Monday, October 27, 2008

I miss gaming

I really miss having a Friday game with you guys to look forward to each week. Am I the only one? 'Cause damn, it seems like gaming is the exception rather than the rule. I know there's lots of good reasons-- illness, family, job, etc. Would moving to another day help? I thought adding another game "track" would help but I haven't seen much interest in that either.

Thursday, October 16, 2008

Proposal for Dual-Track Gaming

If I get back into GMing then I get to play more often! So I'm proposing a two-track schedule for Friday games:
GM Randy Ben
10/17 4E (Group A) Moping
10/24 cancelled Moping
10/31 Trick-or-treating Moping
11/7 4E (Group A) Moping
11/14 4E (Group B) playing
11/21 4E (Group A) Realms chars
11/28 Eating leftovers Moping
12/5 - Epic Realms
12/12 4E (Group A) Moping
12/19 - Epic Realms
12/26 playing with presents Moping

Saturday, October 11, 2008

Game Schedule - October through December

October 17th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
October 19th - Star Wars RPG
October 24th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
October 31st - Halloween - Gaming Off

November 2nd - Star Wars RPG
November 7th - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 14th - D&D 4e Keep on the Shadowfell (Chris, Jason J., Ben, Dave L., Paul)
November 16th - Star Wars RPG
November 21st - D&D 4e Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
November 28th - Thanksgiving - Memoir 44 and other games at Randy's place

December 5th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 7th - Star Wars RPG (If we're not already finished)
December 12th - D&D Thunderspire Labyrinth (Dave F., Dan, Max, Joe & Jamie)
December 19th - Epic Forgotten Realms (Chris, Jason J., Ben, Dave L., Paul)
December 26th - Boxing Day - Gaming Off

Tentative schedule for the rest of the year. I know holidays always mess with scheduling, so we're definitely very tentative at this point. But as usual, everybody chime in and let me know what your schedule looks like, and I'll adjust from there.

Friday, October 10, 2008

These look like much better power cards

Plus he includes the source.

http://www.enworld.org/forum/4351249-post718.html

Sunday, October 05, 2008

Star Wars PC: Kan'nar Strull

Player: Jason Murphy

Duros Scoundrel 5

Str 10
Dex 16
Con 10
Int 16
Wis 12
Cha 16

Fort: 12
Ref: 19
Will: 10

HP: 33
Speed: 6
Initiative: 3
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks: (need a little help here)
+3 melee (1d8+2, mace)
+6 ranged (3d8+2, blaster pistol, heavy)

Skills:
Acrobatics
Climb
Deception +10
Endurance
Gather Information +5
Initiative
Jump
Mechanics
Perception +5
Persuasion +10
Pilot +5
Ride
Stealth +5
Survival
Swim
Treat Injury
Use Computer +5
Use the Force

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Simple Weapons)
Expert Pilot (?)
Point Blank Shot
Vehicular Combat
Precise Shot
Skill Focus (Persuasion)
Skill Focus (Deception)

Talents:
Knack
Sneak Attack
Dastardly Strike

Languages:
Durese
Basic
Binary
High Galactic
Shriiwook

Equipment:
Mace
Heavy Blaster Pistol
Combat Jumpsuit
Toolkit
Medpac x 2
Cape (just because)

Homeworld: Duro

History:
Kan'nar was a legitimate businessman. He owned more shipping routes than he could count and an entire armada of freighters. Working his way up from the bottom, he was well on his way to being known as a galactic tycoon, with a personality as big as his nascent empire. Then the Trade Federation upped their taxes and Kan'nar's wealth and business quickly eroded. Dodging these blockades, Kan'nar honed his skills of diplomacy, deception, and outright stealth. He fell quickly and easily into the lifestyle of a pirate and before long, his income was almost wholly comprised of credits gleaned from smuggling refugees and weapons during the Clone Wars. He became something of a war profiteer, charging extraordinarily high prices to diplomats fleeing the war. One such mission lead him to Kashyyyk, where he encountered Quinlan Vos freeing a camp of Wookies from Trandoshan slavers. Inspired by Vos's actions, he turned his resources to helping the defenseless escape war-torn planets, and began helping Vos by flying covert missions for his black ops team.

