For ages untold the island kingdom of Ilthoria has rested peacefully in the waters of the Starfall Basin, deep in the heart of the Feywild. A small, heavily wooded realm with countless isolated groves and glades, Ilthoria is home to a wide variety of fey creatures both wild and civilized. Satyrs and pixies play beneath the ancient trees of the Suail'ay Forest, and tiny hamlets of gnomes and elves dot the shores of the Moonflow River which runs the length of the island. Scattered centaur tribes run loose across the foothills of Stormcaller Peak, the great mountain which dominates the northern end of Ilthoria, and high atop its snow capped cliffs resides Ulthiridina, an ancient silver dragon who claims all of Starfall Basin as her domain.
At the heart of Ilthoria rises its capital, the grand eladrin city of Bryghindalyse, a majestic city grown naturally from the ancient velnum trees in the Suail'ay Forest. From the center of Bryghindalyse rise great spires of natural crystal which mark the Palace of Anirmela, where stands Ilthoria‘s seat of power, the Starfall Throne. The city rests on the banks of Lough Astria, a shimmering lake dotted by tiny islets and populated by mermaids and water nymphs. The lake is a great, deep basin that gathers the waters running down from the summit of Stormcaller Peak and channels them into the Moonflow River.
But even this small fairy kingdom is not without its darkness. On the shores of Ilthoria, where the Moonflow River mixes with the waters of Starfall Basin, lies a stretch of dark fens and stinking bogs known as the Sufferthorn Marsh. Within the brackish waters of the moors, macabre totems of bones and blood mark the boarders of the Kuvv’ndrun. Goblin tribes who make their homes in fetid tunnels beneath the marshy surface, the Kuvv’ndrun are ruled by a coven of malicious and powerful hags who seek to disrupt the quiet peace of Ilthoria, sowing chaos and destruction at every opportunity. They have waged a guerilla war against the peaceful residents of Ilthoria for untold generations.
Over the past four months, a strange new plant has been discovered in the Suail'ay Forest. At first it was thought to be nothing more than a species of creeper vines, but everywhere the new plant grew, other plants began to change. Grass withered and died, leaving behind dry, gray soil. Flowers wilted and dropped their petals, or curled in on themselves and turned black as coal. The shrubs and ferns turns disturbing shades of red and purple, reminiscent of clotted blood. The trees turned gray, and their leaves shriveled and dried up, clinging to branches like little skeletons. Every attempt made to cut down the new plant or burn it out was met with failure as the plant re-grew at an astonishing rate.
Soon other changes began to occur. Fresh fruit harvested far from the infected woods were opened to find teeth inside where seeds should be. Healthy trees began to weep sap red as fresh blood, and the waters of many small brooks and streams turned to ink. Wild animals began to flee the forest, and a dark chill settled among the deep boughs. The land was cursed by a foul taint, and its source would need to be discovered and destroyed if the fey were to survive. So the High King of Bryghindalyse sent forth his army into Sufferthorn Marsh, convinced that the Kuvv’ndrun were behind the curse.
However, he found the goblins suffering under the same curse. The bogs they once pulled snakes and eels from had turned to pus, and rotting soil had turned toxic, killing the fat gray worms the goblins loved to snack on. It became clear to both the High King of Bryghindalyse and the Witch Queen of the Kuvv’ndrun that whatever had caused the curse was a dire threat to all of Ilthoria, and they would need to work together to find it and destroy it. To that end they assembled a group of their finest warriors and set them to the task.
Itch was born to comparative squalor in the goblin community. He lived life as a street urchin, doing his best to avoid the patrols of the hobgoblins as they passed through town. But, as luck would have it, one day he failed to do just that and due to some perceived insult, they grabbed Itch and took him back to their encampment.
He lived for several months there in a cell, before he was chosen to be a squire of sorts for a hobgoblin lieutenant. How he longed for the days of his cell when that happened. The lieutenant wasn't kind, nor was he understanding. The life was brutal, but it made Itch strong, far stronger than most goblins.
It wasn't until the midst of a battle that he found his true strength however. On that fateful day, he watched as the lieutenant was knocked over, and finally seeing a weakness as the hobgoblin scrambled to get away from his foe, Itch grabbed up a heavy club and smashed it over and over into the hobgoblin, going beyond simply killing him. All the anger and pure fury poured forth for the first time, and Itch found within it, the ability to stand on equal ground with any of the hobgoblins. And he leapt into the battle... turning on the rest of the hobgoblins. His ferocity and treachery may not have been the key to the fey victory, but it was a terribly unexpected blow to the hobgoblins.
Itch watched them retreat as the fury finally wore out of him. After a moment of watching them, he realized that he was alone with a whole company of fey. Again, Itch found himself a prisoner. He found the fey prison far preferable to life as a hobgoblin squire. He was eventually brought before the king and placed on trial. His actions in the battle were questioned, with several elves giving testimony. The number of hobgoblins he had slain, sometimes even saving the life of a fey in the process, merited him a stay of execution. He was offered a chance to work for the court, and with few options, he accepted the position. Over the course of several years, he has proven his loyalty to the fey. Starting with small tasks, he has worked his way up to being a trusted warrior, being given the rank of Knight. As he continued to gain more and more freedom among the fey, he realized just how bad things were among the goblinkind of the Kuvv'ndrun. It wasn't a hard decision to make that he never wanted to go back to that life. To that end, he continues to pledge his loyalty to the fey King of Bryghindalyse.
