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Waargh!
2009-09-26, 08:42 PM
Here is some information of the world

Landscape of the world
There is one main country in the world. It is called "Arhi", meaning the beginning. Its capital is the the Great City, which lies in the centre of the country. In the centre of the capital the Great Castle exists. There are the Emperors that rule the world. Around the main country there are various smaller countries, each under the rule of the Emperors.
There are seas in the world but all the known ones are inland.
So imagine a huge piece of land in which a lot of countries exist. The main one, Arhi and a lot significant smaller ones. Around the space where civilization exists there are mountains, some covered with ice and clouds, other with lava and smoke. Or chaotic deserts which only fools and the dead pass. In a few words terrain that no civilization can prosper. Not tottaly impassable, but only done by few brave fools.

Heaven and Hell
Up in the Sky there is Heaven, known as the land of clouds. It is a place of harmony and peace. Angels mostly inhabit it. It is a place which defenders of good lie in order to keep the balance from the forces of evil. Which lie in Hell.
Hell is an underground place located somewhere in the world. Demons and devils live there. It is believed to be a place of high heat and lava. Demons and devils often interfere with intelligent creatures misguiding them and tricking them. Even just enslaving or killing them.

Gods
All gods in WoC exist. Gods are a mystery in the world. There exact essence or origin is not known. Some say they are just a race, naturally superior from the rest. Other say they are just powerful individuals that have optained great knowledge of Magic. The sure thing is that they exist and they are powerful, but not omnipotent or omniscient. The live in the world, beyond civilization where land is almost impassable for other creatures. The often reveal their wills to the world. They lend their power, their divine magic, to their worthy followers most often clerics.
Their origin, the "how somebody can become a god" and their purpose in the world is a great mystery. Many have tried to solve it. Usually powerful creatures or great wizards. But their findings and their knowledge is not commonly known. The knowledge about gods is called "The Mystic Knowledge".
Gods otherwise rarely interfere with the world. They usually only contact high ranked clerics and individuals are generally free to worship them or not.

Laws of the land
The Emperors rule the land. Their race is not known. They always lie in the Great Castle which is not accessable by anybody. The Emperors communicate through magical ways in which they reveal their will. The Great Castle holds a great military army and no one is fullish enough to rebel against it. The Emperors take well care that no other city or country optains so much power in order to oppose them. That is their First Law. Even when individuals optain mystic knowledge or great power they are questioned and handed by imperial forces.
Apart from that they are just and they don't interfere with the laws of each individual country. As long as they pay their taxes and report to the Emperors a country is free to flourish. Even wars are allowed, but the Emperors must allow it.

Races
There are many races in the land. In the main country, Arhi, there are all kind of intelligent races. All live in harmony since ther are strict laws, especially within the Great City.
The other countries though are completely different. Usually there is one dominate race. Some races are even banned to cross some lands. Orcs and dwarves for example are known enemies. Racism and xenophobia exists in these countries. There are countries for most known intelligent races. Though most creatures just live in the wilderness.
Some intelligent races, like Dragons, don't have a country at all. The have cities though which are well known for their glory.

Magic
Magic is a science known by few. Wizards are the scientists and try to figure out how it works. Magic is commonly mistaken with Ether. Ether is the essence, the material, which is shaped in many ways. Ether exists all around the world. All magic is the same. It involves using ether to interfer or shape reality. Divine magic is lended to individuals by Gods, which are known to hold great knowledge of magic.
Magic is also used by the city mayors and offcials. They used it to teleport to other places for example. Or to protect castles and the city walls.
The Great Castle holds magic beyond imagination though. The history of the world says that the Great Castle was not built, but found. It helped create the first civilization. The Emperors and their wizards, the Redhoods, hold the magic of the Great Castle.

