The Game
I want to go back to basics - old school D&D - like we played when we were young. Young people driven by a thirst for adventure - no wild wacky races - no fancy pants backgrounds - just plain simple folk who want to be heroes.
Starting at second level, playing the adventure Reavers of Harkenwold.
The Setting
Standard Nentir Vale points of light setting, with all the characters growing up in Harkenwold. Details of the local area are in the Game Forum Background thread
The DM
Me, BornAgainGamer. I have a few years experience playing 4e on the Weave and DMing 4e face to face. This is my fourth foray into DMing with pbp. The first suffered from player drop out and fizzled out really quick, the second is coming up for 18 months old and the third has being going (two teams, two games in parallel) for about 6 months.
Character Creation
Characters will be Level 2, standard 22-point-buy, with a level 2, level 3 and level 4 magic item plus 460gp to cover non-magical and minor magical items.
Nothing setting specific is allowed - items, feats, etc. Generic Backgrounds and Themes are allowed.
EXCEPTION - AS THERE ARE A LIMITED CHOICE OF THEMES, SETTING SPECIFIC THEMES ARE ALLOWED BUT MUST BE REFLUFFED TO FIT NENTIR VALE.
Finally, your characters must be happy, or at least not completely unhappy, to save the world from the forces of evil and chaos.
The Adventurers
I will be accepting six players. Here is the process:
Stage One
Using the format below or similar. Complete your entire application in one post in this thread - do not update in multiple posts and please also post when you believe your application is complete.
Application Format
Stage Two
There will be an rp element to the application. Characters that I believe are well crafted from players I believe will fit into the game will be invited to a second stage in-character application process in a private thread.
Above all, I am looking for players that can post regularly, typically daily and will attempt to write interesting posts both in and out of combat situations. This will be the main basis for the selection of applicants - please do your best to write interesting and grammatically stylish applications and show me evidence of your ability to commit to a pbp game.
Deadline
Stage 1 will be closing on the 17th March 12:00 GMT - midday. Stage 2 will take as long as required.
Questions
Please post any questions here in this application thread. Please - no pms - if you have private questions then post using private tags in this thread - helps me keep all the stuff in one place. And - no question is a stupid one - we are all here to learn - especially me.
Accepted Applicants
Leaders Defenders Strikers Contollers Hybrid
Completed Applications
Leaders
Mike the Mountain - Dorrin Dornogrim Dwarf Sentinel Druid - link
Ryfte - Dalia Ogden - Human Panther Shaman - link
Defenders
ArqKujos - Ral the Berserk Half Orc Fighter MC Barbarian - link
Shadeus - Rivenalis Human Paladin - link
Ballon - Geskas Dwarf Fighter - link
Strikers
wdwune - Haldore Elf Avenger MC Ranger - link
Mike the Mountain - Wik Halfling Rogue - link
Crucival - Dougan Throckmarr Half-Orc Monk (Barroom Brawler) - link
Ryfte - Kellie Tiller Halfling Storm Sorceress - link
Cyco - Arelet Longstream Human Slayer link
Intro - Aliss of Harken Half-Elf Sorceror (Elementalist) - http://www.myth-weavers.com/showthre...24#post5373924
Contollers
Taxellor - Nicodemus Half Elf Invoker - link
Azhmodai - Valdred the Green Human Ranger(Hunter) - link
pikeamus - Elaine Withywood -Human Invoker - link
Hybrid
klmurphy - Nedwin Kayfabe Gnome Bard/Wizard - link
series0 - Aidraug Mor Half-elf Warlock/Fighter - link
Incomplete Applications
Leaders
GreatGreen286 - Dargura Human Shaman - link
Glyph - Glass "Onehand" Drakehall Human Warlord - link
Defenders
Strikers
Contollers
Hybrid
Game Description:
There's no place like home. And by the sounds of the rumours flooding into the inns and taverns of Hammerfast, Harkenwold is not the place you left...
