DnD Commando Short Adventure

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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. Their 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, though the savage races were most numerous. 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

High Priestess of the Raven Queen. Sacrificed herself to revive the fallen of Taligos.

Appearance: A very regal woman with fair features, and raven black hair. Usually wore light, elegant robes. Her power and close relation with her deity were clear for all to see.

Warchief Kalorg Ironfang

Led the Valash Horde against the Empire.

Appearance: Dragonborn, very big and strong. Wears unique plate armour. Obviously a veteran of many battles, and a leader of brutes.

Sir Tyr the White

A noble knight in charge of the defence of Taligos. A member of the council, responsible for all things security related.

Appearance: Human, a bit past his prime but still strong. Looks like a typical knight, heavy armour, big shield, hand-and-a-half sword. Has a very bright and noble style. When not in battle wears simple but elegant clothing.

Razian First-to-Rise

The first of the Revenants to rise up against the Valash Horde. Represents this large portion of the population in the Council.

Appearance: Was a dwarf, but like all Revenants is taller and thinner than he was in his past life. Not young, but very fit. Tends to wear fairly practical clothing, light leather armour with a few daggers close at hand. Has a darker cast to his features, and either shaves or is completely bald.

Valorus Lazlo

The Emperor's representative in Taligos. He sits on the council, but usually abstains from most matters. Little is known about him, though it is rumored that he has access to dark powers.

Appearance: Surprisingly young for such an important position. Enjoys wearing elegant clothing, but nothing too flashy. Has an odd cast to his features, like all related to the Emperor. His prized possession is a very elegant hand-and-a-half sword, that has obviously been enchanted with mystical energies. This sword is usually mounted on the wall of his study, though he has been seen carrying it in times of strife.

Lady Eleanor

A very wealthy woman. Sits on the council to represent the trading parties. Quite vain, she obviously enjoys her great wealth.

Appearance: Enjoys eating a little too much. Wears very fine clothing, having at least one new outfit for every special occasion. Always wears extensive amounts of very expensive jewelry, and uses a great deal of expensive makeup and magical cosmetics to enhance her appearance. Especially enjoys tiger furs, and has an especially large tiger pelt adorning her chambers. She is also fond of magical charms and trinkets, as long as they also look good.

Places

Taligos City

Where the Valash Horde was driven back.

Drakoth Keep

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

House Rules

Milestones

Due to the easy nature of many encounters, milestones won't necessarily be granted every second encounter. When a milestone occurs, I'll let you know.

Fate Points and Aspects

Each character begins the game with 5 fate points and 5 Aspects. Aspects represent important parts of the character, and Fate Points can be spent to gain in game benefits for those Aspects. This is a simplified version of what is used in Spirit of the Century, with some added modification to work better with DnD combat.

When picking initial aspects, follow these guidelines:

  • Keep them short, simple, flavourful and flexible. Examples: Veteran of the Last War. Bum Leg. Righteous Fury. Down But Not Out. Served with the White Knights. Revive Clan Steelwing. Short Fuse. From the Shadows. The Light of Pelor.
  • Avoid boring, generic Aspects. The point is to add flavour and RP stuff, not just add a little more to your combat abilities. Examples: Badass. Really Good Fighter. Skilled Swordsman.
  • Two of your aspects should highlight why you're a paragon tier badass, either calling attention to your skills, your motivation, or your history.
  • Two of your aspects should tie you in with the plot/setting.
  • One of your aspects should either be a flaw, or have a downside to it, otherwise you won't be getting many fate points.

Gaining Fate Points

Each character starts the game with 5 fate points, and can gain extra points by either accomplishing an important goal, or when one of the character's aspects is compelled against him. Players can expect to get 1-3 fate points per session, depending on the length and nature of the events, with key plot points awarding an extra 3-5 fate points.

Spending Fate Points

Fate points can only be spent when a character has an appropriate Aspect to go along with the desired outcome. Example: Old Jimbo has the Aspect "Down But Not Out", so he can spend fate points in any situation where he's taken a solid beating but is still in the fight. Example: Kierra has the Aspect "From the Shadows", so she can spend fate points when ambushing, sneaking, or generally dealing with a lack of light.

For one fate point a character can:

  • Resist a compel. You do not need a second related Aspect to resist a Compel.
  • Introduce a likely plot element. Example: Old Jimbo has the "Veteran of the last War" aspect. When dealing with the city guard he can spend a fate point to run across somebody who served with him.
  • Add 1d6 to a d20 roll (can wait until the result of the roll is known).
  • Reroll a damage roll.
  • Regain the use of an encounter power which missed all targets.

For two fate points a character can:

  • Introduce an unlikely plot element. Example: Old Jimbo has the "Veteran of the last War" aspect. When captured by bandits he can spend a fate point to have one of the leaders recognize him as an old war buddy.
  • Take 10 on a d20 roll (must be chosen before the roll is made).

For three fate points a character can:

  • Introduce a specific and unlikely plot element. Example: Old Jimbo has the "Veteran of the last War" aspect. When seeking favour from the prince, they recognize that they held the wall together at the last stand.
  • Regain the use of an expended encounter power.