Gordbund grew up like all the other Hobgoblins of the swamp. By virtue of his race he had privlage and comparatively great wealth compared to the goblins and the bugbears. He and those of similar age were organized into a "unit" after their first two years. Indoctrination of the militaristic, disciplined way of hobgoblin life was drilled into them early as it is with all hobgoblins.
Gorbund proved himself a particularly potent combatant with the sword, eschewing all the traditional hobgoblin spears and flails. When he came of age he spent his required years in the Homeguard, a legion of conscripted youth that is tasked with defending the homelands of the goblinoind races.
It was there he earned his Cold Iron armbands. During a skirmish with a fey scouting party he captured the leader, knocking her out so she could not escape. For his ingenuity he was awarded Cold Iron so that he might better fight the tyrannical elves and their kin.
When he his service period was up, Gordbund was approached by the sorcerers of the Witch Queens. He was commanded to appear before them for commendation of service they told him. Really, he was called before them so they could create another Knight. The Queen of Icy Depths had lost one of her's when they slew a Black dragon that became too ambitious. The process was unimaginably painful for Gordbund but his honor and sense of duty carried him through.
He now serves as Gordbund the Frozen, Knight of the Queen of Icy Depths. He wields the forces of cold and despair against all that would threaten his people and his Queens.
ITEMS Blade of Chaos Rod of Resurgent Valor +2 Ebon Scale Armor +2 Amulet of Resolution +2 Cold Iron Bracers (heroic tier) Blackleaf Gloves Fleetrunner Boots (heroic tier) Belt of Vigor (heroic tier) Adventurer's Kit
====== Created Using Wizards of the Coast D&D Character Builder ====== Brah Nak, level 8 Human, Shaman Build: World Speaker Shaman Companion Spirit Option: World Speaker Spirit Human Power Selection Option: Bonus At-Will Power Akanûl (Akanûl Benefit) Theme: Explorer
FINAL ABILITY SCORES STR 10, CON 17, DEX 10, INT 13, WIS 21, CHA 8
STARTING ABILITY SCORES STR 10, CON 15, DEX 10, INT 13, WIS 17, CHA 8
POWERS Basic Attack: Melee Basic Attack Basic Attack: Ranged Basic Attack Explorer Utility: Surefooted Stride Shaman Feature: World Speaker's Command Shaman Feature: Call Spirit Companion Shaman Feature: Healing Spirit Shaman Feature: Speak with Spirits Shaman Attack 1: Spirit of the Tempest Shaman Attack 1: Voice of Battle Shaman Attack 1: Spirit Infusion Shaman Attack 1: Thunder Bear's Warding Shaman Attack 1: Wrath of the Spirit World Shaman Utility 2: Spirits of Battle Shaman Attack 3: Steadfast Mountain Guardian Shaman Attack 5: Wind of Pain and Succor Shaman Utility 6: Hearth Spirit Shaman Attack 7: Call to the Blood Dancer
FEATS Level 1: Totem Expertise Level 1: Mobile Spirit Level 2: World Speaker Spirit Adept Level 4: Battlewise Level 6: World Serpent's Grasp Level 8: Intolerable Command
ITEMS Totemic Warclub Mace +2 x1 Totem of the Severed Eye +2 x1 Nightmare Ward Leather Armor +2 x1 Amulet of Protection +1 x1 Adventurer's Kit Iron Armbands of Power (heroic tier) x1 Wildrunners x1 385 gp ====== End ======
The Shaman Brah Nak wasn't always known as such. He was born a simpler farmer named Tobias in the real world. Tobias lived a simple life and never thought he would ever experience anything exciting or dangerous in his life. He even met a young weaver named Mirium. They where married in the summer time and where perfectly happy together. Life was easy and happy for them until one day Mirium became ill with a strange fever. Tobias did everything to try and make his wife better but nothing seemed to work and after only a few short weeks she passed away.
After her death Tobias became obsessed with the after life and attempting to contact spirits on the otherside. When he found almost no answer in this world he packed what belongings he had he traveled through the Moon Gate to the land of Ilthoria. Amazed by the wonders he beheld Tobias at the hands of the Elves he asked them for aid in his plight. The elves however did not seem receptive to his request and he soon became disheartned and fled the elves to retreat into Kuvv’ndrun. There within the land of the goblins found a connection and even though he was tormented and treated like a dog at times he still felt a connection to the spirits of the world and even learned to summer a spirit companion that he has convinced himself to be the spirit of his dead wife.
