I have a short, single-session adventure that I'd like to try running on MapTool some time soon. Time has yet to be decided.
The system is D&D 4th Edition, and there are 4 pregenned level 4 characters. Information about them can be found below. I'll be using Veggiesama's framework.
I'd prefer people with some experience of 4e (fairly important, since it's just a single session), and possibly some of using MapTool (less important - I can give you a crash course before the start).
RESERVED SPOTS:
1. Cerej
2. Fortis
3. RNG
4.
When can people make it? I'll start with a vague suggestion of Sunday-Tuesday evening (GMT).
CHARACTERS:
You don't need to pay attention to these yet unless you want to. If you do want to play, though, it would be worth reading the sheet and explanation for the character you want to play.
They don't really have much backstory. Feel free to ask for one to be renamed, reimaged, or to bring your own flavour.
(http://i23.photobucket.com/albums/b364/tungazzio/DF/blasthardcheese.jpg)
====== Created Using Wizards of the Coast D&D Character Builder ======
Blast Hardcheese, level 3
Shardmind, Wizard
Build: Summoner Wizard
Arcane Implement Mastery: Tome of Binding
Versatile Expertise: Versatile Expertise (Staff)
Versatile Expertise: Versatile Expertise (Tome)
Shardmind: Acrobatics Bonus
Background: Occupation - Mariner (Acrobatics class skill)
FINAL ABILITY SCORES
Str 10, Con 16, Dex 10, Int 18, Wis 14, Cha 10.
STARTING ABILITY SCORES
Str 10, Con 16, Dex 10, Int 16, Wis 12, Cha 10.
AC: 18 Fort: 15 Reflex: 16 Will: 16
HP: 34 Surges: 9 Surge Value: 8
TRAINED SKILLS
Arcana +12, Dungeoneering +8, History +10, Acrobatics +9
UNTRAINED SKILLS
Bluff +1, Diplomacy +1, Endurance +8, Heal +3, Insight +3, Intimidate +1, Nature +3, Perception +3, Religion +5, Stealth +1, Streetwise +1, Thievery +1, Athletics +1
FEATS
Wizard: Ritual Caster
Level 1: Arcane Familiar
Level 2: Unarmored Agility
Feat User Choice: Versatile Expertise
POWERS
Wizard at-will 1: Chilling Cloud
Wizard at-will 1: Thunderwave
Wizard encounter 1: Charm of Misplaced Wrath
Wizard daily 1: Summon Dust Devil
Wizard daily 1 Spellbook: Summon Dretch
Wizard utility 2: Shield
Wizard utility 2 Spellbook: Mystical Debris
Wizard encounter 3: Color Spray
ITEMS
Spellbook, Adventurer's Kit, Tome of Forty Steps +1, Shimmering Cloth Armor (Basic Clothing) +1, Dagger, Acrobat Boots (heroic tier), Amulet of Protection +1, Mystic Salves (Heal) (20), Alchemical Reagents (Arcana) (30), Potion of Healing (heroic tier), Woundpatch (heroic tier), Talent Shard (level 3)
RITUALS
Tenser's Floating Disk, Comprehend Language, Unseen Servant, Comrades' Succor
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
BLAST HARDCHEESE, Shardmind Wizard
You are, of course, a focused controller - leave the damage to the sorcerer.
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AT WILLS
Your Chilling Cloud is an area burst at-will that targets ONLY enemies and lowers their attack while they remain in the area, so feel free to drop it around the defender.
Thunderwave is always good if monsters get too close to you.
Mystical Debris (utility) allows you to make difficult terrain - can work very well to stop monsters shifting away from your defender.
Your (tiny) familiar could theoretically be used to block the movement of small or tiny creatures, and will stop larger creatures ending their movement in the square - as long as you're not using your Dust Devil daily in the encounter, it shouldn't matter much if the familiar dies. It also doesn't provoke opportunity attacks with its movement.
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ENCOUNTERS
Shard Swarm is a racial teleport that gives you combat advantage against enemies you teleport away from.
Charm of Misplaced Wrath dazes a target and allows you to move them and have them attack their ally with a bonus.
Color Spray dazes in a close blast, but is not party friendly.
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DAILY
Your Dust Devil gives good damage and allows you to slide enemies it hits, as well as adding another ally (who can flank and block enemies) to the fight.
