Against the Keep! A DnD 4th Edition Campaign
“The Wyrmsmoke Mountains shook with the thunder of ten thousand screaming hobgoblin soldiers. From the phalanx emerged a single champion. One by one the tribes fell silent as the warlord rose up, blue scales gleaming along his shoulders, horns swept back from his head. A hundred bright yellow banners stood beneath him, each marked with a great red hand. He stood upon a precipice and raised his arms.
“I am Azarr Kul, Son of the Dragon!” the warlord bellowed. “Hear me! Tomorrow we march to war!”
—Excerpt from “The Red Hand of Doom” Vol. I
The prologue:
“The ancient fortress simply known as
'Vraath Keep’, had existed for as long as any of us in this land could even remember. As the many winters passed, the Keep had been swapped by many hands, organizations and empires throughout its history. It had even been brought to ruin, many a traveller passing by, not thinking its significance in the future to come. However, it was the latest owners that had plagued this land for well over a century. With its imposing walls, and resolute protectors, calling themselves the Diamond Guard, the Keep had resisted any attempts at assault, and had even unleashed small bands of brigands who viewed themselves as ‘heroes’ on the land from time to time. At best, these bandits were crushed, and at worst, they had remained unopposed, with the blood of our tribes and kin still dripping on their hands, and their deeds celebrated (even lauded) on the streets of villages and cities! And they dare call US savages?!
As if that wasn’t enough, these so called ‘civilized’ races, calling themselves ‘Men’, took our resources, lands and sacred grounds with little resistance. The scraps that were left, we had to fight amongst ourselves, reverting to the beasts they all considered us as! Outclassed and outnumbered by both Men and the other native tribes, every generation of our kin have suffered an unending cycle of growth, expansion, conquest, and eventual annihilation or dispersion. It seemed every forsaken race in this Vale would continue this bloody cycle for all eternity, with no one else but Men to prosper through the use of OUR resources and OUR blood.
It all seemed hopeless...
But... that all changed...
For you see, many full moons ago, a blazing crimson comet had streaked across the night sky; its bloody tail swathing through the stars like a blade across flesh, reaping them as it passed! Truly, a sign that change is to happen! As if that was not proof enough... our elders and shamans of every tribe in the land, was beset by a vision in their sleep.
In it, the tribes banded together, and waved our weapons, totems, heralds and standards over the crumbling remains of the once forsaken Keep, the corpses of the vanquished stacked on top of one another, with our chieftains the rightful rulers of the Keep! We chased all the invaders from our homeland, claimed the rest as slaves, and we would forever own these lands. The vision ended, as my Elder said, where a red hand had smeared itself across the bedrock, somewhere deep within the Wyrmsmoke Mountains. Truly, it was a sign that we had to work together and strike at Men, as well as their symbol of authority, and finally be rid of such beings!
Weeks after the vision, our chieftain took our tribe and made their way to the Wyrmsmoke Mountains, deep within the western mountains of the land. There, we had made the first Moot, a gathering place where all the tribes had assembled to discuss of a possible alliance and prepare our weapons for the eventual assault on the dreaded Keep!
It was the time for US to carve a legend of our own, and one that would be remembered as... the bloodiest of struggles in this land’s history!”
- Excerpt from a mouldy, old diary found in Elsir Vale, Author Unknown
Introduction:
This is a recruitment thread for a campaign of 4th edition of Dungeons and Dragons, for a party of six 1st level Monstrous PCs. That’s right! Who even wants to play one of those pansy-assed civilized races? Not us, that’s for sure!
Inspired by Denada’s (in)famous
thread, the premise is: What if the tables were turned in that adventure? Why not take the concept of the intrepid heroes facing off against a villain and his forces inside an impenetrable fortress, and reverse the roles? Therefore, instead of playing the clichéd Human, Dwarf, Elf (or insert whatevergenericfantasygoodraceonehasplayedadnauseum), why not apply that concept to the many monstrous races we as players have defeated, ridiculed and outright MURDERED for our own twisted amusement/benefit? I mean, an eye for an eye, am I right?
It’s time for the monsters to hog the spotlight! It’s time to show those filthy ‘high fantasy’ races why they should fear/respect you! It is time for you to take up arms, and go on on an adventure of your own, and beat these pansies at their own game! It’s time to leave a legacy for all of monster-kind!
This campaign will be different from the many ones I posted here in the forums, since its pretty much my 1st custom (or homebrewed) campaign I ever designed. This campaign is considered an unofficial sequel for the
Red Hand of Doom module released by Wizards in 2006.
Anyone may post an application, but
precedence will be given to
new as well as active members and players, especially players not currently involved in any other PbPs (2 PbPs are okay, but don’t expect to get picked if you’re playing in more than 2 PbP). If you fit any of these criteria, please say so in your application post.
The Particulars:Standard setup. This is a play by post game; character sheets on Myth-Weavers (if you already have a completed character sheet on Orokos, that’s fine too). Rolls on Invisible Castle (or once again, should IC throw a hissy fit, use of Orokos’s Dice roller is fine too). I, TiamatZ, will be the DM. PCs' minimum post requirement is the usual one per day. Habitual unexplained failures to post will result in your character being ejected from the campaign.
