

An epic series of modules for high-level characters.
Two chapters of this story have already been written, with the characters first defeating a bandit and monster army that had controlled the Valley of Bloodstone for a decade, then descending into the famed Bloodstone Mines with the hopes to reopen them, eventually becoming embroiled in the Underdark, fighting their way into a huge Duregar temple dedicated to the Prince of Undead, disrupting a major summoning ritual and closing a potential natural gate from the Abyss to Toril.
Campaign Tone:
Good/Bad is mostly clear cut, "Epic" story arc, mostly serious tone.
This is a 1st edition series of modules. RP will be heavily based on player participation.
The campaign takes place in the Forgotten Realms. The adventure begins in the Village of Bloodstone, in Damara, near the Glacier of the White Worm (East of the Moonsea). The region and its history has changed a bit from what is written in official supplements (mainly based on a series of documents, clocking in at over 800 pages each, written by a group online) but nothing that should throw off any character histories.
The campaign begins soon after the time of troubles and occurs long before the Spellplague and changes to the 4e Realms.
Your character begins at the level you ended, subject to a boost by the DM. XP will be determined at that time as well.
At the character creation session we will take your character and morph it into a 4e character - this will not necessarily need to be a 1:1 transition; we may play around with what's available under 4e to create a character that is thematically similar if not exactly the same. By thematically, I mean you cannot have been playing a fighter and switch to a swordmage; you could have been playing a fighter and switch to a warlord, however. Minor race changes may be allowed.
We are using the Background option from PHB2 and FRPG. Additionally, we will be using the Tradeskills rules from my imprint: "Adventurer's Option: Trades and Professions" (soon to be on RPGnow, and I'll have a copy with me)
We will also look over your items and figure out what to do - some may be the 4e equivalents, we may switch for some new items, I may give out a few more items -- come with a list of additional items you want (you can use one item of your level + 1, one item of your level, and one item of your level – 1, plus items of gold pieces equal to the value of one magic item of your level – 1 as a starter for comparison).
The Basics:
As a character you must seriously want to do good. This is a classic story, and there shouldn't be any mercenaries or people secretly wanting to rule the world in the group. A Lina Inverse-esque 'I seem selfish but deep down I really do want to help people' is about as far as one should go. Or a shady past now on the path of redemption, or a paladin in the flesh.
Secondly, your character's recent history must find them somewhat 'down on their luck' -- they may have fought great battles and done many things, but it has exhausted their supplies, energies, etc.
Try to build in flavour to the character; some flavour may be 'asked for' vis-à-vis the nature of the Realms. For example while Dwarves are allowed to be full-on mages, in the Realms few if any Dwarves would be wizards (Dwarf magic is either forge magic, rune magic or clerical magic, though an elementalist (sorcerer-type) could work too); another example is monks will be more 'westernized' rather than the Shaolin-type (which mostly means that the monasteries are connected to individual priesthoods and gods, and there will be no eastern weapons (so some of the monk weapons will be replaced by western equivalents)). (of course, there is also Kara-tur to the far far east...)
Character Building:
Stats: You may choose to use a point-buy spread, or you may choose to roll for your stats (must be done in front of the DM). Stat rolling is 4d6 6 times. Arrange as desired. You can take 2 points off one attribute and add 1 to another. You may generate 3 sets of stats before chosing which set to use. This is COMPLETE sets, you don't roll 18 stats and chose the best 6!
Game Used: We are using the 4e Rules, with all books allowed (subject to the Basics, above).
Generating the Character: New characters will begin at level 16. Any character class is allowed, and I am pretty flexible when it comes to whatever combos you create, so long as it all balances it out in the end and follows the guidelines above. Build the character from 1st level, remembering to add bonus stats at the appropriate levels. We are using the Background option from PHB2 and FRPG. Additionally, we will be using the Tradeskills rules from my imprint: "Adventurer's Option: Trades and Professions" (soon to be on RPGnow, and I'll have a copy with me). Think of the history and work from there.
Magic Items: We will do this together, come with a list of items you would want. Go with an item of your level + 1, one item of your level, and one item of your level – 1 and items equal to gold pieces equal to the value of one magic item of your level – 1.
Mundane Equipment: Within reason. Put a list on the sheet, we'll go from there.
Final Words:
Your character can either know someone else in the party or begin as a stranger.
Also remember that the more detailed the background, a) it'll help me get the adventure started and b) the more interesting I can craft things for the characters as the campaign progresses.
