The Game Kazak-Dun is a mountain fortress, the last and greatest of it's kind, the last home of the Great Dwarves. Long before the dwarves of today inhabited the world, their ancestors ruled the mountain ranges. They had many homes, all of which now lie abandoned, ruined, or overrun; all but one. Kazak-Dun.
Situated on Mount Kazak, the highest mountain in the known world, Kazak-Dun was the last known refuge of the great dwarves. Sightings of them have always been few, for they favo the world beneath the stone and rarely venture out to trade, even then trading only with their 'little cousins'. As close as any dwarf dares to live to Kazak-Dun is the fort Molgar-Karn. The fort is both an embassy to the Great Dwarves and a trading post, manned by a conglomeration of many dwarven nations.
Two-hundred and fifty years after the last meeting with one of the Great Dwarves, one descended from the great Kazak-Dun. His dialect was old, too old for the dwarves to understand, but he was ushered into the captain's quarters at Molgar-Karn. There he relayed a message that dwarven linguists took a full year to decipher before expiring.
"Hail, little-cousin, and beware. The great hall brims with dwarf-foes. March upon the great hall in all your numbers ere the Cursed shatter our anvil and break our kin. The Thane watches."
The cryptic warning was heeded and word was sent to all the dwarven nations to rally at Molgar-Karn to march on Kazak-Dun. The captain of Molgar-Karn sent an advance squad of varied and skilled dwarves to clear a way for the army that would follow. You were blessed by Moradin and selected for the dangerous journey. What awaits you cannot be known, for the translation is broken and questionable, but it will be dangerous.
The Rules This will be a 4th edition game feature a party of 5 dwarves. It is fairly straightforward and won't require any additional systems or homebrew. However, in order to mix things up, all races will be allowed with a dwarven skin.
There will not be expertise feats: The PCs will gain a +1 expertise bonus to attack and defenses at levels 6, 16, and 26. Expertise feats that grant additional benefits (Heavy Blade Opportunity) may be taken, but will only grant the bonus effect.
Magic Items will not have an enhancement modifier (no +#'s). Instead, the PCs will gain a +1 enhancement modifier to attack, damage, and defenses at levels 1, 5, 10, 15, 20, and 25. Magic item abilities that key off these enhancement modifiers will instead key off the PC's inherent enhancement modifier.
Character Generation will be done by 32 point point buy with all materials available on Compendium (except as noted above). Characters will be 1st level.
The DM I have a fondness for exposition and enjoy when PC's work out unusual solutions to issues. My combat is generally very tactical, featuring dis/advantageous terrain and out of the ordinary uses for powers. I like the rule of cool but will nix any gamebreaking or ridiculous ideas.
Metagame This will be a fairly straightforward game taking place entirely in the mountain fortress of Kazak-Dun. It should take us all the way to level 30, supposing it lasts that long. It will also feature an accelerated leveling system, wherein 5 encounters = 1 level. Because it is relatively simple and straightforward, I very much encourage new players and those new to play-by-post gaming to enroll: I will have a bias towards these types of gamers.
Applications must be in by Feb 10 Approved by SeTiny
Ask any questions you have about the game and I will do my best to answer them.
Q: What do you mean "Any race with a dwarf skin". A: As long as you give a reasonable explanation for your "elf" really being a dwarf, it's all good. Example: Gorlod the Warforged is actually a dwarven golem, forged to fight for his makers. Jargar the Elf is actually from a clan of hill dwarves, who have grown more comfortable in forests.
Q: What are our starting stats? A: All 8's, with 32 points to spend.
Q: Can I take the expertise + to hit bonus instead of using the house rule against Expertise Feat to hit bonuses? A: No.
Q: Does everyone still get access to dwarf feats even as another race? A: No, you will only have access to your base race's feats.
Q: Will thrown weapons still return to the user's hand even if not magical, since the inherent system is in use? A: Yes. You may roleplay how the item does so.
