Return to Ironstorm Mountain

-SIN-

First Post
Centuries ago dwarven prospectors found the mountain that would later become known as Ironstorm on the southern tip of a temperate east-west range. It was a veritable miner’s cornucopia rich in iron, nickel, silver, zinc and that rarest of metals – mithral. Veins of precious gemstones ran through her core like frozen streams, for the mountain was closely connected to the Elemental Plane of Earth. Planar and geological fluctuations between the two realms caused new deposits of ore to appear spontaneously within the mountain.

Now in the wintery peaks of the Ironstorm Mountain, with the Dwarves long gone, greed and old evils fight for domination....



A campaign for 4-6 players, of any race & class, though Dwarves will be preferred and it is they who shall benefit the most from the campaign - weapons and equipment wise, as well as actual character development, though others (races & classes) are most welcome. THE MOST IMPORTANT thing to me is a deep character description and background. I'm generous when it comes to goodies, gold and xp, and will certainly reward those who put in extra effort. I will be supplying maps, pictures and other 'handouts' too - maybe some complex enigmas you can take to work to try figuring out, nothing 'game-crunching', but as optional extras.

The basic story so far is that (for Dwarves) you were apart of, or decendant of the mass exodus from Ironstorm 300 years ago. Nearly 200 years ago the last king lead an expedition to try to reclaim Ironstorm and the wealth within. He and his retinue were never seen nor heard of again... You could be reletives of part of that expedition, and are now going to try to gain some closure on the matter. You could be a glory hunter, looking to reclaim the halls for yourself, crowning yourself king. Or something completely different. I leave it to you. BUT you will all be from different locales (I.E. the survivors of ISM split into smaller clans which are scattered throughout the realms) and will not know eachother until the game begins.

Starting Level: 6

Any class from anything (almost!). If you powerbuild I'll counter it with more deadlier enemies, so be warned.... Oh, and there's no restrictions on Multiclassing - AS long as yu can justify the change and make it at least slightly plausable. The one thing I ask is that psionics be left out - There'll be no room for 'Uri Gellar' on this trip!!

Evil alignment is not wholly banned, but try to avoid it, unless it really does 'fit' your character

ANY races, but Dwarves will be best suited for this game.

Wealth & Equipment is normal (as for lvl 6)

Stat generation: 32 points.

Books allowed:

All official books. If you want something else - Ask.

Any questions, post them on here.
If you're interested, post here.

Prospective players: (in progress)

Accepted Players: (in progress)

Dwarven Subraces: (in progress)

[sblock=Non-core Dwarven Feats]

Back-to-Back
[General]
You are skilled at fighting back-to-back with a trusted ally.
Prerequisite: Base attack bonus +1.
Benefit: When adjacent to any ally, you cannot be flanked unless your ally is also flanked. When adjacent to any ally who also has this feat, you gain a +1 dodge bonus to Armor Class and you cannot be flanked at all.
Special: A fighter may select Back-to-Back as one of his fighter bonus feats.

Boar's Charge
[General]
You plow through foes in combat with ease.
Prerequisite: Improved Overrun.
Benefit: You do not need to move before making an overrun attempt against an opponent, allowing you to take a 5-foot step into an opponent’s square. You can attempt to overrun creatures up to two size categories larger than you. Finally, the bonus on your Strength check to knock down foes increases to +6.
Normal: You can attempt an overrun as a standard action taken during your move.
Special: A fighter may select Boar’s Charge as one of his
fighter bonus feats.

Cleave Asunder
[General, Fighter]
You can cleave through metal as easily as flesh and bone.
Prerequisites: Cleave, Sunder
Benefit: If you use your Sunder feat to deal a weapon or object enough damage to destroy
it, you get an immediate, extra attack against another creature, weapon, or object within reach. Essentially, you may freely substitute “creature, weapon, or object” for the term “creature” as it appears in the description of the Cleave feat. If you also have the Great Cleave feat, you may make additional Cleave attempts for each creature, weapon, or object you drop.

Giant Killer
[General, Fighter]
You have mastered the techniques of fighting large creatures and slipping through their defenses.
Prerequisite: Combat Reflexes
Benefit: When fighting opponents at least two size categories larger than you, you negate the effects of any additional reach they may have. Against your character only, such creatures threaten only the squares adjacent to them.

