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    The Lastest Again. (Excerpt from "Desperate Ploys: Part I: In Seconds" )

    Friday, December 7, 2012, 5:41 AM

     

    THE LASTEST AGAIN

    (Excerpts from The Chapter "The Lastest Again," Of The Trilogy "Magic, The Gathering's: 'Desperate Ploys," Part I, "In Seconds" Written By Geo. E. Burks; Based On The Publication Series: Magic, The Gathering, by Wizards Of The Coast Publishing. VA. USA.)

    He appreciates his simple job; two classes a day, a small quaint apartment close by and no heavy weight wizards nor a lordly ruler to be concerned about or pressured by. The Azoria pay was generous for this kind of work while living a wise, quiet modesty deservedly in this token with other good paid pride of Azoria’s civil force that was dwelling immediately around him with secured discretion and privacy of their naturally atoned abilities.

    This morning, he was familiarizing a room of 11 years older on a 12x12 grid of numbers. The grid was to help them recognized and condition them to instantly recognized patterns with numbers, weights and other possible probabilities of compounding factors.

    The room, bright with a coastal morning sun warming the room to contrast the cooler air circulated thru the densely populated granite metropolis of this inner minor but well intended section in the Azorian Guild House Region. His class’ attitude was looking toward him for a signal or a sign for them to engage themselves at a challenging query or task that Jodah always come up with in order to imposed a delightful recourse with and by the lessons’ contents.

    This morning Jodah was more concern about children’s well-beings than their ­­­­­­­­­­­­­­­­astuteness of the day’s lessons, for even at the seemly lax unconscious level, the physical presentations shown by the majority of the students can be easily noticed by his experienced eyes that the general feelings in the class was more an intense alertness to an anxious mood.

    The students were oblivious to their infrequent developing factors casually and constantly wearing on them yet this wear was the only sign present indicating to the Dominarian immortal that normalcy was prioritized by an inner influence.

    The tutor, who is known in this parallel timeline as Professor Vin but in other planes and times, known as a strong and mysterious mage or as Jodah, an Arch-Magus from Argive of an exclusive school that has a reputation of benevolent factors as well as the producers of the most powerful wizards and demi-gods of good and evil alike.

    In that parallel time and place where Jodah popularity as an arch-magus grew into fear and apprehension toward his approach; a rumor that the school has disbanded to settled many of the school’s difficulties with Jodah’s volunteering to live on the other side of the Great Rift placed those more world-taxing duties as ancient history to his present days.

    Here in Azoria, Jodah have been addressed as Professor Vin for more than four years working at one of their science academic’s post. He been assigned to teach their community’s exceptional children the ground-works of disciplining one’s mind and extending one’s concentration and focus by using an old known skill seen in Azoria’s times under obscurity while called Mathematics, a term Jodah and some of his fellow school staff members when away from the general population especially the young students called Magic-matics jokingly.

    The ageless mage was feeling accomplished for the first time in a long time after recently discovering he has finally matured as an emotional identity for his alias, Professor Vin by molding and developing an familiarity and instinct for interacting with his immediate day to day Ravinica’s functions. An identity that grew into a reference not guest to this area’s young natives of the Azoria region and grew within the Azoria’s cultural influx as a region’s distinction identity without growing beyond any noticeable distinction with any of the ruling Guild’s houses’ cultural influences and hierarchies pre-set traits.

    The time traveler felt confident that this time his future has steadied into an order and control of his preference and more importantly, worthiness as he was about to engaged the children in using their concentration of logical, instantaneous revelations in order to placed that aura of nervousness back into the day’s unusually strong social environment when the school’s dean stepped into the class.

    The entire class including Jodah looked up at her with most of the students noisily turning the chairs of their two section wood, movable chair-desks a quarter turn in response to the Dean’s closing the door behind her in a subtle but attention-getting, sudden-like manner.

    Dean Abhigya, a small woman with medium length, dark brown hair that hangs just passed her shoulder. She was dressed in a long indigo dress with a large white collar that cover her upper arms, shoulders and upper back with a triangular opening in front showing where the top part of her dress came across behind it from underneath her arms tightly against her skin. The dress extending down tightly around her body until it passes her knees’ area revealing another fabric of the same silky quality but white that deceptively continues from underneath the top fabric extending the wrap ever lower just pass her calf muscle as like the upper yet hanging more freely before another deceptively extension appears from under the second hem. This third portion of the dress is more thicker with lighter bluish shade consistent with the indigo richness silky material of the dress’ uppermost portion hanging more loose down to the ankle area where its slight round flared hung above her rough leather shoes covering the shoe’s height area that can be seen as she walk reaching upward only high enough to cover her ankles.

    She was holding her hands together in front of her; hanging the right hand over the left with her right palms pressing against the back of her left hand. Her fingers on her right hand was curling and squeezing under the left smallest, far finger as both hands held closed.

    She looked intently at Jodah forcing eye contact with her large brown eyes and oval-shaped childish reflecting face. As Jodah realized she was hinting him to watch her closely and as she saw that her hint was received announced to the class; “Children! There an emergency at the Ministry of Science today and all schools are instructed to send all students home immediately. So, let’s move it, to home all of you! And Professor Vin?’ Now looking directly at Jodah, “I have an important matter to discuss with you about this emergency so, one moment, please!”

    She then for the first time since entering the classroom looked at the many faces of the children, instinctively and saying, “And exit in an orderly manner also, please!” then she turned her attention back to their instructor.

    Jodah now brought his hands in front of his mouth like to start to warm them with a breath in a side to side semi-close palm facing each other position but after a single breath he lower both of them to the area below his rib cage then straighten relaxing his stance while moving his left hand over and behind his moving right elbow while bringing his right hand up to push sweat up over his forehead to the top of his spine point on the back of his head afterwards with his sights maintaining contact with Dean Abhigya‘s as he brought his hand back to the front of head back to the front of head placing his first two fingers on his chin and used his thumb against the upper corner of his neck below the chin.

    At this point of Jodah’s apparent unconscious bodily motions he loudly said as the students eagerly grabbing their books and packing their bags “You heard her young lasses and young lads! Now, don’t topple her and homework is on a schedule for times like this. So, you know what have to be done!”

    Jodah want to check in detail on the exiting student’s gears and alertness on their assignments’ schedule but the Dean’s nervousness was too evident for him to return his full attention back to his students and away from her.

    As the last student left the class the Dean walked slowly toward the window on Jodah’s right moving around the hastily yet neatly rows of chairs and desks the student’s left as part of their exiting routine.

    Jodah listening to the last student closing the door the way the Dean had entering the room, but in a more quieter fashion and at the last moment just as deliberated noticeable with closing as an announcement as the Dean’s entrance.

    Jodah paused for a second and as he was about to ask, “What is happening at the Science Department main compound across town,” but the Dean was the first to talk by saying “Enough of these disguises!”

    As she announced this, an illusion appeared on Jodah’s mind showing an image of an Argivian Mountain Range while the Dean features change into a partially armored angel with two sets of white wings.

    As the Dean appearance fade from around the angel, the illusionist asked “Do you miss our home: The Dominaria where we both are known?”

    Jodah quickly moved his eyes slightly upwardly half way across to his right while exhaling hard with only his nostril. He then visualized a sword and a shield behind his desk and started to reach for them while sternly asking “Who are you?”

    The angel alert to Jodah movements answered in a calm and clear tone “My name is Mika-Ella of the southern continent of our times called Caliman.

    I am, well, I have apparently became trapped in this time-place while chasing a wild planeswalker, a merfolk named Atlantae.”

    Jodah now standing in arm reach of his light concentrated weapons asked, “A planeswalker merfolk? A mermaid!? Leave these grounds! I can’t help you!”

    The angel looked on calmly for a few seconds while standing by his classroom’s windows then she turned to look thru the window and said, “I would love return to our Dominaria but I fear I may affect the timelines. You see that merfolk was…”

    Jodah becoming nervous interrupt, “If you need a means to return I may be able to help but…”

    The angel who has stopped talking when Jodah interrupted her now speaking sharply said “You have already shown me your portal.”

    Jodah hearing this as he was continuing talking “I can’t allow you walk in here in a … Huh? I had done what?” Then with a short pause said “Affect the timelines? Who did you say you…? What? Have you?? What going on?!

    Mika Ella kept looking out the windows quietly until Jodah realized that it was him who was the oddity of her position and of their time space.

    Then he calmly asked “Okay, taken that I don’t know who and what happened, I can’t ignore the possibilities of an altered past with my history”

    Mika-Ella turned toward Jodah and said “I didn’t effect history, yet. You have affected our history and I can’t continue unless I talked to you now instead of tomorrow morning.

    Jodah who now resisting from becoming more forceful toward the unusual four winged angel asked, “How did I affect my history?”

    Mika-Ella then said “You must confront her alone this time and don’t compromise you’re…” Mika-Ella suddenly became quiet as the real Dean Abhigya opened the door and entered the room.

    Jodah looked toward her as she stepped into the room wearing and looking as the angel’s illusion of her. The Dean asked immediately “Oh I thought you’re in here with someone, You sound like you were talking.