Just over a moon and a half ago, you and your friends set out, adventurers brave and bold, to seek your fortune in the ancient temples of Hammerfast. The tales of tombs filled with ancient treasures lured you away from the comforts of hearth and home and though there were dangers lurking in the crypts, you had your successes and dreams of a life of rich adventures were within your grasp.
Then the tales began. You dismissed them as the drunken ramblings of old men and dwarves at first. Brigands had taken over the Harken valley, pillaging and burning. But over the next couple of days the tales grew more solid and the first refugees began to appear at the gates of the ancient dwarven stronghold. Blood on their clothes. Woe on their faces.
After scant preparations, you travel at godspeed, the track taking you over rough hills and through remote valleys. A few days on the road finds you desperate for the first sight of the welcoming boughs of the Harken Forest that signifies the approaching moment that your footsteps will begin, once again, to tread on Harkenwold soil.
The moment arrives in the middle of the day. It's a broad, lightly settled valley between two arms of the Harken Forest. You
haven't traveled more than a mile or two into the valley before trouble appears. Rounding a bend in the road, you spy a pillar of smoke dimbing into the clear blue sky. The source, hidden by rolling hills, is roughly a mile along a dirt track that intersects the road.
Last edited by BornAgainGamer; Mar 17 '12 at 8:33pm..
I'm surprised Eladrin are out given they're your traditional magical elves, but its your campaign. Just checking its not an oversight.
What Gods are you using in this setting? (And more specifically, what do they stand for and what are their domains.)
Half-Elf Invoker of Ioun in progress and to come in this post. I'm interested what your stance is on characters worshipping multiple deities is as suggested in the PHBII and Divine Power.
Changed to Corelleon as it makes more sense to my mind on second thoughts.
Why Me?: Not sure of a good argument here. Does spotting the minor mistake in your background stuff count for me?
Name: Nicodemus
Gender: Male
Age: 24
Race: Half Elf
Class: Invoker
Young man glad in the dark greens and browns of a woodsman.
He is fueled by a great desire to learn more about the world, in particular the histories of the two parts of dual heritage. His faith in Corellon has opened his mind to the beauty of this world and revels it pleases him to find new examples.
Born from a happy marriage between a woodsman of Marl and an elven priestess of Corellon. He was raised for much of life amongst the Elves of the Woodsinger Camp, although went on frequent trips with his father to sell various wares in the towns and cities of Harkenworld. His ravenous appetite for knowledge of both his human and elven history caused him to go a pilgrimage to various elven holy sites, (where following script is inscribed on standing stones and appears on the bark of ancient trees,) and human libraries. After piecing together fragments of knowledge he eventually performed an ancient ritual, pledging himself as instrument of the Seldarine if they accepted him.
A strong desire to protect those he considers his family, both his ties to the Woodsinger Camp and the village of Marl of are is main reasons for meeting any threat to Harkenworld. His covenant to the Seldarine means he must do all he can to protect the Elven people even if he didn't want to.
Nicodemus, Half-Elf Invoker Init +1 HP 26/26 Bloodied 13 Healing Surge 6 ( used 0/7) AC 14 Fort 13 Reflex 15 Will 16 Speed 6 Str 8 (-1) Con 12 (+1) Dex 10 (0) Int 16 (+3) Wis 18 (+4) Cha 12 (+1)
Overwhelming Strike Std (MBA)
+8 vs AC
1d6+5 dmg, shift 1, then slide target 1 to your square.
This sounds like another fun game, and I just happen to have another favorite character ready to come out of retirement.
Name: Valdred the Green Race: Human Gender: Male Age: 23 Class: Hunter (Crossbow) Background: Bounty Hunter Theme: Outlaw
Valdred is a young man of medium height and a slightly stocky build, with piercing eyes of emerald green. His hair is long and shaggy, his beard heavy despite his tender years. He typically dresses in soft leathers of unrelieved black, and often dons a mask while going about his work. He is well known for the huge arbalest he carries, one of the mighty crossbows that the Valdreds of Marl have built their fortune on, but his prized possession is an odd cloak, said to be woven of shadows and spidersilk. The cloak has a disquieting effect of making its wearer seem vague and indistinct from a distance.
