The Faerie Champions – A Rathbone Adventure
9:07 AM | Author: One of Freedom
This is a 4E game based on five characters. In our game we have two other dads and three younger players (two girls and a boy). The kids are around 10 years old, so attention is a problem. We aim to play an hour and a half each session, enough time for one simple combat encounter and one role playing encounter. We play every second week, and the kids really look forward to the games. I only have a couple of house rules: original Magic Missile only and chaos bolts always bounce if there is a legitimate target (that is the fun of them). I'll give some Rathbone history later, but here is the preamble:


The affairs of the world of Mellenheir are rarely of concern for the faeries in Tier Nan Og. But when great evil lurks in Mellenheir the faeries choose champions to protect them from those who would exploit their hidden land by stealing their treasures and turning faeries into slaves. Champions are chosen from a young age and given a gift from the faerie queen. This gift can be gossamer wings, dust of the pixie, or even the ability to transform into a woodland friend. The champions often seek each other out and set out to bring about good in the world by freeing the captives, defeating evil creatures, and, above all, protecting the world of faeries.

Character Creation

Each character will be created according to RPGA standards. All characters will start at first level, except when joining the game in progress in which case they will start at the level of the module being explored. Material from any of the official source books is acceptable, with the exception of the Dragon and Dungeon magazines. We will not be using the auto-hit magic missile rules (rather we will use the spell as described in the original PHB). Characters will choose one of the following free powers.

Faerie Wings Campaign Power Utility 1
You have a pair of gossamer wings which can easily be hidden under normal clothes.
At-will; Move action; Personal
Effect: If you are carrying less than 2 times you strength and your wings are exposed you gain Fly 6 (hover). If you are encumbered normal and your wings are exposed you gain the ability to jump (shift 2). Your wings cannot be covered in armour to benefit from either of these effects.


Pixie Dust
Campaign Power Encounter 1
You can produce pixie dust by rubbing your fingers together; this dust sparkles and can help you perform mischief.
Encounter; Arcane, Charm; Standard action; Close blast 3
Target: One creature within blast.
Attack: Charisma vs. Will
Hit: The target cannot see or hear you until the end of your next turn.

Woodland Friendform Campaign Power Daily 1
You can take the form of a small creature and experience life from a different perspective.
Daily; Polymorph, Primal; Minor action; Personal
Effect: You change from your humanoid form to a predetermined small animal form (a single tiny animal is chosen until the end of your next turn. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you can't use attack, utility, or feat powers that lack the beast form keyword, although you can sustain such powers. The beast form is tiny size, resembles a natural beast or a fey beast, and normally doesn't change your game statistics. Your equipment becomes part of your beast form, but you drop anything you are holding, except implements you can use. You continue to gain the benefits of the equipment you wear, except a shield. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
Special: You can maintain the small animal form as a minor action.

Special Campaign Rules

Magic Missile Campaign Wizard Attack 1
You launch a silvery bolt of force at the enemy.
At-Will; Arcane, Force, Impliment; Standard action; Ranged 20
Target: One creature.
Attack: Intelligence vs. Reflex
Hit: 2d4 + Intelligence modifier force damage.
Increase damage to 4d4 + Intelligence modifier at 21st level.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.
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