Wednesday, October 01, 2008

Star Wars PC: Greeahnkk

Player: Dave F.

Wookiee Scout 5

Str 18
Dex 15
Con 12
Int 12
Wis 12
Cha 9

Fort: 17
Ref: 19
Will: 15

HP: 40
Speed: 8
Initiative: 4
Perception: 7
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+7 melee (2d10, vibro-ax)
+5 ranged (3d10, bowcaster)

Skills: (* = trained)
Acrobatics +2
Climb +9*
Deception -1
Endurance +1
Gather Information -1
Initiative +2
Jump +9*
Mechanics +1
Perception +5*
Persuasion -1
Pilot +2
Ride +2
Stealth +7*
Survival +5*
Swim +4
Treat Injury +5*
Use Computer +1
Use the Force -1

Feats:
Weapon Proficiency (Pistols)
Weapon Proficiency (Rifles)
Weapon Proficiency (Simple Weapons)
Weapon Proficiency (Exotic Weapon: Bowcast)
Weapon Proficiency (Advanced Melee Weapons)
Running Attack

Talents:
Long Stride
Surefooted
Improved Stealth

Languages:
Shyriiwook (only spoken language)
Basic
Rodian

Equipment:
Vibro-Ax
Bowcaster
Quiver of 10 bowcaster quarrels
Shamanic Wookiee Poncho (flavor text!)

Homeworld: Kashyyyk

History: While most Wookiees grow a shaggy coat of brown fur, Greeahnkk was born with an unusual jet-black coat. Unlike the even rarer albino Wookiees, however, Greeahnkk was not shunned for his odd appearance – only teased mercilessly. In combination with his short stature (six feet tall being somewhat laughable by Wookiee standards) his unusual coloration led him to avoid socialization in his youth. Instead, he sought out the gloom of the dangerous lower foliage of the forests of Kashyyyk – sometimes called the Shadowlands, for the sun's light ends far before it reaches the surface. There his coloration was an asset, and he learned to use the shadows to slip swiftly away from predators.

Greeahnkk's only close friend as he grew to maturity was a healer named Huhrak. Huhrak had lost a leg escaping Trandoshan slavers and could no longer scour the forests for the rare plants he needed for his remedies. He turned to Greeahnkk to be his forager, in turn teaching the young Wookiee how to set broken bones, neutralize poisons and make a healing poultice. This effectively became Greeahnkk's job and he gained a reputation for his speed and daring. He warded off predators with his ryyk blade and harried Trandoshan raiders with volleys of bowcaster bolts that seemed to fly from the shadows.

Despite the fact that Greeahnkk had earned a measure of respect from the elders of his forest, he was rarely comfortable around his peers and could never seem to secure a mate. Frustration over this led him to take on his missions with a reckless abandon. This was his state of mind when the Clone Wars spilled over onto Kashyyyk and Separatist forces occupied the planet in hopes of securing the nearby hyperspace routes. Greeahnkk worked alongside Clone troopers as a scout and advised them on how best to use the terrain against Separatist spider droids, snail tanks and the ubiquitous battle droids. They accepted him without a second thought for his unusual features and he grew sympathetic to the Republic. He saw the conflict in Wookiee terms: the Republic as a sort of ultimate familial clan, the Separatists as corrupt schemers looking to tear the family apart for their own gain.

As a follow-up to actions on Kashyyyk, Greeahnkk recently took his first voyage off-world as one of many Wookiees invited aboard an orbiting Venator Class Star Destroyer to meet with Jedi commanders having trouble with Separatist forces on wilderness planets similar to Kashyyyk. On the return journey, Greeahnkk was contacted by a Rodian pilot who explained that he worked as part of a network of talented specialists under the command of the Jedi, Quinlan Vos. He invited Greeahnkk to lend his skills to the network and, when Greeahnkk returned to Kashyyyk and consulted Huhrak, the old Wookiee encouraged him to accept the offer. Huhrak claimed he had dreamt of Greeahnkk leaving Kashyyyk for greater glory among the stars. Whether he spoke with sincerity or simply felt Greeahnkk needed to expand his horizons remains unknown.

