[Recruiting (CLOSED)]Heroes of the Middle Reaches[4E : Wandering Star]

helium3

First Post
Disclaimer

I'll be upfront about this. When it comes to running a pbp game I'm a total noob. I haven't even participated in that many pbp games. None-the-less, I'd like to give pbp a try. So, consider yourself warned that if you do join up things may be a bit "rough" at first.

Wandering Star

This is the name I've given to the 4E homebrew setting I'm using for my tabletop gaming group. The pbp game would be in the same setting and would utilize all of the material that I've already put together for my tabletop players.

Everything that's relevant to the setting can be found at the Wandering Star website.

Game Details

This game would be a "straight from the books" 4E game for 4-6 players. Everyone would start at 1st level and in the town of Helen's Reach.

If you're interested in playing, download page one and two of the Campaign Handout on the website (my copy of Adobe Acrobat 9 has yet to arrive) and look them over. After that and if you're still interested, download and read the rest of the material.

If you have any questions, post them here and I'll try to answer them as soon as possible.

I'm just getting ready to head out on vacation and my internet availability will be spotty at best starting Friday, July 18th. Needless to say, I'm not planning to start this game until early in August.

If more people want to play than the 4-6 spots available, preference will go to the folks that have obviously read the material and are paying attention. :)

When the game starts, there'll be the usual IC and OOC threads.

There will probably be some sort of story hour, but how detailed it is really depends on how much free time I have once everything is said and done.

Dice rolls will need to be routed through Invisible Castle.

I'm not entirely sure how I'm gonna handle mapping. Encounter maps might be hosted on my website or maybe I'll just put them on photobucket. I don't really know for sure.

I think that covers all the basics. Let me know if I missed some important aspect of pbp that's usually provided in the recruitment thread.
 
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Heyas!
I've given a first read through...well done! It's great to see a developed Points of Light setting laid out. I need to print it off and read it a bit more closely to get a few concepts worked out in my head.

Are you interested in concept first, then sheet, or all at once?
 

Heyas!
I've given a first read through...well done! It's great to see a developed Points of Light setting laid out. I need to print it off and read it a bit more closely to get a few concepts worked out in my head.

Are you interested in concept first, then sheet, or all at once?

Concept first, I'd imagine. That way we're on the same sheet of music, so to speak.
 

Would be my first time using the 4E system and i guess this will be a good opportunity to learn to use it.

Im thinking on a Dwarf Cleric - Battle option.

Ground concept: A sailing cleric that has spent his whole adult live at sea, as a teenager he was part of a priest society of Melora the godess of the sea that believed in exalting themselves and praising their good trough battle and prayer. Tends to be a easy humor type laughing at the most common thing as farts and bad jokes about his beard he almost fall of his chair if someone trips in a tavern over a drunk sailor. The balance comes when someone talks about sea creatures and what Dorlar believes to be myths of the sea, he then get dead serious taking the stand of theres no such things as ghost ships, mermaids and giant squids that can swallow a entire ship.

Dorl Dungar had from a early age been taken up into the monk society as all child of his family, boys and girls where taken into the monk society as soon they where teenagers to form them into 'proper adults' as his father, grandfather and great grandfather always said.

Odd at it migh seem this family of dwarfs had been one of the dwarf families to settle on the surface after the 'borehole incident' and had since 75 years ago lived by a river poring into the sea near the town of Helen's Reach.

As a child he used most part o fhis time to play at the beaches grabbing crabs with the other child's with an adult watching them play. He was often allowed to accompany the adults onto the boats to learn how to sail and fish whit harpoons and trick the shoals of fish into their netts. The sea was a natural habitat for Dorl.

After long years of training with the priests Dorl had taken the job as a sailor/healer/defender of local pirates of the middel reaches. The ship he was working at 'singing fat lady' was a transport vessel carrying mostly wood, silks and canvas with olive oil between the different ports.

He ocationally stayed at port to visit his family, pray at temples or just having fun at the taverns gambling.

At some ocations Dorl feels a longing after love and would walk the streets thinking if he any day would be blessed to meet a maid that would fall in love in him accepting his adventurous lifestyle, someone that would drag him back to port more often then the lust of adventure at sea.


