|
|
|
|
|
|
Posted: Fri Feb 06, 2015 5:51 pm
|
|
|
|
Hey everyone, this is a one-shot I've run before but never on here. It's pretty short but it actually ties into another, much larger, story, so I figured I'd take a shot at running it on here. If everyone likes it, I might run more campaigns from the story afterward.
I would prefer 4 players, but will accept up to 5 and will start it running as soon as I have 3. I expect players who join this game to be active. I would like to see at least one post per day with a minimum of at least a post from each person every couple days. For combat, you have 24 hours to take your turn, otherwise it will be skipped or your character will be controlled by me for that turn. If you have stuff going on IRL that prevents you from meeting these requirements, please let me know. [ Character Sheets ]
1] Revenge 2] Kuori 3] Gloom 4] Adrik Ducan 5] Hakka
[ Setting Information/Background ] Lupa is a small farming community located between the coast and a large dense forest known as the Tapana Woods. The town's chief exports are fruits from their numerous orchards and livestock from the surrounding ranches. The people here live simple, laid back lives in tune to the seasons of the year. They are also very superstitious and distrust the forest and the ocean. The townsfolk chiefly worship Pelor and have a church erected to him in the town square. The population is mostly human with the second largest group being dwarves. There is also a sizable community of halflings and a smattering of other races living throughout the town. People here are generally friendly to outsiders but tend to regard the more monstrous races of the world with suspicion.
[ Game Introduction/Plot ] Ranchers in the farming town of Lupa have begun to complain about cattle disappearing into the night. Strange happenings have also been reported at the outskirts of town. Townsfolk complain of strange noises in the night, similar to dozens of little knives being stabbed into the outsides of their homes. Those brave enough to venture out into darkness have found nothing, but in the following mornings small puncture marks have been found in the sides of these houses. Whispers have spread of a strange monster haunting the town. The fearful townsfolk have begun to dub it “The Beast of a Thousand Knives” and have offered up a bounty to anyone who can solve this mystery and put an end to the strange happenings in the town.
[ Character Creation ]
Available Sources: Anything official; if I can build it in the character builder it goes. Banned Resources: Nothing homebrew.
ECL: Characters begin at level 4. Wealth: One Lvl 5 item, one Lvl 4 item, one 1vl 3 item, 680gp Races: No Changelings, no Pixies—all other races are okay. Ability Scores: 20 point buy OR roll 4d6 and drop the lowest. If you choose to roll, you can attempt one re-roll if you don't like your first roll. At this point, you can't go back to using your first roll. If you're unhappy with your second roll result, you may use point buy instead. Alignments: No evil of any kind. Pantheon: Any non-evil. Backgrounds: Any. Themes: Any.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Feb 06, 2015 5:52 pm
|
|
|
|
====== Created Using Wizards of the Coast D&D Character Builder ====== Kuori, level 4 Goliath, Ranger Build: Hunter Ranger Fighting Style Option: Hunter Fighting Style Ranger Option: Prime Shot Goliath - Lightlost (+2 to Dungeoneering) Theme: Deep Delver
FINAL ABILITY SCORES STR 16, CON 11, DEX 17, INT 10, WIS 18, CHA 12
STARTING ABILITY SCORES STR 14, CON 11, DEX 16, INT 10, WIS 15, CHA 12
AC: 19 Fort: 17 Ref: 17 Will: 18 HP: 38 Surges: 6 Surge Value: 9
TRAINED SKILLS Athletics +12, Dungeoneering +15, Nature +13, Perception +11, Stealth +11
UNTRAINED SKILLS Acrobatics +4, Arcana +2, Bluff +3, Diplomacy +3, Endurance +1, Heal +6, History +2, Insight +6, Intimidate +3, Religion +2, Streetwise +3, Thievery +4
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Deep Delver Utility: Subterranean Survival Goliath Racial Power: Stone's Endurance Hunter's Quarry Power: Hunter's Quarry Ranger Attack: Rapid Shot Ranger Attack 1: Twin Strike Ranger Attack 1: Rapid Volley Ranger Attack 1: Split the Tree Ranger Utility 2: Oak Skin Ranger Attack 3: Thwarting Shot
FEATS Quick Draw Level 1: Markings of the Victor Level 2: Archery Mastery Level 4: Weapon Proficiency (Greatbow)
ITEMS Greatbow of Speed +1 x1 Sylvan Hide Armor +1 x1 Cloak of Distortion +1 x1 Boots of Stealth (heroic tier) x1 (Bought with gold) ====== End ======
Personality: Competitive, proud, immature and unforgiving.