What is known is that Greeahnkk has accepted Vos's call and set out for his hidden sanctuary. His equipment is minimal, but he wears a necklace of battle droid fingers to show his allegiance and sports a shamanic poncho sewn by Huhrak, its inset pockets made to carry healing herbs. Slung over his back is his battered, but trusty bowcaster and a newly purchased vibro-ax to replace his traditional ryyk blade.

Greeahnkk is a capable wilderness scout with an eye for danger and the sense to use stealth when necessary. He is exceptionally fast for a Wookiee, darting from hiding to strike at his targets, then just as quickly returning to the shadows. In a pinch he can also serve as a medic, though his version of a medpack tends to be an altogether smellier, more primitive affair than the galactic standard.

Star Wars PC: Eennu Xiraj

Player: D3

Togruta Scoundrel 5

Str 12
Dex 18
Con 8
Int 14
Wis 12
Cha 14

Fort: 14
Ref: 21
Will: 17

HP: 26
Speed: 6
Initiative: 4
Perception: 6
Base Attack: 3
Force Points: 7
Destiny Points: 1

Attacks:
+4 melee (1d4+3, fist)
+7 ranged (3d6+2/2d6+2 stun, blaster pistol)

Skills: (* = trained)
Acrobatics +4
Climb +1
Deception +2
Endurance -1
Gather Information +12*
Initiative +4
Jump +1
Mechanics +12*
Perception +6*
Persuasion +7*
Pilot +4
Ride +4
Stealth +9*
Survival +1
Swim +1
Treat Injury +1
Use Computer +7*
Use the Force +2

Feats:
Point Blank Shot
Precise Shot
Skill Focus (Gather Information)
Skill Focus (Mechanics)
Weapon Proficiency (Pistol)
Weapon Proficiency (Simple)

Talents:
Fool's Luck
Knack
Security Slicer

Racial Abilities:
Pack Hunter
Sneaky
Spatial Awareness

Languages:
Basic
Wookie
Huttese
Togruti

Equipment:
Com-link, short range
Audiorecorder
Videorecorder
(2) liquid cable (15m each)
Concealed Holster
Blaster Pistol w/powerpack
Glow Rod
45 credits

Homeworld: Nar Shaddaa

History: Eennu Xiraj was sold into slavery as a child on Nar Shaddaa and never knew his parents. After being rescued by a Republic law enforcement agent during a raid, he was taken in by the agent and raised as the agent's own son. Marshal Semaj Nodrog's compassion is all that kept the toddler, Eennu, from falling prey to the streets of Nar Shadaa.

Marshal Semaj Nodrog had been stationed by the Republic to Nar Shadaa to recruit a local militia tasked with cleaning up the cesspool that is Nar Shadaa. An optimistic and naive do-gooder, Semaj was brutally slain by his own team who had been taking bribes and doing enforcement work for a local slave trader. Now in his late teen years, Eennu swore an oath to bring the men responsible to justice, and he formed his own team to bring law and order to Nar Shadaa. He received official Republic approval but no funding for the project.

Eennu discovered that the slave trader (a local Hutt boss) that was responsible for his own slavery had been the same that had his father figure killed. As naive as his father, he was framed by his own team for collaborating with Separatists before actually uncovering the Hutt's identity. Eennu had to go into hiding as he was now officially a criminal and wanted by the Republic.

After five years of fighting against the slave trade and corruption on Nar Shadaa as a fugitive from the officially sanctioned dirty cops that he had recruited himself, Eennu saw his big chance to redeem his name by uncovering a Sith plot and bringing in Quinlan Vos, who he had mistakenly thought to be working with the Sith.

After some very tense confusion, Vos explained the true nature of his mission to Eennu. He helped Vos with some important local intelligence gathering vital to the Jedi's mission, and the two earned each other's trust. Vos then recruited him for some sort of covert ops team in return for the Jedi's promise that after his term serving with the covert ops team, Quinlan Vos himself would do everything in his power to clear Eennu's name and acquire the resources needed to complete the mission he had inherited from his father... bringing law and order to Nar Shaddaa.

