001

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Adventure #1 WOTC DCC53 Sellswords of Fallcrest (Level 1)
Session #0.01

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Four of the five characters (at least) are pre-gens, I seem to remember, with a little bit of fixing here and there, I’ve no idea from where. Regardless, here they are-

Halfling_Paladin_Tymora_Corrin_Reedson_1.00__LP2_.png

Corrin Reedson- Male Halfling Paladin of Avandra Level 1- Played by Iain.

The Halfling was born and bred in Fallcrest, or else on the rivers and waterways thereabouts, the son of one of the Halfling bargefolk that ply the waters of the Nentir River, running all manner of goods- sometimes illicit, to Harken and beyond. Corrin rejected many of his family’s ways, while the bargefolk pay lip-service to Avandra- goddess of luck and travel, Corrin took his devotion to a whole new level.

He left the barges and moved into the city of Fallcrest when he came of age, many of his family were glad to see him go, he had a reputation for legality, a bit stuffy and staid- and with a less developed sense of fun. The Halfling worked a myriad jobs to earn a crust until he finally came to the notice of Avandra, at least that’s how he tells the story. A short spell in the Fallcrest Watch taught him swordplay, while prayer and devotion brought him to the attention of Tygon, a wandering Paladin of Avandra. Five years later he finished his apprenticeship, and when Tygon left Fallcrest bound for adventure, the Halfling- still enamored with the city, stayed behind. His steadfast and stated aim was to right the everyday wrongs of the city, and thus it was that the Paladin was drawn into his present venture.

Corrin was the first adventurer hired by Erais, replying to a notice the Sunlord posted in a bar of all places, the Halfling doesn’t generally hold with alcohol- it being the source of many vices. Corrin seeks to find answers to the mystery of what lurks in Cutpurse Alley- innocent people have died there. Corrin seeks answers not for money or fame, his aim is to bring enlightenment, and justice; he hopes and prays that luck will be on his side.

== Created Using Wizards of the Coast D&D Character Builder ==
Corrin Reedson, level 1
Halfling, Paladin
Build: Protecting Paladin
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Chevalier

FINAL ABILITY SCORES
STR 14, CON 12, DEX 12, INT 9, WIS 16, CHA 16

STARTING ABILITY SCORES
STR 14, CON 12, DEX 10, INT 9, WIS 16, CHA 14

AC: 20 Fort: 13 Ref: 14 Will: 14
HP: 31 Surges: 11 Surge Value: 7

TRAINED SKILLS
Diplomacy +8, Heal +8, Insight +8, Religion +4

UNTRAINED SKILLS
Acrobatics –1, Arcana –1, Athletics –2, Bluff +3, Dungeoneering +3, Endurance –3, History –1, Intimidate +3, Nature +3, Perception +3, Stealth –3, Streetwise +3, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Halfling Racial Power: Second Chance
Paladin Feature: Divine Mettle
Paladin Feature: Divine Strength
Paladin Feature: Divine Challenge
Paladin Feature: Lay on Hands
Paladin Attack 1: Bolstering Strike
Paladin Attack 1: Holy Strike
Paladin Attack 1: Shielding Smite
Paladin Attack 1: On Pain of Death

FEATS
Level 1: Lost in the Crowd

ITEMS
Plate Armor x1
Adventurer’s Kit
Short sword x1
Heavy Shield x1
Throwing hammer
== End ==

Eladrin_Ranger_Riardon_Brightvale_1.00__LP2_.png

Riardon Brightvale- Male Eladrin Ranger Level 1- Played by James.

In the mirror world of the Feywild sits a city at exactly the same place that Fallcrest squats upon the mortal map. The Fey city is called Fellscarp- like its twin, Fallcrest, it is a center for commerce, unlike its twin it is beautiful. It is difficult then to explain Riardon’s reasons for leaving his Feywild home and venturing, via one of the ‘lost’ portals which join the two cities, into Fallcrest.

