This is the In-Character Thread for the Adventure "Freedom" in the Dark Sun Campaign Setting.
“I live in a world of fire and sand. The crimson sun scorches the life from anything that crawls or flies, and storms of sand scour the foliage from the barren ground. Lightning strikes from the cloudless sky, and peals of thunder roll unexplained across the vast tablelands. Even the wind, dry and searing as a kiln, can kill a man with thirst.
This is a land of blood and dust, where tribes of feral elves sweep out of the salt plains to plunder lonely caravans, mysterious singing winds call men to slow suffocation in a Sea of Silt, and legions of slaves clash over a few bushels of moldering grain. The dragon despoils entire cities, while selfish kings squander their armies raising gaudy palaces and garish tombs.
This is my home, Athas. It is an arid and bleak place, a wasteland with a handful of austere cities clinging precariously to a few scattered oases. It is a brutal and savage land, beset by political strife and monstrous abominations, where life is grim and short.” – The Wanderer’s Journal Link to Sand Raiders IC thread TyrShow
During the past thousand years, the city has labored beneath the oppressive eye of Kalak, Tyrant of Tyr. Under the fearful shadow of his defiling magic, Tyr has festered from a small oasis settlement to a sprawling and corrupt metropolis. Renown for wealth, power, and a steady though meager production of iron, Tyr is perhaps the most decadent city state in a decadent land. Here, where human life counts less than a drop of water, a person can buy anything and suffer any fate.
All but the poorest Tyrians own slaves and nobles tend vast plantations by the lash. Indeed, slaves outnumber freemen two-to-one within the brutal city of Tyr.
As you approach the city, you pass through verdant plantation-lands where crops receive more water than the unnumbered slaves who tend them. These fortress plantations belong to the city’s nobles and garner great wealth for them by providing nearly all of Tyr’s food. Standing armies fiercely guard each plot of land.
Once within the gates of Tyr, the throng of odd caravans, tang of exotic foods, and heady rattle of strange dialects unsettles you: Every Athasian city state follows unique laws and customs. Those unfamiliar with the ways of Tyr may run afoul of its templars or, worse yet, Kalak himself. King Kalak, Lord Kalak, Tyrant of Tyr, he goes by many names. Defiant Tyrians mock their lord (when shielded from his psionically-enhanced senses) with the title “Kalak the Diminutive”, for Kalak’s ancient body is horribly wizened, gaunt, emaciate, and puny. This dry husk of flesh, though, channels unimaginable power: Kalak holds Tyr in an iron grip. His mind is said to roam the city, dealing death for the slightest offense.
As in most Athasian cities, the sorcerer king leaves day-to-day business to templars, his faithful. On the streets, the black cassocks and imperious manners of templars set them apart from other Tyrians. These men and women wield great power, checked only when their actions might offend Kalak, a superior templar, or a noble. Tyrians generally avoid templars, who, on the slightest whim, can imprison slaves and citizens alike. Of late, the templars of Tyr have been preoccupied, spending their careers upon Kalak’s massive public works.
Indeed, for the past 20 years, the templars’ lives have centered on a huge stack of stone, King Kalak’s ziggurat. Dominating the center of the city, the square-stepped tower rises in sharp-edged splendor over the neighboring slums. Only now, after 20 years of construction, does the ziggurat near completion. For two decades, lash striped slaves have borne massive blocks into place and mortared them together with their own blood. Now the streets and markets of Tyr ring with rumors that King Kalak has commanded his templars to finish it before month’s end.
No rumors tell why dread Kalak is building the ziggurat and dark looks dissuade those who may ask.
Beside the ziggurat stands a familiar sight, a gladiatorial arena. Here Kalak holds epics of blood- sport, and on rare occasions comes himself to hear the sanguine roars of the populace. A box seat at one end of the arena allows King Kalak to view the battles, well removed from the filthy rabble. Most of the time, though, Kalak remains hidden deep within his Golden Tower.
This tower lies off the arena’s other side (opposite the Ziggurat), rising from the center of Kalak’s palace. Lush gardens crowd the tower’s base, a green paradise from which Kalak’s defiler magic leeches its power.
Beyond the garden lies a clutter of buildings and colonnades where only King Kalak and his six high templars may walk. Few others summoned here ever emerge again.
On the outer periphery of the sorcerer king’s grounds rests the templar quarter. Templars dwell in happy seclusion from the populace, both to signify their privilege and to safeguard their lives. Greatly feared and little loved, if templars lived among the people, murder and riot would become commonplace. For their own protection, the templars draw together in pampered security. The best foods, goods, and services can be routinely had in the Templar’s Quarter, but only a fool-hardy or dazzling thief would dare tread within the compound.
The details of the Golden Tower and the templar quarter, however, come to you only through rumor. Any steps you tread in those high halls may well be your last.
Rather, the sights and sounds and smells of Tyr that work upon you come from the massive gates, bustling markets, bawdy streets, vermin-ridden slums, crowded merchant houses, and polished noble quarters.