Shopping Therapy
Regular non-magical items are sold at 20% of their initial price and a shop won't generally buy everything, just what it needs. Magic items are sold on 30-70% their normal price.
There are three kind of shops/merchants
Big shops
These shops offer a big variety of things and are willingly to buy items. They buy magic items on 30%-50%. They make sure the gold you give them is correct and real. Also, you can not get a discount when buying items.
Small shops
These shops don't have a big variety, usually they specialize on somethings or you order specific items from them. They buy magic items usually on 40%-60% depending on their money available. They make sure the gold you give them is correct and real.
Merchants or other individuals
Merchants only have a few items. They rarely buy magic items. If they do though they might buy them from 50%-70%

Diplomacy and shopping
-You may make a diplomacy check to get better prices for selling items.
DC 25: You sell magic items on a +10% of their minimum prices the merchant/shop would buy them
DC 30: You sell magic items on a +20% their minimum prices the merchant/shop would buy them
DC 25: You sell magic items on a
(sorry about mispelling and such. English in not my mother language I am afraid)
Failure: No retry for the item.
-You try to convince the seller to give you a discount (Trained Only)
Oppossed Check: You make an opposed Diplomacy check. The difference is the percentage of the discount you get.
Failure: No retry for the item.

VanIsleKnight
2009-09-30, 04:19 PM
Jacen Almseth (http://www.myth-weavers.com/sheetview.php?sheetid=156389)

Z97
2009-09-30, 05:24 PM
Hans Tordek (http://www.myth-weavers.com/sheetview.php?sheetid=156226)

GreenMuffin
2009-09-30, 10:42 PM
playing as gnome wizard. here is character sheet.

arnon

Male Gnome Wizard
Level 4
unaligned

Strength 10 (+0)
Constitution 13 (+1)
Dexterity 15 (+2)
Intelligence 19 (+4)
Wisdom 12 (+1)
Charisma 13 (+1)

Height: 3' 7"
Weight: 65 lb
Skin: Light
Eyes: Dark Brown
Hair: Dark Brown; Average Beard

Maximum Hit Points: 35

Bloodied: 17
Surge Value: 8
Surges / Day: 7 [includes constitution modifier]


Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: 1d20 +8 = + 2 [half level] + 2 [dexterity] + 4 [improved initiative]
Base Strength Attack: 1d20 +2 = + 2 [half level] + 0 [strength]
Base Dexterity Attack: 1d20 +4 = + 2 [half level] + 2 [dexterity]
Base Constitution Attack: 1d20 +3 = + 2 [half level] + 1 [constitution]
Base Intelligence Attack: 1d20 +6 = + 2 [half level] + 4 [intelligence]
Base Wisdom Attack: 1d20 +3 = + 2 [half level] + 1 [wisdom]
Base Charisma Attack: 1d20 +3 = + 2 [half level] + 1 [charisma]

Armor Class: 17 = 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
Fortitude Defense: 14 = 10 + 2 [half level] + 1 [constitution] + 1 [fireburst]
Reflex Defense: 17 = 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
Will Defense: 16 = 10 + 2 [half level] + 2 [wizard] + 1 [charisma] + 1 [fireburst]

Armor: None (street clothes)

Shield: None

Attacks:

Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4
Dagger: +5 vs AC [+2 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
Thrown: +7 vs AC [+4 dexterity attack] [+3 proficient, damage 1d4+2 [dexterity bonus]
Cloud of Daggers +6i [base intelligence attack] vs reflex
Scorching Burst +6i [base intelligence attack] vs reflex
Force Orb +6i [base intelligence attack] vs reflex
Flaming Sphere +6i [base intelligence attack] vs reflex
Sleep +6i [base intelligence attack] vs will
Fire Shroud +6i [base intelligence attack] vs fortitude
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.

Base Saving Throw: d20 vs 10

Encumberance 4e

Normal Load:
Heavy Load:
Maximum Drag Load
100 lb.
200 lb.
500 lb.
Encumberance 3.5

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
25 or less
26-50 lb.
50-75 lb.
75 lb.
150 lb.
375 lb.

Languages: Common; Elven;

Rituals Known:

Animal Messenger [Level 1]
Brew Potion [Level 1 per revision]
Silence [Level 1]

Skills:

Acrobatics: +4 = 2 [dexterity] + 2 [half level]
Arcana: +13 = 4 [intelligence] + 2 [half level] + 2 [Gnome] + 5 [class training]
Athletics: +2 = 0 [strength] + 2 [half level]
Bluff: +3 = 1 [charisma] + 2 [half level]
Diplomacy: +3 = 1 [charisma] + 2 [half level]
Dungeoneering: +8 = 1 [wisdom] + 2 [half level] + 5 [class training]
Endurance: +3 = 1 [constitution] + 2 [half level]
Heal: +3 = 1 [wisdom] + 2 [half level]
History: +11 = 4 [intelligence] + 2 [half level] + 5 [class training]
Insight: +3 = 1 [wisdom] + 2 [half level]
Intimidate: +3 = 1 [charisma] + 2 [half level]
Nature: +8 = 1 [wisdom] + 2 [half level] + 5 [class training]
Perception: +5 = 1 [wisdom] + 2 [half level] + 2 [falcon]
Religion: +6 = 4 [intelligence] + 2 [half level]
Stealth: +6 = 2 [dexterity] + 2 [half level] + 2 [Gnome]
Streetwise: +3 = 1 [charisma] + 2 [half level]
Thievery: +4 = 2 [dexterity] + 2 [half level]

