The End of the World - a D&D 4e Adventure
Armageddon was coming. Everybody knew it. Every sign, every star portended it. Every psychic foresaw it. Every experiment verified it. The gods above and the spirits of the dead below confirmed it. It was coming, and soon. Within two years, some said. Some scoffed at that. “Maybe someday, but never so soon.”, they said. Others denied it entirely, denied it with a mad fervor born of desperation. Some accepted it as part of a great, natural cycle. Others accepted it as a righteous judgment on a fallen world. Madness was everywhere, and spreading. Most, though, just wanted to know how to survive it.
The dwarves began sealing themselves in their great underground fortresses, each warded by a million million interlocking runes. Proof against anything, they believed. The Grand Coven of Pel sacrificed a thousand children to conjure a great gleaming dome over their city. Rumors say the childrens’ parents offered them willingly. Ester, the fey city, tore itself from the ground and floated into the clouds, while the island of Gnosis, home of the Grand Temple of Ioun, sank beneath the waves. Bodies washed ashore on the nearby coast for days. Whether something went wrong, who can say?
Strange, terrible rumors are everywhere. A village disappeared, or just its inhabitants. A distant town is overrun by cannibals, or else turned cannibal itself. A vast herd of steppe elk invaded a city in the south, goring and trampling everyone in sight before stampeding en masse into the river to drown. A sudden peace developed between two Houses that had been feuding for generations, each suddenly concerned with other things. War broke out between ancient allies over a dusty, forgotten relic rumored to command protective powers.
The Circle Wood fossilized overnight, every branch, every leaf turned hard as stone. The Palace of the Bey of Niidur was engulfed in an opaque mist, with just the Bey, his viziers, and his thousand wives inside. Those brave few who venture into the mist invariably stumble out days later, having encountered nothing at all within the dense fog. The Council of Minds announced a grand stratagem for saving their city of Nouia, but what it was will remain a mystery. The Cult of Rebirth seized the council and burned them on a great pyre as enemies of the Holy Apocalypse.
Here, in the vast human city of Tobruk, skepticism reigns. The Congress of Merchants issues regular proclamations that even if some great “disturbance” is coming, it’s not imminent and there are plans in place to ensure that the city’s inhabitants are protected in any case. The dwarves to the north are paying for grain with nearly its weight in silver, and the Congress is thrilled to accommodate them. Ships heavy with wheat and oats set out nearly every hour. The Midsummer Festival is entering its sixth week now, the Congress having announced its continuation yet again. Food and drink are free and abundant, and games with prizes of gold and silver are held nearly every night. Even the Cult seems to join in, singing songs of jubilation around their bonfires each dusk. Every night the city is consumed in a desperate frenzy of feasting and music and debauchery.
Every day the End of Days draws nearer.
This is a 4e D&D adventure in a setting based loosely on a setting from another roleplaying system. You don’t need any knowledge of that setting to get along fine here, though, as it’s mostly going to be a Points of Light type setting in its particulars (deities, races, etc.).
I’m looking for a party of 4-6 players, as follows:
Level 3, standard point buy, standard level 3 equipment and gold. (I.e. – a level 2, 3, and 4 magic item, and 520 gp)
PHB 1-3 + Eberron classes and races only.
No essentials, no themes. Other non-setting specific supplements (the “Power” books, dragon magazine) should be fine as a source for supplementary material (powers, feats, etc.).
Everybody gets Versatile Expertise for free.
I'm not really concerned about alignment, and I'm not going to make it a requirement that you even list it. I think everybody can and should play their characters with more complexity than just "good" or "evil" (and that's usually what happens anyway, whatever people write on their sheets). So long as you can manufacture a reason for your character to work with the group and keep the adventure moving forward, his heart of hearts can be as dark and twisted as you like.
Post in this thread with: a link to your character on orokos or myth-weavers; a picture; and a paragraph about appearance/mannerisms. Background will be up to you to develop and reveal IC, as you learn more about the setting.
One or two submissions per player.
This will be Play by Post, but if it’s feasible, I’d like to arrange periodic ‘game nights’ where we can knock out a bunch of material over a couple hours with everyone on-line (if it doesn’t work out like that, then it’ll just be standard PbP and I’ll expect roughly one post per day from each player).
I’m looking to start next week at the earliest, assuming sufficient interest. And assuming I can figure out Maptools before then.
Full disclosure: I’m a relatively inexperienced DM, and have never tried to run a game online. There is a better than even chance that the campaign will end in a hilarious TPK.
Korren - Warlord @SkyCaptain
Metzger - Paladin @The
Aspen - Warden @wildwood
Unkirk - Fighter @jcpillars
Mazda - Wizard @Aegis
Kaz - Rogue @razorwired
Dolo - Artificer (Anialos)
Jahl - Battlemind (Grog)
Saren -Monk (Z0re)
Damakos - Avenger (Anon the Felon)
I'll also contact people from the bench in the inevitable case of people disappearing during the campaign. If you're going to be away from the game for more than a couple of days, drop me a note. If someone disappears for more than, say, 5 days with no word, a piano will be dropped on their characters head. Gotta keep things moving. The end of the world waits for no man.