Party Order: Standard party structure: one of each role, with a fifth and sixth party member to be decided by the DM.
Please submit a level one character created with the 22 Point Buy system. Maximum submissions are one per person (so choose/design carefully).
Submission should include the standard stuff:
- A link to the sheet (Myth Weavers or Orokos)
- The character's name
- A picture of your character (optional; for token creation purposes)
- Personality traits, mannerisms and appearances.
- How did you acquire your chosen class?
- Details about your clan (Such as clan name, what quirks/habits/traditions does it have compared to any other tribe of the same race, what’s the name of your warchief/matriarch/leader etc.; This is to encourage some world building ,and get the players more involved)
- Your ties to the story so far (i.e. your current role in your respective clan/tribe/caste; see IC Background Motivation)
- The CB summary stuff.
- And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. PBP games you play (or DM) here.
IC background motivation:
This adventure begins as the many monstrous tribes of the region (for this campaign, it’s the Elsir Vale, which features prominently with the Red Hand of Doom and the 1st Scales of War adventure Path module) listen to their respective tribes’ Elder/Shaman, and (with their tribe) set off to the Moot (which is surprisingly held where the Red Hand has first gathered before their eventual invasion), hoping to covet an alliance with the many other tribes making their way there. Hopefully, once an alliance has been set, can battle preparations be made to invade the foreboding Keep that has terrorized the character’s family, friends and tribe for generations. The negotiations will be overseen by each of the tribes’ respective elder, acting as arbitrators of sorts and hoping to create an air of neutrality between the tribes. Make no mistake, even with the threat of the ominous Keep and its decadent forces, the native tribes of the Vale have been at each other’s throats for generations, warring for slaves, land, resources and more. Tensions are high, but with the portentous sign from the heavens and the elders’ visions, it looks like generations of conflict will soon end, hopefully creating an alliance against a common foe, and potential peace.
You should create characters that have good reason to be at the signing of the alliance. One might be the potential heir of the tribe’s elder or the tribe’s favored (or rivaled) champion and therefore their representative. You could be a simple soldier or grunt (or even an apprentice for a local shaman) following their chieftain and elder to the Moot, hoping to earn glory and fame in the ranks by defending the tribe’s representative... or maybe you are one of the many sons and/or daughters of one of the warchiefs attending.
Whatever your reason(s) to be there at the Moot, remember that D&D is a team-centric game, and that we are here to have fun, first and foremost. I am lax about alignment; there is no need to mark something on the sheet unless you want to. Evil characters are allowed on the condition that they have well thought-out background/goals and have a strong reason to work with a team (as well as knowing full well that the Keep is the real danger in the grand scheme of things), as well as reason to join up with the others. Therefore you’ll need ample reasons to travel together and face a common foe (in this case, the Keep and its denizens). So no backstabbing or acting like a jerk to stall the game for the other players.
For your character, pretty much any official DnD 4th edition material is acceptable (supplement books, Dragon articles, etc.), except with regards to the race (see Character Backgrounds and Feats section below). Be prepared to post technical info if I request it. In addition, we will implement the Inherent Bonus rules, as per the Dungeon Master’s Guide 2. Magic Items don’t play a large role with inherent bonuses (since inherent bonuses will help scale PCs, as well as having unenchanted masterwork armor available for purchase), but that doesn’t mean they don’t exist. They will just be much, much rarer.
Inherent Bonuses in a nutshell:
Attack and Damage: All characters gain a +1 bonus to attack rolls and damage rolls at 2nd, 7th, 11th, 17th, 22nd, and 27th level.
Defenses: All PCs gain a +1 bonus to AC, Fortitude, Reflex, and Will at 4th, 9th, 14th, 19th, 24th, and 29th level.
Deadline: Deadline is February 15th 18:00 PM (Early Evening; GMT+2 time). Expect the game to begin sometime in the following week (February 18th) or on the weekend if I catch a lucky break (February 16th).
Character Backgrounds and feats:[/U]
Races Allowed:
- Bugbear
- Bullywug
- Goblin
- Gnoll
- Half-Orc
- Hobgoblin
- Kenku
- Kobold
- Minotaur
- Orc
- Revenant (must choose a race from this list for his/her Past Life)
What? No Drow? What of Githyanki? Can we use Wilden or Shardminds? TELL US!
For this campaign, I’ve decided to stick to the many natural monstrous humanoids we’d normally see in the open countryside, mountains, caves and low leveled dungeons (basically Heroic tier monsters). So no creatures of the Underdark, Feywild, Shadowfell, Astral Sea etc. Basically, I’ve tried to stick it to creatures and monsters most adventurers would find in the material plane.
Classes available:
All classes are accepted (even the Shadow sources) except Hybrids. So go on! Make that Goblin Vampire, Bugbear Monk or Kenku Bard you so always wanted!
Backgrounds:
Only simple backgrounds may be used. Themes are acceptable. Though they may need re-flavoring to fit your monstrous character (e.g. I very much doubt a goblin or a gnoll would be accepted in the ranks of a Knights Hospitaler :P)
The adventure will take place in the Elsir Vale region, in the Points of Light setting. Other than the player’s handbooks (for your respective class), and Monster Manuals for your monster’s respective entry, no extra reading need be required. The only major event that has taken place within Elsir Vale, was the Red Hand of Doom incursion, which is considered canon (this IS a sequel after all!). Any god (including the evil ones) in the Point of Light setting is allowed if you’re a divine class.