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Effects you might not know about from the token:
Languages: common, deep speech, dwarven
Rituals: Comprehend Language, Tenser's Floating Disk, Comrades' Succor (share healing surges around, but overhead of 1 surge), Unseen Servant (only by your familiar; see below)
Familiar: Summoner Homunculus
Constant benefits: +2 endurance, Unseen Servant ritual as standard action for free.
Speed 6
Active Benefits: your summons gain +1 to attack and def while adjacent to the familiar.
It is a minor action to switch your familiar from passive (carried on you, cannot be targeted) to active (moves around as a tiny creature; doesn't flank, occupy spaces or take opportunity attacks).
Chilling cloud is an area burst at will that targets ONLY enemies.
Your robe means you do not provoke AoOs by making ranged or area attacks.
(http://i23.photobucket.com/albums/b364/tungazzio/DF/otist.jpg)
====== Created Using Wizards of the Coast D&D Character Builder ======
Otist Covelt, level 3
Changeling, Sorcerer
Versatile Expertise: Versatile Expertise (Light Blade)
Versatile Expertise: Versatile Expertise (Staff)
Spell Source: Wild Magic
Background: Arcane Agent (Stealth class skill)
FINAL ABILITY SCORES
Str 11, Con 13, Dex 18, Int 10, Wis 8, Cha 18.
STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 10, Wis 8, Cha 16.
AC: 19 Fort: 13 Reflex: 17 Will: 19
HP: 35 Surges: 7 Surge Value: 8
TRAINED SKILLS
Arcana +6, Stealth +10, Diplomacy +10, Bluff +12
UNTRAINED SKILLS
Acrobatics +5, Dungeoneering, Endurance +2, Heal, History +1, Insight +2, Intimidate +5, Nature, Perception, Religion +1, Streetwise +5, Thievery +5, Athletics +1
FEATS
Level 1: Superior Implement Training (Accurate dagger)
Feat User Choice: Versatile Expertise
Level 2: Unarmored Agility
POWERS
Sorcerer at-will 1: Acid Orb
Sorcerer at-will 1: Chaos Bolt
Sorcerer encounter 1: Explosive Pyre
Sorcerer daily 1: Dazzling Ray
Sorcerer utility 2: Spatial Trip
Sorcerer encounter 3: Swirling Stars
ITEMS
Eagle Eye Goggles (heroic tier), Lucky Charm +1, Magic Cloth Armor (Basic Clothing) +1, Rhythm Blade Accurate dagger +1, Potion of Healing (heroic tier) (2), Potion of Clarity (level 5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
OTIST COVELT, changeling sorcerer
You are a ranged striker - fairly heavy damage, fairly high accuracy.
As a sorcerer, you don't need to worry about trying to jump hurdles to gain your striker damage - it's automatically added to your attacks.
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AT-WILLS
Acid Orb is your ranged basic attack, with average damage and slightly better accuracy due to your headgear.
Chaos Bolt is your go-to, which can, in theory, hit every target on the field. Same damage to initial target as Acid Orb.
ENCOUNTERS
Explosive Pyre is good damage to a single target, and then deals extra damage to nearby enemies (but not allies, so is party safe).
Swirling Stars is the same damage, but hits an area and is less likely to be blocked by resistances as it deals two types of damage.
Changeling Trick will probably give you CA against an adjacent creature - good to use just before you teleport away with:
Spacial Trip is good if you're in an uncomfortable position.
DAILIES
Dazzling Ray deals a ridiculous amount of damage to a single target, and half damage on a miss, and if you hit there's a chance you give the target -4 to attacks against you.
Lucky Charm is your daily magic item power, which can be used to add 1d6 to a failed roll. Will work well if you miss with Dazzling Ray.
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Effects you might not know about from the token:
Languages: common
Wild magic:
Each round when you attack, if the first roll you make is even you get +1AC until the start of your next turn; If it's odd, you make a saving throw
You get bonus damage to arcane powers (already added to your powers)
Nat 20 - slide 1 and knock prone
Nat 1 - push everything within 5 of you 1 square
Your poison resist is your wild magic variable resist (and so is the ignoring of poison resist)
You get a +1 to all ranged basic attacks (hat)
Your weapon gives you a shield bonus
Mundane stealth gear gives you a +1 stealth
(http://i23.photobucket.com/albums/b364/tungazzio/DF/duergar.jpg)
====== Created Using Wizards of the Coast D&D Character Builder ======
Kroann Durrost, level 3
Duergar, Battlemind
Psionic Study: Battle Resilience
Versatile Expertise: Versatile Expertise (Axe)
Versatile Expertise: Versatile Expertise (Hammer)
Background: Early Life - Imprisoned (+2 to Athletics)
FINAL ABILITY SCORES
Str 12, Con 18, Dex 12, Int 8, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 12, Con 16, Dex 12, Int 8, Wis 16, Cha 10.