These days, after being renamed Brah Nak by the few goblins that had come to show a minor amount of respect, he spends his days traveling through the wilds always searching and trying to find something, anything that will let him bring his beloved all the way back to this world. In his travels Brah Nak was one of the first to notice the strange affliciton affecting the local fauna, feeling the pain of nature through his connection with it. While he does not understand what the sickness is he does know that if its not stopped this world could eventually die and if it does he will lose any chance or ever bringing Mirium back.
 Stone Panoply [X] Savage Cut Used  Brutal Slam  Second Wind [X] Nomad's Rush Used  Earthforger's Passage [X] Furious Assault Used  A Thousand Ways to Die  Curtain of Steel  Hungry Spear Encounter Power
Fey Beast Tamer Starting Feature (1st level): Choose one of the following creatures: blink dog, displacer beast, fey panther, or young owlbear. You gain it as your fey beast companion. Your fey beast companion is considered an ally of you and your allies. It can be affected by powers in the same way that any other creature can be. It has animal intelligence, so you can communicate with it only at a basic level (like a trained pet), and it doesn’t understand complex ideas. Your fey beast companion’s level is equal to yours, and its hit points, defenses, and attack values are determined by your level, as noted in its statistics. Your companion shares your healing surge total. Whenever an effect requires your fey beast companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your companion also regains hit points equal to your healing surge value. At the end of a short rest, your fey beast companion regains all its hit points. If you die or your companion drops below 1 hit point, it retreats back into the Feywild. If that occurs, you can use one of these two ways to call it back. Minor Action: You lose a healing surge, and your companion appears in the nearest unoccupied space, with hit points equal to your healing surge value. Short Rest or Extended Rest: At the end of the rest, you lose a healing surge, and your companion appears in the nearest unoccupied space, with full hit points. Fey Beast Tamer Level 5 Features (5th level): You have combat advantage against enemies in your fey beast companion’s aura. Trained Fey PantherShow
HP 27 Speed 8 Initiative=mine AC 21 Reflex 23 Fortitude 21 Will 19 Claw; Melee Basic Attack +13 vs. AC; 1d8+4 damage and the target grants combat advantage to me until the end of my next turn. Alert Companion Aura 1; while in the aura, enemies cannot gain combat advantage against the fey beast's allies.
FINAL ABILITY SCORES STR 10, CON 11, DEX 12, INT 20, WIS 18, CHA 8
STARTING ABILITY SCORES STR 10, CON 11, DEX 10, INT 18, WIS 14, CHA 8
Spook You gather the shadows to yourself, so that when you speak, your words drip with menace. EncounterArcane, Nethermancy, Shadow Free ActionPersonal Trigger: You would make an Intimidate check. Effect: You instead make an Arcana check and use that result to determine the outcome of the Intimidate check.
You speak a message to the wind and let it carry your words to an audience you choose. EncounterArcane Standard ActionPersonal Effect: You cause a breeze to carry a message of up to 25 words or a sound up to 6 seconds long to a place you choose. The destination must be within a number of miles equal to your Intelligence modifier and must be familiar to you, and it must be a location that the wind can reach. Once you complete the message or the sound, the wind travels at speed 5 (or 1 mile per hour) until it reaches the destination, where it conveys the message or the sound regardless of whether anyone hears it. Special: You can have one whispering wind active at a time.
You speed across a liquid surface as if it were solid ground. EncounterArcane Minor ActionPersonal Effect: Until the end of your next turn, you can treat liquid surfaces as if they were solid ground but difficult terrain.
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish. At-WillArcane, Conjuration Minor ActionRanged 5 Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of your next turn or until you use this power again. If you are holding an object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. While the hand persists, you can take the following actions. Minor Action: The hand picks up or manipulates an object weighing 20 pounds or less. It can hold only one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of your next turn.
You weave a fiery pillar that spins like a top. With each revolution, it douses your enemies with searing heat. DailyArcane, Evocation, Fire, Implement, Zone Standard ActionArea burst 1 within 10 squares Target: Each enemy in the burst Attack: Intelligence vs. Reflex Hit: 3d8 + Intelligence modifier fire damage. Miss: Half damage. Effect: The burst creates a zone that lasts until the end of the encounter. Any enemy that enters the zone or ends its turn there takes 5 fire damage. An enemy can take this damage only once per turn.
Freezing Burst You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. At-WillArcane, Cold, Evocation, Implement Standard ActionArea burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Reflex Hit: 1d6 + Intelligence modifier cold damage, and you can slide the target 1 square. Level 21: 2d6 + Intelligence modifier cold damage.
You reach out to touch your foe, and for an instant it transforms into a small, frightened beast that runs in a wild panic before returning to its true shape. At-WillArcane, Implement, Psychic, Transmutation Standard ActionMelee 1 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d8 + Intelligence modifier psychic damage. You knock the target prone and can slide it 1 square. The target cannot make opportunity attacks until the end of your next turn. Level 21: 2d8 + Intelligence modifier psychic damage.
Your shadow lengthens and grows, looming over your enemies and overcoming them with dread. EncounterArcane, Fear, Implement, Necrotic, Nethermancy, Zone Standard ActionClose blast 5 Target: Each creature in the blast Attack: Intelligence vs. Will Hit: 1d10 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn. Effect: The blast creates a zone that lasts until the end of your next turn. Any enemy that ends its turn in the zone takes necrotic damage equal to your Wisdom modifier. Special: All damage from this attack and its effect ignores 5 points of necrotic resistance.