Players have the current set-up: 100 gold pieces and a free feat from the following list (you'll still have to buy the adventurer's kit):
- Toughness
- Weapon/Implement Expertise (you can only choose one or the other)
- Weapon/Implement Focus (you can only choose one or the other)
- Superior Implement Training
- Proficiency with a Weapon (Martial Only)
- A Domain Feat of your chosen Deity (Divine Only)
- Superior Implement Training (Arcane Only)
- A Tribal Feat of your choice (Primal Only)
And lastly, a big thanks to all the posters here I messaged for advice and for suggestions. You’ve been a great help, and wish you all luck with your own campaigns and games here on the forums!
Posts
Elsir Vale:
Map of Elsir Vale:
Background:
Much of the Dawn Way was built by an ancient dwarven kingdom that spanned the Wyrmsmoke and Giantshield Mountains more than a thousand years ago. While their kingdom is long gone, their roads, bridges, and cisterns remain in use to this day. After the kingdom passed, the presence of various monsters and raiders kept traffic along the Dawn Way light for many years; few caravans dared the long and dangerous trek. Few humans lived in Elsir Vale during those years - only scattered settlements of druidic folk who tapped into the rich planar magic of the Vale. In the end, however, they left behind little more than grassy barrows and stone circles on the hilltops. About five hundred years ago, the nearby city of Rhest came to control the vale and a large swath of land north of the Giantshields as well. Soldiers from Rhest secured the roads all the way to Dennovar and beyond, creating a safe passage for trade. More and more traders traveled the Dawn Way, and the human kingdom of Rhestilor grew wealthy on the tariffs exacted from the passing merchants.
Under the kingdom's shield, the towns along the Dawn Way - Brindol, Dennovar, Talar, Terrelton, and the rest - grew up from tiny hamlets or lonely soldiers' posts to flourishing human settlements.
The kingdom of Rhestilor eventually collapsed under civil strife, monstrous incursions, and magical blights. Almost three hundred and fifty years ago, the city of Rhest was burned by a savage horde that descended swiftly from out of the Wyrmsmoke Mountains. Although the warriors of Rhestilor killed much of the horde, the city was abandoned and the already weakened kingdom broken. The locks and canals surrounding Rhest fell into disrepair, and the Blackfens Swamp swallowed the ruined city. In the years after the kingdom's fall, the towns of Elsir Vale came to look after themselves. Most of the local lords still held titles derived from the old kingdom of Rhestilor. While everyone knew that the kings of Rhestilor were long dead, no new realm arose in the Vale.
Places of Interest in the Elsir Vale:
Vraath Keep: Formerly a fortress held and manned by a powerful family of soldiers known as the Vraarhs, this keep survived the fall of Rhesrilor but later succumbed to a senseless feud with local forest giants. For many years the keep has stood in ruins. During the Red Hand of Doom invasion, it was here where the Diamond League discovered Azarr Kul’s plot. Since the Red Hand’s destruction, Frinda Radinos, a Half-Elven Cleric of Pelor and a Warlord of renowned tactics, rebuilt Vraath Keep and established the Diamond Guard (in honour of the former adventurer’s company name, The Diamond League). The Diamond Guard would become the central figures of authority within Elsir Vale in the coming decades, with the title Lord Commander being the highest position in their office (somewhat equivalent to a King in the Elsir Vale). Thanks to its strategic placement, Vraath Keep overlooks most of the southern trade routes, making it nearly impossible to stage raids on the cililised towns and cities of Elsir Vale.
Hammerfist Holds: The dwarves in the Wyvernwatch Mountains southeast of Brindol have a number of mining communities. None have more than a few hundred people working and living there, but the various mines are quick to come to each other’s aid. In total there are probably 2500 people in these villages, almost entirely dwarves. This is the area’s only source of raw stone and metal ore. The Ezdrahl Clan were the current leaders of the Hammerfist Holds, they have been the most prominent Dwarven Clan for many years. That is, until a few years ago. The Clan has barred Hammerfist Hold from the public (and fellow dwarves), and have since never answered any summons or calls from its neighbouring allies. No one knows what has happened within the Hold, and many are still concerned to this day as to what happened within...
Marth Forest: This dense wood is northeast of Brindol. The Tiri Kitor calls this forest home. These Elves & Eladrin are known to number over 1000, but no one can say for sure how many of them there are. These elusive people are known for their giant owl mounts and superior archery skills. After the events of the Red Hand of Doom, the Tiri Kitor withdrew within their forests, keeping company only to themselves. No one knows why they have become insular throughout this century, as anyone trespassing and not of elven descent is shot or killed on sight, and those who are accepted, never escape from the forest. Though hostile to outsiders, the Diamond Guard have not acted upon them, since the Tiri Kitor keep to themselves, and have not set foot out of their forest homes for nearly a century.
