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Eons past the fabled sorcerer-kings of Parhok perished in a rain of eldritch fire. But legends hold that one tribe survived to sleep away the centuries. Now once more the forbidden spells of the Parhok threaten the Known Realms. Have the sorcerer-kings risen to reclaim their bejeweled thrones?
Dragora’s Dungeon is designed to challenge a well-balanced party of heroes. Each of the major roles will see action in and out of combat. Adventurers accustomed to cleaving their way through any obstacle will be sorely tested, but – as in every edition of D&D – careful play coupled with courage (and no small amount of luck) will surely prevail!
Caution: While Dragora’s Dungeon is for low-level characters, it is not recommended for first-time GMs or players. The adventure is designed to reward intelligent play, just as foolish choices must surely be punished. But for players and GMs looking for a challenging, dynamic adventure, Dragora’s Dungeon will not disappoint.
Ok, all. We're going to start with 5 or 6 1st-level 4E characters. Standard PHB point-buy, 100gp. All Wizards sources available, including the playable Monster Manual races, though if you use something tentative (e.g., a pre-compilation Dragon article or a playtest class) be prepared to revise when the final version comes out. I strongly recommend that the four roles be represented.
The adventure starts at night, with the PCs in guest chambers at their liege's citadel, so please have an idea for a character for whom that's remotely plausible. Events will take you from there.
Some notes about the mechanics of my games:
- I believe in the dice. Whether that's in your favor or the antagonists', the chips fall where they may. I don't care how you roll dice; it's not worth it to worry about cheating.
- I like tactical rules -- expect me to pull out all the stops about whether prone characters provide combat advantage when flanking (they do), etc.
- I try to keep the game moving. I generally will not wait on any one player more than 24 hours. If I do need an action and the player is absent, I'll have the character do something conservative.
- I use an initiative "block" system. Once the PCs and antagonists have rolled initiative, I'll call for the actions of all the PCs before the next antagonsit. Then the antagonists on that count go, then the next block of PCs. It works pretty well, though can get a little confusing with the interactivity in 4E (those of you new to 4E will quickly learn that you do more on each other's turns than you're used to).
- Combat uses a Google Spreadsheet as a map grid. It's not pretty, but it's functional.
- When you post a combat action, it should include the grid location of any movement. Any attack should have the attack roll, damage roll, targeted defense, and special effects. I really don't want to have to look anything up!
- In the same vein, please have in your profile everything needed for me to roll for you (the bonuses added up, the damage dice, and special effects).
- Last thing I can think of for now: Please have in your profile 10 pre-rolled initative rolls, just so we don't have to stop for a day at the beginning of each fight!
As noted, I'll determine the players as needed tomorrow morning.
Thanks!

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First rule is play what you want, but if people are on the fence, some friendly advice:
As long as you have at least one of each role, you should be basically ok, but I'll point out that my experience suggests that you probably want to double up on defenders (fighters, paladins, swordmages) or leaders (clerics, warlords, artificers) before you build in too many strikers (rogues, rangers, warlocks).
Strikers are sexy, but they really can't help anyone else in the party, and they generally only affect one enemy at a time.

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I'd like to try the warlock (the "sexy striker") - hopefully we'll have enough defenders. Still not decided on race, but I wanted to place my vote for class ASAP.
Pat (or anyone else): Do you know if any other class powers (for warlocks particularly) have been published beyond what's in the PHB?

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I'd like to try the warlock (the "sexy striker") - hopefully we'll have enough defenders. Still not decided on race, but I wanted to place my vote for class ASAP.
Pat (or anyone else): Do you know if any other class powers (for warlocks particularly) have been published beyond what's in the PHB?
The FRPG has info over the Dark Pact Warlock. The Wish Upon a Star article has some goodies for the Star Pact Warlock (new powers, a Paragon Path, Epic Destiny and feats).