You enter Tyr through the caravan quarter, where strange outlanders and plodding merchant caravans clog the streets. The main avenue, called Caravan Way, winds toward Kalak’s ziggurat and supports caravansaries, outfitters, beast traders, inns, merchant houses, and wine shops. The assortment of goods and services here is good, though they come at a premium price. The caravan quarter bustles both night and day and is well patrolled; merchants pay the templars dearly for protection. This is where you find House Wavir and turn in the caravan with its intact shipment. Without much concern, the representants of House Wavir pay your reward
The caravan quarter butts up against the noble quarter. Here, nobles keep small, walled citadels, complete with slave quarters, gardens, guardhouses, and private apartments. Most of the nobles wisely contribute generous sums to the city coffers: those who do receive preferential protection from the half-giant patrols of the templars. Few nobles actually reside within the city walls, where their private armies are forbidden, preferring to pass their time on estates outside the walls.
A few townhouses lie scattered in other areas of Tyr. Some such villas were constructed by rising sons of old families while others have been relocated by Kalak, himself, to chastise particular noble houses. Whatever their origin, these islands of wealth provide prime targets to thieves and thugs. Tradesman reside in the next lower niche in Tyrian culture. Tradesmen’s districts spread across various sections of the city, home to most of the Tyrian citizenry.
Tradesmen occupy the uncomfortable cusp between slaves and freemen: though bound to a particular noble house and occupation, they possess minor rights to property and protection. A street in a tradesmen’s district will house the practitioners of a single craft or the craftsmen of a particular noble. These districts are Tyr’s monetary badlands, they hold little to steal and even less to buy or trade.
You can hardly spend a day in Tyr without passing sometime through the warrens, the slum quarter, which gives Tyr much of its infamy. This vast crumbling sprawl houses the impoverished, the desperate, the outcast, and the enslaved. Many residents of the warrens work as day laborers, setting out each morning to seek work on the plantations. More desperate occupants might even sell themselves at the slave market near the dust-choked wadi. Others turn to theft or murder for hire. Those incapable of work, even illegal work, beg door-to-door. One way or another, these oppressed people glean enough food and water to live another day. What little extra they might own comes from hard labor in sweatshop shanties at night. Life in the warrens is brutal and unforgiving.
The darkest section in the warrens is the elven quarter. Treated as near-criminal outcasts by the rest of Tyr, the elves have settled their own portion of the slums, closer to the base of the ziggurat than others would find comfortable. Here they live, little bothered by templars or nobles, who consider them inconsequential vermin. Runaways, rebels, and murderers all find shelter in the narrow streets of the elven quarter. When the templars stage their rare incursions into the elven quarter, they go heavily armed, with a squad of half-giant guards at their heels. The elven quarter gives the slum its true notoriety. Here, you can literally buy or sell anything, if you have the coin or charisma to do so. Elven merchants boast that they will someday sell even the bones of your grandmother on a back street of the elven market. Indeed, they may already have. This trading acumen both sustains and justifies the elven quarter. The canny elves bring in exotic and sometimes priceless items from the ruins in the wilderness, items prized by Tyrian nobles. Even so, a deal struck in the elven quarter is anything but sure, for thieves, muggers, renegade wizards, and swindlers abound. A 50% markdown little compensates a buyer who loses his life.
Now, armed with knowledge gleaned in an hour upon the Tyrian streets, you set out to explore the brutal city of Tyr. Of course, much of the knowledge came in rumor rather than fact.
Tools: I will be using Maptools, as I have been training hardcore for it, so hopefully everything will be ok. Please use Invisible Castle for rolling invisiblecastle.com/ Character builder with point buy
Posting: Each player should choose a text color for IC use. Bold should be used for speaking, regular text for whispering, and italicsfor thoughts.
Characters should be pursuing their personal interests. I would need you to start split in two to three groups with each group doin something diffrent or on their way to doing something. Ekspery could be looking for Veilled alliance in the Elven market or following Saranikta as he is now convinced she is an arcane caster... A sub-group could be in an inn looking for adventure...
Benefit: Gain a +1 feat bonus to attack rolls made with a bow. In addition, gain a+1 bonus to damage rolls you make with a weapon attack using a bow against a single creature that is not adjacent to any other creature. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.
At Will, Standard Action, Martial. Effect: Make a ranged basic attack with a weapon, ignoring the penalty to attack rolls imposed by partial cover and partial concealment. In addition, the penalty to attack rolls imposed by superior cover and total concealment is no worse than -2 for this attack.
At Will, Standard Action, Martial. Effect: Make a ranged basic attack with a weapon against each creature in or adjacent to a square within the attack's range. You take a -2 penalty to the attack rolls.
Encounter, Standard Action, Martial, Ranged Weapon. Target: One Creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you choose for the target to be either immobilized (Save Ends) or dazed (Save Ends). Miss: Half damage, and the target is slowed until the end of your next turn
Daily, Minor Action, Prinal, Zone Range: Area Burst 1 Within 10 Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily concealed for your enemies. Move Action: You move the zone 5 squares.
Benefit: During a short rest, you can make a Perception check (DC Determined by the DM) to inspect the area around you. This area can be as large as 10 squares on a side. If you check succeeds, you determine the number and nature of the creatures that have moved through the area in the past 24 hours. You ascertain when and where they entered the area, as well as when and where they left.
ITEMS Leather Armor, Wood-Bone Composite Greatbow, 60 Stone Tipped Arrows, Bone Carrikal, Desert Clothing, Filter Mask, Giant Hair Rope, Fire Opal (100 gold), Ruby (100 gold), 4 Survival Days.