Q: About how advanced is this dwarf civilization supposed to be? I was thinking of fluffing a warforged wizard to be like an experimental contruct that they created to protect expeditions, but I don't know if that fits with what you hand in mind. (Not like fluffed to a magical rock, but a machine who's magical abilities are of a more mechanical origin). A: It is advanced enough to handle any character concept that comes short of guns and tesla coils. Not every dwarf clan will have embraced the same level of gizmo-to-magic ratio. Consider an artificer the height of the average dwarven clan's technology, with some being more advanced and others being less.
Arosk stands at about four-and-a-half feet in height, with a solid build befitting any dwarf called into the service of Moradin. He keeps his thick blond beard well-maintained, and though he travels in simple cloth garments of silver and black, they are immaculate - at least, prior to training and skirmishes. Most dwarves surrounding Arosk prefer solid plate or sturdy chain; Arosk admires the beauty of such crafted masterpieces, but he believes a true warrior cloaks himself in the armor of faith. As a devout adherent to Moradin's word, Arosk believes his cloth garments will be enough to supplement his religious zeal.
A young dwarf, Arosk's face possesses the full vigor of youth, but the set of his dark brown eyes speaks of a fierce resolve and composure beyond his years. Arosk's stare bores into a person like a battering ram hammers into a gate, but amongst friends, and in times of celebration, Arosk's eyes soften and his gaze becomes mirthful. Always on his person is his holy symbol of Moradin - a silver chain supporting a disk of bronze, upon which is engraved the image of a silver forge. Arosk has had the holy symbol since he first turned his attention to serving the divine.
The holy warrior keeps his sword at his side at all times. Wherever he slumbers, his dwarven steel is close by, ready to be snatched up if some unforeseen problem arises. The blade, though non-magical, has been blessed by his sect, who delivered the rites of preparation when the sword was first put into Arosk's hand. Accompanying the blade is a fine scabbard of dark reinforced leather, which fits securely to the silvery belt around Arosk's waist.
Arosk is a fiercely loyal servant of Moradin; he believes the dwarves, as a people, owe everything to the benevolence of Moradin. Though he does not look down upon the varying degrees of faith surrounding him, he refuses to accept the notion that the dwarves could have met such successes without the blessing of their patron deity. The holy warrior is aware that his fervor is an extreme compared to the norm of dwarven society, and he makes a conscious effort to remain composed in public. However, when in the heat of battle, Arosk allows his spirits to soar, bellowing his god's name and challenging all who stand against his people to bare arms and break before his might.
Recognizing himself as an instrument of Moradin's judgment, Arosk believes it is his destiny to purge the evil that threatens Moradin's flock. With sword in hand, he meets obstacles head-on, refusing to accept defeat unless continue struggle would only spell death for those fighting by his side. His zeal is, at times, a curse as much as a blessing. Though his resolve refuses to waver, he has a tendency to be stubborn and push his opinion as to how a plan should unfold or how to strike a collective target. He is willing to listen to others' opinions, but Arosk tends to snort at whatever he deems ludicrous.
In times of war, Arosk is a typical general (in spirit, not official rank). He maintains order to the best of his ability, and goes about stoking the fires in the hearts of his kin. However, the dwarf has known peace longer than he has fighting, a fact that has not escaped the avenger. Arosk knows to appreciate these times of calm and happiness to the best of his ability. Though fighting in Moradin's name is a dominant part of his life, he believes that to truly honor his god, he must show gratitude for the joys in his life - namely, his kith and kin, and all the festivities, ceremonies, and leisurely days they have shared. Arosk has a fondness for jokes amongst his closest friends, and though not a prankster by nature, he can tell a bawdy or rousing tale with the best of them.