Tuesday, September 30, 2008

Star Wars PC: Lan Cai Terek

Player: Nick

Human Jedi 4/Scoundrel 1

Str 14
Dex 12
Con 12
Int 14
Wis 10
Cha 16

Fort: 17
Ref: 18
Will: 19

HP: 63
Speed: 6
Initiative: 16
Perception: 7
Base Attack: 4
Force Points: 7
Destiny Points: 1

Attacks:
+8 melee (2d8+4, lightsaber)
+7 melee (1d6+4, martial arts)
+5 ranged (3d8+2/2d8+2 stun, heavy blaster pistol)

Skills: (* = trained)
Acrobatics +8*
Climb +4
Deception +5
Endurance +3
Gather Information +5
Initiative +3
Jump +4
Mechanics +9*
Perception +7*
Persuasion +10*
Pilot +3
Ride +3
Stealth +3
Survival +2
Swim +4
Treat Injury +2
Use Computer +4
Use the Force +15*

Feats:
Force Sensitivity
Weapon Proficiency (Lightsabers)
Weapon Proficiency (Simple Weapon)
Weapon Focus (Lightsaber)
Martial Arts I
Force Training
Weapon Proficiency (Pistols)

Talents:
Weapon Specialist (lightsaber)
Deflect
Personalized Modifications

Force Powers:
Force Slam

Languages:
Basic
Binary
Wookie

Equipment:
Lightsaber
DT-57 "Annhiliator" heavy blaster pistol
Com Link (short)
Tool Kit
Power Pack x2
Hip Holster

Homeworld: Rion

History: Lan Cai Terek's life-path took an abrupt turn when Jedi Knight, Kadrian Sey, appeared on his homeworld Rion, a once tropical paradise, at the behest of the Jedi Council. Lan's life to that point had been typical of any Rionian, he learned his father's trade, helped his family in any way that he could, and in his free time he muddled around with anything mechanical that he could get his hands on. Before Master Sey had come to his world, he had only heard tall tales about the Jedi and their tremendous amounts of power. Though her true motives for being on his homeworld were completely unknown to Lan, he took a liking to her immediately and began following her. Seeing something in Lan, Master Sey after a time began teaching him the ways of the force, strengthening his mind and abilities. To say that Lan was amazed at the opportunity to become such a fierce and noble warrior would be an understatement. He took to it immediately and became quite skilled, especially with a lightsaber.

And then the war came, and with it brought the likes of Count Dooku to Rion. Once there, Dooku swayed Master Sey to his own cause, turning her against everything and everyone that she had called friend, including young Lan. Enraged, Lan gave into fear and hate, vowing vengeance against Count Dooku and his former Master. With revenge at the forefront of his mind, he fled Rion, hopping from planet to planet for a year or so. He worked along side many people during this year, namely a Wookie that heldd the same level of contempt for the Sepratists and Droid Armies that he did. Hearing a rumor of Kadrian Sey's appearance on the planet Columex, Lan broke all contact with his Wookie compatriot and made haste for the planet's surface.

Instead of finding revenge though, Lan found himself face to face with another Jedi and his young Padawan. Whether it was a ruse on the Jedi's part or sheer luck or destiny, Lan never found out. His anger unchecked though, Lan lashed out at this pair and though formidable, was ultimately defeated. Sensing the Dark Side at play within him, the Jedi brought him back to the Jedi Temple on Coruscant so he could be brought before the Jedi Council. Beaten and beside himself, he told the Council everything that had happened. Much deliberation took place but it was decided that Lan was a risk not only to himself but to others if he was allowed to continue down his path. Therefore he was assigned a new Master, this time being paired with the Jedi Knight Aayla Secura, as she had some understanding of the things that Lan had gone through.

So it was that he trained with her and fought by her side during several battles during the beginning of the Clone Wars, though he had a hard time keeping his anger and need for revenge in check. With that in mind, and the feeling that if he continued to have dealings with the Jedi and Count Dooku's forces he would ultimately crack under the pressure, he left the Jedi Order after a time. With some shame at not being the kind of person that he had always wanted to be, Lan fell back on his ability to manipulate mechanical devices, offering his services to whomever was handing out enough credits to survive on. In his heart he wanted to be a Jedi, but like his Masters taught him, while there was hate there was always a path to the Dark Side. He had to live with that.

