows- at the same moment, and yet still it lurches forward- flailing wildly.

Harann is light on her feet, she ducks, then jumps, then feints- avoids attack after attack.

“Contain IT!” Bharash hollers and dodges in to the fracas, he and Harann have the statue hemmed in, in the south east corner of the chamber.

“Hold the line.” He screams again and then attacks with a series of deft attacks, his Bastion of Defence (Daily), the other adventurers are momentarily caught up in the moment- we can do this, the collective thought. Bharash carves another chunk from the animated stone warlord, the thing staggers back, again his blade comes- and another chunk flies away.

Harann lashes out and down, smashes the thing back, the statue rocks as it thumps back hard in to the cavern wall, just in time to be hit by yet another of Quarion’s daggers.

It lurches back on to its feet, sways… staggers… and then is struck full force in the face by one of Varis’s arrows- the statue’s stone head shatters, it collapses and smashes hard in to the stone floor.

It does not rise.

1050 XP Level 5 Encounter
Skeleton Trooper Level 1 Soldier x4
Elf Dark Mage- Helvec Level 3 Controller
Animated Statue Level 2 Elite Brute x2

Harann grins.

Her smile spreads- to Bharash, jumps to Mr. Benn… and on.

The five adventurers stand around grinning- breathing hard, grimacing- hands clamped on fresh and bloody wounds.

“We did…” Mr. Benn begins.

The priest’s words are cut short, the entire chamber shudders- takes one giant step to the east, or so it seems, the adventurers flail and reach out for the walls of the chamber, or else each other- anything to brace themselves in the quake. Quarion somehow manages to stay atop the platform, although not for long, the eladrin quickly and safely clambers down- as soon as the tremor subsides.

“Search.” Harann states.
“Quickly.” Varis adds.

Thirty seconds later, and with only one shuddering interruption, a locked chest and Helvec’s staff have been grabbed up; the later has a chunk of polished amber in the tip.

Another tremor rocks the chamber.

Just a note to say that I am making attacks with the tremors on all PCs- every now and then, as and when I need, the first attack was +1 vs Reflex, the second a +2 vs Reflex, the third… you get it. At this point there’s no damage being done, hits knock a PC prone. Oh and the guys have only had time to spend one Healing Surge, they’ve not had a proper Short Rest.

“Come on!” Mr. Benn shouts, and rushes back out of the chamber.

The guys follow on at a dash.
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

Session 1.


Encounter #4 Cave-In (Area 3.)
Encounter #9 in total for this group of adventurers.

[sblock=The Map]


The Map- apologies I couldn’t find a better copy of this.​

[/sblock]

The guys rush in to the cavern chamber.

“The door!” Bharash screams, just as Mr. Benn and Varis are sent tumbling to their knees as another tremor strikes.
“It must be magical, or else…” The rest of Quarion’s sentence is cut off, the dragonborn warriors nod once at each other and then charge the portal- the pair slam in to the great iron-bound door (and Harann rolls a ‘20’). At that exact moment a much larger tremor strikes, the door is smashed completely off its hinges- it collapses in to the chamber beyond, the dragonborn follow it down to the floor, making a most undignified entrance.

“Help!”
“Please help us!”

In the centre of the chamber is a circle of runes, an opaque shimmering magical force field extends up from the runes forming a barrier, floor to ceiling- within are the two Stassi boys, there screams muffled by the barrier.

Alas the best Arcana skill in the party is Quarion, +3- time to improvise.

Quarion is quickly over to the circle, Varis comes over to help- Mr. Benn too. It takes a minute or so, all the time the young boys trapped within continue to plead, the effort ends as another, stronger, tremor causes the adventurers to stagger or else tumble over.

“Quickly…” Bharash screams.
“I can’t rush this…” Quarion states through gritted teeth.

The eladrin looks up, “It’s magical alright, I can’t…” The rogue shakes his head.

There’s a moment when no-one does anything, the adventurers rack their brains for another way, yet another tremor strikes- stronger again, all except Mr. Benn are knocked to the floor- even the kids inside the magical circle.

“I can save you…” The ghost of the ancient Kaius family warlord suddenly appears.

The spirit’s eyes gleam.

