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EcoLaserBuilder
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Powers for you! (sorry for delay)

At Will Powers: (choose 2)

Cloud of Daggers
Arcane, Force, Implement
Standard Action ♦ Area 1 square within 10 Target: Each creature in square
Attack: Int vs. Ref
Hit: 1d6 + Int force damage.
Increase damage to 2d6 + Int at 21st level.
Effect: The power's area is filled with sharp daggers of force. Any creature that enters the area or starts its turn there takes force damage equal to your Wis (minimum 1). The cloud remains in place until the end of your next turn. You can dispel it earlier as a minor action.

Magic Missile
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Target: One creature
Attack: Int vs. Ref
Hit: 2d4 + Int force damage.
Increase damage to 4d4 + Int at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power

Ray of Frost
Arcane, Cold, Implement
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d6 + Int cold damage, and the target
is slowed until the end of your next turn.
Increase damage to 2d6 + Int at 21st level.

Scorching Burst
Arcane, Fire, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int fire damage.
Increase damage to 2d6 + Int at 21st level.

Thunderwave
Arcane, Implement, Thunder
Standard Action ♦ Close blast 3
Target: Each creature in blast
Attack: Int vs. Fort
Hit: 1d6 + Int thunder damage, and you push the target a number of squares equal to your Wis.
Increase damage to 2d6 + Int at 21st level.

Encounter (choose 1)

Burning Hands
Arcane, Fire, Implement
Standard Action ♦ Close blast 5
Target: Each creature in blast
Attack: Int vs. Ref
Hit: 2d6 + Int fire damage.

Force Orb
Arcane, Force, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature or object
Attack: Int vs. Ref
Hit: 2d8 + Int force damage. Make a secondary attack.
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d10 + Int force damage.

Icy Terrain
Arcane, Cold, Implement
Standard Action ♦ Area burst 1 within 10 Target: Each creature in burst
Attack: Int vs. Ref
Hit: 1d6 + Int cold damage, and the target is knocked prone.
Effect: The power's area is difficult terrain until the end of your next turn. You can end this effect as a minor action.

Ray of Enfeeblement
Arcane, Implement, Necrotic
Standard Action ♦ Ranged 10
Target: One creature
Attack: Int vs. Fort
Hit: 1d10 + Int necrotic damage, and the target is weakened until the end of your next turn.

Daily spells (choose 2, of which you choose 1 to 'prepare' at the start of each day)

Acid Arrow
Acid, Arcane, Implement
Standard Action ♦ Ranged 20
Primary Target: One creature
Attack: Int vs. Ref
Hit: 2d8 + Int acid damage, and ongoing 5 acid damage (save ends). Make a secondary attack.
Secondary Target: Each creature adjacent to the primary target
Secondary Attack: Int vs. Ref
Hit: 1d8 + Int acid damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 2 acid damage to primary target (save ends), and no secondary attack.

Flaming Sphere
Arcane, Conjuration, Fire, Implement
Standard Action ♦ Ranged 10
Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
Target: One creature adjacent to the flaming sphere
Attack: Int vs. Ref
Hit: 2d6 + Int fire damage.
Sustain Minor: You can sustain this power until the end of the encounter. As a standard action, you can make another attack with the sphere.

Freezing Cloud
Arcane, Cold, Implement
Standard Action ♦ Area burst 2 within 10 Target: Each creature in burst
Attack: Int vs. Fort
Hit: 1d8 + Int cold damage.
Miss: Half damage.
Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

Sleep
Arcane, Implement, Sleep
Standard Action ♦ Area burst 2 within 20 Target: Each creature in burst
Attack: Int vs. Will
Hit: The target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).
Miss: The target is slowed (save ends).
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No problem.

Magic Missile
Thunderwave

Force Orb

Flaming Sphere
Sleep
Spoiler:


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EcoLaserBuilder
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Hi guys, currently assembling the lists of feats and equipment for Belghull and Blade.

apologies for not posting here very often. I underestimated the amount of work i need to do for school. Unfortunately I may have to hold off on this adventure for a month or two until my exams are over, so that i can concentrate on those. We will still be finishing the character sheets, but after that, I may have to just pause the campaign.