Dorl Sheet [in progress]
[sblock]
Dorl Dungar

Male Dwarf Cleric
Level 1
Unaligned
Representing Drowned Hero
Code:
Strength 	14	(+2)
Dexterity 	11	(+0)
Constitution 	14	(+2)
Intelligence 	10	(+0)
Wisdom      	17	(+3)
Charisma 	14	(+2)
Height: 4' 4"
Weight: 170 lb
Skin: Tan
Eyes: Light Brown
Hair: Red; Wavy; Thick Beard / Hirsute

Maximum Hit Points: 26

Bloodied: 13
Surge Value: 6
Surges / Day: 9 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: 1d20 +0 = + 0 [dexterity]
Base Strength Attack: 1d20 +2 = + 2 [strength]
Base Dexterity Attack: 1d20 +0 = + 0 [dexterity]
Base Constitution Attack: 1d20 +2 = + 2 [constitution]
Base Intelligence Attack: 1d20 +0 = + 0 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 3 [wisdom]
Base Charisma Attack: 1d20 +2 = + 2 [charisma]

Armor Class: 16 = 10 + 6 [chainmail]
Fortitude Defense: 12 = 10 + 2 [constitution]
Reflex Defense: 10 = 10
Will Defense: 15 = 10 + 2 [cleric] + 3 [wisdom]

Armor: Chainmail (40 lb)

Attacks:
Code:
      Unarmed Melee: 2 vs AC [+2 strength]; damage 1[W]=1d4+2 [strength]
      Javelins (x4): +4 vs AC [+2 strength] [+2 proficiency]; damage 1 W]=1d6+2 [strength] range 10/20 2 lb (Spear) Heavy throwable
      Thrown: Same as melee
      Mace: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Mace) Versatile
      Sickle: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d6+2 [strength] 2 lb (Light blade) Off-hand
      Spear: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d8+2 [strength] 6 lb (Spear) Versatile
      Morningstar: +4 vs AC [+2 strength] [+2 proficiency]; damage 1[W]=1d10+2 [strength] 8 lb (Mace)
      Crossbow: +2 vs AC [0 dexterity] [+2 proficiency]; damage 1[W]=1d8 range 15/30 4 lb (Crossbow) Load minor
      Turn Undead +3i [wisdom] vs will
      Priest's Shield +2w [strength] vs AC
      Sacred Flame +3i [wisdom] vs reflex
      Healing Strike +2w [strength] vs AC
      Guardian of Faith +3i [wisdom] vs fortitude
Base Saving Throw: d20 vs 10

Languages: Common; Dwarven;

Rituals Known:

Gentle Repose
Silence

Skills:

Acrobatics: -1 = 0 [dexterity] -1 [armor]
Arcana: +0 = 0 [intelligence]
Athletics: +1 = 2 [strength] -1 [armor]
Bluff: +2 = 2 [charisma]
Diplomacy: +7 = 2 [charisma] + 5 [class training]
Dungeoneering: +5 = 3 [wisdom] + 2 [Dwarf]
Endurance: +3 = 2 [constitution] + 2 [Dwarf] -1 [armor]
Heal: +8 = 3 [wisdom] + 5 [class training]
History: +0 = 0 [intelligence]
Insight: +8 = 3 [wisdom] + 5 [class training]
Intimidate: +2 = 2 [charisma]
Nature: +3 = 3 [wisdom]
Perception: +3 = 3 [wisdom]
Religion: +5 = 0 [intelligence] + 5 [class training]
Stealth: -1 = 0 [dexterity] -1 [armor]
Streetwise: +2 = 2 [charisma]
Thievery: -1 = 0 [dexterity] -1 [armor]

Feats:

Dwarven Weapon Training

At-Will:

Basic Melee Attack: By weapon, damage 1[W]+2 [strength]
Basic Ranged Attack: By weapon, damage 1[W]
Bull Rush: +2 [strength] vs fortitude
Grab: +2 [strength] vs reflex
Move grabbed target: +2 [strength] vs fortitude
Escape: -1 [acrobatics] vs reflex / +1 [athletics] vs fortitude
Priest's Shield [Level 1]
Sacred Flame [Level 1]


Encounter Powers:

Second Wind [minor action for dwarf]
Spend an Action Point [free action, not in surprise round]
Channel Divinity
Divine Fortune [free action]
Turn Undead
Healing Word [minor action, 2x/encounter, maximum 1x/round]
Healing Strike [Level 1]

Daily Powers:

Guardian of Faith [Level 1]