Southwood: This light forest stretches from Dauth to Prosser, south of Brindol. It’s been heavily hunted and thinned out. The greatest danger here is usually bandits in hiding. Occasionally, rumors spread about ghosts in the woods, but it’s usually proven to be bandit tricks and traps to scare off good folk. There was actually a ghost in the woods some 40 years ago that killed a number of people. Bandits or ghosts, most people travel through the woods during the day and in large groups.
The Witchwood: This forest lies west of Brindol, bordered on three sides by mountains or swamp. It is the largest forest in the area. This was once the forest where most wood and hunting goods came from. The Tiri Kitor have a presence here as well, and protect the forest with fanatical zeal. That which is not in control of the Tiri Kitor is still wild, and home to all manner of beasts. Roads and humanoid trails generally skirt the edges of the forest. Rumours suggest that creatures from the Blackfens have begun to wander into the Witchwood.
Drellin’s Ferry: This small town is THE river crossing for the Dawn Way (main east-west highway in the region). There once was a stone, dwarven bridge here hundreds of years ago, and was destroyed, but has recently been rebuilt after the Red Hand of Doom incursion. The former river ferry has since gone into disuse, as people and trading caravans now prefer the new bridge. The bridge is named Radinos’ Crossing, in honor of Frinda Radinos’ duty to protect the Vale.
Dennovar: The only other city of any significance in the region, Dennovar lies 100 miles east of Brindol on the Dawn Way. It too has an outer defensive wall of stone. Dennovar has its share of farm land, but it also sits on a huge lake, Lake Ern. Seafood and water related products are common trade goods from Dennovar. Dennovar hasn’t been attacked by anything significant in hundreds of years. In fact, several of the gates are in poor working order, despite the lessons learned by most of the Vale a century ago. A merchant council is the governing body, and often their nonaligned pursuits tend clash with the more militaristic ideals of the Diamond Guard.
Rhest: Once a prosperous city and center of the kingdom of Rhestilor, Rhest is now a half-drowned ruin slowly sinking into the Blackfens Swamp. At its peak, the surrounding lands were well tended fields with levies, irrigation systems, and were clear for miles. Centuries of erosion and lack of attention have turned the farmlands into swamp. Rice and soybean fields are now overgrown with twisted trees, poisonous vines, and are crawling with snakes, crocodiles, and worse. Civilized people abandoned the place long ago. The only intelligent beings there now are lizard folk, if you consider them intelligent.
Wyrmsmoke Mountains: Several volcanic peaks gave this rugged range of hills and low mountains its name; travelers who observed the plumes of ash and smoke that sometimes arose from the inner hills believed that a great red dragon was responsible for the fuming hills. The Wyrmsmokes are home to a number of goblin, hobgoblin, and bugbear tribes, who were once united under the banner of Azarr Kul, but to this day, still fight against one another.
Endless Plains: North of the mountains at the edge of Elsir Vale lies a great windblown sea of dry grass, stretching for hundreds of miles east, north, and west. The planes aren't truly featureless, the land has a fair amount of rise and fall, and low-lying creek beds choked with undergrowth and briars cut deep gullies through the grassland. Lonely strands of tall, hardy trees dot the savannah-land. Nomadic centaur, gnoll and savage human tribes roam the Endless plains.
Giantshield Mountains: Sheltering Elsir Vale from the harsh weather of the Endless Plains, the Giantshield Mountains are a low range of arid, well-weathered peaks. The northern slopes are barren, dry, and rocky, home to a variety of dangerous monsters, including tribes of kobolds and orcs. The southern slopes are a little more hospitable, covered in light pine forest and cut by the gorges of many small seasonal streams. A smattering of isolated farms and steadings hidden throughout the southwest portion of the range represent the last remnants of the druidic folk who once lived throughout the Vale.
The Thornwaste: South of the Wyrmsmoke Mountains lies a vast barren land known as the Thornwaste. A maze of broken hills, briar-choked ravines, and dry, dusty scrub land, these badlands give way t0 larger and larger stretches of true desert as one goes farther south and west. The Thornwaste has long been the haunt of lions, hieracosphinxes, and other hungry monsters. The ruins of a lost serpent-empire thousands of years old still lie hidden in this wasteland. The ruler of the Thornwaste, a druidic Lich known as the Ghostlord, resides there. Once coerced into fighting in the Red Hand of Doom invasion, the Ghostlord has since barred entry to his realm, isolating himself from the rest of the Vale. It is said that should the Vale be in dire threat that the Ghostlord shall return to aid the people.
The Westdeep Forest: Once a forest that contained several xenophobic tribes of wild elves, the elves were one of the first tribes to be purged systematically by the Diamond Guard. Since then, it’s been a haven for large insects and terrible beasts, including centipedes, venomous spiders and savage trolls...
History of the Red Hand of Doom:
Yet deep within the mountains lay hidden something that would spell doom - an ancient temple dedicated to Tiamat, the Queen of Evil Dragons. Built hundreds of years ago to serve as the hidden redoubt of a despicable cult of dragon worshipers, the temple was eventually cleansed by a band of heroes from the (former) human city of Rhest. For several centuries the complex lay empty. Then, a hundred and forty years ago, the young half-dragon hobgoblin warrior Azarr Kul discovered the abandoned temple and was awed by the teachings of Tiamat he read on the walls therein. He abandoned Maglubiyet, the traditional deity of his people, and dedicated himself to leading the rest of his nation to Tiamat's worship.