Valdred the Green is a curiosity to many, one of the few Valdreds who dwells among the regular folk. He seems likable enough, but somewhat strange--but the Valdreds have always been strange. He is fearless in a fight, or when scaling a sheer cliff, but tends to be shy and unassuming around people. He is too serious for his own good, without much of a sense of humor, often brooding silently over perceived slights. He has no duplicity in him, which takes many by surprise, coming as he does from a long line of brigands and shrewd dealers.
Valdred the Green, son of Valdred One-Eye, grandson of Valdred the Merciful. He is the youngest of his household, and the only one left unmarried. Unlike most of his kin, he has traveled extensively beyond the family holdings and is familiar with lands outside the Harkenwold. He makes a living as a thief-catcher, tracking outlaws and rustlers when there's a bounty to be had, and during quieter times acts as a forester for the Barony. Occasionally his work takes him as far as Hammerfast.
The Valdreds of Marl are too numerous to be counted--mainly because they keep to themselves and don't look kindly on strangers. Back in the old days, the Valdreds of Marl were famous as brigands and outlaws, but they left their dark ways behind them some time ago. Now they are merchants and artisans, crafting the finest crossbows to be found in many lands. The custom they bring has made Marl a prosperous town and encouraged its citizens to overlook their troublesome past and odd proclivities. The Valdreds of Marl are clannish and insular, but they get along with their neighbors as long as they are left alone.
Valdred is very worried about the rumors from Harkenwold. On the one hand, he's concerned for the safety of his family, the whole sprawling lot of them. On the other hand, he's worried that the Valdreds of Marl might be behind these rumors--after all, banditry is in his blood, and it wasn't so many generations ago that the Valdreds were the scourge of the 'wold. He's heading home, but he's unsure of what he's walking into, or which side he'll end up on if the Valdreds are the source of the unrest. His service to the Barony has taught him a few things, though, and when the blades are bared, there's a good chance he'll come out on the side of honor and right, no matter the personal cost.
Valdred, Human Hunter Init +13 HP 29/29 Bloodied 14 Healing Surge 7 ( used /7) AC 17 Fort 15 Reflex 20 Will 16 Speed 6 Str 12 (+1) Con 12 (+1) Dex 18 (+4) Int 10 (0) Wis 16 (+3) Cha 8 (-1)
Aimed Shot
At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
Clever Shot
At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
* You slide the target up to 2 squares.
* The target falls prone.
* The target is slowed (save ends).
Rapid Shot
At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack’s range. You take a -2 penalty to the attack rolls.
Disruptive Shot
Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends).
Level 17: 2[W] + Dexterity modifier damage.
Level 27: 3[W] + Dexterity modifier damage.
Miss: Half damage, and the target is slowed until the end of your next turn.
Aspect of the Lurking Spider
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to Stealth checks.
* You gain a +5 power bonus to Athletics checks made to climb.
* While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
Level 11: The bonus to damage rolls increases to +3.
Level 21: The bonus to damage rolls increases to +4.
Aspect of the Pouncing Lynx
At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
* You gain a +4 power bonus to initiative checks.
* During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
* You gain a power bonus to all defenses against opportunity attacks that you provoke by moving. The bonus equals your Wisdom modifier.
Crossbow Expertise: You ignore partial cover and superior cover with weapon attacks you make with a crossbow.
Superior Reflexes: Gain combat advantage against all enemies during your first turn in an encounter.
Crossbow Hunter: If a crossbow you wield has the load minor property, you can instead reload it as a free action.
Watchful Rest: When you take an extended rest, you and any allies also taking the rest do not take the -5 penalty to Perception checks for sleeping.
Wilderness Tracker: During a short rest, you can make a Perception check (DC determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If your check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
[b]No Action:[/b] Valdred uses [ooc=Heroic Effort] Encounter Encounter
No Action Personal
Trigger: You miss with an attack or fail a saving throw.
