This is a Play By Posts 4th Edition Dungeons and Dragons campaign intended for five players starting at level one using a custom campaign setting and standard rules.
Game Info
During the game you must post at least once per day on weekdays, I'm willing to give leeway but if we're waiting on an important action from a character I will make it for the player.
We will be using
Mythweavers for character sheets and
Invisible Castle for dice rolling.
For character creation I'm allowing content from any 4E Wizards produced book(PHB1/2, Martial Power) but not from the D&D magazines. I should mention I only have the core books so be sure to give exact details on things from non-core books for my current benefit.
Characters are to be made using the Standard 22-Point Buy System with 100gp for starting equipment.
World Info
Shitty Map Action!(click for bigger version)
(when refering to time, the present is considered the start of the campaign game)
The Basics
Being the most populated continent in the world Evefront is a melting pot of various races populating the land. The environment like the residents is also filled with variety with the the icey peaks of the Northern Mountains, the temperate forests within the territories of Mandrith and Vlax, the flat plains of Tremas and Thazal, the various jungles and swamps within Crimos, and the deadly Szathza Desert.
One thing that has always been constant within Evefront is conflict stretching back almost a millennium to wars between the older races such as Elfs and Dwarfs for control of valuable lands. While few outright wars exist at the time of our adventures the various governments and races have a complex multi-polar power system with alliances and oppositions changing over time. Along with the possibility of an invading country the common person living in Evefront also must contend with more immediate dangers such as aggressive monsters who often see most of the races as either food or potential slaves. While some places are more safe than others such as Thazal with it's mighty guard and the Church of Bahamut others are primarily untamed wilderness only inhabited by the toughest of the tough.
For these two reasons Evefront is always in need of those who are able to rise above the common folk as true heroes. While adventurers will often have different reasons for putting their lives in danger, whether for the good of their god, the request of their leadership, out of their own kindness, or the allure of riches and fame, adventurers are always valued within this world.
Politics
Evefront is designated into nineteen different territories mostly based off political treaties and natural features. While most territories are controlled by one central government some governments have control over multiple territories. For example the Kingdom of Thazal has control of Thazal, Tremas, Mandrith, and Vlax. Some territories also have multiple governments battling for control within it's boarders such as Lothan. In most cases there is very little major warfare existing within Evefront except for specific cases. As described above Lothan is one of the most disputed pieces of land due to it's many natural resources and access to many trades routes. Also the Dwarfs of Krok and the Elves of Dermec are within a centuries old conflict that dates back to the original creation of these two governments.
One of the most important aspects of this world Is colonization. About 20 years ago a continent which for the most part had been unknown to many of the residents of Evefront has been discovered far east of Evefront across the massive Acernot Ocean. All of the major governments see this new land as a source of great new value both for resources and prestige. While there are many colonies within this new continent of Aleryntor much of it has not been explored and is still residence to many inhabitants who do not approve of this incursion.
In many ways Evefront is similar to Europe within it's colonial era with it's many regional disputes and multi-polar power system.
Adventure Info
The people have spoken we will be playing the
The Black Ops Adventure:The players as an established adventuring party are hired under the table by the Kingdom of Thazal in order to take out leaders or organizations which threaten the stability and their control of the region.
with a dash of
The Colonization Adventure:
If you like to join just post what adventure your most interested in and the character you'd like to play as(if you really want you can make separate characters for the adventures). I don't need a character sheet right away but if it is not present by the deadline you will not be considered. The deadline for character submissions will be
April 1st(Next Wednesday). I will be selecting which adventure I will be using on
March 28(this Saturday) so if there's an adventure you really want to do make a post before then. I'm doing it this way so people can modify or make their characters based on what adventure we end up playing.
Once April 1st rolls around I will be selecting 5 characters based on party balance, which characters looks interesting to me and possibly random choice.
Posts
I've had trouble with games in the past, however, so I'll understand if I'm not on the highest list of players-wanted. I'm most interested in the colonization scenario... I've always loved the adventure aspect of D&D, and I feel that's one of the things it can do best, wild adventure through dangerous and mysterious unexplored territory, with mystery and magic to be discovered. I've got any number of interesting characters I might like to submit, and I'll work some ideas up for you tomorrow.
Riff Pilgrim, Human Bard
Character Sheet
Concept
Background and other info
The bard is at home in a tavern behind a hand of cards, with ivory dice in his hands, or a stein of ale at his lips. Drink, music, women, and the clever proliferation of all three are what make up most of his nights.
Just when things seem to be going his way, Fate has a way of stepping in and fixing the dice--as if Riff hadn't done that already.
He constantly picks at his lute--never quite strumming a tune, but always creating half-sounds and almost-melodies that still somehow lift the spirit of nearby listeners.
"This is more like it," he thought. "I knew that brute wouldn't steer me wrong."