Feats:

Farshot
Improved Initiative
Arcane Familiar [AP]

At-Will:

Basic Melee Attack: By weapon, damage 1[W] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
Bull Rush: +2 [base strength attack] vs fortitude [standard action]
Grab: +2 [base strength attack] vs reflex [standard action]
Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
Escape: +4 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
Ghost Sound [Wizard][standard action]
Light [Wizard][minor action]
Mage Hand [Wizard][minor action]
Prestidigitation [Wizard][standard action]
Cloud of Daggers [Level 1]
Scorching Burst [Level 1]

Other Standard Actions: Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);

Other Move Actions: Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)

Other Minor Actions: Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight); switch familiar active/passive;

Other Immediate Action: Readied action

Other Opportunity Action: Opportunity attack

Other Free Actions: Drop held items; End a grab; Talk

Other Non-Actions: Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive

Short rest: Healing surges as available

Five minutes: Normal escape from restraints (Acrobatics)

One hour: Forage; Streetwise check

Encounter Powers:

Second Wind
Spend an Action Point [free action, not in surprise round]
Fade Away [Gnome][immediate reaction]
Use Implement [free action]
Force Orb [Level 1]
Fire Shroud [Level 3]

Daily Powers:

Flaming Sphere [Level 1]
Sleep [Level 1]
Expeditious Retreat [Level 2 Utility][move action]
Feather Fall [Level 2 Utility][free action]

Reminder to Level 4 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.

Gnome

* +2 Intelligence, +2 Charisma (already included)
* +2 Arcana, +2 Stealth
* Reactive Stealth (see Monster Manual)
* Fade Away (see Monster Manual)

Wizard

* This wizard chose the Wand of Accuracy mastery. Remember your once-per-encounter dexterity modifier bonus on an attack roll.
* Cantrips
* Ritual Casting [bonus feat, not listed above]
* Spellbook

Familiar: Falcon

2 fly 6 [hover]

Constant Benefits:
o +2 bonus on perception checks
o +2 bonus to all defenses against opportunity attacks

Active Benefits: Hunting falcon [1/encounter]; Soaring spirit



arnon's Equipment:

1 lb
2 lb
5 lb

1 lb
10 lb
10 lb
2 lb
4 lb
3 lb

_____
38 lb Weapons / Armor / Shield (from above)
Backpack
Bedroll
Flint and steel
Pouch (belt) x1
Rations (1 day) x10
Rope (50', hempen) x1
Sunrods x2
Waterskins x1
Spellbook x1
Wand
sending scroll (& components)
delay affliction scroll (& components)
hand of fate scroll (& components)
potion of healing (x4)

Total

Magic items:

Weapon:
Weapon:
Weapon:
Weapon:
Armor:
Shield:
Arms:
Feet:
Hands:
Head:
Neck:
Ring:
Ring:
Waist:









Resistances:

Action Point Tally:

Daily Item Powers Per Day: Heroic Tier Milestones: / / /

Death Saving Throw Failures:

More about arnon:

physical description.

long (for him) green robes that touch the ground. carries a staff about two feet taller than him. pointed features and black beady eyes. sandals that can only occasionally be seen from under his robes. his falcon, Onla, has normal falcon colors. She and her master are tightly bonded

plus my magic items

Staff of Draconic Power +1(5)
cloak of distortion +1(4)
fireburst +1 (armour) (3)

items bought/found

2 sending scrolls
1 delay affliction scroll
1 hand of fate scroll
3 potions of healing
2 doses of poison (dagger)

dragoonsgone
2009-10-02, 08:28 AM
Zliss, level 4
Dragonborn, Barbarian
Build: Thaneborn Barbarian
Feral Might: Thaneborn Triumph
Dragon Breath Key Ability: Dragon Breath Strength
Dragon Breath Damage Type: Dragon Breath Cold
Background: Dragonborn - Dishonored (+2 to Streetwise)
Exp: 350

FINAL ABILITY SCORES
Str 19, Con 11, Dex 13, Int 10, Wis 8, Cha 19.

