Journey to the South — OOC
Posted: Sun Mar 30, 2014 7:22 pm
Character Creation Rules
System: 4e
Level 3
Stats: 25pt buy.
Race: Any published, refluffed as dwarf.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: 2500 gold to spend on anything you would like to bring, including all weapons, armor, food, rituals, etc. You will not be encountering any shops this game, at least not anytime even remotely early on, so what you bring to start is what you have for the trip.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Also, a bit counter-intuitively, you need not know common. Everyone should known Dwarven, and then as many other languages from the list of their choice equal to the number of additional languages they would normally be granted. Basically, for this campaign Dwarven is akin to Common, though Common is still a separate (and much more common) language in the overall setting.
Special Background/Build Guidelines
You were all hired by the Lord Andor to assist on this expedition to the south. You are not a rag-tag group or a band of unlikely heroes, but a highly specialized and skilled group of individuals chosen specifically for your unique talents, talents that would prove useful to a venture intent on establishing a fourth dwarven kingdom from the ground up. Keeping with this theme, there are two things you should especially keep in mind when creating your character:
1) Your character should have a skill, or set of skills, that would make them a boon to Andor's quest. This can be anything from being a master tracker and hunter to a skilled builder to one attuned to the spirits of the land. Whatever the skill, your character should be especially adept at it, and likely at least somewhat well-known. After all, you were hired for a reason, not just picked off the street.
2) A bit more of a meta request, everyone's characters should function well together as a group in combat. This means powers/feats/passive abilities and whatnot that are designed to work well together. This extends beyond just having the four major roles (striker, defender, leader, controller) covered; you should have all four of those represented, but they should be even more tailored to functioning together. This game will be harder than the Tulrisse campaign, so fighting effectively is essential. The wilderness is a harsh mistress.
Setting
It is the dwarven Kingdom of Garrund, the 86th year of the 4th era. Spring has just begun in the outside world, which means the venture you have been hired for is about to begin.
You enter a tavern, the same tavern you have met him in countless times before. His name is Lord Andor, and he is funding this venture. The lord has been observing a trend in Garrund for some time now, a trend thet he fears spells the end of this great kingdom's centuries of prosperity. As such, he has hired you and others to join him in a journey to the southern most reaches of the mountains, where you will settle a new dwarven kingdom under his rule.
Despite your past meetings with the ambitious nobleman, you have yet to meet the others who have been hired for the trek. You know they must be skilled at their trades because the task at hand is no easy one, but what trades have they? Who are these men that you will be making a new life - a new home - with? It seems you will find out soon enough, when you take your seat at Andor's table.
System: 4e
Level 3
Stats: 25pt buy.
Race: Any published, refluffed as dwarf.
Class: Any published.
Feats: Free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: 2500 gold to spend on anything you would like to bring, including all weapons, armor, food, rituals, etc. You will not be encountering any shops this game, at least not anytime even remotely early on, so what you bring to start is what you have for the trip.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard).
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: Yes
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Also, a bit counter-intuitively, you need not know common. Everyone should known Dwarven, and then as many other languages from the list of their choice equal to the number of additional languages they would normally be granted. Basically, for this campaign Dwarven is akin to Common, though Common is still a separate (and much more common) language in the overall setting.
- Languages
- [SHOW]
Special Background/Build Guidelines
You were all hired by the Lord Andor to assist on this expedition to the south. You are not a rag-tag group or a band of unlikely heroes, but a highly specialized and skilled group of individuals chosen specifically for your unique talents, talents that would prove useful to a venture intent on establishing a fourth dwarven kingdom from the ground up. Keeping with this theme, there are two things you should especially keep in mind when creating your character:
1) Your character should have a skill, or set of skills, that would make them a boon to Andor's quest. This can be anything from being a master tracker and hunter to a skilled builder to one attuned to the spirits of the land. Whatever the skill, your character should be especially adept at it, and likely at least somewhat well-known. After all, you were hired for a reason, not just picked off the street.
2) A bit more of a meta request, everyone's characters should function well together as a group in combat. This means powers/feats/passive abilities and whatnot that are designed to work well together. This extends beyond just having the four major roles (striker, defender, leader, controller) covered; you should have all four of those represented, but they should be even more tailored to functioning together. This game will be harder than the Tulrisse campaign, so fighting effectively is essential. The wilderness is a harsh mistress.
Setting
It is the dwarven Kingdom of Garrund, the 86th year of the 4th era. Spring has just begun in the outside world, which means the venture you have been hired for is about to begin.
You enter a tavern, the same tavern you have met him in countless times before. His name is Lord Andor, and he is funding this venture. The lord has been observing a trend in Garrund for some time now, a trend thet he fears spells the end of this great kingdom's centuries of prosperity. As such, he has hired you and others to join him in a journey to the southern most reaches of the mountains, where you will settle a new dwarven kingdom under his rule.
Despite your past meetings with the ambitious nobleman, you have yet to meet the others who have been hired for the trek. You know they must be skilled at their trades because the task at hand is no easy one, but what trades have they? Who are these men that you will be making a new life - a new home - with? It seems you will find out soon enough, when you take your seat at Andor's table.