“I can save you…” It mutters again, and then makes eye contact with Quarion and mouths the words, “thank you”, as it strides in to the magical barrier.

There’s a brief flash, a disembodied scream, and the ghost- and the magical barrier, are gone.

“Save us!” One of the children pleads.

Bharash grabs up one of the boys, Harann the other- the adventurers run.

Bad Guys 150 XP Level 1 Encounter
Trap- Cave-In Level 3 Lurker Hazard

In to the cavern area, just as another tremor strikes- the other passage out of the chamber, which led to Helvec, suddenly collapses- smoke and flying dirt and debris spew out from the former opening. Mr. Benn is caught by a falling rock and left sprawled upon the floor- the two dragonborn deliberately move slower, stick to the outside of the chamber, and attempt to ensure the young lads come to no harm.

The adventurer’s race towards the corridor- Harann and Bharash suffer badly, both are hit by falling rocks; Varis is momentarily buried in dirt and stone- the chamber behind is collapsing in stages, the elf escapes just in time, nursing a broken arm.

They spill out in to the corridor in which they fought the Hobgoblins, Quarion is a way ahead- at the stairs in no time, screaming and pointing at the exit, in a panic.

“Run… Come on! RUN!”

Which is exactly what the other guys are trying to do; Mr. Benn and Varis get only half way down the passage when a section of ceiling collapses, the pair are smashed down, briefly, but manage to crawl out on the far side. The passage behind them is partially blocked (also Mr. Benn is on 8 hit points and Varis 12).

“Take him.” Bharash passes the first young lad through the gap, grabs the second from Harann and passes him through too.

Behind the dragonborn the passageway buckles and begins to collapse, at the stairs Quarion is suddenly flattened by a falling lintel- the stairs are still clear however (the eladrin takes a critical hit from Cave-In and is down to 3 hit points).

“Come on!” Quarion screams and then runs, Mr. Benn and Varis follow after, clutching the young lads; the priest stops on the stairs- puts the lad he’s carrying down- shoos him up the stairs and then turns back, drops to one knee- and prays.

Yep, that’s what Alfie (who plays Mr. Benn) said and did- he figured it would give the two dragonborn a bonus to their chance to escape. He figured right.

For a second nothing happens save the obvious chaos- falling masonry, great curtains of dust and dirt, splitting and cracking stones sending sharp fragments to ricochet around the passage, and mixed in with the hub-bub the mumble of Mr. Benn’s fervent prayer.

Harann, and then Bharash slither through the gap.

The pair clatter down in to the dirt before the priest, clamber to their feet- caked in dust and dirt, choking and half blind, but grinning.

Then…

Then the world stops.

WHUMP!

The entire mausoleum and all the underground passages collapse.

This was the end of the adventure, I thought I’d make it dramatic- to be honest even if I hit either of the dragonborn’s they were going to survive; neither of them were even bloodied at this stage. But if I hit Mr. Benn- he was gone. I told the players this, but I also told them that their fate was in their own hands, even if I hit them with my attack they could roll one check to escape in the nick of time.

And so…

WHUMP!

The entire complex collapses, stones rain down- tons of earth descend- the stairs buckle, twist and then seem to ripple and shatter. Bharash lurches forward- towards the light, Harann rushing to keep at his side. The pair slam in to Mr. Benn, their arms locked together- they grab up the priest and rush the collapsing, twisted, stairs.

Huge rocks smash in to their backs but deliver only glancing blows, the pair somehow manage to stay ahead of the fearsome tide.

The trio burst out of the mausoleum as it lurches, flounders and then finally collapses in upon itself.

It takes nearly twenty minutes for the dust to really clear, at which point the Fallcrest Guard, and Murgeddin, have already been on the scene for a good ten minutes.

They’re safe, and sound, and whole again.

The boys, soon after, are in their father’s arms.

150 XP Level 1 Encounter
Trap- Cave-In Level 3 Lurker Hazard

The guys retire to the Lucky Gnome Taphouse; Murgeddin, Quinn Stasi and the young lads in tow, a sea of smiles, and with a few tears shed. They drink- to slake their thrist and also to get the taste of dirt and masonry dust from their mouths.