Earlier that week, Riff had a string of good fortune at a game of dice with a Half-Orc named Keldahr, but the poor sap's money ran dry. Riff went easy on him: partly because his dice were loaded--as they always were--and partly because he was feelingly exceptionally jovial that night. In exchange for Riff not introducing Keldahr's face to the tavern floor, he told the bard about a high-stakes poker game where he could really clean up. This was the stake he had been waiting for.
Riff sat down at vacant seat at one of the tables in the room--there were several. Throwing a bag of gold to the table's dealer, he was given several stacks of coloured chips.
"I hope you came ready to play, little man."
It was an enormous creature with speckled skin. Seated, he was nearly as tall as the other patrons walking to and fro around the tables.
"I wouldn't have come otherwise," he said nervously. "Deal me in."
The dealer cracked a quick smile as he dealt him a hand, but he retracted back to his usual, professional demeanour as soon as Riff noticed. The other players stared down at their hands without saying a word. Their eyes were fixed on their cards in front of them as if they were going to vanish into thin air. Only the towering Goliath looked up, staring at Riff under a jutting ridge of a brow.
"Something isn't right," thought Riff.
As he reached down to pull back his chair and excuse himself, it knocked against something solid. Looking back, he saw two more Goliaths towering over him, heads tucked awkwardly down to avoid scraping the ceiling of the dark room.
"Your debts precede you, bard," said the seated Goliath. "I don't think I have to explain what comes next."
Riff let out a tired sigh and reached into a lumpy sack beside his chair, pulling out an ornate wooden lute. The Goliaths laughed.
"What are you gonna do, sing us to death?" said one of the towering giants.
The bard stood up and smiled at the debt collectors.
"Not quite," he said, before he broke the wooden instrument across the face of the one blocking his escape.
As he ran through the back alleys, he made a mental note to remember to show that Half-Orc, Keldahr, a thing or two about loyalty.
Do you mind if I plop down a couple of characters to give you more options? I'm pretty much up for any role but leader, but I have a couple in mind that I want to play.
Would drow be a problem in this setting?
Are all of the standard races allowed?
I'm fine if you want to plop down multiple characters but if you can give them a ranking so I know which ones you want to play the most.
Also if it comes to it I think I could be able to mix the Black-Ops and Colonization themes together.
Oh yeah this. I should probably add that to the OP.
I should have a sheet up by tomorrow.
1. Human Primal Predator Druid. ( a controller/striker who can shift from beast to human form)
2. Deva Covenant of Wrath Invoker (a divine controller/striker)
3. Avenger (a divine striker/controller that specilizes in isolating one enemy at a time.)
4. Gensai Swordmage (a magic defender/controller)
Crovax.436 Steam: Crovaxan
Also, would the party be expected to be extra sneaky? I have a dwarf cleric rolled up from another D&D thread that I could use, but he has a Dex score of 8, which would be a hindrance to a covert group :P
where does the d12 sword with +3 proficiency bonus come from?
Adventurers vault pg. 9
Two-handed superior melee weapon
Damage: 1d12
Proficiency: +3
Range: -
Weight: 10 lb.
Price: 30 gp
Group: Heavy blade
Properties: High crit
I don't know what that means.
You taught me a word this morning. I had to look that up.
The power creep for 4e isn't too bad. The most ridiculously overpowered character I've ever made was using all PHB 1 stuff.
Seeing as my other non D&D game seems to have died out I'd love to run a Shaman. Will sort out details later.
GHOST BEAR!
Well its D12 vs D10 on the greatsword, average of +1 damage, just like any other feat :P
I've got two I'd be interested in playing...
#1: Name: Aelor Dunbar
Race: Human
Class: Fighter, Battlerager
Background & Info:
The son of a smith, Aelor Dunbar wasn't destined for great things. At age 12, he began assisting his father as an apprentice and by age 22, he was running the family shop. Their regular clients were the farmers and other craftsmen that populated their small village, though on occasion, they would be patronized by an adventurer looking for repair. Aelor certainly never considered his life to be dull or without merit, but as he met more and more adventurers, his interest in continuing work as a smith dwindled away. On his 25th birthday, the son of a smith packed his things, said goodbye to his family and departed his home in search of excitement and adventure.
#2: Name: Iome
Race: Human
Class: Wizard
Background & Info:
Wearing nothing fashionable or even well-tailored, Iome is as odd-looking as he is odd. Not even 50, yet sporting long, unkempt gray hair that stretches down past his shoulders, he is always seen standing slightly leaned forward, like a hunchback without a hunch. A wide nose supports his over-sized spectacles that, much like a magnifying glass would, enlarge his tiny green eyes to the size of the lenses. A long-sleeved faded baggy vest with a home-tailored pocket in the front hold his beloved gecko, Bumpkin, while many secrets bulge through his baggy pants' pockets.
