BackstoryThe guys (see below) all owe favours (or more) to Douvern Staul- Douvern is a smart guy, a little eccentric but- hey-ho, he made his money adventuring years past. Douvern recently travelled to Winterhaven to check out an ancient burial site two weeks past, his wife Golda is worried- she hasn't heard from him since.
Thus five adventurers set out to find their friend.
All very familiar I know, but it gets strange later in I promise.
The adventurers are-
Gokan (played by Dave), a male half-orc barbarian, abandoned by his tribe (the Bloody Eye) he drifted to Fallcrest and found work on the docks there, although he suffered a fair amount of racial abuse and was prone to bust-ups. Several run-ins with the law later he was introduced to Douvern by Sgt. Murgeddin of the Fallcrest Watch. Douvern found Gokan work- mainly for him fetching and carrying, he also worked to civilize Gokan- with a little success. Gokan has been in Douvern's employ for the last three years... Gokan wants his friend and master back.
Gokan====== Created Using Wizards of the Coast D&D Character Builder ======
Gokan, level 1
Half-Orc, Barbarian
Build: Whirling Barbarian
Feral Might Option: Whirling Slayer
Recent Life - Mercenary Work (+2 to Athletics)
Theme: Mercenary
FINAL ABILITY SCORES
STR 20, CON 13, DEX 15, INT 8, WIS 10, CHA 10
STARTING ABILITY SCORES
STR 18, CON 13, DEX 13, INT 8, WIS 10, CHA 10
AC: 16 Fort: 17 Ref: 13 Will: 10
HP: 28 Surges: 10 Surge Value: 7
TRAINED SKILLS
Acrobatics +6, Athletics +11, Perception +5
UNTRAINED SKILLS
Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +0, Endurance +2, Heal +0, History –1, Insight +0, Intimidate +2, Nature +0, Religion –1, Stealth +1, Streetwise +0, Thievery +1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Mercenary Attack: Takedown Strike
Half-Orc Racial Power: Furious Assault
Barbarian Feature: Whirling Lunge
Barbarian Attack 1: Whirling Rend
Barbarian Attack 1: Howling Strike
Barbarian Attack 1: Whirling Frenzy
Barbarian Attack 1: Macetail's Rage
FEATS
Level 1: Thirst for Battle
ITEMS
Hide Armor x1
Adventurer's Kit
Battleaxe
Handaxe x5
====== End ======
Next up is Hedda, (played by Stu) a female minotaur cleric of Bahamut, attached to one of the temples in Fallcrest. Hedda is more of an acquaintance than a friend, she and Douvern have spent many an evening together talking about politics, religion and the arcane. When Hedda heard news of Douvern's disappearance she asked Golda if she could be of assistance. She has however other reasons for wanting to go to Winterhaven...
Hedda====== Created Using Wizards of the Coast D&D Character Builder ======
Hedda, level 1
Minotaur, Cleric (Templar)
Build: Battle Cleric
Cleric Option: Healer's Lore
Auspicious Birth (Auspicious Birth Benefit)
Theme: Ordained Priest
FINAL ABILITY SCORES
STR 18, CON 11, DEX 10, INT 8, WIS 18, CHA 13
STARTING ABILITY SCORES
STR 16, CON 11, DEX 10, INT 8, WIS 16, CHA 13
AC: 16 Fort: 14 Ref: 10 Will: 16
HP: 30 Surges: 8 Surge Value: 7
TRAINED SKILLS
Diplomacy +6, Heal +9, Insight +9, Religion +4
UNTRAINED SKILLS
Acrobatics –1, Arcana –1, Athletics +3, Bluff +1, Dungeoneering +4, Endurance –1, History –1, Intimidate +1, Nature +6, Perception +6, Stealth –1, Streetwise +1, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Minotaur Racial Power: Goring Charge
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Righteous Brand
Cleric Attack 1: Gaze of Defiance
Cleric Attack 1: War Priest's Strike
Cleric Attack 1: Avenging Flame
FEATS
Level 1: Ritual Caster
Level 1: Weapon Expertise (Mace)
ITEMS
Ritual Book
Comrades' Succor
Comprehend Language
Chainmail x1
Adventurer's Kit
Morningstar x1
Holy Symbol x1
Sling
====== End ======
Next up comes Sigur of Hammerfast, (played by Steve) a male dwarven invoker; a strange fellow, and one of Douvern's oldest friends- Sigur is no spring chicken. As soon as Sigur heard that an expedition was setting out to find the missing Douvern he wanted in, he didn't ask of course, he just presumed he would be going- and so it proved.