Improved Rear Rank Fighting
[General, Fighter]
You have mastered fighting as part of a phalanx or spear hedge.
Prerequisites: Rear Rank Fighting
Benefit: When fighting in melee combat with a reach weapon, interposing creatures (friendly or otherwise) do not provide cover to enemies behind them.

Lock Shields
[General]
When working as part of a shield wall, you can lock shields with your companions for better defense against ranged attacks and area effect spells.
Prerequisite: Shield Wall.
Benefit: When you end your turn adjacent to an ally who also has the Lock Shields feat and you are both using a light or heavier shield, you gain a +2 cover bonus to your AC. In any round in which you take the total defense action, this cover bonus increases to +4 (and adds to the +4 dodge bonus you gain for the total defense action) and you gain a +2 bonus on Reflex saves. If you are separated from your adjacent ally at any time during the round such as being pushed back by a bull rush attack), you immediately lose the benefits of this feat.
Special: A fighter may select Lock Shields as one of his fighter bonus feats.

Low to the Ground
[General]
You are difficult to trip, overrun, or push back.
Prerequisite: Str 13.
Benefit: You gain a +4 bonus on ability checks made to resist being bull rushed, overrun, or tripped when standing on the ground. This feat stacks with the +4 bonus a dwarf gains for his racial stability.

Protected Archery
[General]
You are skilled at fighting alongside other warriors, and are able to make ranged attacks safely when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Point Blank Shot.
Benefit: When adjacent to an ally with the Back-to-Back feat who wields a melee weapon, you do not provoke attacks of opportunity from any adjacent opponents when you make an attack with a ranged weapon.
Special: A fighter may select Protected Archery as one of his fighter bonus feats.

Protected Casting
[General]
You are skilled at fighting alongside other warriors, and are able to better focus your spellcasting when coordinating your actions with an ally.
Prerequisites: Back-to-Back, Combat Casting.
Benefit: When adjacent to an ally with the Back-to-Back feat, you gain a +4 circumstance bonus on Concentration checks made to cast spells while on the defensive. This bonus stacks with the bonus granted by the Combat Casting feat.

Rear Rank Fighting
[General, Fighter]
You are accustomed to fighting as part of a phalanx or spear hedge.
Prerequisites: base attack bonus +1 or higher
Benefit: When fighting in melee combat with a reach weapon, friendly interposing creatures do not provide cover to enemies behind them. Enemies continue to provide cover as normal.

Shield Bash
[General, Fighter]
You are able to use your shield to smash your opponents.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: When using the full attack action, you may make one additional attack with your shield (including a buckler, small, or large shield, but excluding a tower shield). This attack and all your regular attacks suffer a -2 penalty. After your attack, you lose the benefit of your shield until your next action.

Shield Parry
[General, Fighter]
You are skilled at using your shield to intercept and deflect incoming attacks.
Prerequisites: Shield proficiency, base attack +1 or higher
Benefit: Once per round, you may choose to parry a melee attack using your shield (including a buckler, small, or large shield, but excluding a tower shield). You must declare that you will parry before the attack roll is made. To parry, make an opposed melee attack roll against your opponent, adding your shield’s AC bonus (including its magical bonus, if any) to your roll. If you succeed, the attack fails. You lose the benefit of your shield until your next action.

Shield Rush
[General, Fighter]
Holding your shield before you, you rush into your opponent, pushing him back.
Prerequisites: Shield proficiency, Power Attack
Benefit: You may use your shield (small or large, but not a buckler or tower shield) when you perform a bull rush action. This action does not draw an attack of opportunity from thedefender, though it may draw an attack of opportunity from other foes nearby, and you do not receive your shield’s AC bonus against these attacks. You may add your shield’s AC bonus (including its magical bonus, if any) to your opposed Strength check. Regardless of the success of your bull rush, you lose the benefit of your shield until your next action.