AC: 21 Fort: 16 Reflex: 15 Will: 18
HP: 45 Surges: 13 Surge Value: 11
TRAINED SKILLS
Athletics +7, Insight +10, Endurance +8
UNTRAINED SKILLS
Acrobatics, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +7, Heal +5, History, Intimidate +1, Nature +5, Perception +5, Religion, Stealth, Streetwise +1, Thievery
FEATS
Level 1: Dwarven Weapon Training
Level 2: Melee Training (Constitution)
Feat User Choice: Versatile Expertise
POWERS
Battlemind at-will 1: Iron Fist
Battlemind at-will 1: Twisted Eye
Battlemind daily 1: Aspect of Elevated Harmony
Battlemind utility 2: Telepathic Challenge
Battlemind at-will 3: Mind Snare
ITEMS
Reinforcing Scale Armor +1, Quick Craghammer +1, Bracers of Mighty Striking (heroic tier), Amulet of Protection +1, Heavy Shield, Potion of Clarity (level 5), Potion of Healing (heroic tier), Acidic Fire (level 5)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
KROANN DURROST, duergar battlemind
You are a melee defender - your job is to take hits so your party don't have to, since you have lots of HP and healing surges and high defenses.
You want to try to place your mark (using Battlemind's Demand) on creatures, which gives them penalties to attack anyone but you. If they try to shift away from you, you get to follow them (with Blurred Step), and if they deal damage to your ally while you're next to them, you get to give them the same amount of damage (with Mind Spike). You don't need to keep marking things - your mark will stay around until you mark something else.
As a battlemind, you use the psionic augmentation system, instead of having normal encounter powers. Every encounter you get 4 power points (more at higher levels). You can spend these on powers with the Augmentable keyword to improve their effects. You must announce that you're augmenting the power before you use it.
{On the token, if you want to augment, use the default power and use the augmented version as a supplement}
You should use your Battle Resilience early in an encounter, as you can only use it the first time something attacks you. It gives you a lot of damage resist for a turn.
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AT-WILLS
Iron Fist gives you resist 4 to all damage without augmentation, making you ridiculously resilient. Even if something manages to hit you, it won't do much if you used this power lately.
Twisted eye is particularly good with its augment 2, as blinded is quite a severe condition.
Mind Snare helps you protect your allies from ranged attacks in particular by turning them invisible, and might help Otist out specifically by allowing him to make stealth checks to gain CA even out in the open.
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ENCOUNTERS
Telepathic Challenge lets you mark all enemies within 2 as a minor action, and thus is awesome.
Infernal Quills, your racial power, is a decent attack as it is only a minor action to use. Use it before you get up close to avoid taking opportunity attacks (although they probably won't harm you).
As a 'dwarf' you can use your second wind as a minor action.
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DAILIES
Aspect of Elevated Harmony does average damage, even on a miss. More importantly, it allows you to heal immediately, and for the rest of the encounter you can Augment 1 any at-will power to deal extra damage and gain 9 temporary HP.
When you hit with an attack, you can use your hammer's item daily power to attack again with a basic attack.
You can throw your Acidic Fire potion to hit a group of enemies.
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Other info:
Every time you take damage from a melee attack, your armour grants you a +1 item bonus to all defenses until the start of your next turn.
Languages: common, deep speech, dwarven
(http://i23.photobucket.com/albums/b364/tungazzio/DF/minotaur.jpg)
====== Created Using Wizards of the Coast D&D Character Builder ======
To Estoom, level 3
Minotaur, Runepriest
Runic Artistry: Defiant Word
Versatile Expertise: Versatile Expertise (Spear)
Versatile Expertise: Versatile Expertise (Polearm)
Background: Auspicious Birth (Auspicious Birth Benefit)
FINAL ABILITY SCORES
Str 20, Con 10, Dex 12, Int 8, Wis 16, Cha 9.
STARTING ABILITY SCORES
Str 18, Con 10, Dex 12, Int 8, Wis 14, Cha 9.