Tak-Tha's Clutch was attacked by the dreaded Tiefling Sand Devils when he was two years old. He managed to hide beneath the sand while his kin were slaughtered or captured, emerging two days later dazed, confused, and dying of thirst and exposure.
As he lay in the sand, a merchant caravan came upon him. The guards simply left him in the sand, but one of the merchant's wives, Kelanna, took pity on the poor creature and nursed him back to health in secret.
From Kelanna he learned how to speak the common tongue, and the habits and culture of those who lived in the city-states. When it was found that she was harboring a thri-kreen, Kelanna's husband threw Tak-Tha back out into the desert, but it had been enough. His health restored, Tak-Tha turned to his instincts to survive.
While he was with Kelanna, his latent psionic abilities began to manifest. At first, he could create simple psionic tools if he focused his mind on it. Using this skill, he fashioned a bow and arrows from discarded wood and animal bones, and with string made from knotted hair. With this bow he made his first kill. In the desert, alone, Tak-Tha learned the joy of the hunt that he had been deprived of without his clutch. For years he roamed the desert, selling animal hides to travellers and avoiding bandits and slavers. His psionic abilities increased, granting him partial mastery over mind and body, making him into a lethal hunter and archer.
However, the hermit's life was not for Tak-Tha. He craved community, a clutch he could call his own, and so he found himself at the town of Altaruk, wondering what he would find within the crowded streets and houses. With the memory of Kelanna's kindness in his mind, Tak-Tha hoped to find those who would accept him.
In the town of Altaruk, he met up with a motley group of travelers, and agreed to join them in recovering a lost caravan. Through their travels and discussions together, Tak-Tha began to feel that he had finally found his clutch. Bowing to the leadership of the g'tok-hoz, Zaffa, Tak-Tha fit in well with the group, acting as a scout and hunter. His grasp of the language improved while with the g'tok-dra, and, even though there were some difficulties, the g'tok-dra was able to recover the caravan.
In Altaruk, new members wanted to join the g'tok-dra. Tak-Tha saw one in particular, a huge Mul named Corinth, as a threat to his position in the g'tok-dra and treated him with overt hostility, with only Zaffa keeping a fight from breaking out. Traveling towards Tyr in another caravan, Tak-Tha remained silent and brooding, debating how to best remove Corinth. When the party was ambushed by raiders, Tak-Tha was pleased to see Corinth dropped almost immediately, and fought to protect his g'tok-dra. After the battle, he felt that Corinth had been taught his lesson, and no longer felt a need to see to it personally.
Arriving in Tyr, Tak-Tha was bewildered by the massive city, and stuck close to Zaffa. He doesn't know what their purpose is in the metropolis, but he is willing to do whatever the g'tok-hoz asks of him.
Age: 10 Height: 6'4'' Weight: 190 lbs Physical Description: Tak-Tha is tall and lean, with a sun darkened carapace. When he speaks common, it is inter-spaced by clicks and hisses, making him difficult to understand to those who rarely deal with his kind. To many of the races of Athas, he is indistinguishable from other Thri-Keen. To others of his race, however, he has a lean facial structure that accent his eyes and mandibles. His movements are quick and purposeful, as if his every action was made to maximize productivity. His voice is sharp, and carries well over a distance. He carries a great bow made of wood and bone on his back, along with a quiver at his side made of animal skins.
A number of jagged scars now mark his carapace, evidence of fierce battles fought in service to the g'tok-dra. While eventually they will heal and dissappear, for now the lines give him a savage and untamed appearance.
Tak-Tha is abrupt and to the point, and does not waste words on what he considers to be meaningless chatter. He is uncomfortable around large groups of people, even his own kind. His lack of social experience is quickly apparent after a few moments of conversation. He studies everyone he sees in depth, as if looking for a weakness he can exploit if the worse should happen. He dislikes being in enclosed spaces, especially if any of the entry points are out of his sight.
Tak-Tha judges the worth of someone by their physical or mental abilities. He is astounded that much of the leadership in the city states are lazy and corrupt, and that the people of these city states are still subservient to them. He has wisely decided to keep his voice quiet until he has learned more of the cities and their culture.
Travelling with the g'tok-dra, Tak-Tha has learned much about the dra and their ways. He shows utter devotion to the well being of the g'tok-dra, and will stop at nothing to see that they remian safe.
Standard Action, Greatbow Ranged: 25/50 Effect: Make a ranged basic attack against each creature in or adjacent to a square in range. Note: This is not an area burst attack. Attack: +9 vs AC (-2 Rapid Shot) Hit: 1d12 + 6 damage
Minor Action Target: Personal Effect: You create a simple tool that you can hold in one hand. The object appears in your hand or at your feet. You cannot use this object to attack or hinder another creature. This object lasts until the end of the encounter or until you use this object again.
Standard Action, Greatbow Ranged: 25/50 Target: One Creature Attack: +11 vs AC Hit: 1d12 + 6 damage, and you choose for the target to either be immobolized (Save Ends) or Dazed (Save Ends) Miss: Half damage, and the target is slowed until the end of your next turn
Minor Action, Melee 1 Target: One, Two, Or Three Creatures Attack: +10 vs AC (Dexterity +3, +1/Half level, +1/Enhancement) Hit: 1d8 + 6 damage (Dexterity, +1/Enhancement)(Gain a bonus to damage equal to the number of targets)
Standard Action, Greatbow or Carrikal Ranged: 25/50 Effect: If you use this power while not adjacent to any of your allies, you can shift 1 square before or after the attack Target: One Creature Attack: +11 vs AC Hit: 1d12 + 6 damage (If you have combat advantage, deal 5 extra damage (Dexterity))
Minor Action Range: Area bust 1 within 10 Effect: The burst creates a zone that lasts until the end of the encounter. Squares in the zone are heavily concealed for your enemies. Move Action: You move the zone 5 squares.