Star Wars PC: Quinn Dawnrunner

Player: Casey

Male Human Jedi 5

Str 10
Dex 17
Con 12
Int 11
Wis 14
Cha 14

Fort: 17
Ref: 19
Will: 18

HP: 74
Speed: 6
Initiative: 16
Perception: 9
Base Attack: 5
Force Points: 7
Destiny Points: 1

Attacks:
+8 melee (2d8, lightsaber (green)

Skills:
Acrobatics +5
Endurance +3
Initiative +16/5*
Jump +2
Mechanics +2
Perception +16/4*
Pilot +10
Use the Force +14

Feats:
Force Sensitivity
Force Training (x2)
Skill Focus (Use the Force)
Strong in the Force
Weapon Finesse
Weapon Proficiency (Lightsaber)
Weapon Proficiency (Simple)

Talents:
Deflect
Force Intuition
Force Perception

Force Powers:
Force Thrust
Mind Trick
Move Object
Rebuke
Surge
Vital Transfer

Languages:
Basic

Equipment:
Lightsaber
Comlink (short range)
Aquata breather

Homeworld: Corellia

History: Quinn was tested at a young age just like all children for force sensitivity. Ki-Adi-Mundi administered the test and was surprised how strong the force was in the future pupil. He was a good student during his training as a youngling. He developed his skill with a lightsaber early on and was poised to become a great combatant. He felt a different calling and started down the path of the Jedi Guardian. His first master as a Jedi Padawan was Master Windu. Quinn's current Master is Quin'lan Voss as Master Windu moved him under his guidance.

Tuesday, September 02, 2008

Game Schedule - September through October

September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 19th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
September 26th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)

October 3rd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 5th - Star Wars RPG First Session (Dave F., Dave M., Nick, Jason M., Casey)
October 10th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 17th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
October 24th - D&D 4e Group B (Chris, Jason J., Ben, Dave L., Paul, Joe)
October 31st - Halloween - Gaming Off

Tentative schedule for September and October. Jamie and Joe might be out for the 19th, we should know for sure this Friday. Other than that, everybody chime in and let me know what your October schedule looks like, and I'll adjust from there.

Wednesday, July 30, 2008

Game Schedule - August through September

August 1st - Boardgames
August 8th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 15th - D&D 4e Group B (Chris, Ben, Dave L., Jason, Steven)
August 22nd - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e Group B (Ben, Jason, Dave L., Steven - Chris out)

September 5th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 12th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)
September 19th - D&D 4e Group A (Dave F., Dan, Max, Joe & Jamie)
September 26th - D&D 4e Group B (Chris, Jason, Ben, Dave L., Paul, Steven)

The latest revision to the plan: Two groups. One (Group A) is the group that is currently playing D&D Keep on the Shadowfell, and consists of Dave, Dan, Max, Joe and Jamie. We'll try to meet twice a month, as long as everybody's schedules align.

Group B is the modified Wandering Wolves group, consisting of Ben, Chris, Dave Lamplugh, Jason, Paul and Steven, one of the owners of Epoch Coffee, who Chris indicated might be interested. This group will continue D&D Keep on the Shadowfell, with Steven bringing in a new character to join. This group will also meet twice a month, in theory. Sometimes it might be only four people, sometimes it'll be six, ideally it'll be five more often than not. But this seems like a good way of hedging our bets, with everybody's crazy schedule, and playing twice a month.

Wednesday, July 02, 2008

Wednesday, June 25, 2008

Anyone played this?

http://www.boardgamegeek.com/game/15987



Maybe for board game night, possibly?

Monday, June 23, 2008

Power Cards!

Just so you all know, a full set of cool, useful power cards is available for download in PDF format here. These will make keeping track of your encounter and daily powers in 4E much simpler.