Sorry
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EcoLaserBuilder
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I have the feats. To make it simpler, I have hidden the prerequisites and created 2 lists of feats, one that Blade Warsinger can take and one that Belghull Dravarax can take. Each of you gets one:

Blade Warsinger: (That_Helpful_Guy)

Alertness: No combat advantage when surprised, +2 to Perception
Armor Proficiency: Chainmail: Training with chainmail armor
Blade Opportunist: +2 to opportunity attacks with heavy blade or light blade
Combat Reflexes: +1 to opportunity attacks
Defensive Mobility: +2 to AC against opportunity attacks
Durable: Increase number of healing surges per day by 2
Escape Artist: Escape a grab as minor action, +2 to Acrobatics
Extra-Dimensional Roar: any attempt to intimidate a foe is 'Rattling' (success results in opponent gaining attack roll penalty of -2)
Far Shot: Increase projectile weapon range by 5 squares
Far Throw: Increase thrown weapon range by 2 squares
Fast Runner: +2 to speed when you charge or run
Improved Initiative: +4 to initiative checks
Jack of All Trades: +2 to untrained skill checks
Lethal Hunter: Hunter’s Quarry damage dice increase to d8s (usually d6s)
Linguist: Learn three new languages
Long Jumper: Make standing jumps as if from a running start, +1 to Athletics
Nimble Blade: +1 to attacks with light blade and combat advantage
Power Attack: +2 or +3 damage per tier for −2 to attack
Powerful Charge: +2 damage, +2 to bull rush on a charge
Quick Draw: Draw a weapon with attack action, +2 to initiative
Raging Storm: +1 damage with lightning or thunder power
Shield Proficiency (Light): Proficiency with light shields
Skill Focus: +3 to checks with chosen skill that you have training in
Skill Training: Gain training in one skill
Sure Climber: Climb at normal speed on any surface, +1 to Athletics
Tactical Regroup: teleport to an ally, pick xir up and teleport back to your starting position as full round action for 15 dp (would normally be 30 dp)
Toughness: Gain 5 additional hit points per tier
Two-Weapon Fighting: +1 damage while holding a melee weapon in each hand
Weapon Focus: +1 damage with chosen weapon group
Weapon Proficiency: Gain proficiency with the weapon of your choice
Wintertouched: Gain combat advantage against foe vulnerable to cold

(note the tactical regroup and extradimensional roar feats because you are an Enderman)

Belghull Dravarax:

Alertness: No combat advantage when surprised, +2 toPerception
Armor Proficiency: Leather: Training with Leather Armor
Burning Blizzard: +1 damage with acid or cold power
Dark Fury: +1 damage with necrotic or psychic power
Defensive Mobility: +2 to AC against opportunity attacks
Dragonborn Frenzy: +2 damage when bloodied
Dragonborn Senses: Low-light vision, +1 to Perception
Durable: Increase number of healing surges by 2
Enlarged Dragon Breath: Dragon breath becomes blast 5
Expanded Spellbook: Add additional daily spells to spellbook
Far Throw: Increase thrown weapon range by 2 squares
Fast Runner: +2 to speed when you charge or run
Improved Initiative: +4 to initiative checks
Jack of All Trades: +2 to untrained skill checks
Linguist: Learn three new languages
Mounted Combat: Gain access to the special abilities of your mount
Powerful Charge: +2 damage, +2 to bull rush on a charge
Shield Proficiency (Light) : Proficiency with light shields
Skill Focus: +3 to checks with chosen skill
Skill Training: Gain training in one skill
Toughness: Gain 5 additional hit points per tier
Weapon Focus: +1 damage with chosen weapon group
Weapon Proficiency: Gain proficiency with the weapon of your choice
Wintertouched: Gain combat advantage against foe vulnerable to cold

:-)
That_Helpful_Guy
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Quick Draw.
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Emwok
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Dragonborn Frenzy.
Spoiler:


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EcoLaserBuilder
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Thanks for patience! Sorry for delay. :(

Item Time!