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Alright, we have a pool of players:
Rev Rosey -- Eladrin Wizard
Rob McCreary -- Warlock
Ghettowedge -- Fighter or Rogue (I'm guessing Fighter at this point)
Jason Beardsley -- Melee Ranger
Upsblivion -- ?
Badslacker -- Human Rogue
*****
JZ -- First alternate
Upsblivion, do you have any interest in a leader (cleric/warlord/artificer)?
You can get by without one, but they're the main healers/buffers, in addition to nifty other powers.

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I'd love to play a cleric. I'm a 4E newbie, though. Is that OK?
Absolutely, though I do expect you to have access to the PHB.
Ok, you're in -- as you make a character, I can make sure the math is right, and the others might have suggestions. I know Rev Rosey has a lot of 4E experience and has played a cleric.

JZ |

JZ wrote:I'd love to play a cleric. I'm a 4E newbie, though. Is that OK?Absolutely, though I do expect you to have access to the PHB.
Ok, you're in -- as you make a character, I can make sure the math is right, and the others might have suggestions. I know Rev Rosey has a lot of 4E experience and has played a cleric.
I got the PHB. Thanks !
Thanks in advance to Rev.

Rev Rosey |

You're welcome!
Don't put all your power eggs in one basket. You'll need one ranged and one melee at will power, as you will likely find that encounter powers will need to go on the party lifelines. Healing word will only work twice per encounter and is the healing mainstay.
How you work it depends on whether you're intending to be a frontline type or not. I have found that with careful juggling you can do both, but you'll never be as effective a melee combatant as a straight up defender, so for our home game I've leaned more towards the ranged and area powers.
See what everyone comes up with and if it helps, I can talk you through stuff based on personal (often bitter!) experience.

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There's a lot of flexibility here, which I appreciate.
Here's what I've got:
Rev - wizard
Rob - warlock or swordmage
Ghettowedge - fighter
Jason - melee ranger or something else
Badslacker - rogue
Upsblivion - ?
JZ - cleric
So all the bases are covered, assuming we hear from Badslacker and Upsblivion soon.

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I think, for the most part, i may be done..
wish i knew how to organize the info though...
Raivek,
Good as far as it goes, and all the calculations seem to be correct.
But it would help both of us to have much more detail on there. Some major things, like your number of surges and your surge value.
Also, it would be better to have the details on your powers spelled out. What's the actual plus to hit, what defense does it target, what's the actual dice code for damage, what's the special effect, and so forth.
Here's one I recently did for one of Rev's games -- it may be over-detailed. For now, you can cut-and-paste the basic power information from the DDI Compendium, which may help.
Thanks!

JZ |

For Rosy's critique and the DM's approval :
Barsheve
Level 1 Human Cleric of Pelor
Initiative: +0
Senses: Perception +3;
HP 23; Bloodied 11
AC 16; Fortitude 13; Reflex 11; Will 16
Healing Surges: 9 per day, recovers 5 hp.
Speed 5
Basic Attacks: melee +2; ranged +0
Attacks: Mace +4 melee (1d8), Sling +2 ranged (1d6)
At-Will Powers: Lance of Faith, Priest's Shield, Sacred Flame
Encounter Powers: Cause Fear, Healing Word [class], Channel Divinity: Turn Undead [class], Channel Divinity: Pelor's Radiance [class], Channel Divinity: Divine Fortune [class]
Daily Powers: Beacon of Hope
Alignment: Good
Languages: Common, Elven
Skills: Acrobatics -1, Arcana +0, Athletics +1, Bluff +2, Diplomacy* +7, Dungeoneering +3, Endurance -1, Heal* +8, History +0, Insight* +8, Intimidate +2, Nature +3, Perception +3, Religion* +5, Stealth -1, Streetwise +2, Thievery -1.
*indicates trained skills
Abilities: Str 14 (+2); Dex 10 (+0); Con 11 (+0); Int 11 (+0); Wis 16 (+3); Cha 15 (+2)
Feats: Durable, Pelor's Radiance
Racial Abilities: Bonus At-Will Power, Bonus Feat, Bonus Skill, Human Defense Bonuses
Class Abilities: Channel Divinity, Healing Lore, Healing Word, Ritual Casting
Gear: Chainmail, Mace, Sling, backpack, bedroll, flint and steel, belt pouch, trail rations (10 days), hempen rope (50 ft.), sunrods (2), waterskin, 39 gp