The chest, rescued from Helvec’s chamber is unlocked by Quarion- a sacrificial dagger with ornate gold leaf covering (value 35gp) is discovered within, alongside a change of clothes, a fat pouch full of gold (211gp) and a dirty and old looking ritual book. The latter is investigated, it seems to detail some foul ceremony which requires human sacrifice, Mr. Benn grabs the thing and throws it in the fire.

Helvec’s staff proves not to be magical, however it is valuable with the polished amber at its tip (value 100gp). There’s plenty to sell- although no new magic, save the Healing Potion has been found on the adventure.

The evening ends in a hazy alcoholic fug, with the dragonborn’s taking it in turns to dance on the tables… Quinn pays for the drinks and meals all evening, the adventurers having decided to forgo their reward from the silversmith, as Harann explains- “that’s what Heroes do.”

Comment: Just to get them to the next level I took the scenario’s advice and dished out some extra quest rewards, I don’t usually do this because the guys seem to go up levels pretty quickly as is in 4e. My longest campaign before 4e lasted nearly three years, a 3e campaign in which the players goy up to level 15, playing for three to four hours once a week for approx. 40 sessions/year. I’ve played two longish 4e campaigns, the first saw the PCs reach level 13 or 14, with the same length of sessions and number of games/year, in only 18 months. The second longer campaign lasted only just over a year, but played almost every week, the PCs reached level 14. Sorry, off on a tangent, here are the PCs quest rewards-

Per PC-
Quest Reward- Rescue the Kids 100XP
Quest Reward- Destroy the Ritual book 20XP
Quest Reward- Kaius Warlord Ghost laid to rest 50XP
=170XP each.

Which is just enough XP for the PCs to advance to Level 2- huzzah!
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

The Book of the Dead.

PCs killed by Monsters & Traps etc.-

None

Monsters killed & Traps bested etc. by the PCs-

100 XP each
Quest Reward- Destroy the Ritual book
Skeleton Trooper Level 1 Soldier x4
Trap- Oil Filled Sarcophagus Level 1 Obstacle x2

125 XP each
Hobgoblin Mercenary Level 2 Soldier x2

150 XP each
Elf Dark Mage- Helvec Level 3 Controller
Trap- Cave-In Level 3 Lurker Hazard

250 XP each
Animated Warlord Statue Level 2 Elite Brute x2
Quest Reward- Kaius Warlord Ghost laid to rest
Skill Challenge- The Shadow Spirit’s Riddle- 250 XP reward

500 XP each
Quest Reward- Rescue the Kids
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

The Big Book of the Dead (for all adventures so far).

PCs killed by Monsters & Traps etc.-

None

Monsters killed & Traps bested etc. by the PCs-

25 XP each
Kobold Minion Level 1 Minion x4

100 XP each
Drake Spiretop Level 1 Skirmisher x1
Kobold Skirmisher Level 1 Skirmisher x6
Kobold Slinger Level 1 Artillery x6
Quest Reward- Destroy the Ritual book
Skeleton Trooper Level 1 Soldier x4
Trap- Dart Trap Level 1 Blaster x2
Trap- Oil Filled Sarcophagus Level 1 Obstacle x2
Trap- Skull-Skull Stone Level 1 Blaster x1

125 XP each
Drake Guard Level 2 Brute x2
Hobgoblin Mercenary Level 2 Soldier x2
Kobold Dragonshild Level 1 Soldier x2

150 XP each
Elf Dark Mage- Helvec Level 3 Controller
Kobold Wyrmpriest Level 3 Artillery x1
Trap- Cave-In Level 3 Lurker Hazard
Trap- Rolling Boulder Level 3 Blaster x1

250 XP each
Animated Warlord Statue Level 2 Elite Brute x2
Quest Reward- Kaius Warlord Ghost laid to rest
Skill Challenge- The Shadow Spirit’s Riddle- 250 XP reward

500 XP each
Quest Reward- Rescue the Kids

750 XP each
Dragon White Young Level 3 Solo Brute x1
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

The End.

The scenario was easy to play, no heavy thinking needed, the players have no problems with the basic rules of combat, we use cards for their various actions- at will powers et al, and cards for action points. The players are happy with this system, although I fear slightly when the guys each have a bunch of cards in their hands, it may take a little organising.