Effect: You gain a +4 racial bonus to the attack roll or the saving throw. [/ooc]
[b]No Action:[/b] Valdred uses [ooc=Surprise Strike] Encounter Encounter
Encounter Martial
No Action Special
Trigger: When using a basic attack or an at-will weapon attack power, you hit an enemy that is granting combat advantage to you.
Effect: The enemy is dazed until the end of your next turn. [/ooc]
[b]Immediate Reaction:[/b] Valdred uses [ooc=Weave Through the Fray] Encounter Martial
Immediate Interrupt Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift a number of squares equal to your Wisdom modifier. [/ooc]
[b]Minor Action:[/b] Valdred uses [ooc=Aspect of the Lurking Spider] At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the lurking spider. Until the stance ends, you gain the following benefits.
* You gain a +2 power bonus to Stealth checks.
* You gain a +5 power bonus to Athletics checks made to climb.
* While you have combat advantage against an enemy, you gain a +2 power bonus to damage rolls against it.
Level 11: The bonus to damage rolls increases to +3.
Level 21: The bonus to damage rolls increases to +4. [/ooc]
[b]Minor Action:[/b] Valdred uses [ooc=Aspect of the Pouncing Lynx] At-Will Primal, Stance
Minor Action Personal
Effect: You assume a stance, the aspect of the pouncing lynx. Until the stance ends, you gain the following benefits.
* You gain a +4 power bonus to initiative checks.
* During your first turn in an encounter, you gain a +2 power bonus to attack rolls.
* You gain a power bonus to all defenses against opportunity attacks that you provoke by moving. The bonus equals your Wisdom modifier. [/ooc]
[b]Move Action:[/b] Valdred uses [ooc=Invigorating Stride] Encounter Healing, Martial
Move Action Personal
Effect: You shift a number of squares equal to your Wisdom modifier and must not end the shift adjacent to any enemy. You can use your second wind. [/ooc]
[b]Standard Action:[/b] Valdred attacks ZZZ with [ooc=Ranged Basic Attack] At-Will Martial
Standard Action Range 20/40
Attack: +12 vs. AC
Hit: 1d10+5 damage
With CA: +2 attack
[/ooc] [dice=Attack (AC)]1d20+12[/dice] [Damage]1d10+5[/dice]
[b]Standard Action:[/b] Valdred attacks ZZZ with [ooc=Aimed Shot] At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
[/ooc] [dice=Attack (AC)]1d20+12[/dice] [Damage]1d10+5[/dice]
[b]Standard Action:[/b] Valdred attacks ZZZ with [ooc=Clever Shot] At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon. If the attack hits, the target is also subject to one of the following effects of your choice:
* You slide the target up to 2 squares.
* The target falls prone.
* The target is slowed (save ends).
[/ooc] [dice=Attack (AC)]1d20+12[/dice] [Damage]1d10+5[/dice]
[b]Standard Action:[/b] Valdred attacks ZZZ with [ooc=Rapid Shot] At-Will Martial
Standard Action Personal
Effect: You make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack’s range. You take a -2 penalty to the attack rolls.
[/ooc] [dice=Attack (AC)]1d20+12[/dice] [Damage]1d10+5[/dice]
[b]Standard Action:[/b] Valdred attacks ZZZ with [ooc=Disruptive Shot] Encounter Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (save ends) or dazed (save ends).
Level 17: 2[W] + Dexterity modifier damage.
Level 27: 3[W] + Dexterity modifier damage.
Miss: Half damage, and the target is slowed until the end of your next turn.
[/ooc] [dice=Attack (AC)]1d20+11[/dice] [Damage]1d10+5[/dice] ZZZ is immobilized (save ends) or dazed (save ends).
POWERS
Hunter aspect of the wild 1: Aspect of the Lurking Spider
Hunter aspect of the wild 1: Aspect of the Pouncing Lynx
Level 2 Hunter Utility Power: Invigorating Stride