Zaffa was born as a slave in Urik, bred for psionic power and raised to fight for the entertainment of others. Much of that, however, was beyond the walls of any arena: Zaffa instead took part in open-air skirmishes in the wastelands beyond the city. She and whatever team of slave gladiators she was assigned to didn't always win, but she always survived -- and she always learned something.
Then there came a day when there weren't quite as many guards around the makeshift battleground as usual; the spot the slave masters had chosen didn't form a natural enclosure as it normally did; the gladiators were not as focused on one another in their thirst for blood as they generally were. Both teams joined together to fight their way through their guards and made a break for the Tablelands.
But the slaves had neither the skills nor the resources to survive a trek through the desert. One by one they began to grow weak and drop. When their pursuers caught up to them, though her strength had dwindled, Zaffa managed to survive the encounter -- alone. With no other option, she plodded on through the wasteland.
Zaffa awoke from her semi-conscious state as she fell face-first into a pool of water. She looked up to find herself at a small oasis. After inhaling mouthfuls of water greedily and tearing open the strange fruit she'd found there, she slept sprawled out in the shade.
She felt a presence nearby as she awoke. A humanoid creature with blue, fishy skin stood atop the pool. Zaffa leapt to her feet and readied her weapons, barking a challenge. The creature stared into her eyes, calming her, and explained, "This world has fallen. Once all of Athas was like this oasis, and now that is all gone. But it shall rise again.
"You... are not ideal. But you have the potential to help heal this world, and that is why my power will now be yours."
Zaffa felt more aware as the strange creature vanished. After staring in awe at the world around her and adapting to how much more of it she could see, Zaffa leaned down to get another drink and noticed that her slave master's mark on her forehead was now gone. After packing up a few pieces of fruit, she once more stepped out into the wasteland.
After a few days' walk, Zaffa came across the town of Altaruk, where she found work and companionship. Ultimately this led her to Tyr.
Zaffa is tall and broad, well-muscled and strong, with skin that was dark in the first place and is tanned even darker. She has a topknot of thick copper hair and wild eyes that match except for a slight greenish tint. Her features are very squared off, with a prominent jaw and a high-bridged nose. Her body and face are covered in all manner of tattoos; though most are simply black or light gray in plain geometric patterns, there are a few spots in bright colors with pleasing designs. Her ear lobes are stretched out by round bone earrings. Despite all of this, she is not necessarily ugly; there is, if nothing else, a touch of primal, exotic beauty to her. Also, in spite of the circumstances of her birth and the life she's lived, she has fairly few scars.
The habits she formed because of her birth, the environment in which she lives and the pride she has in her tattoos means that Zaffa exposes more skin than not. Her chest, throat, waist and extremities are adorned with kank hide, with a loincloth of kestrekel feathers for less practical purposes. A mixture of horn and scales of various animals also cover the vitals, as well as her left lower arm and leg and right shoulder. She wields a warhammer and throwing axes made of wood and dense rock, as well as a large, oval-shaped shield made of wood, baazrag leather, bone and a large shell.
Zaffa is ignorant of many things, but battle is one thing she knows inside-out. She knows the value of a companion. She knows when it is best to keep a clear head and when it is best to go all-out. She knows what to watch out for.
Zaffa has a gruff nature, but she is not uncouth. She is as given to boisterousness as she is to reticence, depending on the situation. She loves to laugh with her comrades-in-arms and to curse at her enemies, understanding that at some point those roles may change. She often can tell when others are lying and has a pretty good idea of when to point it out and when to let it pass.
Zaffa almost enjoys taking a beating, proof to her of just how tough she is.
Immediate Reaction, Melee 1 Target The triggering enemy Trigger An adjacent enemy marked by Zaffa deals damage to her ally with an attack that doesn't include her as a target. Effect The target takes force and psychic damage equal to the damage that its attack dealt to Zaffa's ally.
Standard Action, Warhammer +9 vs. AC Target One creature Hit 1d10+5 damage. Until the end of Zaffa's next turn, the target takes a penalty to attack rolls equal to the number of Zaffa's allies adjacent to it. Critical +1d6 damage Augment 1 Special When making an opportunity attack, Zaffa can use this power in place of a melee basic attack. Augment 2 Hit 1d10+5 damage, and the target is blinded until the end of Zaffa's next turn.
Standard Action, Warhammer +9 vs. AC Target One or two creatures Hit 5 psychic damage, and Zaffa marks the target until the end of her next turn. If she targets only one creature with this power, the attack deals 1d10 extra damage. Critical +1d6 damage Augment 1 Hit As above, and Zaffa also marks one enemy adjacent to the target until the end of her next turn. Augment 2 Attack Type: Close burst 1 Target Each enemy Zaffa can see in burst Hit 1d10+5 psychic damage, and the target is marked and takes a -2 penalty to attack rolls until the end of Zaffa's next turn.