The reason Riardon tells himself for his departure is ‘adventure’, but there must be more to it than that, particularly as the Eladrin cannot return to his realm for a century. This is the price paid by all those that leave the Feywild, and the service of their Fey Lord, and chose instead to pass over into the realm of mortal men. Return to the Feywild before the century is up is on pain of death. The wanderlust-filled Eladrin Ranger worries constantly whether he’s done the right thing, a little too late however to change his fate.

Riardon of the Brightvale struggled for a while in the dirty city of Fallcrest, but soon enough found his way- signing on to venture into Cutpurse Alley to investigate a foul miscreant known only as the Beggar King. He was the second hireling of Erais the Sunlord, bluffing his way through the Priest’s interview- in reality Riardon knows nothing about the Beggar King, or even where Cutpurse Alley is. The Eladrin has been in Fallcrest for just three days now, and has almost spent all of his saving already.

== Created Using Wizards of the Coast D&D Character Builder ==
Riardon Brightvale, level 1
Eladrin, Ranger
Build: Archer Ranger
Fighting Style Option: Archer Fighting Style
Ranger Option: Prime Shot
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guardian

FINAL ABILITY SCORES
STR 14, CON 11, DEX 18, INT 12, WIS 14, CHA 10

STARTING ABILITY SCORES
STR 14, CON 11, DEX 16, INT 10, WIS 14, CHA 10

AC: 17 Fort: 13 Ref: 15 Will: 13
HP: 30 Surges: 6 Surge Value: 7

TRAINED SKILLS
Acrobatics +8, Athletics +6, History +8, Nature +7, Perception +7, Stealth +8

UNTRAINED SKILLS
Arcana +3, Bluff +0, Diplomacy +0, Dungeoneering +2, Endurance –1, Heal +2, Insight +2, Intimidate +0, Religion +1, Streetwise +0, Thievery +3

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian’s Counter
Eladrin Racial Power: Fey Step
Hunter’s Quarry Power: Hunter’s Quarry
Ranger Attack 1: Careful Attack
Ranger Attack 1: Nimble Strike
Ranger Attack 1: Fox’s Cunning
Ranger Attack 1: Split the Tree

FEATS
Defensive Mobility
Level 1: Lethal Hunter

ITEMS
Adventurer’s Kit
Hide Armor x1
Longbow x1
Longsword
== End ==

Human_Cleric_Amaunator_Erais_the_Sunlord_1.00__LP2_.png

Erais the Sunlord- Male Human Cleric of Pelor Level 1- Played by Paul.

Erais the Sunlord is (obviously) a devotee of Pelor, in truth he was born into the church; the fifth generation of an ancient Fallcrest family to serve the Light. His life was mapped out for him, there was little doubt- only certainty, Erais would become a Priest of the order, rise through the ranks and like many of the senior clergy wrestle for political power in the city. His family are already blessed with money and influence, Erais’ job was to secure the foothold in high society his father had gained, and to edge a little further up the ladder.

Some time in his mid-30s the plan started to unravel, Erais rejected positions of authority, turned his back on many of his friends, and several members of his family, including his increasingly angry father. Erais devoted himself not to his career, but remarkably to the teachings of his deity- Pelor.

Erais sought to bring light and enlightenment to the poor and the ignorant, not to proselytise but to genuinely try to lighten the load of those weighed down by the burdens, and inequities, of life. Erais became a crusader for the rights of the poor and the forgotten (or perhaps ‘the ignored’)- and thus it came to pass that after the fifth death in the community he served- one of the poorest in the city. Erais, with help from local organisations, including his church and the local watch commander, scraped together enough money to hire a group of adventurers to investigate the matter.

Looking back Erais still isn’t certain of the chain of events that lead him to pledge his services to the hired party of adventurers, the Priest however is equally excited and terrified at the prospect.