You exert your will against your foes, seeking to overwhelm them with a tide of magical weariness. DailyArcane, Charm, Enchantment, Implement Standard ActionArea burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).
You or a creature you choose falls gently, like a feather. DailyArcane Free ActionRanged 10 Trigger: You fall, or a creature within 10 squares of you falls. Target: The triggering creature Effect: The target takes no damage from the fall, and consequently does not fall prone at the end of it.
The instant before a blow connects, your spell interposes a spectral object in its path. EncounterArcane Immediate InterruptPersonal Trigger: You are hit by an attack. Effect: You gain a +2 power bonus to all defenses against the attack, and you gain temporary hit points equal to 2 + your Wisdom modifier.
Bones tear from your enemies and spring up from the ground to form a jagged cordon. EncounterArcane, Implement, Necromancy, Shadow Standard ActionArea burst 1 within 10 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 2d8 + Intelligence modifier damage. Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while in the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack. A creature can take this damage only once per turn.
You call forth a thick cloud of bilious yellow vapors. The foul fumes overwhelm any creature within. DailyArcane, Implement, Poison, Zone Standard ActionArea burst 2 within 20 squares Target: Each creature in the burst Attack: Intelligence vs. Fortitude Hit: 1d10 + Intelligence modifier poison damage. Effect: The burst creates a zone that lasts until the end of your next turn. The zone is heavily obscured. Any creature that enters the zone or starts its turn there takes 5 + your Intelligence modifier poison damage (a creature can take this damage only once per turn). As a move action, you can move the zone up to 6 squares. Sustain Minor: The zone persists until the end of your next turn.
Skeletal hands burst from the earth and ghostly claws swirl from the air to snatch at your foes. DailyArcane, Implement, Necromancy, Necrotic, Zone Standard ActionArea burst 2 within 20 squares Target: Each enemy in the burst Attack: Intelligence vs. Reflex Hit: 1d10 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. Miss: 1d10 + Intelligence modifier necrotic damage. Effect: The burst creates a zone that lasts until the end of the encounter. An enemy that enters the zone or that starts its turn in the zone takes 5 necrotic damage. An enemy can take this damage only once per turn.
You rise off the ground a short distance. DailyArcane Move ActionPersonal Effect: You move up to 4 squares vertically and hover there until the end of your next turn. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. When the levitation ends, you descend to the ground without taking falling damage. Sustain Move: You move up to 3 squares up or down or 1 square horizontally, and you hover there until the end of your next turn. You cannot go higher than 4 squares above the ground.
With a flash, you are gone. DailyArcane, Teleportation Immediate InterruptPersonal Trigger: An enemy hits you with a melee attack. Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy.
With a flash, you are gone. DailyArcane, Teleportation Immediate InterruptPersonal Trigger: An enemy hits you with a melee attack. Effect: You teleport up to 5 squares to a space that is not adjacent to an enemy.
This suit of armor is covered with dirt and grime. No amount of scrubbing can remove it.
Enhancement Bonus: AC
Utility Power (Healing) Daily (No Action)
Trigger: You start your turn and are dying.
Effect: You can spend a healing surge and can stand up as a free action. Until the end of the encounter, you gain necrotic resistance and radiant vulnerability equal to 5 + this armor’s enhancement bonus.
Effect: Choose one bloodied creature you have hit with an attack during this turn. You learn that creature’s current hit point total.
Utility Power At-Will, 1/turn (Free Action)
Trigger: You kill a living creature with an attack.
Effect: One of the helm’s seven gems captures the creature’s soul. A gem can hold no more than one soul at a time and glows with a green radiance while it contains a soul. A dead creature cannot be returned to life while its soul is captured in this manner.
Utility Power (Healing) Encounter (Minor Action)
Requirement: At least three of the seven gems must each contain a soul.
Effect: You regain hit points equal to 5 + one-half your level, and two of the gems release their souls.
Utility Power Daily (Minor Action)
Requirement: All seven gems must contain souls.
Effect: On your next damage roll, maximize the results of up to four of the dice you roll. All seven gems then release their souls.
Disenchant Magic Item Speak with Dead Raise Dead Residuum (200gp worth)
Grumgot began his training under the abusive mentorship of Fizzbang, a self proclaimed insane mad genius, fourty years ago at the age of six. Fizzbang taught Grumgot that power is rage and fury and that power over another must be excersized when achieved. The young goblin despised the beatings he suffered at the hands of Fizzbang and was ashamed by his lack of ability to touch the pool of magic energy he was told he had an inherent connection to.
He mentored under the harsh wizard for seven years before discovering his connection to the arcane. He realized that the energy his master described to him had been accessible to him all along but only when he was losing conciousness. Whether he passed out due to the illness that wracked his small frame or the abuses caused by his mentor, Grumgot always felt that no matter how close to losing control of his physical form he came, he always had his connection to the arcane to lean upon when his body would otherwise fail him.