    Jodah clumsily covered his awkwardness by starting to move his feet toward the windows saying, “Good Morning, I’m a little impatient with the window cleaner and feel your restrictions against my more minor engaging usefulness…”

    With a stern and rash, the Dean’s voice abruptly reprimanded Jodah, “No. You will remain on the floor while working on the school grounds with your two shoes touching, Professor. Do you see me overstating my position and rank? Custodians are compensated a little extra to climb up building walls and you aren’t.”

    Jodah now smiling while hiding his closer examination of the cloak from the dean’s senses the angel has erected inconspicuously said, “I prefer a less, an effortless view. Clearer windows are also good for the students’ morale also.

    The dean respond by saying “Minor and too risky for one of my teachers.

    No!

    Now listen, there’s a reason why I’m here for you. There’s an emergency at the Ministry of Science’s compound and seeing that your class already gone means that you already know that all classes are suspend until further notice for there has been a summon sent out for a conference on the compound.

    All the deans and principle researchers are expected on the compound tomorrow morning and you are to be my assistant for this function. There’s also a debriefing in about a half hour in my office with a couple of the minister’s assistants who haven’t arrived, yet.”

    Jodah when hearing the dean’s instructions only stood staring out the window; no longer feinting examining the cleanness of the glass’ pane nor feinting staring at the outside scenery while listening. Hearing what his next assignment is, his head slowly and longingly glanced toward the other window on his left as to start to turn to face the dean but stopped quickly to inspected the other window’s pane while undiscovered by the Dean that he was looking at the angel’s face and the angel’s story.

    He then answered, “Yes, it seems the children were more aware of these developments than I was. Any ideas on what this emergency is?”

    The Dean answered “The Science department has obtained an object that they think might be of an alien origin.”

    Jodah now turned fully to his left giving the dean a sense that he was presenting his undivided attention for her last minute preconcertation before both of them meet with the Minister’s messengers.

    As she walked toward Jodah he started to move a couple of steps past the angel so the Dean wouldn’t disrupted the invisibility illusion the angel has placed but the Dean stepped in front of the first window instead, positioning Mika-Ella partially between him with her. Jodah may a soft breath of relief noting that the angel adjusted the invisibility of the illusion so it applied a slightly transparent view on his senses while maintaining a thoroughly transparency for the Dean.

    The Dean glanced over noticing his restrained sign of panicky in which he adjusted his posturing and facial expressions into a caught hidden stupor expression. Jodah moved to the area behind the dean toward the door noticing Mika-Ella softly stepping toward the direction of his desk passing away from the windows. Reaching the door he quickly closed the door and turned toward the dean lifting his arm while his hand started a gesture toward his principle but the words was paused before they were pronounced by the dean’s.

    The dean anticipating a comment about her timing of the assigning of this appointment brought up command in her voice saying “And this time can you be more idealistic, more often. You’ve sound so brilliant with them before last time they visit here when you decided to entertain them with your wild witty babblings instead of allowing them to intimidate us like they tried to do.

    As much as I’ve found your overall demeanor embarrassing as a member of my staff, your comments was productive and situational beneficial.”

    Hearing this, Jodah remember the incident in which one of those so-called principle researchers and that time with several departments’ ministers’ staff members was touring their school and the researchers was desperately trying to prove themselves in the expense of the dean by trying in vain to speak of the contents of the subjects they was discussing in a manner that she couldn’t keep up with, all in order to win a false sense of higher esteem with the other departments’ ministers thru their staff members present then. When they failed at this they resorted to a bunch of dirty political and charismatic tactics which would have worked if he didn’t intervene with some direct wisdom-loaded rude truism and allowed the highly wise and intellectually inclined dean the opportunity to prove her superiority as an exceptional administrator.

    Her reminding him of this incident made him blush and he knew her timing of mentioning this incident was meant to let him know there’s will be no reconsideration about her appointment for her assistant for this emergency conference at the Minister Of Science compound.

    Jodah reply after subtly clearing his throat, ”An hour? At in your office”

    The Dean walked by Jodah to the classroom door saying “Make it under a half hour.”

    Opening, exiting and closing the classroom’s door Jodah immediately turned to looked at Mika-Ella; who was now examining the papers on his desk, pausing first to give the Dean time to reach the range limits of overhearing anything they would say and then said “Your grace, I really must insist that you find another to meet this planeswalker especially with your hints on a possible confrontation. I’m better suited for other endeavors and isn’t in good disposal to chase planeswalkers across planes and times. You best…”

    Jodah became momentarily speechless as the angel change her image into a projection of him and as he saw this happening while starting to blocked this new illusion but was distracted when he also sensed the angel’s established an spiritual field with him and felt the angel’s psychic sense coming from the skies over his home in his memories at a time-place he kept fortified in his mind.

    What caught Jodah’s continuous reasoning process was that her psychic sense came to him in the same approach and manner that another angel he had admired during those times in his original timeline used before. He instantly considered to defeat the logic of all this and was about to repeat his predisposal suggestions by saying “I can’t just take on chasing planeswalkers across planes! Now or as before, my grace, this will be beyond my…”

    His words stopped again as he felt something that was too familiar from her as he contained and ward her psychic sense defensively while adjusting his last comment to address but Mika-Ella spoke with a subtle yet fierce demand to be heard as soon as she felt the change in his feelings by saying “On our Domania, in Alaborn I’m known as an archangel” but her explanation went without its intended purpose as in Jodah’s mind then evident in the classroom his powerful white mana surge brought him to an alert strong poise as he finished with a mood changing explanation “Whenever you find yourself my grace, you’re a planeswalker.”

    Then with a louder voice, Jodah said “I will ask you once again to…”

    Mika-Ella’s head turned to facing the famous arch-magus with her eyes becoming more alive and vibrant as Jodah felt his body became encased with a more improved and stronger armor made of the white mana that he has disciplined his sub-conscious to manifested when he noted a presence of a planeswalker. This time the white mana that was drawn and control wasn’t controlled by him while its source was of the same source he drawn from in the environment’s atmosphere. Then with a slight hint of panic; the mana flow snapped back to under his control yet this energy that is now once again reinforcing his strength, improved his armor, sword and shield with new depths of  compensations for his concentrations feeling sounder and heavier in a different ways than he has projected earlier.  

    He started to lifted the sword and shield from behind his desk then suddenly hesitated feeling the excessive jolt priming up to ready fly the items to him at his orders and with a thought of “How come such a defensive measure is necessary and why heed this visit as a necessary confrontation at all.” All line of reasoning Jodah deducted by his own examination earlier became clearer as well as proven to concluded that any direct forceful challenges was already over.

     With the full acceptance and understanding of the potential nature this angel have been disciplined with wasn’t beyond his grasp of comprehension as well as obvious of been of the same nature that has always served him summed up on their unspeakable level of communication and had the mage wondering more hows, why nows and why him and then how again as he desperately in vain was seeking logic that can relieved and prove that their’s purposes wasn’t of the same defining account nor meant to take place as a related plane for existing yet the angel’s power was too tantamount of the energies’ surge his anger brought up to be discounted as coincidence even with the strong disposition the magus allowed to lingered on as his preferred trained for reasoning about been thrust into this matter.

    Jodah refocused his tempered force as he realized it became a case for a manner of subertuge for him to utilized in order for him to regain control of or an advantage for his contentment. His facial expression instinctively changed while he stared at Mika-Ella slowly from the confounded expressions into an assertive yet reasonable indulgence which was short-lived as the unavoidable proverbial “how” logic deducted that he must be convincing with an acceptance of what his immediate future entails with the angel that met him the first time in that future but Jodah kept the revelation in reserved as a physically manifested appalled expression.

    Thinking fast, the human mage tried to think up terms that will release him of any responsibilities of the unfolding events that about to occurred in or to his time lines but all Jodah could appeal with was his original statement in which he resorted to shouting with more determination for meaning, “I can’t just take on chasing planeswalkers across the time-lines. You are been preposterous even to think of me for such a confrontation!!”