This adventure seems to go down really well with the guys, they got straight in to the idea of playing the heroes- and rescuing two lost kids was something they could really relate to, they really enjoyed this part of the plot, they really wanted to be part of this story, desperate to play the heroes.

I was over-joyed with the amount of role-play we got through in this session, the guys picking up info before heading to the adventure site, and then chatting with the ghost, and Helvec- and each other. It wasn’t so much the quantity, or indeed the quality- what I was so pleased to see was that all of the kids play their characters from a first person perspective. When Helvec shouted down and mocked the PCs from on high, they shouted stuff back- in character.

The five guys are sold on the game, about a week after this game had been played I received e-mails asking, some of them begging, to play again. This time the guys wanted to roll up their own PCs- they also wanted to start at level one again, with their own guys.

The scenario, while simple, seemed to find its ideal audience here- from a plot POV particularly; that and the memorable climax seemed to hook the players in big time, I remember whoops of joy as the last three players managed to scramble out of the collapsing tomb.

An absolute delight- easy to play, and a fantastic use of a three to four hours.

8.3/10
 

Goonalan

Legend
Supporter
Let's Play #7 Free RPG Day
Into The Shadowhaunt (Level 1)

The Characters now at Level 2- Scenario End.

Note the following have been recreated using D&D Character Builder and so are slightly different to the guys we played in game- themes were not in-game at the time, and I’m sure the PCs hit points were all lower. However for some strange reason I didn’t keep details- or at least complete character sheets for all of the PCs- therefore I’ve had to re-do them.


Mr. Benn

====== Created Using Wizards of the Coast D&D Character Builder ======
Benn, level 2
Human, Cleric (Templar)
Build: Devoted Cleric
Cleric Option: Healer's Lore
Human Power Selection Option: Heroic Effort
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 11, CON 10, DEX 10, INT 8, WIS 20, CHA 14

STARTING ABILITY SCORES
STR 11, CON 10, DEX 10, INT 8, WIS 18, CHA 14

AC: 17 Fort: 12 Ref: 12 Will: 19
HP: 37 Surges: 7 Surge Value: 9

TRAINED SKILLS
Diplomacy +8, Heal +11, History +5, Insight +11, Religion +5

UNTRAINED SKILLS
Acrobatics +0, Arcana +0, Athletics +0, Bluff +3, Dungeoneering +6, Endurance +0, Intimidate +3, Nature +6, Perception +6, Stealth +0, Streetwise +3, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Human Racial Power: Heroic Effort
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Invoker Attack 1: Divine Bolts
Cleric Attack 1: Lance of Faith
Cleric Attack 1: Sacred Flame
Cleric Attack 1: Divine Glow
Cleric Attack 1: Beacon of Hope
Cleric Utility 2: Shield of Faith

FEATS
Level 1: Acolyte of Divine Secrets
Level 1: Ritual Caster
Level 1: Human Perseverance
Level 2: Holy Symbol Expertise

ITEMS
Ritual Book
Comprehend Language
Comrades' Succor
Chainmail x1
Adventurer's Kit
Morningstar x1
Javelin
Symbol of Divine Reach +1 x1
====== End ======


Bharash

====== Created Using Wizards of the Coast D&D Character Builder ======
Bharash, level 2
Dragonborn, Warlord (Marshal)
Build: Inspiring Warlord
Warlord Option: Combat Leader
Commanding Presence Option: Inspiring Presence
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Chevalier

FINAL ABILITY SCORES
STR 20, CON 11, DEX 10, INT 10, WIS 8, CHA 16

STARTING ABILITY SCORES
STR 18, CON 11, DEX 10, INT 10, WIS 8, CHA 14

AC: 18 Fort: 17 Ref: 12 Will: 15
HP: 42 Surges: 7 Surge Value: 10

TRAINED SKILLS
Athletics +10, Heal +5, History +8, Intimidate +11

UNTRAINED SKILLS
Acrobatics +0, Arcana +1, Bluff +4, Diplomacy +4, Dungeoneering +0, Endurance +0, Insight +0, Nature +0, Perception +0, Religion +1, Stealth +0, Streetwise +4, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Dragonborn Racial Power: Dragon Breath
Warlord Feature: Inspiring Word
Warlord Attack 1: Viper's Strike
Warlord Attack 1: Wolf Pack Tactics
Warlord Attack 1: Guarding Attack
Warlord Attack 1: Bastion of Defense
Warlord Utility 2: Flash of Insight