Grumgot believed that his master's teachings were getting in the way of his studies and decided to run. He grabbed one of his master's spellbooks and awaited his oppurtunity. When an elven raiding party attacked the warrens his master and a handful of other goblins inhabitated as revenge for a grievance Fizzbang had caused, Grumgot grabbed one of his master's spellbooks and a pack full of other supplies and fled...
Grumgot taught himself to reach into the stream of arcane power by letting himself slip into a state of semi conciousness while still remaining aware fo his surroundings. Anger fueled his thirst for power and, having gained all of the knowledge he could from his study of the spellbook he'd stolen, Grumgot returned to Fizzbang's warren three years after his deparure. He cautiosly approached the warrens and took great care to make little noise, but found the warrens empty. As he crept through the warrens, he found little; some tipped over tables, some distubed soil, and handful of elven and goblin bodies (these reanimated but Grumgot made short work of the rotting corpses), but no sign of Fizzbang.
When he reached the central chamber of abondoned goblin den he found several undead eating at the newly slain corpse of a large panther. He dispatched the zombies and thought he'd found himself a free meal but as he went to inspect the body, he heard a faint mewing. From under the dead panther's large paw Grumgot found a newly born panther cub. Grumgot then saw how lonely the past three years in the wilderness had been and felt sudden determination to make the cub live. Grumgot scooped up the panther, gathered a spellbook and a few other things left in Fizzbang's quarter and again left the warren...
Today Grumgot lives as an urban legend of sorts in Kuvvn'drun. He is blamed for a large portion of thefts, turning missing goblinoids into toads, cursing, bewitching, maiming, killing, delimbing. While these rumors aren't entirely false, they are quite a bit exaggerated. Nonetheless, the goblinoids of Saltwallow Marshes give clear breadth to the home of Grumgot and his panther (often called Shadowcat by the locals, a name Grumgot isn't partial to) and his reputation as a practitioner of the arcane arts has recently drawn the attention of those assembling an elite task force concerned with the safety of the land Grumgot calls home...
Aren is the lone child of the recluse, Diedra, a witch whose home lay tucked between the Moonflow River and the Suail'lay Forest. Aren never knew his father, but it was his constant hunger for the answer - for the truth - that sparked one of his defining characteristics - his curiosity. Ever since he was a young lad, Aren has wanted nothing more than to uncover secrets, solve riddles, and learn about the world around him. His thirst for knowledge, however, never really crossed over to the arcane, a matter which irked his mother, who hoped to pass her legacy on to her only living kin. Disappointed in Aren's direction in life, Diedra eventually became consumed with the idea that her research and power would wither and die along with her. Aren soon discovered that he was no longer welcome at home, but by that point, he had matured to the point where surviving on his own was not a great challenge. Casting aside his surname to distance himself from his mother, having realized that their paths would forever run in opposite directions, he took the name Moonstride, after a favorite grove of his from his youth.
With nowhere else to turn, the forest-born elf decided to make a beeline to the eladrin city of Bryghindalyse, unsure of what awaited him. Aren was astounded by the splendors of the city, and he stood out like a sore thumb. A certain merchant named Samsir offered Aren a roof over his head and food in his belly if he provided the man with some services. The tasks were not difficult - follow a certain man here, eavesdrop on this conversation, go fetch the purse in that woman's pocket. Aren knew what he did was wrong, but with nothing else to hold his attention, he figured he might as well make himself useful, even if it was to a crooked eladrin like Samsir. Samsir eventually introduced Aren to several of his "associates", who soon initiated Aren in the arts of proper thievery and sneaking. Aren's curiosity drew him into the folds of their circle, and he found that his new role as a respected burglar earned him the praise of his peers.
It also earned him the contempt of the authorities, who were hot on his trail. Eventually, Aren bungled a job, and he was tossed in the dungeons. However, the powers-that-be were impressed that he had eluded them for so long. His skills as a burglar were nothing to scoff at, and a few influential figures decided that if Aren could be convinced to use his talents for good, the man would be a valuable asset. Knowing that his circle had cast him aside and left him to rot, Aren agreed, believing that an honest life under someone's thumb was better than wasting away in jail. Sent on several missions to recover intelligence, Aren became a useful subject of the High King, who, despite his wariness as to the man's background, nevertheless agreed that the reformed burglar had his uses. As the years passed, Aren's past was left for the record books, and he proved himself to be a new man. Now sworn to the High King and willing to serve him out of genuine fealty, Aren stands as a loyal, if deceptively cunning, blade on behalf of his lord.
"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.
Feats: 1- Killing Curse: Increase Warlock’s Curse dice to d8s. 2- Improved Dark One’s Blessing: +3 granted THPs. 4- Unarmored Agility: +2 to AC while wearing Cloth Armor. 6- War Wizard’s Expertise: +1 to all attacks with light & heavy blades. Allies gain resist 4 to my attacks. 8- Melee Training (Constitution)- Use Con for MBAs.