Standard Action, Warhammer +9 vs. AC Target One creature Hit 2d10+5 damage, and Zaffa pushes the target 2 squares. The target and each enemy adjacent to the target at the end of the push are slowed until the end of Zaffa's next turn. Critical +1d6 damage
Standard Action, Warhammer +9 vs. AC (Zaffa has combat advantage for this attack.) Target One creature Effect Before the attack, Zaffa shifts her speed. She can move through enemies' spaces during this movement. Hit 2d10+5 damage. Zaffa's movement does not provoke opportunity attacks from the target until the end of the encounter. Critical +1d6 damage Miss Half damage. Effect Until the end of the encounter, Zaffa gains a +2 power bonus to speed. In addition, when she shifts, she shifts 1 extra square.
Standard Action, Close burst 5 Target Each ally in burst Requirement Zaffa's second wind must be available for her to use. Effect Zaffa uses her second wind, and each target gains 14 temporary hit points.
As a young girl, Mika was a street urchin troublemaker in Altaruk. Often the other children she played with got in trouble, while Mika escaped notice and reprimand. It went like this for a few years, until one of the youths complained to the merchant thugs that caught the thief. The merchant house, Wavir, now in the know about Mika and her evasion for years, had her captured and brought to the house. Rather than harm the child, they took her under their wing. After several years of training, Mika is considered one of House Wavir's prize possessions, as her skills at such a young age are unmatched by any of her peers.
House Wavir has sent Mika on a few missions to Tyr region, with her master, to protect their investments and business interests in the area. Upon completion of those tests, Mika is told that she is to become a sleeper agent, and that House Wavir will contact her as necessary. They have arranged for her to join a caravan heading out at dawn, already scheduled with the necessary escorts. She is told to keep a low profile, but to trust the escorts and travel with them.
After the audience with her handler, Mika is ushered out of the room, and back to her quarters to prepare her few possessions for a life on the road. She is a rather quick witted woman now, and easily realizes that House Wavir has it's eye on the escort party, but for what purpose she is unsure. Perhaps one of the escorts has a treasure of value that is to be collected, she muses. Regardless, she knows her orders and will be easily ready by dawn to join the caravan, with her tools. For the first time, she will be acting for House Wavir alone, and the excitement is nearly overwhelming.
Mika joins the caravan in the morning, along with the other temporary 'employees' of Wavir. After brief introductions, they set off into the desert along the pathway for the great city of Tyr, a tragedy in it's own right. The journey was far from smooth, but smoother than most caravans that enter the wastes. Facing a storm stronger than most, the wagons manage to wade through the swirling sands and over dunes to the outside of the storm. Exhausted and scoured from the blowing sands, the merchant shipment was soon ambushed by elven raiders, who were nearly victorious. Mika and Zaffa managed to protect the wounded fellows, dispatching many of the raiders after the initial debaucle. Sadly Milos and Flaron, full-time employees, died in the battle.
A day outside Tyr, the last challenge lay before the caravan. A competing merchant house, Vordon, had a heavily defended caravan heading the opposite direction. Stopping the Wavir shipment, there was a brief, if threatening, discussion between Ekspery and the Vordon caravan master. Thankfully, the half-elf is highly diplomatic and articulate, allowing for Wavir to pass without incident. Perhaps the shipment being specifically for Kalak may have swayed their decision.
Powers MBA [Standard]: +6, 1d4. RBA [Standard](Range 5/10): +11, 1d4+5. Shadow Storm [Standard]: +11, 1d4+5. ~+1 damage per creature adjacent to target. Inescapable Blade [Standard](+2 reach): +11, 1d4. Ignores cover. Executioner's Noose [Standard: Fort](range 5): +8, 1d6+5. Pull target 2 squares and slowed. Assassin's Shroud [Free](CB10, max4) +1d6 per shroud Shadow Step [Move]: teleport 3 squares adjacent to a different creature. Psionic Spark [Minor](Range 5): Ignite one flammable object. Body Equilibrium [Move]: Move speed, +5 to Acrobatics. No sinking. Mental Tools [Minor]: Create a simple tool. Sensing Eye [Minor](Range 5): Choose one square that can be seen. Can see from target square. Fast Hands [Free]: Can draw/sheath/stow/grab/etc. an item within my space or adjacent. Once per turn.
Second Wind [Standard]: Healing surge. +2 Defenses. Shade Form [Minor]: Insubstantial, vulnerable radiant 5. ~Stealth with any cover or concealment (allies included). Ends upon attack. Sustain minor. Nightmare Shades [Standard: Will](Range 5): +8, 2d8+5. Target grants CA to Mika, +2(CHA) damage against target. Quick Formation [Standard](M or 5/10): +11, 1d4+5. Mika can shift 4 squares or all allies within 5 can shift 2.
Targeted for Death [Standard: Will](Range 5): +8, 3d8+5. Can add 2 shrouds against target EoE.
Build Options Bleak Disciple: When you hit an unbloodied target, you gain temporary hit points equal to your CON. Night Stalker: You gain a bonus to damage rolls equal to your CHA (+2) against any target that is adjacent to none of your enemies.
