001

The_Scales_of_War_Campaign.png

Adventure #1 Rescue at Rivenroar (Level 1)
Session #0.01

Character_Creation.png

The guys came up with their PCs as a group, as in they worked together to perfect the right combination of classes, that said the they didn’t tell any of the other players too many details about their PCs, so that all that anyone knew before the game started was that the party consisted of- a Cleric, a Sorcerer, a Fighter, a Rogue and a Ranger… In between times, and via e-mail, I encouraged the players to consider something a little exotic, by which I meant for them to consider races they’d not played- maybe even ‘monster’ races. Note as with The Seven Dwarves Campaign, I tried to make the players believe that this was something I was encouraging just them to do- not the other players. I also hinted that anti-hero style PCs might be a nice change up from the usual fellows they play.

This was what they came up with-

Dragonborn_Cleric_Raven_Queen_Chiggers_1.00__LP5__Alt.png

Chiggers (played by Paul)

Chiggers is a strange one, not wanted on voyage perhaps best sums up his status- a blood and hellfire priest of the Raven Queen- apparently we’re all doomed, according to the Dragonborn. Chiggers is a loner, occupying some strange status in which he is afforded respect, and safe passage- even sometimes free passage, but with no-one asking him for his views or opinions, or even the time of day. People tend not to make eye-contact with Chiggers- fear and superstition keeps him apart from the populace, the Dragonborn is rarely questioned and by a majority of folk avoided at all costs.

Chiggers has of course got a secret, and a quest to unravel.

== Created Using Wizards of the Coast D&D Character Builder ==
Chiggers, level 1
Dragonborn, Cleric (Templar)
Build: Battle Cleric
Cleric Option: Healer’s Lore
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Lightning
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 18, CON 12, DEX 11, INT 10, WIS 14, CHA 15

STARTING ABILITY SCORES
STR 16, CON 12, DEX 11, INT 10, WIS 14, CHA 13

AC: 16 Fort: 14 Ref: 10 Will: 14
HP: 30 Surges: 8 Surge Value: 8

TRAINED SKILLS
Diplomacy +7, Heal +7, Insight +7, Religion +5

UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics +3, Bluff +2, Dungeoneering +2, Endurance +0, History +2, Intimidate +4, Nature +2, Perception +2, Stealth –1, Streetwise +2, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Smiting Symbol
Dragonborn Racial Power: Dragon Breath
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Righteous Brand
Cleric Attack 1: Priest’s Shield
Cleric Attack 1: Wrathful Thunder
Cleric Attack 1: Avenging Flame

FEATS
Level 1: Ritual Caster
Level 1: Bludgeon Expertise

ITEMS
Ritual Book
Comrades’ Succor
Unseen Servant
Chainmail x1
Adventurer’s Kit
Morningstar x1
Holy Symbol x1
Javelin
== End ==

Dragonborn_Sorcerer_Gargemel_1.00__LP5_.png

Gargemel (played by Dave)

If Chiggers is strange then Gargemel is wild, the Dragonborn has already served one prison sentence for arson- while a visitor to Hammerfast he set fire to the market stall of a vendor that sort to cheat him, his week long sojourn in the city turned into a much longer stay- he spent nearly a year in the Dwarven prisons, it did nothing for his mood. Gargemel has a hair-trigger, and he loves- just loves to see things burn.

Gargemel has a destiny, one he cannot ignore.

== Created Using Wizards of the Coast D&D Character Builder ==
Gargermel, level 1
Dragonborn, Sorcerer
Build: Dragon Sorcerer
Spell Source Option: Dragon Magic
Dragon Soul Option: Dragon Soul Acid
Dragonborn Racial Power Option: Dragon Breath
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Fire
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Order Adept

FINAL ABILITY SCORES
STR 15, CON 12, DEX 10, INT 10, WIS 9, CHA 20

STARTING ABILITY SCORES
STR 13, CON 12, DEX 10, INT 10, WIS 9, CHA 18

AC: 12 Fort: 12 Ref: 10 Will: 17
HP: 32 Surges: 7 Surge Value: 9

TRAINED SKILLS
Arcana +5, Athletics +7, Bluff +10, Intimidate +12

UNTRAINED SKILLS
Acrobatics +0, Diplomacy +5, Dungeoneering –1, Endurance +1, Heal –1, History +2, Insight –1, Nature –1, Perception –1, Religion +0, Stealth +0, Streetwise +5, Thievery +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Order Adept Attack: Argent Rain
Dragonborn Racial Power: Dragon Breath
Sorcerer Attack 1: Acid Orb
Sorcerer Attack 1: Burning Spray
Sorcerer Attack 1: Tempest Breath
Sorcerer Attack 1: Lightning Breath

FEATS
Level 1: Staff Expertise

ITEMS
Adventurer’s Kit
Cloth Armor (Basic Clothing) x1
Staff Implement x1
== End ==

Shadar-kai_Rogue_Miss_Teri_1.00__LP5_.png

Miss Teri (played by Becky)

Miss Teri really shouldn’t be here, here being the mortal realm; some say the past is another country- for Miss Teri the adage doesn’t stretch far enough- her past is another realm of existence, the Shadowfell. Miss Teri is quiet, although others describe her as brooding; Miss Teri is complicated, although others describe her as calculating; Miss Teri is a specialist, although others would describe her as… deadly. Miss Teri is a strange lady, or else she occupies a strange position- a niche, due to her innate abilities she is sought after by many clients- most often the various thieves guilds of the Vale, but also by private patrons. Her commissions usually involve ‘recovery’ work, or else ‘location’ work- she is a great finder and retriever of lost things- both objects and people. On very rare occasions she has even turned her hand to wet-work; but she insists this is mostly in the past.