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    A Pure Adventurer - The Warlord Mage: Krist Breeze

    Wednesday, October 10, 2012, 11:39 PM





    Krist Breeze grew up in the Feywild surrounded by family and friends, consist of mostly eladrins yet there was plenty of other changelings and elves in the area. As adolescent Breeze and her young friends use to enjoyed playing harmless jokes on the adults around the riverbank region as a way to pass by the time when there’s was no studies or chores. Her family are carpenters, masons and artisans who taught these skills as a family tradition while receiving commissions mainly within the local region of the farms and small living habitats around Sunset Riverbank region.
    One day a female eladrin smuggler saw her in an eladrin guise while she and her friends was playing around the main trading area of the region. Mistaking her as one of the local eladrin dignitaries children, the smuggler given her a small ceramic art object. The object really was a puzzle box with an orb implement hidden inside of it. The adult female told the young adolescent Breeze to take it to her parents and tell them it is a gift from one the ships’ crew that the dignitary is duty bound to protect and regulate.
    The planted implement inside the object was meant to make it possible for that smuggler to teleport herself and any other to it when she choose to.
    Breeze in her early teen years was already a trained craftsman but didn’t know that the object was a puzzle box and only thought of it as some ugly ceramic art piece. She put the artwork in her bag and then a little later when her friends finish their grand mischief plan with a regrouping Breeze attempt to give the dignitary’s daughters, which was two of them, the art piece but the girls turned it down by saying that their parents forbid them from accepting gifts from anyone, especially from strangers who don’t want to delivered the gift themselves. Breeze was left with the box and decided that the next day she was going to the river port to look for the woman who given her the box.
    That night as the box sit on her dresser in her room, a portal opened up next to it and an assassin leaped out of it in her room. Krist who was supposed to be sleep wasn’t and laid there quietly watching the assassin leave her room.
    After the assassin left her room she quietly gotten up and walked over to the dresser, grabbing box and threw it out the window then cried an alarm waking everyone in the house.
    The little girl screaming woke up everyone in the house after they came to Breeze’s room and heard what she saw and looked for the assassin, the assassin was nowhere to be found.
    After the search Breeze explained what happened earlier that day and when her parents when outside to retrieved the object they couldn’t find it. With no signs of the intruder and the mysterious box disappeared, her parents was convinced that their daughter had have a bad dream.
    Krist Breeze knew it wasn’t a dream and the next day she told her friend all that happened. The dignitaries’ daughters decided that a visit to one of the local wizards might explained what the box was, at least, before bringing the matter to their father’s attention.
    They went to the wizards’ house in which the wizard hearing the description of the box recognized it as a puzzle box immediately. The wizard explained that puzzle boxes have secret compartments in them for hiding items and went on to explained to them that there are many commonly found items that could be fitted inside an object of the size they describe that can be used as a port jump point.
    Now the children saw that this was serious matter and with the wizard accompanying them, they went to dignitary and told everthing. Soon afterwards the smuggler and the assassin was caught, the puzzle box found and the orb inside exposed.
    With everything working out well for young Breeze and her friends and Breeze been giving the puzzle box as a prize, she became obsessed with the idea of portals and other wondrous items and started collecting them as a hobby as well as learned how to enchanted them as well as constructed objects herself.
    As it was for all children of the region she lived she also had to received military training and served in the region defensive forces for awhile. While she was serving she was recommend by her superiors to a special mission in which became a member of a specialized exploration and invading force that was sent to explored an unusual cavern system area.
    She was placed in charge of a nearly all eladrin force that was sent to assist and protect a team of scholars which was investigating the connection between the surface lands and an enormous underground cavern system with a reputation of been populated by dangerous rare creatures and monsters. The cavern system was baffling for all the respected and prominent scholars of the Feywild because the underground cavern went on beyond boundary of the above land sea borders in a rate of descent that left every known-made survey inconclusive.
    After the fourth week of traveling in the dark cavern system, the Breeze’s squad found themselves in a new eco-system and defending themselves from strange new creatures more frequently than they did the previous weeks. It was with no surprise that the scholars decided to return back to the surface earlier than they originally planned but soon after starting the returning trek they found themselves lost.
    The soldiers proven them to be more resourceful than the scholars expected and kept the group strong and healthy while they wandered around the new world they was in looking for a sign that would guide them to the surface. Sometime later the group adopted to the new world becoming the new resident top predators until they met drow race.
    The Drows ambushed and attacked the group and the battle was costly to both sides before the drow attempted to withdraw but the exploration team under Breeze’s command was relentless hunted down every single drow until each spotted in the initial battle was accounted for.
    The changeling knew immediately when they was ambushed that this was chance to find out where they were and maybe get information on how to escape the dark cavern world.
    They more about the drow society in the place they called The Underdark and received some direction back to the surface world.
    After investigating the information they received they found underground cities inside massive canyons and massive natural pillars.
    Using a drow guise and disguises she managed to prevent the remaining her group from been openly exposed outsiders as they started moving about the drow people and nearly after a year of living in the Underdark they finally found a surface world with a problem. The problem was that the surface world they emerged on was a different new world than the world they know.
    Krist Breeze and the group she was in-charge of was a world known as Faerun.
    Breeze who never the one to panic realized in order to find her way back to her world she have to re-enter the Underdark world and find the portal entrance that she original passed thru when her group became lost nearly a year back.
    With this a her prioritized duty she start making decisions and trades including working for local surface people taking on assignments of both building and adventuring. After couple of months she gathered the remaining members of the group to the trek back but the entire group either decide to start new lives on Faerun or to explored the new world some more.
    Breeze hearing this decided that she attempt finding and securing a passage back to the Feywild world and return for the remaining scholars in whom she felt she was responsible for so allowed them the freedom to explored Faerun with the agreement to return to that place where the meeting was taken place in two years time prepared for a year journey back to Feywild.
    With all agreeing to the terms Breeze started her search for the portal point where she accidental passed thru when the exploring started in the caverns in Feywild. She returned back to the hostile terrain of the Underdark and found herself around the group of drows related to the drows that ambushed her when she was first in that area but this time she under the guise of a young drow man.
    She heard of stories of certain tunnel in which people return telling everyone that the tunnels led to a place where the air and the walls was different.
    Breeze decided to investigate these stories and while she was exploring the tunnels she met a Drow name Envic whom recognized her immediately as a changeling thru her drow guise and as a non-Faerun.
    He assisted her in exchange for her assistance and shown her a different passage that exited to a mountainous region where mountainside roads led to a stationhouse.
    They lit the torches and remained at the station house for three days then a flying barge came to taxi them around the strange mountainous landscape and over a foggy cloud below them.. Envic explained that below on the surface was full with intelligent monster-like creatures who moods and presences reshapes and control the land around them and the weather about them. Envic also told her that this route is much faster to the Feywild than maneuvering thru the tunnels underground.
    After been the taxi across the skies around the mountain’s rises the barge for four hours Envic told her do as he do then he jumped into a portal opening that was located right on the surface of a mountain’s wall.
    Watching Envic passed thru the mountain wall portal by jumping off the side of the flying barge hovering next to the mountain shown her how easily it was to become lost and winding up on another world.
    The mountain wall portal brought her back in the caverns of the Underdark and from that entry point Envic re-enter the invisible gate door that was inconspicuous along the tunnel passage. As soon as she passed thru as Envic done she felt it, she was in the caverns of the Feywild. It took less than a day travel to exit the cavern entering the surface land on Feywild. Also upon exiting the cavern she found herself in a battle with the eladrin guards at the cavern entrance but with her drow friend they managed to defeat the five guards without sustaining any serious injuries nor killing any guards.
    After Breeze’s identity was confirmed to the guards whom served the same superiors that Breeze served both Breeze and Envic was escorted to the local regiment’s garrison in which Envic told her that he was going to take his absence that night unseen for the better.
    After telling her superiors what she understood about the caverns and the new worlds she was sent to rejoin her family and learned soon after that that the garrison’s commander reported her found with another changeling and went insane by experiencing wild hallucination while spending over a year lost in the caverns. The commander recommended she be allowed to returned to her family with full honors for her service for her land’s defense ending her military service duration.
    A little later after returning to her family Envic came at nighttime seeking her help to get by the guards at the caverns with a train of goods and sell the goods he was bringing into the Feywild from the Underdark and other places.
    He said he can always get by the guards by hiding the goods in the caverns first but need an insider to buy and sell the goods around her surface world.
    She liked his offer and made an agreement then with her family’s regional reputation including friends like the dignitary’s family and the soldiers whom known her while she was in the service or who heard of her exploits and fantastic adventures she soon afterward made her family one of the most wealthiest family in their area.
    Breeze became the Envic’s agent for trading and information on Feywild.
    Breeze also found the goods and material Envic was shipping more satisfying for her hobby of collecting and producing fascinating objects.
    Then the time came for her to return for her group stranded on Faerun in which with Envic help had no trouble returning for them but her surprise everybody was accounted for and all of them preferred to remained on Faerun living their new life.
    This made it possible for Krist Breeze to start traveling again with the help of the portal locations and destination. She visited more worlds, flown across skies in every one of them and then settled down working near a portal that she and Envic called the “Ends in the Middle” Portal with four one-way destination points. Krist Breeze then became a wealthy craftsman and an imbuing specialist in the Feywild, a successful import/export shipping company owner in local coastal area in the Eberron and a traveling merchant in the Underdark as well as accumulated an impressive collection of wondrous objects that she keep on her family in the Feywild.
    Envic also returned to adventuring and became a mercenary type traveler doing more now independently from Breeze’s concerns while they both shared the secrets of the portals locations.
    Now a few years passed since the drow mercenary from the Underdark and the Changeling imbuing artisan from the Feywild became friends and during in this time, Krist Breeze has learned many new knowledge as well as new skills from this association.
    With all the improvements to herself received and given as a natural occurring courtesy that helped and taught the changeling, Krist Breeze of a stock of master craftsmen and artisans as well as a trained soldier of an eladrin military discipline; healing arts, portal science and the proficiency in the use of the wizardry of cold magic.
    Breeze also earned the trust, loyalty and service from people of many different planes and from all different sorts of intelligent creatures that she have met due by honoring virtuous, beneficial courtesies.