Wednesday, June 11, 2008

Hello all

This is Max signing in — I'll be getting together with Dan tomorrow to work on character creation, so I'll be ready to go on Friday. Thanks again for making room at the table!
hey Jason,
Any word on the pirates character sheets.
I can easily create my character again the next time we
play.
Dave

Tuesday, June 10, 2008

hello gaming blog

it's dirty dave here, signing on to the blog. Should I be working on character creation? I've been perusing the live char sheets Randy linked. greek and latin editions....oh well, I'll keep in touch...
it will become clear.

Monday, June 09, 2008

Welcome 4th Ed magic changes

Got to thinking as I was (failing to) fall asleep last night — did they fix counterspells in 4th Ed.? Why, yes, they did. At least, I couldn't find them in the wizard pages in the PHB. I assume they're history. They'd be better handled as Interrupt Actions anyway; maybe there's a power or class feature somewhere that adds it, or will be.

Another massive change: identify is dead! Long live identify. Man, that's such a welcome change. Now you just need a short rest to inspect the object. Well done!

Sunday, June 08, 2008

Game Schedule - June - August

June 13th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
June 20th - Wandering Wolves: Lure of the Ancient Spells
June 27th - D&D 4e (Paul, Chris, Jason, Ben, Dave L.)

July 4th - Gaming Off
July 11th - D&D 4e (Paul (?), Chris, Jason, Ben, Randy, Dave L.)
July 18th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
July 25th - Game off, San Diego Con

August 1st - Boardgames (Chris, Ben, Dave L.)
August 8th - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
August 15th - ?? Who's available, and what do we want to play?
August 22nd - D&D 4e (Dave F., Dan, Max, Joe & Jamie)
August 29th - D&D 4e (Paul, Chris, Jason, Ben, Dave L.)

OK, here's a tentative and modified schedule for the summer. The D&D group with Dan, Dave, Jamie & Joe will probably aim for second week, but we'll also probably just schedule by availability at the end of each session.

The rest of it is all down to availability. Paul, let me know what your schedule looks like... if you can make a different week, we'll move D&D 4e around to accommodate, since it'll more than likely be a once-a-month game it should be easy enough to get everybody there for it. Other than that, I am hoping to play a Traveller game (and I know Jason is ready to run one) and maybe after August I'll have time to read up on the Warhammer 40K rules and adventures that I've got and get one of those ready, for anyone who wants to play.

As usual, chime in the comments with availability that you know of.

D&D 4th Edition Character-Building

There are two D&D 4th Edition groups using this blog, but both are games I'm running, so there are the same basic house rules and such.

1. We're using the standard array, as described on page 17 of the PHB 4th Edition.

2. I'm open to someone playing a Warforged, using the article just posted on the D&D Insider site. Not expecting anyone to, or even particularly encouraging, but if you want to, I'm open to it.

3. Characters must be Good, Unaligned or Lawful Good. No evil characters.

4. First session will probably involve finishing up (or building from scratch) characters, but if folks want to build their characters during the ensuing weeks and bring them to the game for GM approval/any fine-tuning, that's cool and will help get the game session going sooner. To that end:

Group 1 (Joe & Jamie R., Dan G., Dave F.) - Currently we have a Defender (Dan's Human Paladin)... so there's room for just about anything. Ideally, someone would be a Leader (Warlord or Cleric), a Striker (Ranger, Rogue or Warlock) and a Controller (Wizard) for a completely balanced party, but you can probably get by without any given role... I'd just recommend not building a party of entirely fighters and paladins, etc. Any questions, feel free to email me. And update in the comments if you decide on a general character idea. Also, we're one person short of a five-person group... not a big deal, but we might add one more person to the group before we start. As for time, is 7 PM a time to aim for with you guys? That'd let us get a good four or five hours of gaming in before midnight, if that cutoff time is acceptable to everyone.

Group 2 (Dave L., Chris, Ben, Jason, Paul) - Currently we have a Leader (Ben's Dragonborn Warlord) and, if Jason decides he wants to stick with him, a Controller (Eladrin Wizard). So you guys need a Striker (Ranger, Rogue or Warlock) and a Defender (Paladin or Fighter), and then you can double up on any particular role. If anyone has particular leanings, post them in the comments. Chris and Dave, if you guys want to do character creation with me sometime in the next couple weeks, let me know... it shouldn't take more than an hour or so.