Miss Teri has a reason to be here in the mortal realm, a reason she has yet to divulge.

== Created Using Wizards of the Coast D&D Character Builder ==
Miss Teri, level 1
Shadar-kai, Rogue (Scoundrel)
Build: Shadowy Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Scion of Shadow

FINAL ABILITY SCORES
STR 10, CON 10, DEX 20, INT 16, WIS 9, CHA 10

STARTING ABILITY SCORES
STR 10, CON 10, DEX 18, INT 14, WIS 9, CHA 10

AC: 17 Fort: 11 Ref: 17 Will: 10
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +12, Bluff +5, Insight +4, Perception +4, Stealth +12, Thievery +10

UNTRAINED SKILLS
Arcana +3, Athletics +0, Diplomacy +0, Dungeoneering –1, Endurance +0, Heal –1, History +3, Intimidate +0, Nature –1, Religion +3, Streetwise +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Scion of Shadow Utility: Eyes of Night
Shadar-kai Racial Power: Shadow Jaunt
Rogue Attack 1: Gloaming Cut
Rogue Attack 1: Clever Strike
Rogue Attack 1: Acrobat’s Blade Trick
Rogue Attack 1: Confounding Attack

FEATS
Level 1: Backstabber

ITEMS
Adventurer’s Kit
Leather Armor x1
Dagger x12
Shuriken
Thieves’ Tools
== End ==

Shifter_Razorclaw_Ranger_Snatch_1.00__LP5_.png

Snatch (played by James)

Snatch, like Miss Teri, has traveled to the mortal realm from another plane of existence- the Feywild. The Shifter is thus an oddity, certainly a rarity- and yet with his companion Thug, the pair make an excellent team- they’re hunters, perhaps the best hunters in this part of the Vale. The pair are most likely to be found in the wilds, that said they’re also no stranger to the sewers, or the streets, or even the ruins and the dungeons. The pair hunt a remarkable variety of creatures- from the mundane- foul humanoids, bandits and the like; to the rare- wanted criminals or exotic monsters; they almost always have a list of outstanding commissions.

Snatch has a terrible shame, a memory that haunts him, he hopes one day to be free of his regret.

== Created Using Wizards of the Coast D&D Character Builder ==
Snatch, level 1
Razorclaw Shifter, Ranger
Build: Archer Ranger
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Hordelands Nomad

FINAL ABILITY SCORES
STR 14, CON 11, DEX 20, INT 10, WIS 12, CHA 8

STARTING ABILITY SCORES
STR 14, CON 11, DEX 18, INT 10, WIS 10, CHA 8

AC: 18 Fort: 13 Ref: 16 Will: 11
HP: 32 Surges: 6 Surge Value: 8

TRAINED SKILLS
Acrobatics +11, Athletics +6, Dungeoneering +6, Perception +6, Stealth +11

UNTRAINED SKILLS
Arcana +0, Bluff –1, Diplomacy –1, Endurance –1, Heal +1, History +0, Insight +1, Intimidate –1, Nature +1, Religion +0, Streetwise –1, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Razorclaw Shifter Racial Power: Razorclaw Shifting
Hunter’s Quarry Power: Hunter’s Quarry
Ranger Attack 1: Twin Strike
Ranger Attack 1: Hunter’s Teamwork
Ranger Attack 1: Two-Fanged Strike
Ranger Attack 1: Hunt’s End

FEATS
Mounted Combat
Defensive Mobility
Level 1: Bow Expertise

ITEMS
Adventurer’s Kit
Hide Armor x1
Longbow x1
Longsword
== End ==

Bugbear_Fighter_Thug_1.00__LP5_.png

Thug (played by Iain)

Thug’s story in comparison to his colleagues is comparatively simple- he came to the city in an odd but unremarkable way, taken as a slave by some unsavory types, he escaped- met Snatch and impressed the Shifter with his dogged determination- that and his ability in combat. The pair get on well, although neither is a big ‘talker’, for the most part its Snatch that negotiates their various contracts and commissions. Thug is the muscle… although muscle with guile, and more than a little craft.

Thug knows much more than he’s saying.

== Created Using Wizards of the Coast D&D Character Builder ==
Thug, level 1
Bugbear, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Mercenary

FINAL ABILITY SCORES
STR 20, CON 14, DEX 12, INT 10, WIS 11, CHA 8

STARTING ABILITY SCORES
STR 18, CON 14, DEX 10, INT 10, WIS 11, CHA 8

AC: 17 Fort: 17 Ref: 11 Will: 10
HP: 35 Surges: 11 Surge Value: 8

TRAINED SKILLS
Athletics +10, Endurance +7, Intimidate +6

UNTRAINED SKILLS
Acrobatics +1, Arcana +0, Bluff –1, Diplomacy –1, Dungeoneering +0, Heal +0, History +0, Insight +0, Nature +0, Perception +0, Religion +0, Stealth +3, Streetwise –1, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Bugbear Racial Power: Predatory Eye
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Reaping Strike
Fighter Attack 1: Steel Serpent Strike
Fighter Attack 1: Lasting Threat

FEATS
Level 1: Axe Expertise

ITEMS
Adventurer’s Kit
Scale Armor x1
Greataxe (Large) x1
Crossbow (Large)
== End ==

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The Scales of War Campaign (D&D 4e) goonalan