AC: 20 Fort: 17 Reflex: 14 Will: 17
HP: 42 Surges: 8 Surge Value: 10
TRAINED SKILLS
Religion +5, Heal +9, Perception +11, Athletics +11
UNTRAINED SKILLS
Acrobatics +2, Arcana, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, History, Insight +4, Intimidate, Nature +6, Stealth +2, Streetwise, Thievery +2
FEATS
Level 1: Weapon Proficiency (Greatspear)
Level 2: Hafted Defense
Feat User Choice: Versatile Expertise
POWERS
Runepriest at-will 1: Word of Diminishment
Runepriest at-will 1: Word of Exchange
Runepriest encounter 1: Executioner's Call
Runepriest daily 1: Rune of the Undeniable Dawn
Runepriest utility 2: Icon of Victory
Runepriest encounter 3: Beacon of Vengeance
ITEMS
Hungry Spear Greatspear +1, Ironclad Scale Armor +1, Healer's Brooch +1, Kruthik Potion (heroic tier), Woundpatch (heroic tier), Caustic Whetstone (heroic tier), Augmenting Whetstone (level 6)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
TO ESTOOM, minotaur runepriest
You are a melee leader - you grant various bonuses to your allies, and have the ability to heal them when things get tough. Your strength is very high, so you have very accurate attacks against AC (you have the most accurate attacks of the party).
You use a greatspear, and thus have reach. You can hit in melee from 2 squares away. Your greatspear is also enchanted to be a heavy thrown weapon, so you can use it with ranged basic attacks.
Your special ability is your Rune Master feature; before you use a power with the Runic keyword you can enter one of two rune states, the Rune of Destruction and the Rune of Protection. Runic powers have different effects if you hit based on which state you're in.
In addition, just from being in a rune state you grant a bonus to your allies. When the Destruction state is active, allies get +1 to attack any enemies adjacent to you, which is a fairly powerful bonus. When the Protection state is active, any ally adjacent to you gains resist 2 to all damage.
It is useful to be able to switch the state to access different effects of powers.
{On the token, I have created two versions of each power that have the runic keyword. You can only use one of the versions of each encounter power (except Rune of Mending; you can use that twice in the encounter, regardless of the runes you use)
You have access to the Rune of Mending healing power twice per encounter.
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AT-WILLS
Your melee basic attack is fairly powerful due to your massive strength. Still better to use your other at-wills, though.
Word of Exchange is good - in destruction mode you deal 3 extra damage and give an ally 3 THP when they hit it. In protection mode, you decrease the monster's defenses and give an ally +3 AC when they hit it.
Word of Diminishment is good in destruction mode - the monster will take 2 extra damage every time it gets hit. In protection mode it's useless to you because of your CON (I haven't even included the macro for this mode).
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ENCOUNTERS
Goring Charge is your racial power. It's not amazing and is slightly less accurate and powerful than your melee basic, but it knocks a target prone, so it can still be useful.
Rune of Mending is your basic healing power. You don't heal as much as a cleric, but you make up for it by handing out extra damage or defenses to your allies.
Executioner's Call grants your allies bonus damage against your target. Destruction: one ally gets +4 to hit the ally. Protection: target gets -2 to attack.
Beacon of Vengeance is great in that it turns an ally invisible, giving them CA. Destruction: makes it easier to hit by swapping AC and reflex if it's beneficial. Protection: lets your ally shift 3, which can help in a pinch.
Your spear has an encounter power that immobilises, but you can't use your spear while this lasts. Good for keeping one of the last few enemies in place.
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DAILIES
Rune of Undeniable Dawn is frikkin' amazing. Hit only enemies in a huge burst, and half damage on a miss. Then, in addition, you create a zone (sustain minor) that gives you and your allies +2 to defenses.
Icon of Victory is a daily utility power. You drop a zone (again, sustain minor) that gives you and allies +2 to attack.
Your armour gives you a daily power - when an enemy misses you you can do 1d6 damage to that enemy straight away. Since the enemy just missed you, you'll also get your bonus damage from Defiant Word (see below).
Your augmenting whetstone increases your weapon from a +1 to a +2 magic item for the duration of one encounter.
Your caustic whetstone will, for the duration of one encounter, give enemies 2 ongoing acid (save ends) every time you hit with your weapon.
Your kruthik potion will give you 15THP at the cost of a healing surge.
Your woundpatch can be placed on a creature to have it gain 5 extra HP when it next spends a healing surge.
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Other info:
Defiant word: whenever an enemy misses you with an attack, you get your wisdom modifier as a damage bonus against that enemy until the end of your next turn.
Languages: common, elven