Difference between revisions of "DnD Commando Short Adventure"

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**Most foes you will be facing have a +10 to initiative, with some being higher. This is the minimum to have a decent chance of going first.
 
**Most foes you will be facing have a +10 to initiative, with some being higher. This is the minimum to have a decent chance of going first.
 
**Don't forget that some classes/items give a bonus to the whole party. A +5/+6 from a Warlord should easily put you over +20.
 
**Don't forget that some classes/items give a bonus to the whole party. A +5/+6 from a Warlord should easily put you over +20.
*'''Attack Bonus +22 vs AC, +20 vs Nads''' -
+
*'''Attack Bonus +22 vs AC, +20 vs NADs''' -
 
**The average opponent will have AC 28-32, and Nads around 28. Big Bads will be even higher. +22 vs AC gives you a 50% chance of hitting an AC of 35, when you have combat advantage. You don't want your attack roll getting below that.
 
**The average opponent will have AC 28-32, and Nads around 28. Big Bads will be even higher. +22 vs AC gives you a 50% chance of hitting an AC of 35, when you have combat advantage. You don't want your attack roll getting below that.
 
**If you don't have Weapon/Implement Expertise or Focused Expertise, then you should take it. The extra +2 to hit is huge.
 
**If you don't have Weapon/Implement Expertise or Focused Expertise, then you should take it. The extra +2 to hit is huge.
 
**Some classes/specs should be aiming for much higher numbers. Rogues can easily have +25 vs AC.
 
**Some classes/specs should be aiming for much higher numbers. Rogues can easily have +25 vs AC.
 +
 
===General Build Suggestions===
 
===General Build Suggestions===
 
====Strikers====
 
====Strikers====

Revision as of 01:04, 24 February 2010

I'm working on a short adventure where the players are all 16th level, fast, sneaky and capable of doing high first round damage. This will not be a combat only adventure, though that will be the focus.

Plot

Alarms sound in Taligos city. On the horizon Drakoth Keep burns, illuminating the night sky. Nobody knows what happened. The Council is in session.

Setting

History

It has been one generation since the Valash Horde arrived at the gates of Taligos City. One generation since the great slaughter. One Genration since High Priestess Evelynn quested to revive the fallen.

The Empire

The Empire has always been. The Empire shall always be.

There is no record of the founding of the Empire. While its size and influence waxes and wanes with the ages, at times disappearing from history books, it never ceases to be, and always under the control of the Lazlo Family.

Emperor Lazlo has ruled the Empire since its founding. It is believed that when the old emperor passes on, the new one simply takes his name, but many rumours abound of dark pacts and immortality. The Emperor works through proxies, and keeps a very private council. Little is known about the man, save that is personal power is extraordinary.

The Valashian War

Twenty-nine years ago the Valash Horde attacked the Empire. Led by Warchief Kalorg Ironfang, it swept eastward through many cities, razing and pillaging as it went. After a year of war the Valash arrived at Taligos. The city held for nine days before the horde broke through the outer wall. Those who could retreated to the keep, but the city was already full of refugees, and there was not enough room. Sick of watching the slaughter, High Priestess Evelynn left her body and travelled to deaths gate to intercede with her mistress, The Raven Queen. None know what was said, only that the high priestess never returned, and the next night those who were slain rose as Revenants, empowered by the Raven Queen, and drove the horde out of the city. With the help of the once deceased, Sir Tyr the White was able to hold the city, keeping the Valash occupied while the most potent mages in the land gathered to cast them out.

It is still not known why the Valash attacked the empire. Also a mystery is the fate of Kalorg Ironfang.

People

Revenants

Members of all races fell when the walls of Taligos were breached. They all came back as Revenants, undead beings with more in common with one another than with the races to which they once belonged.

Revenants do not age naturally. They're physical age reflects the condition of their soul. Those who give in to despair appear to be elderly, while those who are driven by some purpose, or who are able to truely enjoy life, appear to be at their prime. Revenats do not die of old age either. They will continue to live until slain, or they complete whatever task the Raven Queen has for them.

Valash

The Valash Horde was not a single race. All manner of people were attracted by Warchief Kalorg Ironfang's charisma and promises of power and glory. Kalorg himself, along with most of his inner circle, were dragonborn. As such Dragonborn are still distrusted by many.

Persons of Note

High Priestess Evelynn

Sacrificed herself to revive the fallen of Taligos.

Warchief Kalorg Ironfang

Led the Valash Horde against the Empire.

Places

Taligos City

Where the Valash Horde was driven back.

Drakoth Keep

The furthes reaches of the empire, rebuilt after being razed by the horde. Two days west of Taligos.

Character Creation

Minimum Requirements

All PCs are expected to meet the following requirements. Failure to do so will likely result in an untimely death.

  • Movement Speed 6 (Recommended 7)
    • This is the base speed of most opponents you will be facing. Any slower and you will not be able to withdraw from a failed engagement, nor pursue a fleeing foe.
    • Melee characters may want to boost this even higher, to make getting into position easier.
    • If the whole party has a speed of 7+ then many new tactics may be possible.
  • Stealth Skill +15 (Recommended +20)
    • Most equal level monsters have between a +10 and +18 to perception. Any lower than this and you will not be very likely to hide when you need to.
    • Possible sources of bonus: +8, 1/2 lvl; +5, skill training. +0-+7; Dex. +2 racial; +1 Background; +3 Skill Focus; +4 Magic Item; Total possible bonus +30 (and I'm probably missing something).
  • Initiative +13 (Recommended +20)
    • Most foes you will be facing have a +10 to initiative, with some being higher. This is the minimum to have a decent chance of going first.
    • Don't forget that some classes/items give a bonus to the whole party. A +5/+6 from a Warlord should easily put you over +20.
  • Attack Bonus +22 vs AC, +20 vs NADs -
    • The average opponent will have AC 28-32, and Nads around 28. Big Bads will be even higher. +22 vs AC gives you a 50% chance of hitting an AC of 35, when you have combat advantage. You don't want your attack roll getting below that.
    • If you don't have Weapon/Implement Expertise or Focused Expertise, then you should take it. The extra +2 to hit is huge.
    • Some classes/specs should be aiming for much higher numbers. Rogues can easily have +25 vs AC.

General Build Suggestions

Strikers

Probably the most important role for this game. Make sure that you can do high amounts of damage in the surprise round and first round of combat. Don't be afraid to use action points or dailies early. You also want to look for attacks that have multiple hits, either AoE or multi-strike abilities, as these tend to do the best burst damage. If you're melee, make sure you can get close so that you don't waste actions. Don't worry too much about minions. Let the lower damage characters deal with them.

Controllers

If you can severely hamper a large number of foes in the first round of combat, then you effectively get an extra bonus round for your strikers. Try to have the ability to lock down a single target for big "boss" fights, when the first round burst won't be enough. The party will be squishy, so the more damage you can prevent in the few longer fights, the better things will go. Also try to have some ability to kill minions.

Defenders

Most fights won't have much defendery stuff to do. You'll just be picking up scraps at the end of an early burst. Try to be able to contribute to the burst, and possible have a good AoE taunt to keep the squishies safe for an extra round. It'll be important to have a daily that lets you tank hard for big fights, and as much burst damage as you can squeeze out for the rest of the encounters. Also try to have some ability to kill minions.

Leaders

Don't worry too much about healing, instead focus on buffing the strikers for first strike damage. However big daily emergency healing is a good thing. Try to talk your allies into multiclassing into Cleric, Warlord or Bard for an extra minor action healing surge each day. Also try to have some ability to kill minions.