== Created Using Wizards of the Coast D&D Character Builder ==
Erais the Sunlord, level 1
Human, Cleric (Templar)
Build: Devoted Cleric
Cleric Option: Healer’s Lore
Human Power Selection Option: Heroic Effort
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Ordained Priest

FINAL ABILITY SCORES
STR 14, CON 12, DEX 10, INT 12, WIS 18, CHA 12

STARTING ABILITY SCORES
STR 14, CON 12, DEX 10, INT 12, WIS 16, CHA 12

AC: 16 Fort: 13 Ref: 12 Will: 17
HP: 30 Surges: 8 Surge Value: 7

TRAINED SKILLS
Arcana +6, Heal +9, History +6, Insight +9, Religion +6

UNTRAINED SKILLS
Acrobatics –1, Athletics +1, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +0, Intimidate +1, Nature +4, Perception +4, Stealth –1, Streetwise +1, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Feat Utility: Power of Amaunator
Human Racial Power: Heroic Effort
Cleric Feature: Divine Fortune
Cleric Feature: Turn Undead
Cleric Utility: Healing Word
Cleric Attack 1: Lance of Faith
Cleric Attack 1: Sacred Flame
Cleric Attack 1: Cause Fear
Cleric Attack 1: Cascade of Light

FEATS
Level 1: Power of Amaunator
Level 1: Ritual Caster
Level 1: Human Perseverance

ITEMS
Adventurer’s Kit
Ritual Book
Comprehend Language
Comrades’ Succor
Chainmail x1
Holy Symbol x1
Mace x1
Dagger
== End ==

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Scurvy Dyk- Male Dwarf Rogue Level 1- Played by Becky.

Scurvy Dyk is a nasty bastard, if you believe what is written on the rear wall of the Lucky Gnome Taphouse. The Dwarf grew up a street rat in Fallcrest- he didn’t know his father or his mother or even remember a ‘real home’, his friends were, and still are, thieves and vagabonds… and beggars. Scurvy grew up and eventually graduated from the Shadowmen, the local Thieves Guild, and took to a life of crime like a duck to water.

Nearly twenty years later and nothing has changed- and that might be the problem, nothing has changed- Scurvy is the same savage, ignorant, and ornery varmint. He has no money, no real friends, and more enemies than he can number. It has taken him this long to realise that he is a failure, even by his own reckoning.

And so in a spectacular moment of madness Scurvy burnt his bridges and signed up to be an adventurer- things didn’t go well from the off. His act of leaving the Shadowmen was violent and bloody, and in keeping with his demeanor, he killed his cruel supervisor- Racktor, in cold blood, and foolishly with witnesses.

Since that time Scurvy has begun to develop severe doubts- primarily with regard to his current course of action, the Dwarf however has a plan- which is another first. Scurvy knows for a fact that the Shadowmen, or else the Masters of the guild, are having ‘trouble’ with the Beggar King. He figures that hiring on to venture into Cutpurse Alley and returning with the head of the aforementioned Beggar King will put him back in the favour of his masters, and will somehow guarantee his life, and possibly his freedom. The general rule is no one leaves the Shadowmen- except in a box.

Scurvy is going to put the theory to the test, he’s had enough of the life of crime and wants to go legit, at least he wants to become an adventurer and steal stuff and kill monsters for money, much as he did in the Shadowmen, but without having to watch his back all the while. It’s an odd thought but adventuring, for Scurvy, represents a respectable occupation. Hopefully he can somehow buy his way out his present predicament, and take a giant stride up the social ladder.

== Created Using Wizards of the Coast D&D Character Builder ==
Scurvy Dyk, level 1
Dwarf, Rogue (Scoundrel)
Build: Trickster Rogue
Rogue Tactics Option: Brutal Scoundrel
Rogue Option: Scoundrel Weapon Talent
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Guttersnipe

FINAL ABILITY SCORES
STR 16, CON 12, DEX 16, INT 10, WIS 13, CHA 13

STARTING ABILITY SCORES
STR 14, CON 10, DEX 16, INT 10, WIS 13, CHA 13

AC: 15 Fort: 13 Ref: 15 Will: 11
HP: 28 Surges: 7 Surge Value: 7

TRAINED SKILLS
Acrobatics +8, Athletics +8, Perception +6, Stealth +8, Streetwise +6, Thievery +8