Dwarf

* +2 Constitution, +2 Wisdom (already included)
* Cast-Iron Stomach (+5 saves vs poison)
* Dwarven Resilience
* Dwarven Weapon Proficiency (throwing hammer, warhammer)
* Encumbred Speed
* Stand your Ground

Cleric

* Channel Divinity -- Divine Fortune
* Channel Divinity -- Turn Undead
* Healer's Lore
* Healing Word
* Ritual Casting [bonus feat, not listed above]



Dorl Dungar's Equipment:
Code:
Weapons / Armor / Shield (from above)
      Crossbow bolts (quiver of 20) x2
      Backpack
      Bedroll
      Blanket, winter x1
      Candle
      Case (for map or scroll)
      Everburning torch
      Firewood (1 day) x2
      Fishhook
      Fishing net
      Flint and steel
      Ink vial
      Ink pen
      Lantern (hooded)
      Manacles x1
      Oil flasks x2
      Paper sheets x10
      Pouch (belt) x1
      Rations (1 day) x10
      Rope (50', hempen) x1
      Signal whistle
      Signet ring
      Spyglass
      Sunrods x2
      Waterskins x1
      Healer kit
      Holy symbol (silver)
      Magnifying glass
      Musical instrument
      Ritual book x1
      Ritual components
Magic items:
Code:
       Weapon:
       Weapon:
       Weapon:
       Weapon:
       Armor:
       Shield:
       Arms:
       Feet:
       Hands:
       Head:
       Neck:
       Ring:
       Ring:
       Waist:


Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:
[/sblock]


-DH
 
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I took a look at your setting and might be interested joining this. Having taken part of quite a few pbp's I might also give you some little pointers in making it work more smoothly if you want, seeing as you said you're more new to this kind of gaming ;)

As for character I was thinking Dragonborn Fighter or Paladin. Ever since that Dragon article about Dragonborn came out, I've been wanting to try out one. But I'll read your setting material more before saying that in definite.
 
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Couple of questions, well more like couple of things I'd like to know more about:
There is mentions of The Lady and The Dragon and apparently they are important figures for dragonborn but there is very little about them.

And I'd also like to know more about the Glory Blades.
 


I'd be interested. I'll be away untill saturday though, so you might want to pick someone else.

I don't have a fleshed out concept yet, but I would like to try out a Wizard.
 

I made a temporary character sheet in my first post of this thread. Temporary as character creating guildlines hasnt been given out or confirmed. Anyways i think my character will end up looking something like that.

-DH
 

Couple of questions, well more like couple of things I'd like to know more about:
There is mentions of The Lady and The Dragon and apparently they are important figures for dragonborn but there is very little about them.

Heh heh.

What was supposed to be a quick response to your questions turned into a five page "historical account" of a specific event. I've attached the rough draft (only edited for errors found with a spelling and grammar checker) as a word document.

The Dragon is "Bright Scale", a wyrm of advanced age that is said to live within Bright Scale Mount at the eastern end of The Dragon's Isle. The Lady serves The Dragon and is herself served by the Dragonborn that live on said isle. What they're all about isn't very clear, but they do worship Bright Scale as the living embodiment of the divine retribution aspect of Bahamut.

Anyone who sets foot on The Dragon's Isle must choose to either swear the same oath or leave within three moons of choosing not to. Any other choice renders their lives forfeit. Dragonborn that have chosen not to swear the oath are scattered across the Middle Reaches and generally don't agree with the Dragonborn of the Dragon's Isle for a long list of historical reasons.

As for the Knights of the Glory Blade, in short they're an order of knights and paladins of any race that are dedicated to the destruction of the evil creatures of the Shadowfell. As such, they're mostly concentrated in Anju where they're constantly doing battle against the creatures that emerge from The Pit.

They've spread to the other towns of the Middle Reaches though and Helen's Reach has recently seen a new temple to Bahamut completed and dedicated. Originally, the order hails from regions closer to Old Nerath, the city that was once the heart of the Empire of Nerath.

The relationships between these two different Bahamuti sects and the two Dragonborn groups are intentionally complicated, murky and unclear. I'm trying to play up the aspect of PoL that allows for two religious groups that worship the same god to be very different from one another. Same goes for racial groups. Just because you have the same blood running through your veins or worship the same god doesn't mean you have exactly the same outlook and set of beliefs.
 

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