    Krist Breeze(Leader/Controller - Functional Healer) Show


    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Krist Breeze, level 9
    Changeling, Warlord/Wizard
    Warlord Leadership Option: Battlefront Leader (Hybrid)
    Hybrid Warlord Option: Hybrid Warlord Fortitude
    Hybrid Talent Option: Arcane Implement Mastery
    Arcane Implement Mastery Option: Tome of Readiness
    Versatile Expertise Option: Versatile Expertise (Staff)
    Versatile Expertise Option: Versatile Expertise (Tome)
    Inherent Bonuses
    Imbuer (Imbuer Benefit)

    FINAL ABILITY SCORES

    STR 16, CON 14, DEX 9, INT 20, WIS 10, CHA 14
    STARTING ABILITY SCORES
    STR 14, CON 14, DEX 9, INT 16, WIS 10, CHA 12

    AC: 23 Fort: 20 Ref: 23 Will: 20
    HP: 57 Surges: 8 Surge Value: 14

    TRAINED SKILLS

    Arcana +14, Diplomacy +11, Religion +14,

    UNTRAINED SKILLS

    Acrobatics +1, Athletics +5, Bluff +8, Dungeoneering +4, Endurance +4, Heal +4, History +9, Insight +6, Intimidate +6, Nature +4, Perception +4, Stealth +1, Streetwise +6, Thievery +1

    POWERS

    Basic Attack: Melee Basic Attack
    Basic Attack: Ranged Basic Attack
    Changeling Racial Power: Changeling Disguise
    Changeling Racial Power: Changeling Trick
    Warlord Feature: Inspiring Word
    Warlord Feature: Battlefront Shift
    Wizard Utility: Ghost Sound
    Wizard Utility: Light
    Wizard Utility: Mage Hand
    Wizard Utility: Prestidigitation
    Wizard Attack 1: Freezing Cloud
    Warlord Attack 1: Opening Shove
    Wizard Attack 1: Magic Missile
    Warlord Attack 1: Powerful Warning
    Wizard Attack 1: Wizard's Fury
    Wizard Utility 2: Guardian Blades
    Wizard Attack 3: Icy Rays
    Wizard Attack 5: Bigby's Icy Grasp
    Warlord Attack 5: Stand the Fallen
    Warlord Utility 6: Stand Tough
    Wizard Attack 7: Repelling Sphere
    Wizard Attack 7: Winter's Wrath
    Wizard Attack 9: Tome of Transposition

    FEATS

    Level 1: Superior Implement Training (Guardian staff)
    Level 2: Hybrid Talent
    Level 4: Warding Shield Style
    Level 6: Versatile Expertise
    Level 8: Superior Implement Training (Echo tome)

    ITEMS:
    65gps
    Demonbound (level 8)
    Sustaining Cloak +2
    Echo tome of the North Wind/Athasian Spellshard (Joined) +2
    Repulsion Cloth Armor (Basic Clothing) +2
    Aversion Guardian staff +2
    Sun Shield (Heavy Shield) +3
    Widow's knife
    Potion Of Healing (x1)

    RITUALS:
    Joined Echo Tome - North Wind +2 w/Athasian Spellshard (Ritual Book)
    with following rituals:
    Amanuensis
    Mordenkainen's Joining
    Create Holy Water
    Brew Potion
    ====== End ======



    AT-WILL POWERS Show

    Basic Melee Attacks Show

    Fighting Heavy Shield: +12 vs. AC; 1d6+5. (Crit. +1d6)
    Widow’s Knife: +12 vs. AC; 1d4+5.
    Staff/Magic Missile: 9 force damage. (Crit. w/Staff=+1d8.)
    (Special: This power used with the staff doesn't provoke opportunity attacks. {feat bonus.})


    Basic Ranged Attacks Show

    Widow’s Knife: +8 vs. AC; 1d4+1.
    Magic Missile - Staff: 9 damage (Crit.+1d8 damage) (Special: This power used with the staff doesn't provoke opportunity attacks. (feat bonus.)
    Magic Missile - Tome: 9 damage (Crit. +1d8 cold damage .)


    Opening Shove(Wrl1) Show

    At-Will Martial, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: +12 vs. Reflex (w/Shield +14 vs Reflex-feat bonus) (Crit. w/Staff=+1d8; w/Shield=+1d6 .)
    Hit: You push the target 1 square. Then choose one ally you can see. That ally either shifts 5 squares or makes a melee basic attack against the target.


    Changeling Disguise Show

    Minor Action Racial, Polymorph. Personal
    Effect:
    You alter your physical form to take on the appearance of any Medium humanoid. You retain your statistics in your new form, and your clothing, armor, and possessions do not change. The new form lasts until you change form again. Any creature that attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you
    gain a +5 bonus to your check.


    Aversion Guardian Staff Show

    Critical: +1d8 damage per plus
    You gain a +2 item bonus to all defenses against attacks from enemies that are subject to effects caused by you.
    Properties:
    Energized (force) (When you use an attack power through an energized implement, you gain a +2 bonus to damage rolls if the power has the keyword that matches the implement’s damage type.).
    Shielding (Whenever you hit at least one target with an attack power using a shielding implement, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.)


    ENCOUNTER POWERS Show

    Changeling Trick (1) Show

    Minor Action Racial
    Melee 1 Target: 1
    Effect: You make a Bluff check opposed by the target’s passive Insight. If your check succeeds, you gain combat advantage against the target until the end of your next turn.


    Battlefront Shift (WRL Feature) (1) Show

    No Action Martial.
    Close burst
    3 Trigger: Rolling initiative
    Target: You or one ally in the burst
    Effect: The target shifts half his or her speed.


    Inspiring Word (WRL Feature) (1) Show

    Minor Action Healing, Martial.
    Close Burst:
    5 Target: You or one ally in the burst
    Effect: The target can spend a healing surge and regain an additional 1d6 hit points.


    Powerful Warning(WRL3) (1) Show

    Immediate Interrupt Martial
    Close burst 5
    Trigger: An ally within 5 squares of you is hit by an enemy
    Target: The triggering ally in the burst
    Effect: The target gains a +3 power bonus to all defenses against the attack. The target can make a melee basic attack against the enemy as a free action.


    Icy Rays(WIZ3) (1) Show

    Standard Action Arcane, Cold, Implement
    Ranged 10 Targets: One or two creatures
    Attack: +12 vs. Reflex, one attack per target (w/Tome +13 vs Reflex)
    (Crit. w/Staff=+1d8; w/Tome=+1d8 cold damage .)
    Hit: 1d10+7 cold damage, and the target is immobilized until the end of your next turn.
    (Special: This power used with the staff doesn't provoke opportunity attacks. (feat bonus.)


    Winter Wrath(WIZ7) (1) Show

    Standard Action Arcane, Cold, Implement
    Area burst:
    4 within 12 squares Target: Each creature in the burst
    Attack: +12 vs. Fortitude; (Crit. w/Staff=+1d8; w/Tome=+1d8 cold damage.)
    Hit: 2d8+7 cold damage. Effect: A blizzard erupts in the designated area and continues until the end of your next turn. Its area is lightly obscured, and any creature that starts its turn in the storm takes 5 cold damage. You can end this effect as a minor action.
    (Special: This power used with the staff doesn't provoke opportunity attacks. (feat bonus.)


    Sustaining Cloak Item Power (1) Show

    No Action Item
    Trigger: A power or effect you could sustain would end.
    Effect: You sustain that power without using the action normally required (sustaining it for subsequent rounds still requires the appropriate action)


    Echo of the North Wind Tome w/Embued Athasian Spellshard) (1/1) Show

    Critical: +1d8 cold damage per plus
    Properties Show

    Distant (The range of your area and ranged attack powers increases by 2 when they’re used through a distant implement.).
    Unerring (You gain a +1 bonus to attack rolls against Reflex when attacking with an unerring implement.).
    When you use a wizard cold power through this tome, and the target of the power is slowed, that target takes damage equal to your Constitution modifier if it moves while slowed.
    This tome contains two wizard daily cold powers. Both powers must be of a level equal to or lower than that of the tome. Choose these powers when you acquire the tome; they cannot be changed later. You can add these powers to your spellbook.

    North Wind Tome Item Powers (1) Show

    Free Action Cold, Implement, Arcane
    Choose one of the following powers and expend an unused wizard daily attack power of an equal or higher level. You gain the use of the chosen power during this encounter. The power is lost if you do not use it before the end of the encounter

    Freezing Cloud (WIZ1) Show

    Daily Arcane, Cold, Implement
    Standard Action Area burst 2 within 10 squares
    Target: Each creature in the burst
    Attack: +12 vs. Fortitude (Crit. w/Staff=+1d8; w/Tome=+1d8 cold damage.)
    Hit: 1d8+7 cold damage. Miss: Half damage.
    Effect: The cloud lasts until the end of your next turn. Any creature that enters the cloud or starts its turn there is subject to another attack. You can dismiss the cloud as a minor action.