Sigur====== Created Using Wizards of the Coast D&D Character Builder ======
Sigur of Hammerfast, level 1
Dwarf, Invoker
Build: Wrathful Invoker
Divine Covenant Option: Covenant of Wrath
Early Life - Imprisoned (Thievery class skill)
Theme: Earthforger
FINAL ABILITY SCORES
STR 10, CON 16, DEX 11, INT 10, WIS 20, CHA 8
STARTING ABILITY SCORES
STR 10, CON 14, DEX 11, INT 10, WIS 18, CHA 8
AC: 16 Fort: 14 Ref: 11 Will: 16
HP: 26 Surges: 9 Surge Value: 6
TRAINED SKILLS
Endurance +9, Insight +10, Religion +5, Thievery +4
UNTRAINED SKILLS
Acrobatics –1, Arcana +0, Athletics –1, Bluff –1, Diplomacy –1, Dungeoneering +7, Heal +5, History +0, Intimidate –1, Nature +5, Perception +5, Stealth –1, Streetwise –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Earthforger Attack: Stone Panoply
Dwarf Racial Power: Dwarven Resilience
Invoker Feature: Rebuke Undead
Covenant of Wrath: Power: Armor of Wrath
Invoker Attack 1: Visions of Blood
Invoker Attack 1: Hand of Radiance
Invoker Attack 1: Thunder of Judgment
Invoker Attack 1: Angelic Echelon
FEATS
Level 1: Ritual Caster
Level 1: Implement Expertise (Rod)
ITEMS
Ritual Book
Hand of Fate
Pass Without Trace
Chainmail x1
Adventurer's Kit
Mace x1
Hand crossbow
Rod Implement
====== End ======
Then comes Hal 5000, (played by Lee) a male warforged fighter; his relationship to Douvern is simple and yet complex- Douvern found him, or rather excavated the warforged nearly ten years ago, on one of his previous expeditions. How long Hal had been in the ground, and to what end are a mystery. Hal was Golda's second choice for the venture, the metal man is a trusted friend- although he's not very chatty.
Hal 5000====== Created Using Wizards of the Coast D&D Character Builder ======
Hal 5000, level 1
Warforged, Fighter (Weaponmaster)
Build: Great Weapon Fighter
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Thousand Yard Stare (Perception class skill)
Theme: Ironwrought
FINAL ABILITY SCORES
STR 20, CON 15, DEX 10, INT 8, WIS 13, CHA 10
STARTING ABILITY SCORES
STR 18, CON 13, DEX 10, INT 8, WIS 13, CHA 10
AC: 17 Fort: 17 Ref: 10 Will: 12
HP: 30 Surges: 11 Surge Value: 7
TRAINED SKILLS
Athletics +11, Endurance +10, Perception +6
UNTRAINED SKILLS
Acrobatics +0, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1, History –1, Insight +1, Intimidate +2, Nature +1, Religion –1, Stealth +0, Streetwise +0, Thievery +0
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ironwrought Attack: Inevitable Strike
Warforged Racial Power: Warforged Resolve
Fighter Attack: Combat Challenge
Fighter Attack 1: Cleave
Fighter Attack 1: Reaping Strike
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Lasting Threat
FEATS
Level 1: Two-Handed Weapon Expertise
ITEMS
Scale Armor x1
Adventurer's Kit
Greatsword
====== End ======
Golda's first choice for the venture was, of course, Jimmy Hoofenburger, (played by Dan) a male halfling rogue; Douvern and Golda's adopted son. Jimmy was taken in by the pair when he was only five years old and living rough on the streets of Fallcrest. The young halfling has grown up to be a rough diamond- Golda is of course aware that Jimmy gets up to some mischief in the city, he's rumoured to work for the Shadowmen- the Thieves Guild. Golda figured to kill two birds with the one stone- send Jimmy to get Douvern, and in doing so keep the halfling scamp out of trouble.
Jimmy Hoofenburger====== Created Using Wizards of the Coast D&D Character Builder ======
Sammy Hoofenburger, level 1
Halfling, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Cunning Sneak
Rogue Option: Scoundrel Weapon Talent
Auspicious Birth (Auspicious Birth Benefit)
Theme: Outlaw
FINAL ABILITY SCORES
STR 8, CON 10, DEX 20, INT 10, WIS 11, CHA 16
STARTING ABILITY SCORES
STR 8, CON 10, DEX 18, INT 10, WIS 11, CHA 14
AC: 17 Fort: 10 Ref: 17 Will: 13
HP: 32 Surges: 6 Surge Value: 8
TRAINED SKILLS
Acrobatics +12, Bluff +8, Perception +5, Stealth +10, Streetwise +8, Thievery +12
UNTRAINED SKILLS
Arcana +0, Athletics –1, Diplomacy +3, Dungeoneering +0, Endurance +0, Heal +0, History +0, Insight +0, Intimidate +3, Nature +0, Religion +0
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Outlaw Attack: Surprise Strike
Halfling Racial Power: Second Chance
Rogue Attack 1: Deft Strike
Rogue Attack 1: Sly Flourish
Rogue Attack 1: Acrobat's Blade Trick
Rogue Attack 1: Blinding Barrage
FEATS
Level 1: Light Blade Expertise
ITEMS
Leather Armor x1
Adventurer's Kit
Dagger x6
Shuriken
====== End ======
None of the PCs are 'optimised' of course, that's not what we're about, although if you have suggestions then don't hesitate to shout out- but don't be disappointed if we ignore them, or else the character doesn't change for a good while. This write up is way behind the actual action in-game, the guys are almost Paragon level at the moment.
Last point, I make notes- lots of notes, I'm a little OCD that way- that's what I'm going to share with you here, or else a version of the action. I'll also tell you how the plot's going, and changes I've made to encounters et al. Y'know, just for kicks.
Happy hunting.