D&D Thirteen Colonies

Paragon level: getting there in 2010
the possible path to paragon level

I like to see where we’ve been in our D&D campaign, so here is list of our adventures so far. I’ve always included a possible look forward to where the campaign could go based on the choices you guys have indicated to me so far are the most likely ones you’ll pursue. If we play hard, we may hit paragon level by 2011! You may want to start considering what paragon class you like and let me know so I can put some NPCs/locations/minor quests into the game to help your hero achieve that paragon class.

The other bit of news is I’m going to try something new with the adventure the Expedition to the Barrier Peaks which should start in Sept. Sporeship Wyrmwood is a sprawling location and your PCs will be able to tackle it as you choose. The exploration is likely to take four nights of gaming to finish. We haven’t tried an extended adventure before. I’m excited to see how it turns out for all of you! Many secrets and a powerful treasure can be wrested from Sporeship Wyrmwood, but the location is perilous as well.

1. 05/13 1st to 2nd Jerusalem’s Lot 2. 05/24 2nd Road to Arkham 3. 06/07 2nd to 3rd Death from Above 4. 06/21 3rd Song of Madness 5. 07/07 3rd to 4th Lurkers in Darkness 6. 07/21 4th to 5th One Small Step for Man 7. 08/25 5th to 6th? Strange New Worlds (Fecund, Lighthouse, and the Gray Woods for Lego, Oracle Clan of shifters for Sarod)

Sept-Dec: Fear in a Handful of Dust (Trent’s religious dilemma, Darius’s spell duel and nifty gadgets, and get info on Elina’s father)

Expedition to the Barrier Peaks: four adventures to gain artifact of the Earthmane Clan, learn of the Sinister Man, and find secrets of the deva for Sarod).

The Strange High House in the Mists: travel to Kingsport to learn of Darius’s mentor and Arkan’s merc company. Gain major quest with details on returning to Kruvil in a way that will make a big impact on your paragon level adventures.

Wednesday, January 5, 2011: Planetfall: Return to Preacher’s Rest in Kruvil in 2011, face Rane the red dragon and maybe the Sinister Man, and hopefully hit paragon level!

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Adventure Two

Adventure Two: The Unfolding Story Having saved Preacher’s Corner from He Who Walks Behind the Stars and the thing’s disciple, the Dark Priest, the young men and women moved on with life. Jace took over the role of preacher full-time, freeing up Mrs. Cloris from serving part-time.

Rosa won a riverboat in a high-stakes game of Three-Dragon Ante. She is plying the Miskatonic River living the high life.

Arkan accepted the full-time role of constable for Preacher’s Corner, much to the Stoneweather family’s chagrin. If their consternation bothers him, Arkan gives no sign.

Darrius was appointed Official Historian to Preacher’s Corner by the Arkham Historical Society. He wrote a small novel, Jersusalem’s Lot, that has gotten much local acclaim.

Legothos is scouting the local wilds for Mr. Thompson to expand his logging operation. Thompson has agreed to abide by Legothos’ requirements on proper logging and replanting while still being able to make a profit. Thompson complains constantly.

Eldon ran off with Calva the dwarf bodyguard and they are taking a walking tour of local towns. Vendigroth took over Calva’s duties as bodyguard to Sir Boone.

Vendigroth was last seen on the King’s Highway to Arkham, going to pick up the Lady Keziah Mason whom Boone is courting. Vendigroth has not returned, which is why Sir Boone is asking the young men and women of Preacher’s Corner to step up again and help find one of their own.

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Adventure One

Adventure One: Essex County, How It All Began “The true epicure of the terrible, to whom a new thrill of unutterable ghastliness is the chief end and justification of existence, esteem most of all the ancient, lonely farmhouses of backwoods Essex County; for there the dark elements of strength, solitude, grotesqueness, and ignorance combine to form the perfection of the hideous.” —The Bard Lovecraft

You grew up in or traveled to Preacher’s Rest, a small village east of the town of Arkham. You might have been a woodcutter, a constable, a preacher’s assistant, or a smuggler. You live in the haunted shadow of Chapelwaite Manor and avoid the haunted ruins of Jerusalem’s Lot.

But now a Boone has returned to the ancestral home. Loud gibbering comes from Chapelwaite again, the moon is veiled, a two-headed calf was born, and a trail of flattened burned vegetation ten-feet wide was found in the woods.

Someone must convince Charles Boone to leave Chapelwaite. Someone must stop that which gibbers behind the walls of his home. And someone must travel to the accursed ruins of Jerusalem’s Lot and stop that which comes from behind the stars from devouring the village and all that are in it.