STARTING ABILITY SCORES
Str 16, Con 11, Dex 13, Int 10, Wis 8, Cha 16.


AC: 18 Fort: 19 Reflex: 15 Will: 17
HP: 44 Surges: 8 Surge Value: 11

TRAINED SKILLS
Perception +6, Nature +6, Intimidate +13

UNTRAINED SKILLS
Acrobatics +2, Arcana +2, Bluff +6, Diplomacy +6, Dungeoneering +1, Endurance +1, Heal +1, History +4, Insight +1, Religion +2, Stealth +2, Streetwise +8, Thievery +2, Athletics +5

FEATS
Level 1: Weapon Proficiency (Execution axe)
Level 2: Weapon Expertise (Axe)
Level 4: Hurl Breath

POWERS
Barbarian at-will 1: Pressing Strike
Barbarian at-will 1: Howling Strike
Barbarian encounter 1: Vault the Fallen
Barbarian daily 1: Swift Panther Rage
Barbarian utility 2: Combat Sprint
Barbarian encounter 3: Blood Strike

Wealth 545
ITEMS
Adventurer's Kit, Lightning Execution axe +1, Battle Harness Hide Armor +1, Bracers of Mighty Striking (heroic tier), Climber's Kit, Flute, Badge of the Berserker +1, 5 Javelins

Zephraim
2009-10-02, 05:15 PM
Elion (http://www.myth-weavers.com/sheetview.php?sheetid=156370)

====== Created Using Wizards of the Coast D&D Character Builder ======
Elion, level 4
Human, Swordmage
Build: Shielding Swordmage
Swordmage Aegis: Aegis of Shielding
Birth - Among Another Race: Among Another Race (Eladrin)
Background: Birth - Among Another Race (Among Another Race (Eladrin))

FINAL ABILITY SCORES
Str 12, Con 14, Dex 12, Int 20, Wis 12, Cha 8.

STARTING ABILITY SCORES
Str 12, Con 14, Dex 12, Int 17, Wis 11, Cha 8.


AC: 23 Fort: 16 Reflex: 19 Will: 17
HP: 47 Surges: 10 Surge Value: 11

TRAINED SKILLS
Endurance +9, Arcana +14, Diplomacy +6, Insight +8, History +12

UNTRAINED SKILLS
Acrobatics +3, Bluff +1, Dungeoneering +3, Heal +3, Intimidate +1, Nature +3, Perception +3, Religion +7, Stealth +3, Streetwise +1, Thievery +3, Athletics +3

FEATS
Human: Weapon Proficiency (Bastard sword)
Level 1: Focused Expertise (Bastard sword)
Level 2: Arcane Reserves
Level 4: Intelligent Blademaster

POWERS
Bonus At-Will Power: Greenflame Blade
Swordmage at-will 1: Booming Blade
Swordmage at-will 1: Sword Burst
Swordmage encounter 1: Chilling Blow
Swordmage daily 1: Warding Flourish
Swordmage utility 2: Host of Shields
Swordmage encounter 3: Dimensional Vortex

ITEMS
Cloak of Distortion +1, Veteran's Leather Armor +1, Lightning Bastard sword +1, Adventurer's Kit, Longsword, Fine Clothing, Flute, Cloth Armor (Basic Clothing), Riding Horse
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

Waargh!
2009-10-05, 03:25 AM
Quick Stats

Arnon
HP 35/35 HS 8 Sur 7/7
AC 17 F 14 R 17 W 16

Hans
HP 3/43 HS 10 Sur 0/9
AC 17 F16 R 16 W 17

Jacen
HP 32/45 HS 10 Sur 9/10
AC 16 F 17 R 15 W 19

Zliss
HP 56/56 HS 14 Sur 9/11
AC 17 F 19 R 14 W 14

Initiative (avg): 1+3+8+1 = 4.5

Wealth
Arnon: 220 gp
Hans: 420 gp (500gp gem)
Jacen: 81 gp
Zliss: 445 gp (148gp gem)

EXP
3875 / 7000

Waargh!
2009-11-12, 07:48 AM
Map of the area
http://img130.imageshack.us/img130/3914/42347487.png