Racial & Theme Features: - Dilettante: Power Chosen: Scorching Burst - Dual Heritage: Can take feats that have either elf or human as requisites. - Group Diplomacy: I grant allies within 10 squares of me a +1 to Diplomacy.
Class Features: - Eldritch Pact: Infernal Pact - Dark One’s Blessing: When an enemy under my Curse dies, I gain 11 THPs. - Prime Shot: +1 to attack if I am the closest of my allies to the target. - Shadow Walk: If I move three squares form my square of origin, I gain concealment until my EONT. - Warlock’s Curse: 1/turn, nearest enemy: +1d8 damage, per turn. - Continue the Story: +1 to death saves. When I make an Endurance Check, roll twice and use either result. - Heightened Senses: When I use my second wind, enemies do not benefit from cover or concealment against me until my EONT.
Wealth/Equipment: Shimmering Cloth Armor +2, Pact Rapier +2, Fire Flower Pendant +2, Skull Mask (HT), Muleback Harness (HT), Boots of Adept Charging, 560gp
Eldritch Blast Standard * Arcane, Implement Ranged 10; +11 vs. Reflex; 1d10 + 6 damage. Effect: Can be used as an RBA.
Hellish Rebuke Standard * Arcane, Fire, Implement Ranged 10; +11 vs. Reflex; 1d6 + 6 fire damage. If I take damage before my EONT, the target takes an extra 1d6 + 6 fire damage.
Tuathan Animal Shape Minor * Arcane, Polymorph Effect: I change from my humanoid form to that of a nonflying fey or natural beast. I can make Stealth checks to hide using any cover or concealment and do not take penalties to Stealth for moving up to my speed. I cannot attack or use item powers. My equipment becomes part of this form, and I gain all of its benefits. My ability to communicate is not inhibited, and I can make skill checks as long as they do not require me to be in humanoid form. Special: I can only use this once per round.
Cloud of Flies Standard * Acid, Arcane, Implement Ranged 10; +11 vs. Fortitude; 2d6 + 6 acid damage, and the target grants CA until my EONT; Miss: The target grants CA to me until my EONT.
Diabolic Grasp Standard * Arcane, Implement Ranged 10; +11 vs. Fortitude; 2d8 + 6 damage, and slide the target 5 squares. Special: The target must be Large or smaller.
Ethereal Stride Move * Arcane, Teleportation Effect: I teleport 3 squares, and gain a +2 power bonus to all defenses until my EONT.
Mordant Rain of Dis Standard * Acid, Arcane, Implement Ranged 10; +11 vs. Reflex; 1d6 + 6 acid damage, the target is blinded until my EONT, and enemies adjacent to the target take 4 acid damage.
Scorching Burst Standard * Arcane, Fire, Implement Target: Each creature in burst. Area burst 1 within 10; +11 vs. Reflex; 1d6 + 6 fire damage.
Tyrannical Threat Standard * Arcane, Fear, Implement, Psychic Target: Each enemy in burst Close burst 3; +11 vs. Will; 1d10 + 6 psychic damage; Miss: Half Damage. Effect: I place my Warlock’s Curse on the target. Effect: Until the EoE, any creature cursed by me takes 4 psychic damage when it attacks me.
Tyranny of Flame Standard * Arcane, Fire, Implement Ranged 10; +11 vs. Will; 3d6 + 6 and the target cannot stand from prone (SE), and takes a -2 to this save; Miss: Half Damage. Effect: The target falls prone.
Powers Used:  Cloud of Flies  Diabolic Grasp  Ethereal Stride  Mordant Rain of Dis  Scorching Burst  Tyrannical Threat  Tyranny of Flame
Magic Item Effects: - When I creature that is cursed by me makes a melee attack against me, it takes 2 damage. - I do not provoke OAs from using ranged or area attacks. - Enemies that can see me take a -2 to saves vs. fear effects. - I can shift 1 square after charging.
Sabryne grew up in a forest in the outskirts of Ilthoria. Her father, a human, hunted for her and her mother, an elf wizard. They had a simple life; never worrying about the troubles of the kingdom. One day, during Sabryne's 20th year, Her family's small homestead was overrun with thieves seeking shelter from the main cites. They killed both her mother and her father and passed Sabryne aroudn to each man in the group. Angered and afraid, she called out to the dark... and it answered. She found power in an unnamed voice and destroyed all of the bandits with it. Seeking a new place to live, she gathered her remaining belongings and moved to the capitol city of Ilthoria. She still pays tribute to this power today, and it gives her more power in return.
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
The grand throne room of the Palace of Anirimela is strangely empty and silent in the dark early morning hours of the day. Its floor is polished and cleaned of the boot marks from the day before, and the pure white pillars and walls have been scrubbed spotless in preparation for the new day’s court. Brilliant tapestries depicting the colors and sigils of the various noble houses and offices are hung about the hall, and the grand Trident of Anirimela stands proudly behind the Starfall Throne, an enchanted symbol of royal authority. High above the vaulted ceiling of the chamber depicts a magical mural displaying scenes from Ilthoria’s past. When Ulthiridina the Silver defeated the sea serpent Jiggilax and claimed Starfall Basin as her domain. When the Mad Wizard Ilthor ripped a hole to the prime world, creating the Moon Gate. Battles from the first Goblin War and more, all moving as if alive.