UpSbLiViOn |

Soo very sorry. I didn't realize I was in, I thought I didn't make the cut lol!
As for the game Ill have to think about it but expect by tomorrow Ill have a solid answer. I am out of town since last night on emergency business but will be home tomorrow evening at latest. Reason I say this is because I have none of my books with me.. My apologies and if that forfits my spot that's fine but I will be home and will give you a solid answer tomorrow. This happens very rarely again I appologize.

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There we go.
Notes:
You might consider moving a point from INT to CON – it will bring your HP and your Fort defense up 1 each, but more importantly will bring your surge value up to 6 (24/4).
Your mace basic attack does 1d8+2 (STR bonus).
You need to pick your second ritual – you start with Gentle Repose and one other. Be sure to look in Dragon for an article with more rituals, as well as some in FRPG. You also will want to buy some ritual ingredients (mystic salves for Gentle Repose, possibly something else for your other on).
Looks good!

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Kind of nearly there. Most of the mechanics are sorted. Background to follow. Infernal pact is indulgent really as his Con score hardly justifies it, but it fits with the fire and ice theme. Will probably fiddle a little more, but basically nearly there.
Just a couple things:
You can't start knowing Supernal
Your feat list says fey pact, though you obviously meant Infernal
Still to pick rituals and components, but you're probably aware of that.
Thanks.

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I think i'm ready to go.. attacks posted, exploits posted, added in the penalty to skills for hide armor, and i think that's about it.. how's everything look?
Two corrections and a request. Your bloodied value should be 14 and your surge value 7.
The request is to go ahead and do the calculations on the exploits. So instead of Strength vs AC and 1[W] + Strength, it should be (for scimitar) +5 vs AC and 1d8+3 damage.
Thanks.

JZ |

Barshevy wrote:There we go.Notes:
You might consider moving a point from INT to CON – it will bring your HP and your Fort defense up 1 each, but more importantly will bring your surge value up to 6 (24/4).
Your mace basic attack does 1d8+2 (STR bonus).
You need to pick your second ritual – you start with Gentle Repose and one other. Be sure to look in Dragon for an article with more rituals, as well as some in FRPG. You also will want to buy some ritual ingredients (mystic salves for Gentle Repose, possibly something else for your other on).
Looks good!
Will do, and thanks!

Raivek |

Raivek wrote:I think i'm ready to go.. attacks posted, exploits posted, added in the penalty to skills for hide armor, and i think that's about it.. how's everything look?Two corrections and a request. Your bloodied value should be 14 and your surge value 7.
The request is to go ahead and do the calculations on the exploits. So instead of Strength vs AC and 1[W] + Strength, it should be (for scimitar) +5 vs AC and 1d8+3 damage.
Thanks.
I actually didn't really know how to do that because of the fact that i have 2 melee weapons, and most of my exploits require me to use both as part of the power..

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pat512 wrote:I actually didn't really know how to do that because of the fact that i have 2 melee weapons, and most of my exploits require me to use both as part of the power..The request is to go ahead and do the calculations on the exploits. So instead of Strength vs AC and 1[W] + Strength, it should be (for scimitar) +5 vs AC and 1d8+3 damage.
Thanks.
I've never played a ranger, so someone else here may know better. But I would say for powers that are "2 attacks" (Twin Strike, Jaws of the Wolf) each weapon is treated independently -- so you're +5 to hit with the scimitar and +6 with the shortsword. But for others that are one attack, I would think you could choose on the fly which weapon you're using (more accurate vs. more damage).