Over the next twenty years, Azarr Kul grew into a powerful warlord and a mighty priest of Tiamat. Early in his rise to power he struck up an alliance with his sire, the blue dragon Tyrgarun. Aided by this powerful ally, Azarr Kul converted his entire tribe into fanatical worshipers of Tiamat. He renamed the tribes that had fallen under his wing the Kulkor Zhul and began to lay his plans for conquest of Elsir Vale. Dedicating themselves to the Queen of Evil Dragons with the fanaticism of the recently converted, the members of the Kulkor Zhul grew strong, stronger than any Wyrmsmoke tribe before them. Adopting the standard of the Red Hand, an ancient symbol of Tiamat's cult, Azarr Kul created an elite caste of war priests, monks, and dragon-favored champions to lead the Kulkor Zhul. Eventually, Azarr Kul and his dragon-worshiping zealots destroyed the last opposition to his supremacy over the Wyrmsmoke tribes, slaughtering the Black Knife Goblins and the tribes allied to them in a ferocious onslaught. The survivors accepted his sovereignty and were absorbed into his realm.
Azarr Kul named his new kingdom Harg Kulkor, or "Land of the Dragon."
After a long season of rebuilding his strength, offering bribes to many of the intelligent monsters in the region, and cementing the power of his Red Hand war priests over the disparate tribes he ruled, Azarr Kul finally turned his attention to the lands beyond the Wyrmsmoke Mountains. What he saw whetted his ambition for power; no city or state within hundreds of miles could field an army as strong as his. The High Wyrmlord dreamed of carving out a hobgoblin empire stretching from the Sunset Sea to the Golden Plains - and the first step was to crush the human towns in Elsir Vale. The civilized folk of Elsir Vale, long used to avoiding the Wyrmsmoke Mountains, were completely unaware of the host marching upon them. Kul’s generals sent well trained scouts ahead to silence any that might alert the Vale to their approach.
But the Vale was not without its own skilled warriors. A band of adventurers who had traveled to Brindol from the Dwarven city of Overlook in search of treasure was exploring ruins at the base of the Wyrmsmoke Mountains. The former ruins itself that will become the future keep and fortress of this land, Vraath Keep. These adventurers, who would in time come to be known as the Diamond League, were alerted to the presence of the army by nothing more than sheer chance of happenstance. However, this simple bit of luck would in the end prove the savior of the Vale and all its peoples.
Realizing they could not simply fight an army by themselves, the members of the Diamond League set about delaying the army in any way possible. To that end, they destroyed the ancient dwarven bridge at Skull Gorge. Upon succeeding, they immediately headed for the nearby town of Drellin’s Ferry, raising the alarm and giving the people what time they could to prepare.
While the warnings of the Diamond League saved countless lives, and the destruction of the bridge slowed the advance of Azzar Kul’s host, no force in the Vale could stop it. While a few brave souls and bands of scattered soldiers managed to slow the army at a river or mountain pass, the host moved forward, bringing with it an inevitable doom.
During this time, the Diamond League proved themselves valiant defenders of the people. They led raids on the Red Hand supply lines, garnered allies from neighboring elven and dwarven settlements, and ruined more than a few of Azarr Kul's war plans. As time went on though, it was evident that not even the Diamond League could stop the advancing army. It spread through the eastern plains of the vale, right to the gates of Brindol. Members of the farm communities surrounding Brindol fled inside its walls for protection.
The walled city was the first real obstacle the army had faced. They laid siege to the town and wore down its defenses relentlessly. Large amounts of the population of Brindol fell defending the town’s walls, and countless more died of starvation and plague from the crowded conditions. It seemed that the folk of Brindol, and by extension, the Vale, were without hope.
Then, as if by a miracle, the army of Azzar Kul tore itself apart. For no reason the people of Brindol could immediately divine, the leaders of the army suddenly began fighting amongst themselves, vying for control of the host. The great army splintered, with large parts of its forces simply heading back to the Wyrmsmoke Mountains. In response, the forces that had rallied to the defence of the Vale quickly shifted to the offensive. Disjointed and surrounded, the goblinoid tribes were pursued, isolated, and crushed. The host of the Red Hand was no more.
Shortly thereafter, the Diamond League reappeared, prominently displaying the body of Azarr Kul. They had skirted around the main army and ventured all the way to the Fane of Tiamat in the heart of the Wyrmsmoke Mountains, and struck directly at Azzar Kul himself. With the charismatic leader of the Red Hand dead, the various factions and tribes that made up the Kulkor Zhul fought amongst themselves for supremacy and proved their own undoing.
Stories of these brave heroes and their unlikely deeds spread like wildfire, spurring the good people of the Vale to further action. The military forces, as meagre as they were, went on the hunt and killed thousands of the remaining goblinoids, crippling their numbers for a generation. Hunting down the more powerful members of Azzar Kul’s host themselves, the Diamond League defeated Tyrgarun the blue dragon, their third dragon kill in as many months.
The threat was over, but the damage inflicted by the armies of the Red Hand was significant, and it would take decades before life returned to normal. Even after a century, there are places in the Vale where the scars of war have not fully healed… outlying communities remain abandoned and dwarven outposts which once were manned by a few brave soldiers still lie in ruins.