Class Features Assassin's Shroud At-Will * Shadow Free Action Close burst 10 Target: One enemy you can see in burst Effect: You subject the target to your shroud. If any of your shrouds are already on the target, you subject it to an additional shroud, up to a maximum of four. The shrouds last until you use this power against a different enemy or until the end of the encounter. Before you make an attack roll against the target, you choose to invoke either all your shrouds on it or none of them. If you invoke your shrouds, the attack deals 1d6 damage per shroud, minus one shroud if the attack misses, and all your shrouds then vanish from the target. This damage roll never benefits from bonuses to damage rolls, and is in addition to the attack's damage, if any. Level 11: 1d6+3 damage per shroud. Level 21: 1d6+6 damage per shroud. Special: You can use this power only on your turn and only once per turn.
Shade Form Encounter * Shadow Minor Action Personal Effect: You assume a shadowy form that lasts until you make an attack roll or until the end of your next turn. While in this form, you are insubstantial, and you gain vulnerable 5 radiant. In addition, you can make Stealth checks to become hidden if you have any cover or concealment, and you can use cover granted by your allies both to become hidden and to remain hidden. Sustain Minor: The form persists.
Shadow Step At-Will * Shadow, Teleportation Move Action Personal Requirement: You must be adjacent to a creature. Effect: You teleport 3 squares to a square adjacent to a different creature. Level 11: Teleport 4 squares. Level 21: Teleport 5 squares.
Inescapable Blade At-Will * Shadow, Weapon Standard Action Melee weapon +2 reach Target: One creature Attack: DEX vs AC. The attack ignores cover and superior cover. Hit: 1[W] damage.
Executioner's Noose At-Will * Force, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: DEX vs Fortitude Hit: 1d6+DEX force damage, and you pull the target 2 squares. The target is slowed until the end of your next turn.
Shadow Storm At-Will * Shadow, Weapon Standard Action Melee weapon Target: One creature Attack: DEX vs ACHit: 1[W]+DEX damage, plus 1 damage for each creature adjacent to the target.
Nightmare Shades Encounter * Fear, Implement, Psychic, Shadow Standard Action Ranged 5 Target: One creature Attack: DEX vs Will Hit: 2d8+DEX psychic damage, and the target grants combat advantage to you until the end of your next turn. Night Stalker: Until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your CHA.
Targeted for Death Daily * Cold, Implement, Shadow Standard Action Ranged 5 Target: One creature Attack: DEX vs Will Hit: 3d8+DEX cold damage. Miss: Half damage. Effect: Until the end of the encounter, whenever you use assassin's shroud against the target, you subject it to two shrouds instead of one.
[PROMO] The Siege of Balginor: Raz Putin, Town-Aligned > Lynched Day 3 ~ Town Win! [INT+] MtG Custom Mafia Series Innistrad: Reaper from the Abyss, Town-Aligned > Survived! ~ Town Win! [Player's Choice] Mythos: Richard Upton Pickman, Vanilla/Ghoul, Town Aligned > Vig'd Night 4 ~ Town Loss! [BEGINNER] Revolutionary War Mafia: Vanilla, Town-Aligned > Killed Night 3 ~ Town Loss!
Iandak was once a member of a tribe living in Firepeak Vale deep in the Ringing Mountains. Born the son of the tribe shaman, Iandak was raised to revere growth, water, and flowring things. During his youth, Iandak became disenchanted with the raids against other tribes or nearby merchant trains. He understood it was the heretige of his people to compete and fight, to allow the savagery of the land to strengthen them and test them, but he sensed a greater purpose. On his 23rd naming day, he set out from his village to travel Athas and learn what the land had to teach him. Considered a great warrior in his own right, Iandak's departure was met with scorn and confusion by his fellow tribesman. Only his father, the tribe Shaman, gave his blessing. Upon leaving the Ringing Mountains, Iandak came to realize that the world was very different. Enormous seas of sand as far as the eye could see sweltering in the heat of an unrelenting sun filled him with fear, but fear had never stopped him before. Using his natural talents and instincts, Iandak was barely able to survive by following a trail of oasis and shelters until he met a traveling caravan, where he offered his services of protection for food and shelter. Iandak spent the next several years traveling with merchants, caravans, and the like, all the while learning more about the greater world of Athas. During this time, he has learned to control the wild swings of emotion experienced by his people enough to survive daily interaction in strange communities. His most recent travels have brought him to Tyr, where men say Kalak, the cruel lord of the city, uses defiling magic fueled by exquisite gardens to rule with an iron fist. He has recently grown unsure of his goals, and hasn't decided what he should do or where he will travel next. What can one simple tribesman do to stop the corruption when his adversaries are so powerful? Out of money and out of ideas, Iandak has begun to doubt his decision to leave his tribe.
Standing well over 7 feet tall, Iandak is built like a spire. His relatively narrow waist and lean body are contrasted by wide shoulders. His skin is pebbled with tiny lithoderms and marked by the natual tattoos common to his people. His face bares a long scar from the left corner of his mouth all the way back nearly to his ear, as if someone had cut through the flesh of his cheek. This scar gives his face an oddly sardonic expression, a permanent half-grin grotesquely exaggerated. He is dressed in tough hides and bears several weapons, among them a few short throwing spears and a pair of thick obsidium-edged blades long enough to be called swords. At his shoulder is a cluster of carved bone and rock shapes painted to resemble flowers. Iandak at rest is a methodical creature, slow of speech and hesitant to express his opinions, particularly if he is feeling especially angry. Though he can achieve some semblence of eloquence in his native Giant, his common is not nearly so practiced, creating odd speech patterns. Iandak obsessively tries to live in communion with the land, never taking more than he thinks he will need and stopping senseless destruction of the environment. The concept of defiling fills Iandak with loathing and anger. In combat, Iandak often taps the more volatile side of his race, allowing his passion and emotion to lend strength to his swings. He seems to move with a grace unnatural in one so large.