Rough character Picture (not mine ofc)
Personality
Finnigan Wake
Manner
Finn delights in the various tricks that he can do with his nimble hands. He often attempts to dazzle a woman in a bar with slight of hand and simple magic tricks, though he's realized over time that this is much more useful to distract their suitors and nab some coins from their purses.
An art lover to the highest degree, Finn suffers from a tragedy of both having no idea what a beautiful piece of art is, and having no artistic abilities of his own. Not for lack of trying, of course.
Appearance
Finn's brown hair and brown eyes make despise wearing brown, feeling that it's "too much" and "no one would take him seriously" if he had so much of one colour. His leather armor has been dyed, badly by himself, into autumnal oranges and reds.
I'll have the myth-weaver sheet up in a bit, just gotta transfer it from the Insider builder to the website.
Edit: I can't seem to find painting supplies nor glue in the handbook, any idea what I would/should charge myself for them?
Oh man, I either want to stab you or hold you tenderly for the James Joyce reference. Whichever I choose, it will just keep going forever and ever.
I'm going to roll up a Dragonborn Paladin for this, I think. Will work on it later in the day, when I reinstall the Character Builder again.
C'mon tenderness....
But I've finished my sheet. Finnigan Wake
Posting it here and I'll edit it into my above reply so all my stuff is in one location.
Picture
Appearance
A young female dwarf with dirty brown braided hair. She looks upon the world with a sullen and taciturn expression. She wears simple leather garments with little adornment save the odd feather or fringe of fur. A blue tattoo across her face makes her dark eyes appear deeper and more hollowed than her age suggests they should be. She carries a simple short spear strapped to her back and a carved totem hangs at her side. The totem is made from dark wood wrapped with brown fur and is adorned with a number of animal claws hanging from thongs of leather.
Her spirit companion takes the form of a giant spectral bear, but only those who see her in combat will ever witness it.
Story
The spirits of the earth speak to Kilana through her dreams. Following her initial calling dream she abandoned her old life, left her home and travelled out into the wilderness for a year. How did she have any other choice? When she returned from her spirit quest she had forged a deep connection with the primal spirits of the world and been granted their protection as she serves their unfathomable agendas. She is now driven from place to place serving the cause of the spirits as they guide her. Her initial uprooting from her homestead and her wandering life style have both made it hard for her to trust and open up to others and yet to treasure what relationships she does manage to form with her travelling companions when she does let her guard down.
Currently the spirits of the land decree that she aid the King of Thazal and she has long since given up expecting to be given any reason why. For now she is merely happy to have found a group of adventuring companions whom she can truly call friends, although at the back of her mind is the constant fear that at any moment she may be called upon by her unseen masters to see to another task and have to abandon them.
Secretly she imagines convincing them to join her if such a call comes, but does not linger on such thoughts as she truly fears the conflict in her soul if she is forced to choose between her companions and the emotionless primal spirits that guide her.
Char Sheet
http://www.myth-weavers.com/sheetview.php?sheetid=116406
All the necessary Shaman details should be contained within.
Alane Alathun
Human Warlord fallen from the grace of the court, getting by via his sword and his tongue (Think Ben from Lost in chainmail)
Appearance:
Story:
****
Reel
Razorclaw Shifter Warden whom wanders the dark places that should not be walked.
Appearance:
Story:
Of his youth Reel has never spoken much, although the powers that he occasionally shows (The frost tinged breath, the slowness in which his enemies move at times) gives hints to the bargains he has possibly made with dark powers. The rumors of these dalliances are more usually than not put forth by his foes, those slight and weak people who do dally with the darkness. Cultists, kidnappers, doers of foul rites, all have learned to fear the flicker of movement at the corners of their vision. For what might have seemed to be only an illusion, could turn moments later into the choking grip of Reel's chain.
#1 Preference: Sothal, striker.
Drow Sorcerer with a lot of rage but a lot of patience.
#2 choice: Tanthal, controller.
Eladrin Wizard with a good soul. Somewhat scarred from time in the military, dabbles in the lute to sooth his demons.
Will edit this post with more details on the backgrounds later.
Sothal Appearance:
Sothal Background:
Suddenly, the murders stopped. Rumors abounded that the drow, The Reaper of (City), had been killed, had found peace, or had even found a god. The truth was simpler: he had found a clue... and he was moving to act on it. Not knowing whether his sister was alive or dead, but knowing one simple fact, Sothal slipped into the wilderness of the night.
Sothal is haunted by the hideous crimes he committed in the city, but in his heart he feels that he was right - he was killing evil men to protect the innocent, and the life of his sibling he weighs as for more valuable than the lives of the dockside scum he butchered.
DM can provide the city and the fact.
More to come...