At this early hour there are no fancily dressed courtiers or knights in attendance. No ladies draped in silk and satin prancing about while dukes and counts and earls all bicker for the attention of the High King. No, at this hour there is only the king himself upon his throne, and a scant handful of trusted advisors and guards. For this is a solemn occasion, and one not meant for the niceties of court. The High King wanted no distractions. The very fate of Ilthoria hung in the balance, and he needed no jesters or musicians in attendance while grave matters were discussed.
In addition the king’s entourage, there were only two other figures in attendance in the hall. One was a half-elf, who seemed to have been completely unexpected. The other is an elf man who seems to be a member of the royal court. The High King has eyes only for them as he broods on his throne. He knows the elf, the one called Aren, a rogue with a past but now an agent of the court trusted by many. The girl was another matter. He had been expecting a knight, instead this child had shown up. The king was not happy with these arrangements
“Do you understand what is at stake?” The High King asks, glaring at the pair of adventurers. He had already explained the situation once, but he felt it bared questioning, “You are to find the source of this curse and destroy it. I do not care what it is, its existence is a threat to all Ilthoria,” the High King slaps his fist against the arm of the Starfall Throne, “You will be working alongside three representatives from the Kuvv’ndrun. The goblins have an equal interest in this matter, but they are not to be trusted,” the High King leans back in his throne, “So I am sending a special agent along with you. One who knows how these Kuvv’ndrun think. He is a knight of the realm, and I expect you to show him the proper respect,” the High King makes a motion and a curtain parts.
From the shadows steps a goblin dressed in armor clearly fashioned by eladrin smiths. His clothes and hair are not the shambled, reeking mess one might expect of his people, but are instead made of elven cloth. The High King beckons him forward, “This is my champion,” he motions for the goblin knight to join the other two agents, “His skill in battle and knowledge of the threat that travels with you are the best aid I can offer. Also these,” and now he motions to one of his advisors who steps forward and opens a fine silk bag. The High King reaches in, his entire arm vanishing into the bag, which seems too small to hold more than his hand.
At last he withdraws three small gemstones and holds them out to the three agents, “Take these with you. Should you find yourself without direction, break them and each will grant a special gift to help lead you on. However, to begin your quest, I suggest you travel first to hunting grounds of the Nyalanilym. The centaurs have often boasted of their seer, perhaps she can guide you to the source of this curse” the High King tosses one gemstone to each of them and leans back, “There is nothing more I can do. The fate of Ilthoria rests with you. Go now to The Owl‘s Roost Inn. You will meet the agents from the Kuvv’ndrun there,” and with that the group of three are dismissed.
The Chamber of Council. Few creatures besides the Witch Queens have ever entered it and left alive and with their minds intact. The cold stone floor is slick with a clear slime, and moistures dribbles down the walls and from the ceiling. The cavern is illuminated by growths of natural crystals that glow with a pale emerald light. The center of the cavern is dominated by a natural stone cauldron filled with a strange black liquid that seems to pulse and flow as if alive. Arranged around the cauldron are twelve thrones carved from the glowing crystals, each one occupied by a withered, ugly old hag.
These twelve hags are the Witch Queens of the Kuvv’ndrun, feared and worshipped by the goblins of Sufferthorn Marsh. Each is a different type of hag; howling, swamp, night and many more. However each also reflects the aspect of nature’s dark fury they represent as ancient hags. There is the Witch Queen of Biting Winds, who appears windblown and haggard with leaves and debris clinging to her robe and hair. The Witch Queen of Toxic Vines, whose body is wrapped in thorny, poison vines that writhe and shift, digging through her flesh. The Witch Queen of Creeping Decay, whose appearance could only be compared to a walking corpse creature, with a robe of spider webs. These and all the rest are in attendance today, for it is a solemn and serious occasion.
Standing forth from the rest of the Witch Queens steps the Witch Queen of Faded Shadows, the leader of the ancient coven. A night hag of great age and power, she turns one milky white eye upon the pair who have been brought before the Coven. One was a goblin who she was aware of. The apprentice of the late Fizzbang, a foolish little creature. But perhaps his student would prove more useful. The other was a human, one of whom the Coven was aware, but until now uninterested in. However with recent developments, they have found a use even for so weak a creature.