Shield Wall
[General]
You are skilled at fighting next to allies using shields.
Prerequisite: Shield Proficiency.
Benefits: When you end your turn adjacent to an ally who also has the Shield Wall feat and you are both using a light or heavier shield, your shield’s bonus to AC increases by +2. If you are separated from your adjacent ally at any time during the round (such as being pushed back by a bull rush attack), you immediately lose the benefits of the Shield Wall feat.
Special: A fighter may select Shield Wall as one of his fighter bonus feats.

Stoic
[General]
You seldom reveal what you are thinking or feeling, making it easy to conceal your intent from others and resilient to magic that manipulates emotion.
Prerequisite: Wis 13.
Benefit: When another creature makes a Sense Motive check representing a hunch against you, the DC to get a sense from you increases by +10. In addition, you gain a +3 bonus on saving throws against enchantment (charm) spells and effects.

Tandem Fighting
[General]
You are skilled at fighting alongside other warriors, and you are more effective in combat when coordinating your attacks against a single opponent.
Prerequisite: Back-to-Back.
Benefit: When you are adjacent to an ally who also has the Tandem Fighting feat, you gain a +1 circumstance bonus on attack and damage rolls against foes you both threaten.
Special: A fighter may select Tandem Fighting as one of his fighter bonus feats.
[/sblock]
Non-core Dwarven Spells: (in progress)
 
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Hm, could be interesting. I'm thinking either a dwarven Crusader (if you'll allow ToB) or possibly a summoner cleric or malconvoker (if you'll allow the latter ;)).

Edit: Never mind, you added ECL and books while I was posting. :) Gimme a bit to decide which character I want to play and work up a backstory.
 

This seems interesting; I'm particularly intrigued with the hinted link to the elemental plane of earth. I'm toying with some ideas.

SIN, since you leave sourcebooks wide open, I just have to pitch the idea of playing an earth elemental PC from Savage Species. Would you be amenable to the idea?

Otherwise I might perhaps consider an earth based dwarven cleric/druid/summoner of some sort, perhaps dedicated to Dumathoin.
 
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I've been itching to play a dwarf again for awhile, probably a fighter going towards dwarven defender...I'll post something tonight
 

Okay, I'm going to go with a dwarven Cleric/Crusader/Ruby Knight Vindicator. I'd like to change the flavor a bit to be a worshipper of Moradin instead of Wee Jas if I can; if not it's no big deal, just let me know. The basic concept is a SWAT team/special forces kind of guy, who's used to cleaning up really ugly messes and getting into/out of extremely difficult situations.

[sblock=Background]
Goren Rockslide entered the priesthood of Moradin, like his mother and her father before her, at a young age, his faith as strong and steady as stone. After long years of study, prayer, and diligence, during which he displayed uncommon valor, discipline, and prowess with both divine and martial skills, he was selected to enter the Order of the Mithral Blade. The Order is a church arm devoted to the defense of dwarves in situations normal warriors and priests aren't equipped to handle; the order's unofficial nickname is the "Order of Last Hope".

The silver-axe sigil of the Order is not widely known; dwarves who do have cause to know what it means tend to have mixed feelings. On the one hand, the members of the order are skilled, determined dwarves, elite even within the church's martial membership, and thus excellent allies; on the other hand, the presence of a Mithral Blade on a mission also invariably means that the situation is very, very serious, which tends to have adverse effects on morale.

Goren himself is a hard worker, but a little taciturn and dour, with not much of a sense of humor. The members of the Order are no strangers to desperate situations, fearful enemies, and grim, bloody combat. Some of the things he's seen have scarred him, literally and figuratively, and he doesn't talk much about his missions unless you get a fair amount of black dwarven stout into him. He doesn't have many friends, although he has a lot of respect for anyone who's seen the same kind of things he has or with whom he's worked successfully.
[/sblock]

[sblock=Stats]
Dwarven Cleric 4/Crusader 1/Ruby Knight Vindicator 1

Alignment: LG
Height: 4'5"
Weight: 200lb
Languages: Dwarven, Common
Deity: Moradin
Domains: Earth/Good
Speed: 20

STR 17 (10 pts + 1 level) (+3)
DEX 12 (4 pts) (+1)
CON 14 (4 pts + 2 dwarf) (+2)
INT 10 (2 pts) (+0)
WIS 16 (10 pts) (+3)
CHA 8 (2 pts - 2 dwarf) (-1)

