View Full Version : [4e campaign journal]Of Druids and new players

Guinea Anubis
2009-11-04, 12:51 PM
Going to keep a little campaign journal here of a group or new players and some of the funny stuff that happens.

I got asked to join a 4e game that some of the boy scouts in the troop that I am an Assistent Scout Master in are playing. I got asked to join as a player to help the DM help them learn how to play.

I needed to pick a class that was more support but still could get in to a scrap so when I stop playing they are not hurting for a class/roll. After looking at the PHB and PHB2 I picked playing a Longtooth Shifter Druid since it looked like it could fill the role I wanted to fill. Yes I know I should have picked RazorClaw to get the +2 dex but I did not know at the time I picked long tooth that the +2 Str was not that much help to a Druid, but I did not ask the DM if I could change it and set a bad example for the kids since we had to tell him what race and class we wanted to play. He did this so we did not end up with all Harry Potter clones.

We like to roll up the stats more then point buy, I don't know why its just more fun for us. We used the 4d6 toss out lowest, I rolled 12, 15,16,9,6 and 18. we are starting at level three and only have 250 gold and an adventures kit, the story is we are a group that has been together for a little bit and are limping back in to town after getting are butts kicked and lossing most of are stuff (The DM wants to get the kids use to the game before bringing in magic items)

This is the guy I rolled up

Male Longtooth Shifter Druid
Level 3

Strength 14 (+2)
Constitution 15 (+2)
Dexterity 16 (+3)
Intelligence 6 (-2)
Wisdom 20 (+5)
Charisma 9 (-1)
Height: 5' 10"
Weight: 175 lb
Skin: Tan
Eyes: Silver
Hair: Dark Brown; Straight; Light Beard

Maximum Hit Points: 37

Bloodied: 18
Surge Value: 9
Surges / Day: 9 [includes constitution modifier]

Size: Medium
Speed: 7 squares [includes druid predator bonus]
Vision: Low-light

Initiative: 1d20 +7 = + 1 [half level] + 3 [dexterity] + 3 [wild senses]
Base Strength Attack: 1d20 +3 = + 1 [half level] + 2 [strength]
Base Dexterity Attack: 1d20 +4 = + 1 [half level] + 3 [dexterity]
Base Constitution Attack: 1d20 +3 = + 1 [half level] + 2 [constitution]
Base Intelligence Attack: 1d20 -1 = + 1 [half level]-2 [intelligence]
Base Wisdom Attack: 1d20 +6 = + 1 [half level] + 5 [wisdom]
Base Charisma Attack: 1d20 +0 = + 1 [half level]-1 [charisma]

Armor Class: 17 = 10 + 1 [half level] + 3 [dexterity] + 3 [hide]
Fortitude Defense: 13 = 10 + 1 [half level] + 2 [constitution]
Reflex Defense: 15 = 10 + 1 [half level] + 1 [druid] + 3 [dexterity]
Will Defense: 17 = 10 + 1 [half level] + 1 [druid] + 5 [wisdom]

Armor: Hide (25 lb)

Shield: None


Unarmed Melee: +3 [base strength attack] vs AC; damage 1[W]=1d4+2 [strength bonus]
Spearv: +5 vs AC [+3 strength attack] [+2 proficiency]; damage 1[W]=1d8+2 [strength bonus] 6 lb (Spear) versatile
Sling: +6 vs AC [+4 dexterity attack] [+2 proficiency]; damage 1[W]=1d6+3 [dexterity bonus] range 10/20 0 lb (Sling) Load free
Flame Seed +6i [base wisdom attack] vs reflex
Pounce +6i bf [base wisdom attack] vs reflex
Darting Bite +6i bf [base wisdom attack] vs reflex
Savage Frenzy +6i bf [base wisdom attack] vs. reflex
Predator's Flurry +6i bf [base wisdom attack] vs reflex
v Versatile weapon. Add +1 to damage if using two-handed.
i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
bf Beast-form power.

Base Saving Throw: d20 vs 10

Encumberance 4e
Normal Load:
Heavy Load:
Maximum Drag Load
140 lb.
280 lb.
700 lb.

Encumberance 3.5
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages: Common; Primordial;

Rituals Known:

Animal Messenger [Level 1]
Create Campsite [PH2][Level 1]


Acrobatics: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Arcana: -1 = -2 [intelligence] + 1 [half level]
Athletics: +9 = 2 [strength] + 1 [half level] + 2 [Longtooth Shifter] + 5 [class training]-1 [armor]
Bluff: +0 = -1 [charisma] + 1 [half level]
Diplomacy: +0 = -1 [charisma] + 1 [half level]
Dungeoneering: +6 = 5 [wisdom] + 1 [half level]
Endurance: +4 = 2 [constitution] + 1 [half level] + 2 [Longtooth Shifter] -1 [armor]
Heal: +6 = 5 [wisdom] + 1 [half level]
History: -1 = -2 [intelligence] + 1 [half level]
Insight: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Intimidate: +0 = -1 [charisma] + 1 [half level]
Nature: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Perception: +11 = 5 [wisdom] + 1 [half level] + 5 [class training]
Religion: -1 = -2 [intelligence] + 1 [half level]
Stealth: +3 = 3 [dexterity] + 1 [half level]-1 [armor]
Streetwise: +0 = -1 [charisma] + 1 [half level]
Thievery: +3 = 3 [dexterity] + 1 [half level]-1 [armor]