You may be a drunk or inbred. You might be a cousin of Boone, come to save your family. You might pursue blasphemous knowledge and covet with the unnatural. Maybe you serve the White, that ancient religion of wisdom and goodness. But tonight, a day before All Hallow’s Eve, you are all that stands between Preacher’s Rest and the doom of that which comes from behind the stars.

The Stories That Came Before Arkan Stoneweather Arkan is the youngest son of the Stoneweather family, a respected and influential family that had lived for years in Preacher’s Rest. When it became obvious that he was unlikely to inherit much in the way of family money or power (his parents were already nudging him toward the clergy), he knew that he had to strike out on his own or be swallowed into a pleasantly dull existence in Preacher’s Rest, always in the shadow of his older siblings. So as soon as he was old enough to enlist, he went off to seek his fortune as a soldier.

Years went by in which Arkan learned much about the realities of the world and about the passions-noble and vile-that motivate men and women to do great and terrible things. He took up arms as everything from a tavern bouncer in the vilest slum to a squad leader in the ranks of a revered (and now deceased) duke. But after this last campaign, he’s come to understand something important: he’s seen enough. Enough blood, enough cowardice and greed, enough of the concrete realities of the world.

Maybe that pleasantly dull life back in Preacher’s Rest wasn’t such a bad idea after all.

So he’s come back home. He’s not sure what he’s going to do there—he had a few friends (a ranger-in-training and the local troublemaker among them) that he hopes to look up; maybe they’re still in town, and maybe that means he can pick up the life of untroubled ease he left behind. Maybe his family will even take him back as something other than the unwanted third son.

The years have erased any darker… memories of Preacher’s Rest. Sure, there were stories. Stories about what shambled through the woods at night and what gibbered on the riverfront beneath the waxing moon. But those were stories, right? Arkan’s seen the worst that humanity has to offer. What darkness could be worse than that?

Thorvic Earthmane Not so long ago, Thorvic left his family across the Atlantis Sea to seek out a new life for them in the wilds of Americus.

His clan, Earthmane, had been ravaged by marauding orcs and ogres led by a sinister man that none recognized. Fortunately Thorvic’s father had placed wards around their underground dwelling that evening and as the rest of the clan met their end, the earth itself swallowed Thorvic’s family and brought them to safety. When later they returned to their home, they found that it had been utterly destroyed. The only hope of a new beginning for the Earthmane clan seemed to be in the primal land across the Atlantis, where the foul ogres and orcs held no sway.

The plan was for Thorvic to sail six months before his father, mother and brothers. As the eldest son it was his responsibility to secure a hill for them to live, as well as find work and food. Thorvic didn’t want to go. Not without his family that had taught him to speak to the earth.

Soon after Thorvic arrived in the strange new land, he was jolted awake late one night by an agonizing headache, and chaotic visions of something… unnatural. Flashes of his family’s destroyed bodies and something that looked like giant tentacles played in his mind. He knew even before the notice reached him that he was the only survivor of the ancient Earthmane clan. All he had to remember his family by was his father’s craghammer and his own great brown, shaggy beard.

He spent the next few weeks mourning, miserable in his room at the inn in Preacher’s Corner. He had heard the town crier instructing all able-bodied youth to meet in the inn, but whatever the reason Thorvic didn’t care. He had his own problems… he needed to be surrounded by earth again.

Feeling the heartache and crushing loneliness of a dwarf permanently cut off from his clan, Thorvic took to the nearby mountains, the mountains that reminded him so much of his ancestral home. There he intended to live out the rest of his days in solitude, with the peace and strength of the earth spirits to accompany him.

But the earth spirits weren’t so peaceful these days – not in the hills that surrounded Preacher’s Corner. In the core of his being, he knew that the earth was telling him his family’s fate was somehow connected with this sleepy town at the foot of the mountain. Perhaps it was time for him to investigate just what was happening in this place. Whatever the outcome, Thorvic would never be able to rest until he saw the end of whatever agent had been foolish enough to provoke the anger of the last Earthmane.

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Set Up for the Ongoing Campaign
Set Up

Thirteen Colonies A D&D 4E Setting Set Up for the Ongoing Campaign

Character Builder Please set the rules in your Character Builder to include only the Player’s Handbook, Player’s Handbook II, Adventurer’s Vault, and the Scale of War backgrounds (mechanically similar to those backgrounds we have available if you post a background online).

Ron and Bruce please send me your PC info. I can stat up your character on the Character Builder and print it out for you for the next game. If you don’t send me the character info, I’ll wing it and get one as close as possible to want you want.

Don’t forget to post a background to generate some roleplaying potential and earn a small mechanical bonus.

Magic Item Division Game night will wrap up around 10:20. We’ll spend about 20 minutes dividing treasure and leveling up when needed. The players who didn’t get magic the last session will each take an item to keep the distribution even. The gold and gems and stuff can be divided up evenly each time (again a strong guideline from the Player’s Strategy Guide).