FEATURES Mountain's Tenacity (Racial): +1 Racial bonus to Will Powerful Athlete (Racial): Roll twice and use either result when making an Athletics check to jump or climb. Barbarian Agility (Class): Gain +1 AC and Reflex when not wearing heavy armor Rampage (Class): Critical hit on a barbarian power grants a free MBA once per round. Whirling Slayer (Class): You can wield a one-handed weapon in your off-hand a treat it as an off-hand weapon. Once per round, when you bloody an enemy you can shift 2 squares as a free action, and each enemy adjacent to you at the end of the shift grants combat advantage to you until the end of your next turn.
POWERS Primal Guardian Power: Mark of Thunder (DSCS p. 58) Barbarian at-will 1: Whirling Rend (Primal Power p. 11) Barbarian at-will 1: Pressing Strike (PHB2 p. 51) Barbarian encounter 1: Whirling Frenzy (Primal Power p. 11) Barbarian daily 1: Thunder Hooves Rage (Primal Power p. 12) Barbarian utility 2: Combat Sprint (PHB2 p. 52)
Standard Action, Bastard Sword Target: One Creature Effect: Before the attack, you shift 2 squares. You can move through an enemy's space, but you can't end there. Attack: +9 vs. AC Hit: 1d10 + 6, and you push the target one square. If you are raging, the attack deals 1d6 extra damage.
Standard Action, Bastard Swords Target: One Creature Attack: +9 vs. AC Hit: 1d10 + 6, and an enemy adjacent to you other than the target takes 1d10 + 2 damage. If you are raging, add your Dexterity modifier (+3) to both damage rolls.
Move Action Effect: You move your speed. During the move, You gain a +5 power bonus to acrobatics checks to balance and do not sink when moving over soft and brittle terrain, such as dust, silt, mud, snow, or thin ice.
Standard Action, Bastard Sword Target: One Creature Attack: +9 vs. AC Hit: 1d10 + 6 thunder damage Effect: You mark the target until the end of your next turn. Until the mark ends, if the target makes an attack that doesn't include you, it takes 5 thunder damage.
Standard Action, Bastard Sword Target: One creature Attack: +9 vs. AC Hit: 3d10 + 6 damage Miss: Half damage Effect: You enter the rage of the thunder hooves. Until the rage ends, you can move through 1 or 2 enemies' spaces during each of your turns. When you move through an enemy's space, your next attack against that enemy during the same turn deals 1[W] extra damage.
Jaded, reluctant hero with a wry wit. Ekspery was born to an elven woman, who was outcast from her nomadic tribe for having a half-elf child. She moved to Draj to try and raise him where she preyed upon and sold into slavery within the city. She resented Ekspery greatly and he was eventually forced to leave her when he was old enough. He still checked on her from time to time.
Ekspery wandered the streets of Draj, learning to survive and fight from an old homeless wild battlemind. Ekspery quickly became a swindler and a drunk, although he gathered moderate wealth due to his talent. For the first time in his miserable life, he had hope. He was able to purchase his mother's freedom, although he never told her he was responsible even when she was on death's bed. He set about looking for ways to improve his talents and the art of interacting with others. This lead him to study the lore and history of magic. If you can convince a foreigner that the white sand from a dry well just outside the city walls is magic sand from a bygone mage, the price soars.
It was through this study that Ekspery learned the truth about defilement and how the world had come to be the way it is. Deeply moved, and letting himself get caught up in noble ideas, Ekspery began to learn what he could about the Veiled Alliance. He began trying to convince people about the truth regarding preserver magic. Due to his history of fraud, and people's set beliefs about arcane magic, he was mocked and scorned more than usual, and eventually chased out of the city. He left Draj and headed far, far away from Draj. It was in Altaruk that he officially joined the Veiled Alliance under Arisphistaneles' leadership.
Ekspery quickly became disillusioned. His naive dreams of easily convincing the masses about the truth regarding preserver magic and overthrowing the sorcerer-kings were shattered when he realized what an impossible task that would be. Working for the Veiled Alliance, he is essentially an errand boy and pencil-pusher. He has resorted back to his jaded, pessimistic views and these days spends more time getting drunk in the local pub than anything else.
Free Action Personal Effect: Once per round, when any ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant 3 temporary hit points to that ally as a free action (+2 CON).
Standard Action, Arcane, Weapon (Longsword) Melee Weapon. Target: One creature Attack: +11 vs. AC (+5 CHA, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent) Hit: 1d8+6 damage (+5 CHA, +1 Inherent), and any ally who hits the target before the end of your next turn gains 2 temporary hit points (+2 CON).
Standard Action, Arcane, Psychic, Charm, Implement (None) Ranged 10. Target: One creature Attack: +7 vs. Will (+5 CHA, +1 lvl/2, +1 Inherent) Hit: 1d6+6 psychic damage (+5 CHA, +1 Inherent), and the target takes a –2 penalty to attack rolls until the end of your next turn.
Minor Action Melee 1. Target: One creature. Effect: You make a Bluff check opposed by the target's passive Insight check. If the check succeeds, one ally adjacent to you gains combat advantage against the target for that ally's next attack against it before the end of your next turn.