Primal Fury [PH2]
Wild Senses [PH2]


Basic Melee Attack: By weapon, damage 1[W]+2 [strength bonus] [standard action]
Basic Ranged Attack: By weapon, damage 1[W]+3 [dexterity bonus] [standard action]
Bull Rush: +3 [base strength attack] vs fortitude [standard action]
Grab: +3 [base strength attack] vs reflex [standard action]
Move grabbed target: +3 [base strength attack] vs fortitude [standard action]
Escape: +3 [acrobatics] vs reflex / +9 [athletics] vs fortitude [move action]
Wild Shape [Druid][minor action]
Flame Seed [Level 1]
Pounce [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 9]; 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)

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]
Longtooth Shifting [Longtooth Shifter][minor action]
Darting Bite [Level 1]
Predator's Flurry [Level 3]

Daily Powers:

Savage Frenzy [Level 1]
Skittering Sneak [Level 2 Utility][free action]

Longtooth Shifter

+2 Strength, +2 Wisdom (already included)
+2 Athletics, +2 Endurance
Longtooth Shifting (when bloodied; see Monster Manual)

This druid chose the Predator primal aspect.
Balance of Nature
Ritual Casting -- [bonus feat, not listed above; the ritual book can take most any form]
Wild Shape

the other PCs in the party are
Eladrin Wizard
Dragonborn Warlord
Tiefling Warlock
Dawrven Cleric
Halfelf Fighter

When I get some time later tonight I will post the first Cat Hernding game session.

Guinea Anubis
2009-11-05, 11:10 AM
Sorry I did not get around to posting this yesterday.
So the Six of us limp in to town after getting are buts kicked by a group of *insert what ever monsters you want*.

We get in to town and head to the local shop to by new gear and armor with the small amount of gold we have. We then head to the local tavern to try and pick up on some rumors and info on some ways to make some easy money. After talking with the owner and some of the customers we pick up on 3 leads.

I get told of a local druid that has found some kind of odd animal and head out in to the woods to find him. The Wizard and the Warlock try to find a magic shop of some kind to talk to the owner who knows about some ruines. The other three try to tack down a local hunter/traper that had an odd expericance in the woods. We all said we would meet back at the tavern after getting the info we needed.

I Found the druid and asked him about what he found. He then shows me an odd looking spider thats yellow with red fur and silver eys. I ask some other questions and he gives me an idea of where in the woods he finds it.

The warlock and wizard after a bit of luck find the magic shop since they headed out with out asking where it was in the city. They then kick open a door that was not locked to a public store and demand that the owner tells them about the ruins *at this point I did a face palm*. The owner wants to know who they are why the busted his door and why he should not call the town guard on them. They then start to yell that he better give them the info they want as they are powerful magic users and will kick his ass if he does not. At this point the shop owner starts to arc lighting between his hads and says " I know a thing or two about magic, you better just leave my shop now,...or else". The warlock trys to hit the shop owner with an eldritch blast. Needless to say both the warlock and wizard got zapped down to 0 hit points and halled off to jail by the town guard.

The other 3 had a lot more luck, they asked where they could find the hunter before heading out to talk to him. When they did find him he was not in the mood to talk about it. They did the smart thing and offered him some gold. He then told them of a strange cave he found in the woods that was surounded by odd looking spiders. They payed him some more gold and he made them a map how to get there.

When we all meet back up at the tavern we found the wizard and warlock was not there yet. After some asking around we found out what happened at the magic shop, it was the talk of the town. We had to bail them out and they had to pay for the door they busted.

We then follow the map in to the woods. As we get close to the area we get attacked by a shambling mound. After improning are team work we take him down with only the fighter getting in to the negatives when he tryed to jump on its back. We keep going and start to see the odd looking spiders all over but they do not attack us.

When we get to the cave we find what looks like an old round tarnished shield on a tripod. At this pont they start trying to figure out what it could be. Since my guy as an Int of 6 and is a druid he does not participate and goes to take nots about the odd looking spiders. The 5 scouts then spend 45min of real time trying to figure out what this should could be. They do all kinds of test from casting spells at it to taking it off the tripod and adding water to the inside ot see if it was some kind of water looking glass thing. At this point one of them has the idea to polish it. After they find out it reflect the sun now they get the idea to shine it in to the cave we came here to find and had been ignoring.

So after finding some other shields and polishing them and lighing up most of the cave we find a room with a carved stone door.

This is where we left off for the night. Will post more the next time we play.