Tanthal appearance:
Tanthal background:
Tanthal was part of several actions and formed fast friendships with the leadership of his section. As a mage, he reported to the captain and his lieutenants but was somewhat outside the normal rank structure, which allowed for easy fraternization with the officers. One dusky morning, his detachment caught up with what was thought to be a small organization of bandits who had been hounding the roadways through the forests to the west of the city. The truth, however, turned out to be much darker.
As they moved in to ambush the 'bandits', the ground broke apart beneath their feet, and foul abominations rose from the dirt. As men were torn limb from limb, a black robed figure with sunken eyes and broken, oozing skin strode into the melee. Tanthal desperately struck out with raining blows of force, but the creature regarded him, unfazed, and leered. Purple-black flames poured from its gaping mouth, drooling out onto the ground, and racing across the ground toward the broken survivors. Tanthal attempted to twist away, but the oily flames still clutched at his skin, and he descended into the maddening blackness of sickening pain.
Tanthal, alone out of over 100 men, was found as a survivor amidst a sea of corpses. Inexplicably, the cult had moved on immediately following the engagement, leaving Tanthal in a trancelike state, attempting to cope with his horrific injury.
To try to manage the pain, which was horrible and seemingly unending, and irreparable by clerical healing - a gift of the dark magic - he took up playing the lute, and instrument he had shown great aptitude for in scholam. His now clumsy left hand struggled to keep up with his previous skill, but he improved. He began with learning regimental ballads and laments, and then started obsessively studying songs of pain and comrades lost. There was no denying it, he was good. And he began, almost by accident, weaving his words with light magic. Patients from other wards started coming to hear him, and it was a sad day in the hospital when he was discharged.
As it stands now, his scars are as healed as they are going to get, and the pain is almost gone most of the time. Over time, Tanthal built up a sense of blame for himself not being faster or stronger and saving his comrades... so upon discharge, he set off on the road. In a sort of self-exile, he has decided he will travel and seek to atone for his failings. He is eager to please, and pained to play... but every evening whether he is alone or with company, he will break out his lute and play a sad song for his lost friends.
_____
The inn was empty, except for the innkeeper, his serving girl, a gruff man deep into the flagon, and the scarred elf-minstrel lounging by the hearth. The innkeeper was still and silent with a rag and mug in his hands. The girl was sitting on the floor, staring with red rimmed eyes, and the drunk was quietly sobbing. As the last ghostly notes died in the still air, the innkeeper took a sudden deep breath, and began cleaning the mug again. The girl slowly stood and whispered, "That was so sad... but so beautiful. I could listen to that all night, but I think my heart would break."
The eladrin smiled gently, carefully packing away his lute. "It was no more beautiful than my inspiration, " he said, inclining his head to her, paying the meaningless compliment.
It struck the right chord with her, as she almost gasped as she whispered, "What is your name?"
He regarded her with a gentle expression, and finished wrapping up the instrument.
He stood fully and sighed, "My name is Tanthal."
She looked into his eyes and stepped closer to him. Dangerously close - she was attractive, in her rough, human way, but he was not here for that. Not anymore. He let his face fall into an impassive mien. He could smell her perfume, coarse in his nostrils. She moved her face closer to his, but he brought up his unscarred hand, and laid it gently across her lips, restraining her more with force of will than with his feather-light touch. He had to leave, to keep moving.
"I am named Tanthal... but I am just a ghost."
He took his hand away, and slipped quietly out the door. The inn was left silent and darkened.
Out in the night, a cloaked figure strode softly into the forest.
Writing up the backgrounds for these guys got me pysched for both of them, so really, I don't have a preference for either. Whichever one fits, man, I would be happy to play.
Alan Tyne, Human Warlock of the Star Pact.
Background:
Tyne was, for most of his life, a low-level grifter and con artist. He subsisted on his wits and his charm, drifting from town to town relieving widows and greedy merchants of the burdens of wealth. He never really thought that he was doing any harm, really, but that was mostly because he never stuck around to deal with the recriminations, lawsuits and suicides that he left behind him.
A few months ago, Alan Tyne finally messed up. Too many people at a certain party knew him by too many different names, and once they compared notes they were all too willing to complain to the authorities.
As Alan sat in his cell he'd offered his soul to anyone -- anything -- that would listen. And something had. Alan Tyne had been drawn through the bars of his cell in a cloud of some nameless colour. The things he had seen, before being ignominiously dumped in that forest glade, had changed him. Gifts had been given. Promises had been... extracted. Payment to his new Lord would be required.
The old charm is still there, the old wit still sparkles, but now there is a desperate edge to it. Alan Tyne now follows the orders of a different Power.
Appearance:
also, warlord seems to be a hot class ITT.. ive got one cooking myself.. better roll up a defender to help my chances.
Oh how i love star pact
Yeah you can make a character using those racial stats.