And what of the Diamond League?
They worked alongside their neighbors and friends, restoring what they could, until finally, there was nothing left for them to do in the Vale. They were wealthy heroes, retired adventurers; middle aged now, some with families. Several of them settled down in the Vale and lived out their years in peace. Others would never settle down, and so they moved on in search of some new adventure in far off lands, never to return to Elsir Vale. One Frinda Radinos, leader of the Diamond League, lost her husband and son during the events of the invasion. Distraught, she sought to establish a new order within the Vale and vowed to bring peace to this land... no matter the cost. Rebuilding Vraath Keep as her headquarters, the woman soon sent forth her troops (now dubbed the Diamond Guard) to root out the many monstrous races of the Vale, and pledged that her descendents shall do the same, hoping to finally bring peace and stability to the Vale.
A century has passed since the fall of Azzar Kul and the dreaded Red Hand and in that time the Vale has enjoyed peace and prosperity. In time, the people spread back out into the shattered hamlets and farmsteads. Dwarven mining settlements in the foothills on the south end of the Vale expanded, and trade picked up. Soon, the town of Brindol became a bustling city of its own right, though it was still dwarfed by the neighboring city of Overlook.
Today, the war of the Red Hand is little more than a story told by old timers to frighten schoolchildren, a fading museum with an elderly caretaker, and a local holiday occasioned by picnics and revelry.
All is at peace. At least for now…
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Edit: Heh. Gub. Good times.
I'll try to throw something together tonight.
Here's a list to help you out:
Monster Manual 1:
Monster Manual 2:
Player's Handbook 2:
Player's Handbook 3:
Heroes of Shadow:
I'm in 2 other PbPs which is right at the stated limit, but I'd be happy to see any spot I try to fill go to another player who's in less. (or none)
Name: Thog
Thog's always had a speech problem and often comes across as dumb, even for an orc. The strangest thing is his attitude. The only way to describe it is good-natured, though some would call it naive. Those that try to take advantage of his "naive" nature often get put on the wrong end of a thumping. Of course, he is often far to trusting of his tribesmen and does get taken advantage of pretty often.
How did you acquire your chosen class? As is common, orc children are just as brutish and warlike as their parents. Thog's smiling nature seemed to mark him as doomed to die, yet he didn't. In fact, it often seemed like a punch to the nose invigorated him, and when he responded in kind it usually put the bully on his ass! It is a rare trick to take a cut with a smile, and Traken Snarlfang knew just how to use it. He began training Thog as a battlerager, capable to taking huge damage just to ask for more. Convinced the boy that war was a game, and Thog learned to love the game.
Details about your clan:
Clan Blackrock comes from the dry and volcanic area of the Wyrmsmoke mountains, yet have managed to eke out a settlement. They defend their rights to the two rivers that feed the Elsir River, putting them against the other goblin tribes. Yet, they came to be there because they had joined the ranks of the Red Hand of Doom, their shaman Grothtar Starsight being recruited by Azarr Kul himself. The old shaman had seen the swirls of fate and had pushed alliance so they could leave the Giantshield and reap the great spoils of war. And they served Azarr Kul mightily, burning and pillaging with abandon. When the day of Azarr Kul's death arrived, the tribe was at the walls of Brindol, and were almost ready to join the infighting. But Grothtar urged the unthinkable, the insane, and said all the tribe must retreat to the mountains. It took all the shaman's skill and cunning, but he brought the tribe back before the infighting became too great, avoiding the decimation received by the goblin races.
This history has left a strong impression on the Blackrock tribe, having learned through blood of others the value of cunning and solidarity. Had they fought for power instead of banding together, they would have been surly wiped out. For this reason, the tribe is one of the more organized of all orc tribes, often viewing strength of mind as a greater reason to lead than strength of steel. While they revere and celebrate their warriors and take pleasure in the death of their enimies, for the tribe proper leaders are often less warriors and more insightful. This is why the Blackrock tribe has, since the time of Grothtar, been ruled by a shaman or cleric, who leads a council of elders. Those able to gaze into the mists of fate are revered and their opinions given much more weight than other tribes. In Blackrock, they lead the people, instead of advising the leaders. Rathgar Boneseer is the current representative going to the Moot, disciple of the ruler Trognok Prayerstorm
Members are given first names, but last names are titles to be earned, bestowed upon the completion of some quest or great deed by the tribal elders.
Your ties to the story so far (i.e. your current role in your respective clan/tribe/caste: Thog is a simple soldier, but one who's loyalty is greater than any other in the tribe. It is because of this loyalty and obedience that he was brought to this great gathering. In the tribe, there are already mutterings that a warchief, not a shaman, should be leading the tribe to wipe out their enemies. With many eager to try and vye for power in such changing times, loyalty is a great commodity. Obedience as well, for tempers and old grudges will run high. Yet Trognok knows the lore of the Red Hand, and has seen the visions of Gurremesh. War will come, blood will spill, and it would be best to have a great combining of force to avoid the perils of the past.
And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. PBP games you play (or DM) here. Playing only 1 M&M game PBP at the moment, available to post once a day. Never played DnD 4th PBP before.