“You understand your tasks?” The Witch Queen of Faded Shadows asks in her soft, raspy whisper. Though the mission had already been outlined to the pair, as well as the price of failure, she felt it necessary to question it, “You are to find the source of this curse, and if possible, return it to us,” the night hag hisses the last word, “If it can not be contained, destroy it and recover its remains,” she smiles, “It is a dire threat to Ilthoria, and we would turn it to our own purposes.” The is a general cackle of assent from the gathered Witch Queens. Then the Witch Queen of Faded Shadows frowns, “You will also be working with agents from Bryghindalyse. The fey fear this curse and wish to stamp it out. This can not be allowed,” she motions to one of the other thrones
Across the chamber the Witch Queen of Icy Depths steps forward and speaks, “We are sending with you an agent we trust to eliminate the fey threat…should the need arise,” the pause in her words leaves little doubt that the need would arise one way or another, “You will be under his command. We expect you to show him the same obedience you would show us,” the Witch Queen motions a figure forward. It is a hobgoblin dressed in ice black armor with bracers that seem to trail cold, “This is my champion,” the Witch Queen of Icy Depths continues, “Along with him I also offer these,” and she reaches into her slimy, frosted robe to withdraw three crystal rods roughly six inches long, “Drop one of these in any body of water, and it will allow you to commune with the Coven and ask a single question,” she hands the rods to the hobgoblin champion.
“Do not waste them!” The Witch Queen of Faded Shadows calls attention back to herself with a sharp reprimand, “We have given you all the tools we can. Go now to The Owl‘s Roost Inn. You will meet the agents from Bryghindalyse there. Then travel to the Nu'romm. The bullywug shaman called Yalg can aid you,” and with that the group of three are dismissed.
The Owl’s Roost Inn stands on the crossroads of the Silver Road and the Sorrow Way, on the edge of the Amilecelv Wood. Where once a great and ancient emelwood tree stood, now there is only a massive stump which has been hollowed out to serve as a building for the inn. A dozen slender chimneys sprout from around the flat roof, and cozy little windows decorate the round exterior of the stump. An oval front door allows entrance beneath an old wooden sign proclaiming the name of the establishment. Hundreds of owls of every kind fly and swoop around the great twisting roots, perching in the shadowed areas, their calls echoing hauntingly.
The interior of the Owl’s Roost Inn is dim but comfortable. A large fireplace spreads warmth and light from one wall, illuminating a large taproom filled with round tables and stools. Additional light comes from a dozen dirty lanterns hanging from wooden pillars and rafters. The walls are decorated by impressive hunting trophies including a large set of shark-like fangs mounted on a plaque. A long bar has been carved from the natural wood of the giant tree stump, along with shelves that hold dozens of bottles of both fey and goblin liquor, and great holding kegs filled with different brews of ale.
The owners of the Owl’s Roost Inn are two fey families. The first are the Thistlebobs, a family of pixies who flit and flutter about the taproom and the empty guest rooms keeping everything neat and tidy. The second family are the Winterlights, a family of rare silver gnomes from the court of the Prince of Frost Who turned their back on their icy lord and fled to Ilthoria for a quiet life. They act as waiters and bar tenders, as well as cooks and stable hands.
As usual, the gnomes are busy with customers from all corners of the island. However, one large oval table stands conspicuously empty with six chair arranged around it. There were several pitchers of ale on the table along with plates of bread and slices of juicy meat, as though the inn were expecting a party to arrive at any moment…
Alright. The two spoiler blocks are meant to be sort of vignettes showing when the two groups set off on their quest. Feel free to post your own spoiler block with what your character was doing/thinking during those scene, but don't feel that you have to.
I would like you all to have your characters arrive at the Owl's Roost Inn. This time in the story is meant to give the characters a chance to meet and discuss their course of action. I would like to see character speech posted in blue, and character thoughts in itallics.
Itch's silver armor rattles softly as he moves through the forests. He speaks little with his companions, unsure of what to make of them. Elves have never been friendly with goblins, even those who know my reputation are often ill at ease around me. But, then again, I am usually in the company of warriors and knights. Turning his eyes over his lightly armored companions, he cannot help but wonder, How will they treat a goblin kninght of the High Court?
Arriving at the Inn, Itch looks over the table, then grabs a stool and echanges it with one of the chairs. Clambering up onto it, He situates his cloak, allowing it to drape easily behind him. Looking over the food at the table, his mouth waters. Hmmm, cooked with care. How delicious that will taste. But, I'm not about to remove my helm until after we've met with our couterparts for this mission. It may be worth the look on their faces to find another goblin sitting across from them unexpectedly. And so, he sits stoically, watching the door for the goblins that would dine with them.
The mighty Gordbund, the Frozen Knight steps foreward, cold and despair flowing from him in a constant stream. When his patron Queen finishes with her instructions he speaks up, receiving the three rods. "I weild your will as the potent weapon it is my Lady. I will bring this power to you and your sisters at the cost of our lives if must be. This power is clearly something that only your wisdom and strength may weild. The elves must never have it, and they must not be allowed to banish it." The thick hobgoblin, even thicker in armor, turns to the two others assembled before him. "You have heard the Lady's commands. We march immediatly.
I warn you, if you dissobey me or go against our mission, I will slay you myself."
The door of the Inn slams open. Framed by the darkness outside stands a tall figure clad in crude yet clearly effective bands of black iron all across his body. His dark red, almost brown skin seems to absorb the interior light rather then relect it. Everyone in the bar gets the chills for a moment even though it is not a cold night.
Behind the impressive hobgoblin are two other figures. One a goblin, the other a man.
"Bring food and drink for us quickly." Gordbund seats himself in a booth and motions for his subordinantes to sit.