HP: 4d8 + 1d10 + 1d8 + 12 = 32 + 10 + 8 + 12 = 62
BAB: +5
Fort: +8 (6 base, 2 con)
Ref: +2 (1 base, 1 dex)
Will: +9 (6 base, 3 wis)
Cleric CL: 4
Spells/Day: 5, 4+1, 3+1
Initiator Level: 5

AC: 20 (10 base, +9 armor, +1 dex), 22 with Shield of Faith
Armor: Max Dex +1, ACP -5
Flat-footed: 19, 21 w/ Shield of Faith
Touch: 11

Attacks:
Greataxe: +9 to hit, 1d12+5+1d6(electrical) damage, x3 crit, -1/+2 hit/dmg with PA
Warhammer: +8 to hit, 1d8+4 damage, x3 crit, -1/+1 hit/dmg with PA
Crossbow: +1 to hit, 1d8+1 damage, 19-20/x2 crit, range 80ft
Daggers (melee): +8 to hit, 1d4+3 damage, 19-20/x2 crit
Daggers (thrown): +1 to hit, 1d4+3 damage, 19-20/x2 crit, range 10ft

Special Abilities: Darkvision, Stonecunning, Weapon Familiarity, Stability, +2 to save vs. poison/spells/spell-like effects, +1 to hit orcs/goblinoids, +4 dodge to AC vs giant types, +2 to appraise stone/metal items +2 to craft stone/metal, Cleric Aura, Turn Undead (2x/day), Spontaneous Casting (Cure), turn air creatures as undead (total 3 + CHA mod), cast [good] spells at +1 CL, Steely Resolve (delayed damage pool: 5 points), Furious Counterstrike (+ to hit and damage equal to current delayed damage pool / 5, max +6)
Feats: Extra Turning, Divine Accuracy (standard action to expend a turn attempt in order to give all allies within 60' the ability to reroll miss chance 1 time/attack against incorporeal undead, lasts 1 minute), Power Attack, Extra Granted Maneuver
Skills (ranks paid for, not including bonuses): Heal 2, Hide (cc) 4, Intimidate 4, Knowledge (Religion) 8, Sense Motive 4
Proficiency: All simple weapons, all martial weapons, light/medium/heavy armor, all shields.

Maneuvers Known: 5 (Crusader's Strike [DS], Stone Bones [SD], Foehammer [DS], Mountain Hammer [SD], Shield Block [DS])
Stances Known: 2 (Martial Spirit [DS], Roots of the Mountain [SD])
Maneuvers Readied: 5 (Ready by praying for 5 minutes; 3 randomly available in 1st round, 1/round after, recover expended as withheld when all granted)

Spells Readied:
0: Detect Magic x2, Light, Resistance, Create Water
1: Bless, Divine Favor, Shield of Faith, Invest Light Protection (PHB2 115), Protection From Evil
2: Bull's Strength, Resist Energy, Mark of Judgement (PHB2 119), Aid

Starting Gold: 13,000GP
Equipment:
+1 Greataxe 2320gp, 12lb
Masterwork Warhammer 312gp, 5lb
Masterwork Light Crossbow 335gp, 4lb
20 crossbow bolts = 20gp, 2lb
2 Cold Iron Daggers 8gp, 2lb
+1 Full Plate 3800gp, 50lb
Lesser Iron Ward Diamond (Provides DR 3/- when applied to armor or shield, stacks with similar DR from other sources, inert for rest of day after absorbing 30 damage) 2000gp

10 Blessed Bandages 100gp
2 Healer's Kits 100gp
Ring of Sustenance 2500gp
Healer's Belt 750gp
2 scrolls of Lesser Restoration 300gp

Traveller's Clothing 1gp 5lb
Backpack 2gp 2lb
Belt Pouch 1gp 1/2lb
Bedroll 1sp 5lb
Flint and Steel 1gp -
3 full waterskins 3gp 12lb
10 days hard rations 5gp 10lb
Everburning torch 110gp 1lb
2 bottles fine brandy 10gp -
5 flasks acid 50gp 5lb
5 flasks alch. fire 100gp 5lb
100 feet silk rope 20gp 10lb
20 climbing pitons 2gp 10lb
Grappling hook 1gp 4lb
ink, pen, and paper 20gp
80 spare bolts 8gp 8lb