Background: Kuori hails from a clan of Lightlost Goliaths, or subterranean Goliaths. Since age 13 she has been a hunter within the clan and takes great pride in the speed and precision with which she handles her greatbow. She also takes great pride in outperforming veterans and men her age. When not hunting Kuori can be found observing her future prey or reading about creatures others have encountered. When she turned 17 she left for the surface to see and fight these creatures herself.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Fri Feb 06, 2015 5:59 pm
|
|
|
|
----------------- Thava, level 4 Kapak Draconian, Ardent Build: Euphoric Ardent Ardent Mantle Option: Mantle of Clarity Dragonborn Racial Power Option: Dragon Breath Dragon Breath Key Ability: Dragon Breath Constitution Dragon Breath Damage Type: Dragon Breath Lightning Student of the Ninefold Path (+2 to Arcana) Theme: Sensate
FINAL ABILITY SCORES STR 14, CON 16, DEX 12, INT 9, WIS 16, CHA 18
STARTING ABILITY SCORES STR 13, CON 13, DEX 12, INT 9, WIS 16, CHA 16
AC: 19 Fort: 16 Ref: 13 Will: 17 HP: 43 Surges: 10 Surge Value: 10
TRAINED SKILLS Arcana +8, Bluff +11, Diplomacy +11, Insight +10, Intimidate +13
UNTRAINED SKILLS Acrobatics +2, Athletics +3, Dungeoneering +5, Endurance +4, Heal +5, History +3, Nature +5, Perception +6, Religion +1, Stealth +2, Streetwise +6, Thievery +2
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Dragonborn Racial Power: Dragon Breath Ardent Feature: Ardent Alacrity Ardent Feature: Ardent Surge Feat Attack: Bahamut's Shield Ardent Attack 1: Focusing Strike Ardent Attack 1: Impetuous Ruin Ardent Attack 1: Implanted Suggestion Ardent Utility 2: Dull Pain Ardent Attack 3: Unnerving Shove
FEATS Level 1: Dragonborn Senses Level 2: Platinum Revelation Level 4: Beguiling Torment
ITEMS Adventurer's Kit Blood Obsidian Greatsword +1 x1 Time Link Chainmail +1 x1 Feyleaf Sandals x1
Personality: Courageous Background: Raised by a village that gave patronage to a bronze dragon, Thava set out to experience the world in order to one day return to her village and tell the stories to her village's patron.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Posted: Mon Feb 09, 2015 5:04 pm
|
|
|
|
Gloom, level 4 Shade, Warlock (Hexblade) Pact: Gloom Pact (Hexblade) Merchant Prince (Merchant Prince Benefit) Theme: Guttersnipe Alignment: Unaligned Deity: Sehanine Languages: Common, Deep Speech, Dwarven FINAL ABILITY SCORES STR 11, CON 14, DEX 18, INT 10, WIS 10, CHA 18 STARTING ABILITY SCORES STR 11, CON 14, DEX 15, INT 10, WIS 10, CHA 15 AC: 19 Fort: 16 Ref: 17 Will: 18 HP: 41 Surges: 7 Surge Value: 10 TRAINED SKILLS Bluff +11, History +7, Stealth +12, Streetwise +11, Thievery +10 UNTRAINED SKILLS Acrobatics +5, Arcana +4, Athletics +2, Diplomacy +6, Dungeoneering +2, Endurance +3, Heal +2, Insight +4, Intimidate +6, Nature +2, Perception +2, Religion +2 POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Guttersnipe Attack: Running Slash Shade Utility: One with Shadow Warlock Utility: Convocation of Shadows Warlock Attack: Flesh Rend Warlock Attack: Spirit Flay Warlock Attack 1: Eldritch Bolt Warlock Attack 1: Hellfire Blast Warlock Utility 2: Spectral Fade Guttersnipe Utility 4: Infuriating Taunt FEATS Level 1: Weapon Focus (Flail) Level 2: Flail Expertise Level 4: Improved Defenses ITEMS Scourge of Exquisite Agony x1 Curseforged Chainmail +1 x1 Mrtok, Ogre Chief (Gauntlets of Ogre Power) x1 Bloodthirst Bracers (heroic tier) x1 Rod Impliment
Personality: Curious, Debonair Background: Gloom is a fence. That isn't to say he is a thief though, he leaves that to others, and he doesn't deal with the people that do it professionally either. He mostly deals with the people that have to steal to get by. He has a soft spot for those folks. And the money that doesn't go towards feeding himself or keeping his merchant business going goes back into his home town. Be it the orphanage, the soup kitchen, or the homeless community. He has devoted his life to his origins and his flail to the downtrodden.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|