There was on offline character builder that got updated by the community, but that got C&Ded (Cease and Desist) by Wizards. Otherwise, you'll have to do it manually, and use Myth Weavers for your character sheet.
Its just that, the more a single person gets involved in more PbPs, the more they'll have on their plate than what they could handle.
Elemental Chaos, Plane of Fire, 1 year and 2 months before the Moot
"Where am I?" he croaked weakly, trying to pull himself to a sitting position but failing miserably. His muscles were on fire, his skin crackled and ripped when he moved, and his strength failed him. Every breath tasted like soot and he coughed more than anything. He could barely think straight and couldn't remember what had led him here.
I have brought you to this place to make you into my avatar, the bringer of flames. You will do as I command and the world shall tremble at my power. I shall act through you, and you will destroy all who stand in my way! Dilzix felt a surge of energy flow through his body and the pain finally subsided enough for him to form complex thoughts. He tried to recall who he was, what had happened to him, and why he was.. where ever he was. But nothing was there, his memory had been seared from his mind so that it no longer burdened him. He retained basic ideas such as his name, Dilzix, and that he was something called a goblin, but those meant little to him beyond being things that he happened to know.
Now go and learn to control the power I have given you! I will send my minion to contact you in one year! If you have not learned to fully control your powers, I will consume you and begin again! BEGONE!
I still can't control it, Dilzix thought silently as he looked beyond the ring of burnt ground to the battlefield around him. Goblin corpses lay strewn about with spears and swords and daggers impaled in them, the remnants of a fight between his clan and a rival clan that happened to be in his clan's warpath. He didn't see anyone else moving, which brought a pang of regret to the goblin. Not that he felt any kinship to his clan mates, but he needed to keep trying to harness the power he had been granted and needed more targets to practice on. They were all pathetic anyways.
Dilzix had convinced his latest clan's warchief that they needed to increase their territory and that taking over the rival's camps was the best way to do that. This was his third clan in the last two months since he had been given his powers and he wasn't very far on the path to full control over his gifts. And now that his clan had been completely wiped out in this last battle, he would be looking for a fourth clan to join and push to make war with others in the region. He needed more control, and the only way to get it was to use his fire as much as possible.
A column of flame erupted from the ground, sending goblins flying in all directions and igniting everything that wasn't rock in a ring around it. Goblins ran from the battlefield screaming and trailing fire that couldn't be extinguished no matter what they tried. One goblin stood in the center of the area, fire climbing up and down his arms and snaking up his legs to lick at his torso. He pulled a hand back as though to throw a spear and a large ball of fire formed in his hand, then launched it forward towards a group of those that were fleeing. The molten missile soared through the air and impacted on the back of one of the goblins and completely engulfed him. Tendrils of fire lanced out and speared the others around him, burning them from within.
Two sneaky goblins crept up behind the one on fire and raised their swords to strike the attacker down, but a wave of fire rushed out of the ground and consumed them in seconds. Dilzix looked over his shoulder, smoke leaking from his eyes and mouth, with his hair aflame, and exclaimed, "The Eye sees all! You are nothing before it's gaze!" Flames whipped over his body, tracing symbols and leaving smoking tattoos all over his arms and shoulders.
Finally the last living creature within a hundred yards, Dilzix snuffed out the fires still burning and looked around at the destruction he had caused to both clans that had been battling. I am close now, I won't be killed for my incompetence.
"So, you have learned control," a voice echoed from behind him, but Dilzix didn't turn around to look at whatever was talking to him. He didn't want to offend the messenger, just wanted to hear what he had to say and continue on the path laid before him: destruction and chaos. "There is a clan of goblins not far from here. You will join them. They will march to a gathering. You will champion this course of action. Your strength in battle will prove your worth to the chieftain. He will obey. You will obey."
A wave of warmth brushed over him with a soft popping sound. Finally Dilzix looked behind him, but there was nothing there. He had felt an evil presence, and he knew that whatever it was, it wanted complete obedience. Anything less and he would be dead. He didn't like being dead, so he'd do what it wanted.
A strike on an orc encampment caused heavy casualties to the clan, but it didn't end the clan completely thanks to the warchief's knack for strategy beyond "Stick'em with the pointy end!" Both the orcs and goblins agreed to a truce to avoid being completely killed off one way or another, and the truce had held for a few months. A shaman was admitted into the ranks of the Withering Skull goblins shortly before Dilzix would join. He pushed for the warchief to resume hostilities against the orcs, but the warchief ignored the shaman in favor of keeping his clan alive.
Dilzix's arrival changed that. The warchief was skeptical of the new goblin's powers until he sent him on his first raid against a rival clan of goblins. Dilzix wiped out the entire camp in moments, leaving no enemies alive for the rest of the raiding party to fight. After that, the warchief began planning the annihilation of the orc clan and made sure that Dilzix would lead the charge.
Dilzix agreed and once again successfully eliminated the creatures he was sent against. He didn't kill all of the orcs himself, however, realizing that if he had done so, the warchief would most likely start to fear him instead of just thinking of him as a weapon to point at his enemies.
Not long after the strike on the orc tribe, Dilzix heard from the shaman that he was trying to convince the warchief that he had seen a vision of a gathering of various tribes and clans deeper in the mountains. The warchief didn't want to just up and leave his territory and was steadfast against going. Dilzix knew that he had to push the warchief into going.