Holy Symbol of Moradin 1gp -

Total: 12880gp, 1sp
Left: 119gp, 9sp
[/sblock]

[sblock=Introduction]
Goren woke from another of his bad dreams. They'd always been bad, but worse of late, ever since he'd been sent to clear out that nest of demon-worshippers on his last mission. The children especially haunted him, the sounds of their voices, scraped too raw to scream any more, echoing in his sleep. He shook his head to clear it, and reached for the pitcher of ale he kept next to his bed in the temple barracks. He didn't bother with a mug, instead taking a long, slow draught directly from the pitcher.

Setting the pitcher back down, Goren rose from the hard bed, wincing slightly as a new, half-healed scar along his ribs stretched painfully. He pulled on a gray robe, the silver axe of his order embroidered on the breast, and left his room, not bothering with his boots. The stone was cold, hard, and comforting under his bare feet as he made his way down familiar corridors to the small temple reserved for members of the Order.

The candles were burning, but the small chapel was empty of other worshippers--no surprise, this deep into the night. Goren bowed his head, standing before the simple altar, and prayed to the All-Father.

"You are disturbed often, these last few nights, brother," came a soft voice. Goren turned his head to regard the Order's chaplain, a one-armed, retired Mithral Blade named Lansig.

Goren shrugged. "This isn't a job that lends itself to easy dreams," he rumbled.

"Aye, we all have our dark memories and darker fears. Yet of all your brethren, only you visit the chapel in the dark of every night you're here. What troubles you, Goren?"

"I don't truly know. I know I wasn't responsible for what happened, but I just can't get the things I've seen and heard out of my head."

Lansig nodded slowly. "Perhaps you are particularly sensitive to the injustices our work forces us to confront,"

he suggested. "Perhaps the All-Father sees some particular need for righteous fury in you, or has some plans he has not fully revealed."

Goren's eyebrows rose. "Not fully revealed, brother?"

Lansig smiled wryly. "You are not the only one who dreams, Goren, nor the only one who seeks guidance at strange hours. The All-Father touched my own sleep this night. A dwarf will arrive tomorrow, an emissary from the Rockhammer clan. They are gathering for another attempt to reclaim Ironstorm Mountain."

Goren let out a slow breath. "That would be something indeed." Lansig nodded.

"You are to accompany them." He held up a hand to forestall Goren's questions. "I know not why, brother, only that the Mithral Blades must be represented in this quest, and that you must be that representative. Perhaps beneath the Mountain your dreams will be made clear. May the All-Father guard your steps and your back, brother."

Lansig patted Goren on the shoulder as he turned and left the chapel, leaving Goren to stare at the altar for long minutes. Finally he bowed to the altar, giving silent thanks for the touch of Moradin, however lightly or indirectly, on his life.

The next morning, a Rockhammer did come. Goren was present while he presented the news to the Order Council--in fact, he was already packed, his backpack leaning against the wall and his great axe strapped to his back. They left before noon, headed towards the Rockhammer clan's home.
[/sblock]
 
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I am definitely interested. I plan to be a straight cleric or maybe cleric fighter, the son of one the leader of the last expedition looking to bring honor back to our family name. That being said are you using core gods or do you have your own Pantheon or what?
 

I am definitely interested.

-SIN- said:
Books allowed:

All official books. If you want something else - Ask

Too many choices, my head is about to explode!!! :D

I’ll go with a roguish character, covering most of that skill territory except for face-man duties. A couple of questions, could I use the skill tricks in complete scoundrel and how would you feel about a tiefling passing for human who would eventually take levels in the assassin PrC (this is only one of a few different ideas I have in mind so it is cool if the answer is no)?

I will get more detailed ideas up later when I am at home.
 


One of the games I was just about to start has abruptly ended, so I find I (still) have a game slot I'd like to fill. Since I got all hyped on the class for the other game, I'll be looking to create a Swift Hunter (UA Variant) Druid and trying to shove a dwarf into the mold. It should be...interesting. :D

Besides, I don't think I've ever seen a Dwarven Druid.
 
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