You both get 125gp to start with. First things first, the stuff you guys pretty much need. Belghull needs his Orb of Imposition (5gp) and a spellbook (17gp). As a Wizard, you don't need weapons per se and you are only proficient with daggers and the quarterstaff, but it probably wouldn't hurt in emergencies.

Blade needs a ranged weapon (see below) for his class build. You are proficient with all simple and military weapons. Again, I will assume you have cloth armour but you can also use leather and hide. See a later post for this

Weapons are organised firstly by Melee and Ranged. Secondly, they are organised by complexity to use: Simple, Military. Picking a weapon that you are proficient in does help but is not necessary.

the d numbers denote how many dice and which dice are/die is rolled to calculate damage respectively. e.g. 1d6 is one six-sided die. 2d4 is two four-sided dice etc.

Format: name----damage die/dice---cost (in gp)

Simple Melee

(one-handed)
Club----1d6---1
Dagger---1d4---1
Javelin---1d6---5
Mace---1d8---5
Spear---1d8---5
Spiked Gauntlet---1d6---5

(two-handed)
Greatclub---2d4---1
Morningstar---1d10---10
Quarterstaff---1d8---5
Scythe---2d4---5

Military Melee

(one-handed)
Khopesh---1d8---20
Longsword---1d8---15
Scimitar---1d8---10
Short sword---1d6---10
Trident---1d8---10
War Pick---1d8---15

(two-handed)
Falshion---2d4---25
Glaive---2d4---25
Greataxe---1d12---30
Halberd---1d10

Simple Ranged

(one-handed)
Hand Crossbow---1d6---25
Sling---1d6---1

two-handed
Crossbow---1d8---25
Longbow---1d10---30
Shortbow---1d8---25

please ask if you want to see properties on weapons. Armour and other trinkets coming soon!
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EcoLaserBuilder
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Armour next. Unlike weapons you do have to be proficient with armour to use it:
Cloth: 0gp (I will assume you both have clothes)
Leather armour (+2 AC): 25gp
Hide armour (+3 AC): 30gp

Other adventuring gear:
Stonemeal biscuit: gives you food sustenance for 1 day, gain 1 bonus hp when you spend a healing surge, gives +1 bonus to endurance checks: 30gp
Standard Adventurer's kit: 15gp (recommended)
Anitvenom: gives +2 bonus to poison saving throws: 20gp
Clearsence powder: undeafens and unblinds you: 30gp
Disguise kit: 30gp
candle clocks (2) 1gp
Everburning torch: 50gp
Lantern:7gp
waterproof boots: 5gp

Then I think we can begin
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Emwok
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So I guess I'll buy the Orb, Spellbook and a Quarterstaff. I'll also buy a standard adventurer's kit.
Spoiler:


Shadowed_Starr
Maby I could play too??? I'v played D&D before. Please?
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EcoLaserBuilder
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Ruby_whisperwind wrote:Maby I could play too??? I'v played D&D before. Please?
Absolutely. That_helpful_guy seems to have bailed so you are welcome.

Just follow the original posts to make a character.

Sorry about not posting here in a while. :(
That_Helpful_Guy
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Sorry for not being too helpful here. I kinda went inactive for a long time. Lemme read over the gear and make a decision.

Blessings,
Helpful
That_Helpful_Guy
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Blade doesn't like carrying money, but he likes being a weaponsmaster.

Adventurer's Kit (what's in it? I might get more weapons instead)
Leather Armour
Longbow
Dagger x4
Spear x5
Waterproof Boots
Antivenom
1gp of Arrows
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EcoLaserBuilder
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Oh hai! Welcome back. That's alright.
The kit includes a backpack, a bedroll, flint and steel, a belt pouch, two sunrods,(temporary light source) ten days’ worth of trail rations, 50 feet of hempen rope, and a waterskin.
BTW, wise choice with the waterproof boots. Especially given your race's biology.
That_Helpful_Guy
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I'll buy it, I guess.
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