After many meetings with the warchief, Dilzix had finally convinced him that it was in the clan's best interest to attend the meeting that the shaman had seen in his visions. The clan would never have to worry about enemy adventurers coming upon the camps on the edge of the territory again, and the warchief could show off his clan's strength to all of the other tribes to prove that he wasn't someone to be messed with lightly. The plans were set for the clan to march a day later.
TL;DR summary
Current PBPs I'm in - the one in my sig, The Divine Future, just got started a couple days ago.
DnD 4e Knowledge - I've been my RL group's DM since just before 4e was released, and have been doing it ever since. I love the system and took my group from level 1 all the way to level 30. Started with kobolds and ended with gods.
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
Eeek, talk about busy
Take your time Snow, there's still 11 or so days left.
R*SC: BladeCruiser
Check out my GTAV-PC custom race tracks inspired by real life racing circuits!
Bonus points if it can transform into a bear... or a bug.... or why stop there?
http://www.youtube.com/watch?v=D41SBcq1wYk
I'd also accept a bug the size of a bear.
Ba Singh Se is weird.
Rhino beetle the size of a bear? It would fit with what I want fairly well, actually....
Let's see what we got so far:
Leaders:
Leaders, what leaders?
Controllers:
Dilzix Greatfire of the Withering Skull Clan, Goblin Flameburster (AKA Mage) (Slayer of Dreams) Post
Melee Strikers:
Empty as the void!
Range Strikers:
Nothing to see here!
Defenders:
Thog, Orc Battlerager Fighter of Clan Blackrock (zekebeau) Post
Only two so far ?
And only more or less a week to go
Wait a minute, wasn't Nerull slain and replaced by the Raven Queen? I'm certain there's a splatbook somewhere stating this (Edit: Its from the Manual of the Planes).
Edit: Then again, who's to say a part of his divine essence didn't go missing in the Astral Sea (or even hidden amongst the many mausoleums of the abandoned realm of Pluton [if the Manual of the Planes book is any indication of where Nerull originally ruled from]), and now longs for vengeance against the Raven Queen.
Sure, go for it! Any backgrounds and themes are legal, after all.
•Personality traits, mannerisms and appearances.
As the follower of a dead god of the dead, Grinik can be somber. This goblin will not be dancing around the fires of the moot.
He tends to be aggressively evangelistic. Anyone who is not a follower of Nerull should be. While he does not threaten or preach to the allies sent with him, he makes them aware that he believes they should follow Nerull. As to the enemies of the tribes, he will convert them or consign them to Nerull's vestige. Either suits his and his Master's purposes.
•How did you acquire your chosen class?
As he dreamed he was visited by a vestige of Nerull. The vestige told him of the death of Nerull and the truth of the item he'd found. It was a sacred symbol of a high priest of Nerull's cult. If he would spread the word of Nerull through the Material Plane, it was possible that the god of death could be reborn. With that the vestige imbued Grinik with all of it's power.
With each kill, Grinik consigns one more soul to the vestige's waiting embrace. With enough such kills, Nerull may rise again.
•Details about your clan (Such as clan name, what quirks/habits/traditions does it have compared to any other tribe of the same race, what’s the name of your warchief/matriarch/leader etc.; This is to encourage some world building ,and get the players more involved)
•Your ties to the story so far (i.e. your current role in your respective clan/tribe/caste; see IC Background Motivation).
•The CB summary stuff.
Grinik Skullborn, level 1
Goblin, Cleric (Warpriest)
Domain: Death Domain
Theologist (+2 to Religion)
Theme: Cultist
FINAL ABILITY SCORES
STR 12, CON 16, DEX 12, INT 12, WIS 18, CHA 8
STARTING ABILITY SCORES
STR 12, CON 16, DEX 10, INT 12, WIS 16, CHA 8
AC: 18 Fort: 14 Ref: 14 Will: 15
HP: 33 Surges: 10 Surge Value: 8
TRAINED SKILLS
Arcana +6, Heal +9, History +6, Religion +8
UNTRAINED SKILLS
Acrobatics –2, Athletics –2, Bluff +1, Diplomacy –1, Dungeoneering +4, Endurance +0, Insight +4, Intimidate –1, Nature +4, Perception +4, Stealth +0, Streetwise –1, Thievery –2
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Cultist Attack: Master's Eye
Goblin Utility: Goblin Tactics
Cleric Attack: Smite Undead
Cleric Utility: Healing Word
Cleric Utility 1: Stay the Hand of Death
Cleric Attack 1: Death's Shadow
Cleric Attack 1: Tenebrous Blessing
Cleric Utility 1: Eye of the Vulture
Cleric Attack 1: Inevitable Doom
Cleric Attack 1: Inflict Wounds
FEATS
Level 1: Devout Protector Expertise
Level 1: Toughness
ITEMS
Chainmail x1
Adventurer's Kit
Heavy Shield x1
Hand crossbow
Crossbow Bolts
Light mace x1
====== End ======
•And lastly, I want to know your availability to post here in the forums, as well as what DnD 4th ed. PBP games you play (or DM) here.
PSN: ChemENGR