For five fate points a character can:

  • Regain the use of an expended daily power.

Compelled Aspects

Whenever a character's Aspects would be detrimental to what he is trying to accomplish, that aspect is compelled. When an aspect is compelled the character acts according to his nature, and is forced to deal with the consequences, but is rewarded with a fate point for making the game more interesting. The character may instead spend a fate point to resist the compel.

Example: Ragnar Steelwing has the "Short Fuse" aspect. When the dignitary he needs help from insults his mother, the aspect is compelled. Ragnar can then spend a fate point to keep his temper in check, or gain a fate point and lose his temper.

Example: Old Jimbo has the "Leg Maimed in the War" aspect. When he is attempting to chase down a pickpocket in the street his bum leg acts up. Old Jimbo can spend a fate point to push through the pain to keep up, or accept a fate point to lose the chase, and have to track down the thief in another manner


Wounds

New Condition - Wounded

A character is Wounded when they fail a death saving throw. Also some monsters have attacks which are capable of wounding.

A Wounded character gains an appropriate temporary Aspect which can be compelled. The character also regains half the number of hit points from healing effects, and is dazed (save ends) the first time he is bloodied each encounter.

The Wounded can be healed with a DC 29 Endurance check after an extended rest. A character who is trained in Heal can aid this check in the same manner as curing a disease. A Remove Affliction ritual can be used, with a penalty of -21.

New Condition - Seriously Wounded

A Wounded character who fails a death saving throw in a subsequent encounter (not the encounter in which the character was initially wounded) becomes Seriously Wounded.

A Seriously Wounded character gains another appropriate temporary Aspect which can be compelled, however unlike a normal compel this requires two fate points to resist. The character also regains half the number of hit points from healing effects, and is dazed until cured.

The Seriously Wounded character can be cured with six successful DC 29 Endurance or Heal checks, each must be made after an extended rest. Only one character may aid using the Heal skill, though multiple other characters may make aid another actions to boost the Heal check of the primary physician. If neither the Endurance or Heal check are successful the Seriously Wounded character has his maximum number of healing surges reduced by 1, and dies if this would reduce him to 0 healing surges.

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.

Sample Builds

I'll put a couple example characters here. For now, you get NOTHING!

Example Burst Damage Combat

Two combatants, a Human Tactical Warlord Battle Captian and a Dragonborn Ranger Inner Dragon, try to do as much damage as possible against an AC 32, NADs 30 foe

  • Pre Combat
    • Both characters are able to sneak up within 10 squares of the target.
    • Both characters have a +6 bonus to initiative, thanks to the Warlords high int bonus.
  • Surprise Round
    • Warlord uses Follow Me In, charging with +24 to hit and doing 2d10+9 damage (65% hit chance * 20 damage = 13 dmg)
    • Ranger charges and attacks with a melee basic, +25 to hit doing 1d12+12 damage (70% hit chance * 18.5 damage = 12.95 dmg; 23.95 total)
  • First Round
    • Warlord shifts into flanking (move action)
    • Warlord uses Adaptive Strategem to give the ranger a +6 power bonus to damage rolls until the end of his next turn (minor action)
    • Warlord uses and action point for Surprise Attack, +25 to hit doing 1d10+10 damage (70% hit chance * 15.5 dmg = 10.85; 34.8 total)
    • Ranger gets a free melee basic, +33 vs AC 1d12+18 damage (95% hit chance * 24.5 = 23.275dmg; 58.075 total)
    • Warlord uses Commander's Strike (standard action)
    • Ranger gets a free melee basic, +26 vs AC, 1d12+24 dmg (75% hit chance * 30.5 dmg = 22.875; 80.95)
    • Ranger uses Battlecrazed Weapon Daily Item Power (minor)
    • Ranger quarries the target (move)
    • Ranger uses an Action Point to use Armor Splinter, two attacks +29 vs AC, 1d12+32+2d6 dmg each (90% hit * 45.5dmg = 40.95 damage*2; 162.85 total) -3 penalty to foe AC until end of next turn
    • From action point while bloodied, free action Dragon Breath, +21 vs Ref, 2d6+3 damage (60% hit chance * 10 damage = 6 dmg; 168.85 total)
    • Ranger uses Claws of the Griffon, two attacks +26 vs AC, 2d12+26+2d6 dmg main, 1d12+26+2d6 off (90% hit * (46 + 39.5) = 76.95 dmg; 245.8 total) (standard action)
    • Warlord uses Unified in Blood (immediate reaction), +25 vs AC, 2d10+9 damage (85% hit chance * 20 damage = 17; 262.8 total)
    • Ranger makes free melee basic on Warlord Hit, +26 vs AC, 1d12+26+2d6 dmg (85%*90% * 39.5dmg = 30.2175; 293.0175 total)
    • Ranger uses does quarry damage twice, +14 dmg; 307.0175 total damage
  • Total end of first round damage: 307.0175