    OR…
    Bigby's Icy Grasp (WIZ5) Show

    Daily Arcane, Cold, Conjuration, Implement
    Standard Action Ranged 20
    Effect: You conjure a 5-foot-tall hand of ice in an unoccupied square within range, and the hand attacks. As a move action, you can move the hand up to 6 squares.
    Target: One creature adjacent to the hand
    Attack: +12 vs. Reflex, (w/Tome +13 vs Reflex) (Crit. w/Staff=+1d8; w/Tome=+1d8 cold damage .)
    Hit: 2d8+7, and the hand grabs the target. If the target attempts to escape, the hand uses your Fortitude or Reflex defense.
    Sustain Minor: A target grabbed by the hand takes 1d8+7 cold damage when you sustain this power. As a standard action, you can attack another target with the hand, but it must release a target it has grabbed.

    THERE’S ALSO ANOTHER PROPERTY FOR THIS TOME FOR ENCOUNTER POWERS :
    Readiness Power - Repelling Sphere (WIZ7) (1) Show

    Encounter Arcane, Force, Implement
    Standard Action Close burst 3
    Attack: +12 vs. Fortitude (Crit. w/Staff=+1d8; w/Tome=+1d8 cold damage.)
    Target: Each enemy in the burst
    Hit: 2d4 + 7 modifier force damage, and you push the target to a space outside the burst.


    Athasian Spellshard's Rituals' List: Show

    Create Holy Water Show

    The sparkling water you create seems proof against all impurities.
    Component Cost: Special
    Market Price: 50 gp
    Key Skill: Religion (no check)Level: 1
    Category: Creation
    Time: 1 hour
    Duration: 24 hours
    This ritual infuses astral radiance into a small quantity of ordinary water. The cost to do so depends on the level of the holy water you choose to create. You cannot create holy water of a level higher than your own. Aside from its effect on undead and demons, holy water acts as normal pure water in all ways. It can be distinguished from normal water with examination and a successful DC 15 Religion or Arcana check.
    *See the Holy Water item for component costs.


    Amanuensis Show

    You touch the writing, tracing each character or glyph with a gently glowing crystal. As you do so, the words you flicker into existence onto the specially prepared parchment before solidifying into a near-perfect copy.
    Component Cost: 10 gp
    Market Price: 20 gp
    Key Skill: Arcana (no check)Level: 1
    Category: Creation
    Time: 10 minutes
    Duration: Permanent
    You capture the writing from one source (a book, scroll, or tablet) and cause it to appear onto a special prepared paper, parchment, book, or some other similar item. This ritual copies up to 250 words of text, enough to fill one page with text. A copied illustration counts as a number of words proportional to the amount of the page the illustration requires.
    This ritual can be used to copy a ritual scroll, even if you have not mastered the ritual on the original scroll. Creating a ritual scroll in this manner takes twice as long as creating a ritual book but has the same cost (in addition to the component cost of this ritual).
    Published in Forgotten Realms Player's Guide, page(s) 142.


    Brew Potion Show

    Liquids brew and bubble, coalescing the raw substance of magic into a form you can drink.
    Component Cost: Special
    Market Price: 75 gp
    Key Skill: Arcana or Religion (no check)Level: 1
    Category: Creation
    Time: 1 hour
    Duration: Permanent until consumed
    You create a common potion or elixir of your level or lower. The ritual’s component cost is equal to the price of the potion or elixir you create.
    Published in Player's Handbook, page(s) 301.


    Mordenkainen's Joining Show

    You join two blocks of stone as though they had been cut and dragged that way from the mountain. With your help, the wall should have no gaps whatsoever.
    Component Cost: 50 gp
    Market Price: 360 gp
    Key Skill: Arcana (no check)Level: 6
    Category: Creation
    Time: 10 minutes
    Duration: Instantaneous.
    Two nonliving objects join together permanently. The boundary between them becomes as smooth and unnoticeable as possible—for objects that could fit together naturally, such as two blocks of stone, two planks of wood, or two pieces of a weapon, the ritual makes them completely seamless.
    Published in Dragon Magazine 366, page(s) 30.


    DAILY POWERS Show

    Wizard’s Fury(WIZ1) (1) Show

    Daily Arcane, Force, Implement.
    Minor Action

    Prerequisite: You must know the magic missile at-will wizard power.
    Effect: Until the end of the encounter, as a minor action once per turn, you can cast magic missile.


    Guardian Blades(WIZ2) (1) Show

    Minor Action  Arcane, Fear Personal
    Effect:
    Until the end of the encounter or until you become unconscious, each enemy adjacent to you that makes and attack roll takes 5 force damage . No enemy can take this damage more than once per turn


    Stand The Fallen(WRL5) (1) Show

    Standard Action Healing, Martial, Weapon
    Melee weapon
    Target: One creature
    Attack: +12 vs. AC (Crit. w/Staff=+1d8; w/Shield=+1d6 .)
    Hit: 3[W] + 5 damage.
    Effect: Each ally within 10 squares of you can spend a healing surge and regains additional 2 hit points.


    Stand Tough(WRL6) (1) Show

    Daily Healing, Martial
    Minor Action Close burst 5
    Targets: You and each ally in the burst
    Effect: Each target regains 12 hit points

    Tome of Transposition(WIZ9) (1) Show

    Standard Action Arcane, Implement, Psychic
    Requirement: You must be wielding a tome.
    Ranged 20 Target: One creature
    Attack: +13 vs. Reflex (Crit. +1d8 cold damage .)Hit: 4d6 + 7 psychic damage, and the target is dazed (save ends).
    Miss: Choose another ranged daily spell of equal or lower level to this power from your spellbook. Immediately cast that spell. It must target your original target and it deals half damage.
    (Special: This power used with the staff doesn't provoke opportunity attacks. (feat bonus.)


    Repulsion Cloth Item (1) Show

    Minor Action Item.
    Effect:
    Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction. This power lasts until the end of the encounter.


    Demonbound (Boon) (1) Show

    Minor Action Summoning
    Effect: You summon a Medium demon in an unoccupied square within 10 squares of you. The demon has a flyspeed of 6 (hover). It has a +2 bonus to AC and a +2 bonus to Fortitude.

    You can give the demon the following special commands:
    Demonbound Attack Power
    Standard Action Summoning
    Melee 1 (targets one creature);
    +9 vs. AC; 1d10+5 damage and deal 5 extra damage against bloodied targets.
    Instinctive Effect: If you haven't given the demon any commands by the end of your turn, it attacks a bloodied enemy if it can. Otherwise, it moves its speed to a square adjacent to the nearest enemy. If it can do neither of these and a bloodied ally is within its melee reach or charge distance, it attacks that ally instead.
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Gurora's Blessed book and Oclavia Stats

Tuesday, August 16, 2011, 8:59 PM

====== Created Using Wizards of the Coast D&D Character Builder ======
Oclavia, level 16
Half-Orc, Druid/Warlock, Planeshifter
Hybrid Druid Option: Hybrid Druid Will
Eldritch Pact (Hybrid) Option: Star Pact (Hybrid)
Hybrid Warlock Option: Hybrid Warlock Reflex
Hybrid Talent Option: Primal Aspect
Primal Aspect Option: Primal Guardian
Arcane Implement Proficiency Option: Arcane Implement Proficiency (Tome)
Inherent Bonuses
Half-Orc - First Generation (+2 to Bluff)
Theme: Alchemist
 
FINAL ABILITY SCORES
STR 13, CON 18, DEX 13, INT 15, WIS 20, CHA 11
 
STARTING ABILITY SCORES
STR 10, CON 14, DEX 10, INT 13, WIS 17, CHA 10
 
 
AC: 29 Fort: 25 Ref: 24 Will: 27
HP: 105 Surges: 10 Surge Value: 26
 
TRAINED SKILLS
Arcana +15, Heal +20, Nature +18, Religion +15
 
UNTRAINED SKILLS
Acrobatics +9, Athletics +9, Bluff +10, Diplomacy +8, Dungeoneering +13, Endurance +14, History +10, Insight +13, Intimidate +10, Perception +13, Stealth +9, Streetwise +8, Thievery +9
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Half-Orc Racial Power: Furious Assault
Druid Feature: Wild Shape
Warlock's Curse  Power: Warlock's Curse
Feat Utility: Seeking Power
Warlock Attack 1: Dire Radiance
Druid Attack 1: Call of the Beast
Wizard Attack 1: Storm Pillar
Wizard Attack 1: Ray of Fatigue
Druid Utility 2: Warding Wind
Druid Attack 3: Tundra Wind
Warlock Attack 5: Emerald Shield
Druid Attack 5: Summon Shadow Ape
Druid Attack 7: Swirling Winds
Warlock Attack 9: Summon Warlock's Ally
Warlock Utility 10: Bridge of Shades
Planeshifter Attack 11: Sequester
Planeshifter Utility 12: Quick Portal
Warlock Attack 13: Coldfire Vortex
Druid Utility 16: Eye Of The Warlock 
FEATS
Alchemist
Level 1: Hybrid Talent
Level 2: Arcane Implement Proficiency
Level 4: Combat Medic
Level 6: Learned Spellcaster
Level 6: Ritual Caster
Level 8: Arcane Initiate
Level 10: Superior Implement Training (Guardian staff)
Level 11: Seeking Power
Level 12: Dual Implement Spellcaster
Level 14: Adept Power
Level 16: Superior Implement Training (Forbidden tome)
 