Arosk was born into a merchant family that frequented Molgar-Karn and made a living selling wine, ale, and those drinks most beloved by the dwarven nations. The son of Artohar and Kerrice, Arosk entered this world as a surprise to all in the Sunreck family. Kerrice had fallen ill several months before her pregnancy, and it was believed her body would fail her before she could bring her child into the world. However, Arosk not only avoided this tragic fate, but upon his birth, Kerrice began to feel her body begin to turn the tide in its losing battle to the withering illness. When the boy was but a few weeks old, Kerrice was in perfect health, as vigorous as she had been prior to the disease. Those who heard of this said the child was somehow blessed, but Artohar tried to keep word quiet, as he was not the type to claim such things.
However, as Arosk grew, it became clear that there was something unusual about the boy. As a growing dwarf, Arosk was particularly skilled with a hammer at the forge. He began an apprenticeship at a younger age than the norm. Not only did he handle himself well, but his master, Grommar, perceived a natural finesse within the young one; Grommar even claimed the boy was bound for a life as a forgemaster, creating wondrous weapons and armor for the dwarven armies. However, this was not to be, for though Arosk's skills continued to grow, his attention turned elsewhere.
Approaching the age of manhood, Arosk began to pay an increasing amount of attention to the priests speaking of Moradin's will and his might. The blondbeard became fascinated with the legends of the god's faith, and the tenets of communal improvement and unity in the face of danger. The more he listened, the more he felt his heart leap at the thought of having Moradin forever by his side. He began to study the old lore of Moradin's faith while his two older sisters, the twins Gerrul and Mantrisa, and younger brother Poloran, learned to handle the family business. Arosk's parents were at first worried about their son's path in life, but soon came to accept that Arosk was meant for other things.
Finally, Arosk worked up the courage to seek a formal initiation within the church. The priests, having observed Arosk for some time, accepted. Testing his knowledge, they found the young dwarf to be one of the most well-read candidates in ages. However, it was his skill with a blade that sealed the deal. Having spent years as a smith, Arosk had trained himself in the use of the weapon he favored. His swordplay was rough, but it was appreciated in the eyes of the elders. Arosk was soon accepted into the fold, and as he continued to study under the watchful eye of his superiors, they believed Arosk was meant to take up the path of the avenger.
When speaking with Arosk, the priests noticed a common trend - when bringing up word of troubles and evils threatening the realm, Arosk's voice filled with fire, and he spoke of breaking the will of those who sought to overrun the dwarven lands. He spoke of Moradin protecting the people and burning corruption and malice away with the fires of a thousand forges. A few were unnerved by such bold zeal, but others saw potential to mold a proper guardian of the faith. Arosk was brought onto the path, and as he developed his swordplay, he came to see himself as a blade in Moradin's hands.
Soon enough, Arosk completed his training. Bestowing a ceremonial blade to the new servant of Moradin, the elders gave him words of hope and faith, telling him he was meant to do great things in their god's name. Arosk took these words to heart, and soon set out to prove his worth, patrolling the grounds of his homeland as a member of the city guard. Arosk kept an eye out for rumors of enemy faiths establishing presences nearby; though they were few and far between, Arosk was always present to investigate, and most of them turned out to be true. The dwarf's faith grew with every successful defense of his people, and his spirit never wavered.
Recently, news came to Arosk's home of the dangers threatening Kazak-Dun. Arosk and several of his peers set out immediately to investigate. Bidding his kin goodbye, Arosk prepared himself for the journey, sensing the invisible hand of his deity at work. The avenger headed to Molgar-Karn believing he and his brothers would be of great use in the hands of their patron.
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it."
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up!
We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and....
One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
Just a quick note on the MMORPG as an insult comparison...
MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development.
TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment.
You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
====== Created Using Wizards of the Coast D&D Character Builder ====== level 1 Dwarf, Barbarian Build: Rageblood Barbarian Feral Might: Rageblood Vigor Background: Geography - Mountains (+2 to Athletics)
FINAL ABILITY SCORES Str 18, Con 16, Dex 16, Int 8, Wis 10, Cha 9.
STARTING ABILITY SCORES Str 16, Con 14, Dex 16, Int 8, Wis 10, Cha 9.