For items no one wants, you have a better option than selling them. A PC can still take an item. The next time the group is in town, they can find an NPC to trade the item to. Usually, NPCs will trade back an item 2 or 3 levels lower (rather than buy at for gp 5 levels lower). If you go on a quest for the NPC or they owe the group a favor, they may trade 1 level lower or even up (same level!).

Finally, as the PHB suggests please feel free to send me a wish list of types of magic items you want that are 1 to 4 levels higher than your PC. You don’t have to name specific items unless you really want something (magic broadsword is clear enough for example).

Also, the group can send me a group wish list. Stuff like a bag of holding that no one PC may want but that could help the party.

I’ll use the wish lists to help make treasure hoards even though I’ll throw in some interesting stuff as well. Knowing who wants chainmail versus cloth armor, what types of weapons you want, etc. is very useful and you’ll get a better GP value this way than even trading yields.

Current PCs Feel free to keep your existing PC or make a new one. Adjust as follows. Every PC starts with 1625 XP in total and a potion of healing. You get the following magic item and GP. You can spend the GP on any non-magical items or keep it to buy some magic items later.

Andy, your PC has 400 gp and Lightning Broadsword +1 Level 5 This weapon crackles with dancing lightning. 1,000 gp Weapon: Any Enhancement: Attack rolls and damage rolls Critical: +1d6 lightning damage per plus Power (At-Will ✦ Lightning): Free Action. All damage dealt by this weapon is lightning damage. Another free action returns the damage to normal. Power (Daily ✦ Lightning): Free Action. Use this power when you hit with the weapon. The target and each enemy within 2 squares of the target take 1d6 lightning damage.

Chad, your PC has 560 gp and Thunderburst Longbow +1 Level 4 Suddenly, the projectile explodes in a burst of violent sound. 840 gp Weapon: Any ranged (this version must be a bow) Enhancement: Attack rolls and damage rolls Critical: +1d6 thunder damage per plus Power (Daily ✦ Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with the weapon. Thundering Weapon Aaron, your PC has 460 gp and Ritual Book 100 gp Comprehend Languages and Tangler Level 4 This wormlike symbiont wraps around your arm, spitting a glob of glutinous goo to entangle your enemies. 840 gp Item Slot: Arm 840 gp Power (Healing Surge): Minor Action. The tangler makes an attack: Reach 3; +7 vs. Reflex; the target is restrained (save ends). If the attack roll is a 1, you are restrained (save ends).

Kerry, your PC has 720 gp and Tongueworm Level 3 This thin strand of quivering muscle takes root in your throat, its toothed maw ready to shoot out at your foes. 680 gp Item Slot: Head 680 gp Power (Healing Surge): Minor Action. The tongueworm makes an attack: +8 vs. AC; 1d10 + 1 poison damage. If the attack roll is a 1, you are dazed until the end of your next turn.

Bruce, your PC has 620 gp and Ritual Book 100 gp Explorer’s Fire You enchant a fire so that it isn’t visible from more than a short distance, in the hope that it won’t attract unwanted attention. Level: 1 Component Cost: 10 gp Category: Exploration Market Price: 50 gp Time: 10 minutes Key Skill: Arcana or Nature Duration: 8 hours You alter one fire of bonfire size or smaller within 5 squares of you. Light cast by the fire cannot be seen from more than 5 squares from the fire. The fire’s light is unchanged within that radius, and the ritual does not diminish or contain the fire’s heat or sounds. and Wand of Force Orb +1 Level 3 This wand carries the wizard spell force orb. 680 gp Implement (Wand) Enhancement: Attack rolls and damage rolls Critical: +1d6 damage per plus Power (Daily ✦ Arcane, Force, Implement): Standard Action. As the wizard’s force orb power.

Force Orb Wizard Attack 1 You hurl an orb of magical force at an enemy. It bursts against the target and throws off razor-sharp shards of force that cut nearby enemies to ribbons. Encounter ✦ Arcane, Force, Implement Standard Action Ranged 20 Primary Target: One creature or object Attack: Intelligence vs. Reflex Hit: 2d8 + Intelligence modifier force damage. Make a secondary attack. Secondary Target: Each enemy adjacent to the primary target Secondary Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier force damage.

Ron, your PC has 880 gp and Cloak of Resistance +1 Level 2 This crimson-hemmed cloak can be activated to provide minor resistance to all attacks. 520 gp Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Power (Daily): Minor Action. Gain resist 5 to all damage until the start of your next turn.

Michelle, your PC has 880 gp and Wyrmtooth Dagger +1 Level 2 (See Player’s Handbook II).

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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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