UNTRAINED SKILLS
Arcana +0, Bluff +1, Diplomacy +1, Dungeoneering +3, Endurance +3, Heal +1, History +0, Insight +1, Intimidate +1, Nature +1, Religion +0

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guttersnipe Attack: Running Slash
Dwarf Racial Power: Dwarven Resilience
Rogue Attack 1: Acrobatic Strike
Rogue Attack 1: Riposte Strike
Rogue Attack 1: Sly Lunge
Rogue Attack 1: Blinding Barrage

FEATS
Level 1: Improved Initiative

ITEMS
Adventurer’s Kit
Dagger x2
Leather Armor x1
== End ==

Tiefling_Wizard_Skamos_Redmoon_1.00__LP2_.png

Skamos Redmoon- Male Tiefling Wizard Level 1- Played by Dave.

Skamos is a lesser cousin of a lesser cousin of the House Azaer, a Tiefling trading cartel which operates throughout the Nentir Vale. Being such a lowly member of the family he decided early on that a life as a shopkeeper or merchant wasn’t going to be in his future, instead he sought power and mastery over magic. Skamos served his apprenticeship in Hammerfast, under Darwen a sometimes cruel Dwarven master mage, his family paid his fees and expenses, although they had no idea that their money was paying for a career in magic, they believed he was honing his business skills.

The Tiefling, always standoffish, became even more aloof and isolated, he also developed a cruel streak- delighting at times in the suffering of others. His return to Fallcrest, a year or so ago, was unremarkable- he drifted back into family life as if nothing had changed. It took him a full year to make his decision, to take a step out of the shadows and into the real world- and on his own two-feet. The first thing he needed to do was to secure an income, and so he became an adventurer and hired on with Erais, the Sunlord. The group he is with are destined to investigate the strange goings on in Cutpurse Alley. Skamos cares little for the task in hand, seeking power and experience only, although the prospect of burning a few beggars makes him smile.

== Created Using Wizards of the Coast D&D Character Builder ==
Skamos Redmoon, level 1
Tiefling, Wizard (Arcanist)
Build: War Wizard
Arcane Implement Mastery Option: Wand of Accuracy
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
Theme: Devil’s Pawn

FINAL ABILITY SCORES
STR 10, CON 10, DEX 14, INT 20, WIS 9, CHA 12

STARTING ABILITY SCORES
STR 10, CON 10, DEX 14, INT 18, WIS 9, CHA 10

AC: 15 Fort: 10 Ref: 15 Will: 13
HP: 30 Surges: 6 Surge Value: 7

TRAINED SKILLS
Arcana +10, History +10, Nature +4, Religion +10, Stealth +9

UNTRAINED SKILLS
Acrobatics +2, Athletics +0, Bluff +3, Diplomacy +1, Dungeoneering –1, Endurance +0, Heal –1, Insight –1, Intimidate +1, Perception –1, Streetwise +1, Thievery +2

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Devil’s Pawn Attack: Hellfire and Brimstone
Tiefling Racial Power: Infernal Wrath
Wand of Accuracy Power: Wand of Accuracy
Wizard Utility: Ghost Sound
Wizard Utility: Light
Wizard Utility: Mage Hand
Wizard Utility: Spook
Wizard Attack 1: Sleep
Wizard Attack 1: Magic Missile
Wizard Attack 1: Scorching Burst
Wizard Attack 1: Force Orb
Wizard Attack 1: Acid Arrow

FEATS
Level 1: Ritual Caster
Level 1: Skill Training (Stealth)

ITEMS
Adventurer’s Kit
Dagger x1
Spellbook
Tenser’s Floating Disk
Comrades’ Succor
Alarm
Cloth Armor (Basic Clothing) x1
Wand Implement x1
== End ==

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