ITEMS
Guardian staff of (Knives) pact blade w/ Spell Blasting properties +3 (rare-unique)
Orc's-Eye Amulet +3 x1
Deck of Spells Forbidden tome +3
Magic Leather Armor +4

Oclavia's Self-Holding Bag(x1) with everything needed for:
Planar Portal
Clearsense Powderx5
Blinding Bombx5
Enchant Magic Itemx3
Forge Armorx3
Transfer Enchantmentx2
Arcane Lockx3
Linked Portalx2
Remove Afflictionx1
Aberrant Totemic Linkx1
Reverse Portalx1
Passwallx1
Soarsled Potionx3
Consult Mystic Sagesx1
Ritual of Retrievalx1
Fantastic Recuperationx1
Revitalizex1
====== End ======

Gurora's Blessed Book(x1):

Use Scroll (special) x5 (2 used)
Scroll of Soarsled
Scroll of Antivenom
Scroll of Clearsense Powder
Scroll of Cure Disease
Scroll of Enchant Magic Item
Scroll of Eye of Alarm
Scroll of Arcane Lock
Scroll of Remove Affliction
Scroll of Comprehend Language
Scroll of Passwall
Scroll of Delay Affliction
Scroll of Blinding Bomb
Scroll of Herbal Poultice
Scroll of Ritual of Retrieval
Scroll of Transfer Enchantment
Scroll of Fantastic Recuperation
Scroll of Forge Armor
Scroll of Forge Weapon
Scroll of Aberrant Totemic Link

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Hybrid Monster's Contest Entry: Gnome's Hammer.

Sunday, June 12, 2011, 2:06 AM

Introducing The Gnome’s Hammer.

The Gnome Hammer is an example of how a deity that isn’t well known in one world and highly praised in another can grow in both worlds.

The Goddess Erathis, a powerful blaze in the Feywild was brought up to the front by a secret order of gnomes found in the Zilargo/Darguun region of Khorvaire on Eberron.

As a fey’s race descendants, the legend of Erathis known as stories in versions that was altered and obscured thru a natural inference process but once again found her powerful influences from a secret order of gnomes. This order has provided new agents to assist gnomes from difficult and oppressive area as well as been rumored to be invovled with the Zilargo’s a secret security called the Trust, a group of defenders for the region’s gnomes welfare and interests.

This order teaches certain exceptional gnomes lessons from Erathis’ exploits that they obtained from undisclosed sources and redeveloped thi knowledge with the combination of other known approaches in dealing with the growth of powers and influences threatening their homelands by coalitions who loyalties and ties has been to outsiders or to different races while using or taken advantage of the gnome’s benefits.  

 

Gnome's Hammer.                                         Level 6 Controller, Leader

Small natural humanoid (gnome)                                250XP  

Initiative +7        Senses Perception +11
Elixir Shield (Aura): Gnome’s Hammer has resist 5 to force, lightning, radiant, and thunder damage.

HP: 54; Bloodied: 27
AC 24; Fortitude 17, Reflex 17, Will 16
Speed 4   Vision: Low-Light.

Quarterstaff (Standard; At Will.)    Weapon

Reach, (one creature.) Attack: +11 vs AC  Hit: 1d10+4 Damage.

Shielding Hammer (Standard; At-Will)        Divine, Runic, Weapon

Burst *2  Target: One ally

Effect: The first time an ally adjacent to Thorn’s Hammer gains 7 hit points when hit or miss by an attack and Gnome’s hammer can make the following attack:

Melee; (one creature,) Attack: +11 vs AC  Hit: 1d10+4 fire and radiant damage

Special:  During any surprise round or during the first round of the encounter this power deals an additional 1d10 damages and the target is blinded and if miss then half damage with no aftereffects.

*Also once per encounter besides during first two rounds: Burst 3 instead and each ally including Thorn’s Hammer that is in the zone regains 7 hit points.

Shielding Armor (Standard; At-Will)      Arcane, Implement, Thunder

Effect: Until the end of the next turn, Thorn’s Hammer +1 to AC

Ranged 10; (one creature) Attack: +10 vs. Fortitude. Hit: 1d10+ 4 fire and radiant damage. Target is push 1 squares.

Warweaver's Tether (Standard; Encounter)        Arcane, Force, Weapon

Range 10               *Primary Target: One Ally

Effect: Gnome’s Hammer may teleport into an unoccupied square adjacent an ally and make the following melee attack.

Melee (one creature) Attack: +11 vs. AC Hit:  3d8+4 fire and radiant damage and target is push 1 squares. Miss: Half damage, and you push target 2 squares.

Effect: Until the end of the encounter as a move action; once per round gnome’s Hammer may teleport up to 10 squares into an unoccupied square adjacent an ally.

Banner Of Alliance (Immediate Interrupt; At-Will) (Trigger when an ally takes damage;  At-will)   Divine

Close burst 5. Target: Triggering ally in the burst

Effect {*Special}: Gnome’s Hammer take the damages instead and may choose to end the Elixir Shield aura and target becomes immune to force lightning, radiant, and thunder damage until end of target’s next turn

*Special: If target is of the gnome race then all invisible conditions activated with this power lasts until the end of target’s next turn. (Any attack by an invisible creature ends the invisible condition.)  

Healing Infusion (minor; encounter)     Arcane

Effect: Gnome’s Hammer gains 24 temporary hit points. As a minor action any number of these temporary hit points can be transfer to an ally within a range of 5 squares.

Erathis’ Mending (Minor;  Encounter {Special})      Divine, Healing

Close burst 5 Target: (One ally or self.)

Effect: The target regains  ¼ of target’s maximum hit points total plus 5 additional hit points

Special: Once per encounter Gnome’s Hammer may choose to gain with each ally in the burst a +1 bonus to all defenses until the end of Thorn’s Hammer next turn or choose to grant each ally in burst a +1 bonus to their next attack roll. You can use one special condition once while using this power twice per encounter.

Fade Away (immediate reaction, when the Gnome’s Hammer takes damage; encounter) Illusion.

The Gnome’s Hammer becomes invisible until making a non-arcane attack or until the end of your next turn.

Alignment: Unaligned    Language: Elven, Goblin, Common.

Religion +11, Endurance +10, Strength +10, Arcana +8, Bluff +5, Perception +4

Str 16,  Dex 10,  Wis 10

Con 17,  Int 16,  Cha 10.

 Adventurer's Kit, Quarterstaff, Magic Titanscale Armor +2.

 

Gnome’s Hammer Tactics:

The Gnome Hammer preferred gnome company in combat. When with other gnomes the Hammer likes to remain hidden on the battlefield while tricking the adversaries in believing the other gnomes are either weaker or too injured to pose any threat. This effective strategy brings the gnome victories with surprise attacks later on in the encounter.

When with other races the Gnome’s Hammer moves in a way that resembles more a melee striker type of attacker than a controller leader type. Gnome’s Hammers can move or teleport behind allies using reach attacks while assisting allies in withstand the hits of the more consistent hitting adversaries and granting allies hit points bonuses as well as transfer hits points to a favorable ally against a strong adversary.

Character Sheet Model For The Gnome’s Hammer.

====== Created Using Wizards of the Coast D&D Character Builder ======
Gnome's Hammer, level 6
Gnome, Artificer|Runepriest
Hybrid Artificer: Hybrid Artificer Will
Runic Artistry: Wrathful Hammer
Background: Zilargo (+2 to Bluff)

FINAL ABILITY SCORES
Str 16, Con 17, Dex 10, Int 16, Wis 10, Cha 10.

STARTING ABILITY SCORES
Str 15, Con 17, Dex 10, Int 13, Wis 10, Cha 8.


AC: 17 Fort: 17 Reflex: 17 Will: 16
HP: 54 Surges: 9 Surge Value: 13

TRAINED SKILLS
Religion +11, Endurance +11, Athletics +11

UNTRAINED SKILLS
Acrobatics +3, Arcana +8, Bluff +5, Diplomacy +3, Dungeoneering +3, History +6, Insight +3, Intimidate +3, Nature +3, Perception +4, Stealth +5, Streetwise +3, Thievery +3, Heal +3

FEATS
Level 1: Shadow Skulk
Level 2: Magic of the Mists
Level 4: Staff Expertise
Level 6: *Practiced Study

POWERS
Hybrid at-will 1: Word of Shielding
Hybrid at-will 1: Thundering Armor
Hybrid encounter 1: Drain Speed
Hybrid daily 1: Rune of Endless Fire
Hybrid utility 2: Restorative Infusion
Hybrid encounter 3: Symbol of Wrath Reversed
Hybrid daily 5: Warweaver's Tether
Hybrid utility 6: Banner of Alliance

ITEMS
Erathis's Beacon (level 8), Adventurer's Kit, *Forged Magic Quarterstaff+2, *Forged Titanscale Armor +2. (Special: By Martial Practise)
====== Copy to Clipboard and Press the Import Button on the Summary Tab ======

 

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Young Mercenaries' Module's Draft

Thursday, May 19, 2011, 1:35 PM

Roaring  Razorclaw Level 2 Skirmisher
Medium natural humanoid XP 125
Initiative +6        Senses Perception +2; low-light vision
HP 37; Bloodied 18
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
 
Quarterstaff (standard, at-will) Weapon
+4 vs AC; 1d8+6 damage (crit. +1d6).
 