FEATS
Level 1: Heavy Blade Expertise
Level 2: Toughness

ITEMS
Chainmail x1
Adventurer's Kit
Javelin
Light Shield x1
Lifedrinker Longsword +1 x1
====== End ======


Harann

====== Created Using Wizards of the Coast D&D Character Builder ======
Harann, level 2
Dragonborn, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Acid
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Outlaw

FINAL ABILITY SCORES
STR 20, CON 11, DEX 10, INT 10, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 18, CON 11, DEX 10, INT 10, WIS 14, CHA 8

AC: 18 Fort: 18 Ref: 11 Will: 13
HP: 41 Surges: 9 Surge Value: 10

TRAINED SKILLS
Athletics +11, Endurance +6, Intimidate +8

UNTRAINED SKILLS
Acrobatics +1, Arcana +1, Bluff +1, Diplomacy +1, Dungeoneering +3, Heal +3, History +3, Insight +3, Nature +3, Perception +3, Religion +1, Stealth +1, Streetwise +1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Dragonborn Racial Power: Dragon Breath
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Tide of Iron
Fighter Attack 1: Steel Serpent Strike
Fighter Attack 1: Villain's Menace
Fighter Utility 2: Snagging Grip

FEATS
Level 1: Heavy Blade Expertise
Level 2: Weapon Focus (Heavy Blade)

ITEMS
Adventurer's Kit
Javelin
Scale Armor x1
Greatsword x1
Potion of Healing
====== End ======


Quarion

====== Created Using Wizards of the Coast D&D Character Builder ======
Quarion, level 2
Eladrin, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 10, CON 11, DEX 20, INT 12, WIS 8, CHA 14

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 8, CHA 14

AC: 18 Fort: 11 Ref: 18 Will: 14
HP: 37 Surges: 6 Surge Value: 9

TRAINED SKILLS
Acrobatics +11, Bluff +8, History +9, Perception +5, Stealth +11, Streetwise +8, Thievery +11

UNTRAINED SKILLS
Arcana +4, Athletics +1, Diplomacy +3, Dungeoneering +0, Endurance +1, Heal +0, Insight +0, Intimidate +3, Nature +0, Religion +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Eladrin Racial Power: Fey Step
Rogue Attack 1: Deft Strike
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Positioning Strike
Rogue Attack 1: Blinding Barrage
Rogue Utility 2: Agile Footwork

FEATS
Level 1: Backstabber
Level 2: Light Blade Expertise

ITEMS
Adventurer's Kit
Leather Armor x1
Dagger x12
====== End ======


Varis

====== Created Using Wizards of the Coast D&D Character Builder ======
Varis, level 2
Elf, Ranger
Build: Archer Ranger
Harper Pin Option: Tymora's Luck
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Harper Agent

FINAL ABILITY SCORES
STR 10, CON 11, DEX 20, INT 10, WIS 16, CHA 8

STARTING ABILITY SCORES
STR 10, CON 11, DEX 18, INT 10, WIS 14, CHA 8

AC: 19 Fort: 12 Ref: 17 Will: 14
HP: 37 Surges: 6 Surge Value: 9

TRAINED SKILLS
Athletics +5, Heal +9, Nature +11, Perception +11, Stealth +10

UNTRAINED SKILLS
Acrobatics +5, Arcana +1, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, History +1, Insight +4, Intimidate +0, Religion +1, Streetwise +0, Thievery +5

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Elf Racial Power: Elven Accuracy
Hunter's Quarry Power: Hunter's Quarry
Ranger Attack 1: Nimble Strike
Ranger Attack 1: Twin Strike
Ranger Attack 1: Evasive Strike
Ranger Attack 1: Split the Tree
Ranger Utility 2: Invigorating Stride

FEATS
Defensive Mobility
Level 1: Bow Expertise
Level 2: Improved Initiative

ITEMS
Adventurer's Kit
Harper Pin
Hide Armor x1
Longbow x1
Longsword
====== End ======
 

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