Remember -- Good characters who behave well!
4e Notes and Observations:
There are a few things to get used to in 4e in terms of mechanics and assumptions.
Hit Points: Characters have many more hit points than previous editions and many healing surges. Hit Points have always been an abstract measure of exertion, luck, skill and physical injury; here it is finally fully codified and brought to the fore in 4e. This has two impacts: one, your character may take lots of damage which can seem distressing vs earlier editions, though not actually a 'bad' thing (and the dying mechanic is more lenient as well). Secondly, healing surges are a resource to be managed, and those represent the true nature of your character's status.
Powers: Your powers/spells/abilities/etc are your primary vehicle in an encounter. Know them well, learn other character's abilities as we go along, be ready to use them, use your encounter powers each encounter, and remember to mark the use of your daily powers if we end a game session not at an extended rest!
Not Powers: Your powers are not all you can do. Especially outside of an encounter, but even in an encounter, think outside the powers box. You have skills, and moreso you have a creative mind.
Skill Challenges: When there is a skill challenge it will be up to the players to let the DM know what they are doing. Players can suggest a skill use (don't just name the skill, state what you are trying to accomplish and then the skill) or can simply describe an action and the DM will request a skill roll. For the first few challenges I may announce when one is starting, though as time goes on I'd like them to become fluid and non-transitional. One way to approach this is to always think that you are in a skill challenge. Be the character, think of things, do amazing things. If your powers could aid you outside of combat in some way, then use them too!
XP Rewards: XP will be given out for encounters, for story milestones and ad-hoc for great RP. Minor XP will likely be given out for amusing or inventive or ingenious actions.
House Rules and Special Cases:
Read these, they are important. Most everything goes, but given some experience here are some of the items I am altering for the moment.
Penalties and Bonuses: All penalties and bonuses will be typed by default, unless specifically ruled to be untyped. There are a lot of weird stacking issues going on that makes things better than they should be. This helps keep things sane and allows access to more magic items by default. In general, powers (from class, race, etc.) grant power bonuses (or penalties) and items grant item bonuses, and feats grant feat bonuses, unless otherwise noted. Bonuses or penalties of the same type don't stack. Saving throw penalties seem to be the most abusable -- only the worst saving throw penalty will apply (which still can be pretty mighty).
Minions and Damage: If a minion is damaged by an attack roll which hit (the minion does not need to be the target of the attack, but the target must otherwise be legal), it dies. (Example: Cleave (Fighter At-will 1, PH 77) deals damage to an adjacent target equal to the fighter's STR modifier if the attack hits. Since this damage is only applicable if the attack roll hits, the damage kills the minion.) If a minion is damaged by any means other than above (e.g., automatic damage from a flaming sphere, aura, etc.), it is bloodied. If the minion is already bloodied, it dies instead.
Minions and Effects: "When you kill an enemy ..." or "When you bloody an enemy..." powers or abilities do not work on minions.
Expertise Feats: Are not allowed. If the math is proving to not work out right, then these feats will be given for free.
Righteous Brand (Cleric): Use your Charisma modifier to determine the power bonus. Also, the power bonus only applies to the next melee attack made before the end of your next turn (instead of all melee attacks).
Storm of Blades (Barbarian): Change "your Constitution modifier" to "half your Constitution modifier".
Unicorn's Touch (Swordmage): This power cannot be used outside of combat and cannot be used more than once during combat.
Double weapons: Have a primary end and a secondary end. Each end may have different properties, and you may only apply the properties for the end you are attacking with. The Primary end will always be the larger damage die (if they are different), the secondary end has the Off-Hand property. The weapon may also have an overall property that applies no matter the end attacked with. See the DM for the adjustments for each Double Weapon.
Bloodclaw weapons: The power can only be used on one attack (made with that weapon) on your turn per round.
Rod of Reaving: Only deals damage on targets specifically cursed by the Warlock through their minor action (ie, the actual curse action), not through effects or items such as the Rod of Corruption.
The Cloak of Distortion (AV): Grants concealment against ranged attacks from more than 5 squares away.
Rituals: Rituals will be reviewed and some will have their cost and/or casting times altered.
Future Houserules: If something proves to be out of whack due to some specialized combo that is overly trivializing things, then the rules governing it will be modified to toe it back in line (until such time as official corrections become available). I'm not going to be an ass about things and clamp down wantonly on things, and I have no problem with very capable characters. The review stick will only come out when it is disrupting the game. Especially with additional actions per round.