Dragon’s Tail  (at-will, standard action)  Full Discipline, Implement, Psionic
Melee touch Target: One creature
Attack: +5 vs. Fortitude Hit: 1d6+9 damage, and target is slide one square adjacent to Roaring  Razorclaw and prone. While target is prone by this power Roaring  Razorclaw has +2 to all defense against until the start of his turn.
 
Memory Hole (At-Will,   Standard Action)  Augmentable, Implement, Psionic, Psychic
Ranged 10  Target: One creature
Attack: +5 vs. Will Hit: 1d6 + 9 modifier psychic damage, and Roaring  Razorclaw become invisible to target and has +2 to all defense against target’s attack until the start of your next turn.
 
Augmented Memory Hole (encounter, standard Action)  Augmentable, Implement, Psionic, Psychic
Range: Area burst 1 within 10 squares
Attack: +5 vs. Will Target: Each creature in the burst
Hit: 2d6 + Intelligence modifier psychic damage, and Roaring  Razorclaw become invisible to the target until the start of his next turn.
 
Psionic Roar (encounter, standard action  Implement, Psionic, Thunder
Close blast 3 Target: Each creature in the blast
Attack: +5 vs. Fortitude Hit: 2d10 + 9 damage and the target is push to the nearest unoccupied square outside the blast.
Effect: The target is deafened as well as takes a -2 penalty to saving throws against ongoing damage until the end of the encounter.Roaring  Razorclaw has +2 to all defense against target’s attack until the end of the encounter
Miss: Half damage, and you push the target 1 square.
 
Razorclaw Shifting (minor; usable only while bloodied; encounter)
Until the end of the encounter, the Roaring  Razorclaw’s speed increases by 2 and it gains a +1 bonus to AC and Reflex.
 
Alignment Chaotic Unaligned        Languages Common, Goblin
Skills  Perception +8, Insight +8, Diplomacy +5, Acrobatics +6, Stealth +6,
Str 10 (+1)      Dex 17 (+4)      Wis 14 (+3)
Con 12 (+2)      Int 16 (+4)      Cha 08 (0)
Equipment: Cloth, Aversion staff +1
 
------------------------------------------------------------------------------------------
 
 
Ravening Razorclaw Level 2 Skirmisher
Medium natural humanoid XP 125
Initiative +6        Senses Perception +2; low-light vision
HP 37; Bloodied 18
AC 16; Fortitude 12, Reflex 14, Will 12
Speed 6
 
Dragon’s tail  (at-will, standard action) Full Discipline, Implement, Psionic
Melee touch Target: One creature
Attack: +5 vs. Fortitude Hit: 1d6+8 damage target is prone and it cannot shift until the start of Ravening Razorclaw next turn.
 
Dishearten (At-Will,   Standard Action) Augmentable, Implement, Psionic, Psychic
Area burst 1 within 10 squares  Primary Target One creature.
Primary Attack: +5 vs. Will, Hit: 1d6+8. The target takes a –2 penalty to attack rolls until the end of your next turn and it cannot shift until the start of your next turn.
Secondary Target: Each creature in the burst besides primary target.
Attack: +5 vs. Will Hit: 1d6+4 psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
 
Augmented Dishearten (At-Will,   Standard Action) Augmentable, Implement, Psionic, Psychic
Area burst 1 within 10 squares  Primary Target One creature.
Primary Attack: +5 vs. Will, Hit: 2d6+8. The target takes a –2 penalty to attack rolls until the end of your next turn and it cannot shift until the start of your next turn.
Secondary Target: Each creature in the burst besides primary target.
Attack: +5 vs. Will Hit: 2d6 + 4, and the target takes a -2 penalty to attack rolls
 
Ravening Thought (encounter; standard action)  Implement, Psionic, Psychic
Ranged 10 Primary Target: One creature
Primary Attack: +5 vs. Will Hit: 2d6+8 psychic damage, and ongoing 5 psychic damage (save ends) and until the end of the encounter target takes a -2 penalty to saving throws against ongoing damage. Make a secondary attack.
Miss: Half damage, ongoing 3 psychic damage and until the end of the encounter target takes a -2 penalty to saving throws against ongoing damage. Make a secondary attack. (save ends).
Secondary Target: Each enemy adjacent to the primary target
Secondary Attack: +5vs. Will Hit: 1d6+4 modifier psychic damage, and ongoing 5 psychic damage (save ends) and until the end of the encounter target takes a -2 penalty to saving throws against ongoing damage and -1 to attak rolls against.this ravening razorclaw. 
Frustrating Recovery (encounter, Free Action.)
Trigger: An enemy within 5 squares of Ravening Razorclaw saves against ongoing damage. Effect: The triggering enemy instead fails the saving throw.
Swift Razorclaw (immediate interrupt, triggerable during enemy’s turn and that enemy moves within to two squares of; encounter)
Ravening Razorclaw shifts 3 squares.
oRazorclaw Shifting (minor; usable only while bloodied; encounter)
Until the end of the encounter, the Ravening Razorclaw’s speed increases by 2 and it gains a +1 bonus to AC and Reflex.
Alignment Chaotic Unaligned        Languages Common, Goblin
Skills  Perception +8, Insight +8, Diplomacy +5, Acrobatics +6, Stealth +6,
Str 10 (+1)      Dex 17 (+4)      Wis 10 (+1)
Con 12 (+2)      Int 16 (+4)      Cha 12 (+2)
Equipment: Cloth, Orb of Frustrating Recovery +1 .
 

====== Created Using Wizards of the Coast D&D Character Builder ======
Twin, level 1
Razorclaw Shifter, Monk/Psion
Monastic Tradition (Hybrid) Option: Stone Fist (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Discipline Focus (Hybrid) Option: Telepathy Focus (Hybrid)
Psionic Augmentation (Hybrid) Option: Hybrid Power Point Option
Inherent Bonuses
Eldeen Reaches (+2 to Nature)
Theme: Hordelands Nomad
 
FINAL ABILITY SCORES
STR 14, CON 13, DEX 16, INT 16, WIS 12, CHA 8
 
STARTING ABILITY SCORES
STR 14, CON 13, DEX 14, INT 16, WIS 10, CHA 8
 
 
AC: 16 Fort: 13 Ref: 13 Will: 12
HP: 25 Surges: 7 Surge Value: 6
 
TRAINED SKILLS
Insight +6, Perception +6, Stealth +10
 
UNTRAINED SKILLS
Acrobatics +5, Arcana +3, Athletics +2, Bluff –1, Diplomacy –1, Dungeoneering +1, Endurance +1, Heal +1, History +3, Intimidate –1, Nature +3, Religion +3, Streetwise –1, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Razorclaw Shifter Racial Power: Razorclaw Shifting
Monk Feature: Stone Fist Flurry of Blows
Psion Feature: Send Thoughts
Monk Attack 1: Dragon's Tail
Psion Attack 1: Memory Hole
Cleric Attack 1: Shield Bearer
Monk Attack 1: Cacophonous Shout
 
FEATS
Mounted Combat
Level 1: Unarmored Agility
 
ITEMS
Adventurer's Kit
Climber's Kit
Dire Wolf
Daggers x3
Psychokinetic Quarterstaff +1 w/ Siberys Shard of the Mage x1
Shaper's Cloth Armor (Basic Clothing) +1 x1
Shortbow w/ quiver of 20 Arrows
Sling x1 w/ pouch of Sling Bullets x20
====== End ======
 
1x Dire Wolf                         Level 1 skimirsher
Large natural beast (mount)             XP 100
HP 42; Bloodied 21 Initiative +5
AC 18, Fortitude 17, Reflex 16, Will 15 Perception+7
Speed 8 Low-light vision
 
Pack Harrier
The wolf has combat advantage against any enemy that is adjacent to two or more of the wolf’s allies.
Pack Hunter (mount)
The wolf’s rider has combat advantage against any enemy that is adjacent to one of the rider’s allies other than the wolf.
Standard Actions
Bite At-Will
Attack: Melee 1 (one creature); +6 vs. AC
Hit: 1d10 + 3 damage, or 2d10 +3 against a prone target. The target falls prone if the wolf has combat advantage against it.
Alignment unaligned        Languages -
 
Str 19 (+4)                Dex 16 (+3)                
Wis
14 (+2)
Con 19 (+4)                Int 5 (-2)                Cha 11 (+0)
Equipment: Saddle, Battle holster/pouch (Two compartments)


====== Created Using Wizards of the Coast D&D Character Builder ======
Ed, level 1
Human, Cleric (Templar)
Cleric Option: Battle Cleric's Lore
Versatile Expertise Option: Versatile Expertise (Bow)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Human Power Selection Option: Bonus At-Will Power
Inherent Bonuses
Birth - Blessed (+2 to Insight)
Theme: Ordained Priest
 