Standard Action, Arcane, Thunder, Implement (None) Close blast 3. Target: Each enemy in blast. Attack: +7 vs. Fortitude (+5 CHA, +1 lvl/2, +1 Inherent) Hit: 1d6+6 thunder damage (+5 CHA, +1 Inherent), and you push the target 2 squares (+2 CON). Effect: You slide each ally in the blast 2 squares (+2 CON).
Standard Action, Arcane, Psychic, Implement (None) Ranged 10. Target: One creature Attack: +7 vs. Will (+5 CHA, +1 lvl/2, +1 Inherent) Hit: 1d10+6 psychic damage (+5 CHA, +1 Inherent), and you or one ally within 10 squares of you becomes invisible to the target until the end of your next turn. Special: You can spend a minor action when you use this power to enhance it. If you do so, you can also slide the target 1 square on a hit.
Standard Action, Force, Psionic, Weapon (Longsword) Close blast 3. Target: One creature seen in blast Attack: +11 vs. AC (+5 CHA Combat Virtuoso, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent) Hit: 1d8+3 force damage (+2 CON, +1 Inherent), and you push each enemy in the blast other than the target 6 squares (+5 CHA).
Minor Action, Arcane, Healing Close blast 5. Target: You or one ally in burst Effect: The target can spend a healing surge and regain 5 additional hit points (+5 CHA). You also slide the target 1 square.
Standard Action, Arcane, Charm, Weapon Melee weapon. Target: One creature. Attack: +11 vs. Will (+5 CHA, +3 Prof, +1 lvl/2, +1 Expertise feat, +1 Inherent) Hit: 2d8+6 psychic damage (+5 CHA, +1 Inherent). Miss: Half damage. Effect: Until the end of the encounter, you and any ally within 5 squares of you gain a +1 power bonus to damage rolls and saving throws. In addition, whenever you or an ally reduces an enemy to 0 hit points with an attack, you and any ally within 5 squares of the enemy can shift 1 square as a free action.
Looking for fine weapons and armor, Zaffa and Tak-Tha are walking around the Artisan District, just north of the massive Ziggurat.
The red sky above Tyr is smudged with the soot of cooking fires; the thick odor of exotic spices hangs in the still air. A dull broil radiates from the stonework walls, and people bustle hotly through the streets. As you round a corner, someone suddenly knocks Tak-Tha sprawling into a fruit-vendor's stall.
The vendor, an old tattooed Mul, is panicked by the loss of his fruit. "Now, look where ya goin' you stupid giant ant! The finest fruit 'n Tyr! Now what a waste! Yer gonna have t'pay fer this!" Looking over your shoulder, you see that you have been purposedly pushed by one of three burly Humans. Behind them, judging by his clothes and arrogant stare, stands a young noble.
The noble tells one of his three bodyguards "Get this vermin out of the way, I have urgent matters to tend to"
One guard shouts at Tak-Tha "You heard that big ant? Get out of the way!"
Another guard looking at Zaffa goes "What are you looking at, stupid half-breed wench? get out of the way, before I make you!"
The fruit Vendor camps in front of Tak-Tha: "Ye ain't leavin' til ye pay fer whut ye destroyed!"
Following the lead you obtained in Altaruk, you spent a couple of days in the Elven market in search for clues for establishing contact with the Tyrian Veiled Alliance. At home in a urban environment, you followed you instincts, and seeing some individuals you spotted having an exchange in sign language. They then had a conversation in a dark alley, and thanks you your Far Hearing skills, you managed to hear "...shall meet you at the Red Kank".
This is where you are now, sitting at a table, sipping wine and waiting for your meal and for those individuals to show up. The cool air in your lungs and the sweet wine on your lips ease the day's tensions. All about, a cheerful clink of mugs and rattle of conversation fill the air, and the rich aroma of roasting meat bodes well for the meal to come.
All of a sudden, the inn door bursts open, and a woman frantically dashes into the room. She searches for someone table-to-table. When she reaches ekspery's, a commotion comes at the door. The woman abruptly takes the empty seat right in front of you. Two templars with 4 Half-Giants enforcers march into the hall and block all exits. One of the Templars harshly demands.
"Where is the renegade Preserver?"
No one says a word...
As they move among the tables, the enforcers twist patrons around for a better look at them. Their search starts at a table far from yours and works slowly towards you. The templars' irritation grows with each failure. The customers sullenly refuse to speak. They loathe and fear the templars, but at the same time they would not risk ending up on the ziggurat as a slave should a fight errupt.
"King Kalak will favor anyone able to help us!"
Several patrons glance significantly toward the woman in front of you. The woman fights to seem calm and looks at you, her eyes begging you to not rat her out.
Mika and Iandak are both walking in the street, with each their own business in mind.
All of a sudden, a squad of the sorcerer king's guards seals off all streets and alleys. Shutters and doors slam, shutting off businesses and homes.
The soldiers begin to move down the street, accosting everyone in their Path. They order the homeless and indigent to assemble along one wall. Only local merchants and nobles are allowed through the cordon.
Tak-Tha leaps out of the cart, hissing, and pushes the old Mul aside as he lands in an attack stance, his claws ready. He draws his bow and nocks an arrow in one smooth motion, pointing directly at the noble.