Dakost Datannazush was the leader of an expedition by one of the smaller dwarven nations, Udilistam, to establish a new outpost in the mountains. For several years, work went well, and the new outpost grew. However, their success soon drew the attention of nearby orcs, who decided to take the wealth for themselves. The outpost was poorly defended, but Dakost, also the group's smith, took up an axe made with his own hands and fought for their lives. Despite a strong and honorable showing by the dwarves of Udilistam, the orcs overwhelmed the outpost, and drove the dwarves off.
The loss of the outpost was devastating to his nation, though. They had sunk too many resources into it to afford the loss. Soon, they faced shortages of food, water and labor. In desperation, they abandoned their mountain halls and journeyed to the nearby Molgar-Karn, where they took refuge, helping to man the fort in exchange for safety. Since their arrival, Dakost has spent his spare time training to use the weapons and armor he has created for years, hoping to regain his honor in glorious combat. Now, with the task ahead, he has his chance. Dakost has been chosen to represent Udilistam in the advance force. Now, he fights to redeem the honor of all the refugees of Udilistam.
The Tale of Juthra'ik, Eater of Bones, The She-Mountain, Matron of the Gurrat'ik.Show
There is no tale of Ukra'ik Silversnake, for his is not yet a life of tales. Therefore, I will tell you the tale of his mother.
But where do we begin to tell the tale of Sacred Juthra, Queen of the Gurrat'ik, when there are none who witnissed her birth? Oh, truly so, the Dwarves of the Gurrat'ik War-Clan claim She is as old as the Gods themselves. But, perhaps, a more accurate estimate is that she is among the oldest Dragons whom still roam the world.
I shall start when she first encountered the Dwarves of Mount Gurrat. It was fabled Wurrat, the First Explorer, whom was the first to encounter the Lady Dragon. What he saw was a silvery-green Dragon, a being of immense strength and intelligence. Despite her age, she still carried herself with the ease and poise of a younger member of her race.
Under her watchful gaze, Wurrat led those that would become the Gurrat'ik Warclan into the narrow caves that ran through Mount Gurrat where they would start to build their home. She did not oppose this sudden flurry of life in her once lonely lair, but neither did she help these small creatures as they moved into her home. She seemed content to watch them with interest, and occasionally a Dwarf would glance upwards and notice an amused glint in her eyes.
The Elders of Gurrat'ik say it took their ancestors over a year before their matron Dragon finally deemed the small folk worthy of conversation. She called out to the leaders of the clan, a group of ancient Dwarves, and, of course, First Explorer Wurrat, asking them to join her in discussing the future of their combined lives. Over the course of six months the first Gurrat'ik Laws were established, a set of rules and rights describing how the Dwarves and the Dragon would be able to live together in peace and what demands they would be able to make of eachother.
While we shall not go into detail what exactly was described in these Laws, the result was astonishing. For perhaps the first time in world history, Dwarf and Dragon lived together in peace. Over the years Juthra'ik left her lair many times for reasons she rarely explained to the Elders, and each time she would return to a lair more beautiful than when she left. The rough walls of the enormous cave were first smoothed, then carved with intricate symbols and paintings describing the life of this unique clan of Dwarves.
The Gurrat'ik dug tunnels running deep into the heart of the mountain, some leading down to mines, while others led to living quarters, mercantile squares and craftsmen's caverns. They led parties out into the deeper world, raiding and making war with other Dwarven clans and other creatures of the deep to strengthen their line and prove their worth to the Elder Dwarves of the Old Home.
But now the Gurrat'ik suddenly have to make do without their powerful ally. Juthra'ik announced that she would go on a journey, and would not be able to return for so long a time that it would be likely her name would be lost to legend.
But, before she left, now over seventy years ago, she borne the Warclan a Dwarven son. Ukra'ik Silversnake, Son of the Myriad Dragon, Champion of the Gurrak'ik. And now, with the dire news of Kazak-Dun, the Elders knew he would recieve his first test. Today, the tale of Ukra'ik son of Juthra'ik will begin.