FINAL ABILITY SCORES
STR 11, CON 11, DEX 16, INT 8, WIS 18, CHA 12
 
STARTING ABILITY SCORES
STR 11, CON 11, DEX 16, INT 8, WIS 16, CHA 12
 
 
AC: 19 Fort: 11 Ref: 14 Will: 17
HP: 23 Surges: 7 Surge Value: 5
 
TRAINED SKILLS
Diplomacy +6, Heal +9, History +4, Insight +11, Religion +4
 
UNTRAINED SKILLS
Acrobatics +3, Arcana –1, Athletics +0, Bluff +1, Dungeoneering +4, Endurance +0, Intimidate +1, Nature +4, Perception +4, Stealth +3, Streetwise +1, Thievery +3
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Ordained Priest Attack: Shining Symbol
Cleric Utility: Favor of the Gods
Cleric Feature: Healer's Mercy
Cleric Utility: Healing Word
Cleric Attack 1: Astral Seal
Cleric Attack 1: Lance of Faith
Cleric Attack 1: Silvery Arrow
Cleric Attack 1: Shield Bearer
Cleric Attack 1: Guardian of Faith
 
FEATS
Level 1: Weapon Proficiency (Greatbow)
Level 1: Ritual Caster
Level 1: Versatile Expertise
 
ITEMS
Dagger
Climber's Kit
Adventurer's Kit
Ritual Book
Arcane Mark
Gentle Repose
Symbol of Divinity +1 x1
Scale Armor x1
Point Blank Greatbow +1 w/Siberys Shard of Radiance x1
Quarterstaff
Arrows
Riding Horse
====== End ======
 
 
====== Created Using Wizards of the Coast D&D Character Builder ======
Etienna Of The Thorns, level 1
Gnome, Rogue/Wizard
Arcane Implement Proficiency Option: Arcane Implement Proficiency (light blade group)
Inherent Bonuses
Orien Smuggler (+2 to Stealth)
Theme: Wild Hunt Rider
 
FINAL ABILITY SCORES
STR 15, CON 11, DEX 16, INT 18, WIS 10, CHA 8
 
STARTING ABILITY SCORES
STR 15, CON 11, DEX 14, INT 16, WIS 10, CHA 8
 
 
AC: 16 Fort: 12 Ref: 16 Will: 11
HP: 22 Surges: 6 Surge Value: 5
 
TRAINED SKILLS
Acrobatics +9, Arcana +10, Perception +5, Stealth +13, Streetwise +4
 
UNTRAINED SKILLS
Athletics +2, Bluff –1, Diplomacy –1, Dungeoneering +0, Endurance +0, Heal +0, History +3, Insight +0, Intimidate –1, Nature +0, Religion +3, Thievery +4
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Wizard Utility: Prestidigitation
Wizard Utility: Spook
Wizard Utility: Mage Hand
Wizard Utility: Suggestion
Wizard Attack 1: Thunderwave
Rogue Attack 1: Gloaming Cut
Wizard Attack 1: Force Orb
Rogue Attack 1: Hounding Assault
 
FEATS
Level 1: Arcane Implement Proficiency
 
ITEMS
Dagger x12
Belt x2
Climber's Kit
Adventurer's Kit
Bloodthread Cloth Armor (Basic Clothing) +1 x1
Rhythm Resonating Dagger +1 w/Siberys Shard of the Mage x1
Riding Horse
====== End ======
 
====== Created Using Wizards of the Coast D&D Character Builder ======
Khashana, level 1
Kalashtar, Warlord (Marshal)
Build: Insightful Warlord
Warlord Option: Canny Leader
Commanding Presence Option: Insightful Presence
Kalashtar Option: Endurance Bonus
Inherent Bonuses, House Vadalis
Refugee (Eberron Player's Guide) (+2 to Endurance)
Theme: Hordelands Nomad
 
FINAL ABILITY SCORES
STR 18, CON 12, DEX 10, INT 14, WIS 8, CHA 14
 
STARTING ABILITY SCORES
STR 18, CON 12, DEX 10, INT 12, WIS 8, CHA 12
 
 
AC: 18 Fort: 15 Ref: 12 Will: 13
HP: 24 Surges: 8 Surge Value: 6
 
TRAINED SKILLS
Athletics +8, Diplomacy +7, Heal +4, History +7
 
UNTRAINED SKILLS
Acrobatics –1, Arcana +2, Bluff +2, Dungeoneering –1, Endurance +4, Insight +3, Intimidate +2, Nature –1, Perception +1, Religion +2, Stealth –1, Streetwise +2, Thievery –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Kalashtar Racial Power: Bastion of Mental Clarity
Warlord Feature: Inspiring Word
Warlord Attack 1: Intuitive Strike
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Powerful Warning
Warlord Attack 1: Bastion of Defense
 
FEATS
Mounted Combat
Level 1: Weapon Proficiency (Cutting wheel)
 
ITEMS
Vanguard Cutting wheel +1 x1
Hero's Chainmail +1 x1
Eberron Shard of Ruin (heroic tier)
Adventurer's Kit
Climber's Kit
Spear x1
Handaxe
Wrist razors
Riding Horse
====== End ======

 
====== Created Using Wizards of the Coast D&D Character Builder ======
Warryn Zant, level 1
Gnome, Ardent/Battlemind
Ardent Mantle (Hybrid) Option: Mantle of Elation (Hybrid)
Hybrid Ardent Option: Hybrid Ardent Fortitude
Hybrid Talent Option: Battlemind Armor Proficiency
Inherent Bonuses
Zilargo (+2 to Insight)
Theme: Guardian
 
FINAL ABILITY SCORES
STR 12, CON 16, DEX 8, INT 12, WIS 12, CHA 18
 
STARTING ABILITY SCORES
STR 12, CON 16, DEX 8, INT 10, WIS 12, CHA 16
 
 
AC: 19 Fort: 15 Ref: 13 Will: 16
HP: 29 Surges: 11 Surge Value: 7
 
TRAINED SKILLS
Diplomacy +9, Insight +8, Streetwise +9
 
UNTRAINED SKILLS
Acrobatics –1, Arcana +3, Athletics +1, Bluff +4, Dungeoneering +1, Endurance +3, Heal +1, History +1, Intimidate +4, Nature +1, Perception +2, Religion +1, Stealth +1, Thievery –1
 
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Gnome Racial Power: Fade Away
Wizard Utility: Ghost Sound
Ardent Feature: Ardent Surge
Battlemind Feature: Battlemind's Demand
Battlemind Feature: Mind Spike
Ardent Attack 1: Intent Laid Bare
Battlemind Attack 1: Conductive Defense
Battlemind Attack 1: Living Fortress
 
FEATS
Level 1: Hybrid Talent
 
ITEMS
Ghost Dance Rapier +1 w/Eberron Shard Of Lightning x1
Martyr's Scale Armor +1 x1
Heavy Shield x1
Widow's knife
Adventurer's Kit
Trail Rations
Riding Horse
====== End ===

====== Created Using Wizards of the Coast D&D Character Builder ======
Yawa-gib, level 1
Wild Elf, Avenger/Monk
Hybrid Avenger Option: Hybrid Avenger Fortitude
Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Versatile Expertise Option: Versatile Expertise (Spear)
Versatile Expertise Option: Versatile Expertise (Holy Symbol)
Inherent Bonuses, House Vadalis
Elf - Fey Ally (Arcana class skill)
Theme: Seer

FINAL ABILITY SCORES
STR 8, CON 13, DEX 19, INT 10, WIS 19, CHA 11

STARTING ABILITY SCORES
STR 8, CON 13, DEX 16, INT 10, WIS 16, CHA 11


AC: 20 Fort: 16 Ref: 17 Will: 17
HP: 46 Surges: 8 Surge Value: 11

TRAINED SKILLS
Arcana +5, Diplomacy +5, Religion +5

UNTRAINED SKILLS
Acrobatics +4, Athletics -1, Bluff +2, Dungeoneering +4, Endurance +1, Heal +4, History +0, Insight +6, Intimidate +0, Nature +6, Perception +6, Stealth +4, Streetwise +0, Thievery +4

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Seer Utility: Cast Fortune
Elf Racial Power: Elven Accuracy
Avenger Feature: Oath of Enmity
Monk Feature: Centered Flurry of Blows
Avenger Attack 1: Focused Fury
Monk Attack 1: Dragon's Tail
Avenger Attack 1: Angelic Alacrity
Monk Attack 1: Spinning Leopard Maneuver
Avenger Attack 1: Temple of Light

FEATS
Level 1: Versatile Expertise

ITEMS
Dagger x2
Climber's Kit
Adventurer's Kit
Longspear of Oaths Fulfilled +1 w/Siberys Shard of Radiance.
Wrist razor x2
Shuriken x10
Bloodthread Cloth Armor (Basic Clothing) +1 x1
====== End ======[/sblock]
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G1-E3

Tuesday, May 3, 2011, 4:59 PM

Encounter Level Difficulty: Hard (XP)
5 PCs
Party Level 8

Setup
Allow the players to set-up their PCs anywhere on the map . They're either bluffing or have taken the job a couple of disgruntled pirates offered to return a misplaced crate. They was told where the freight that was delivered to Pordown's pier hidden under a mind-control enchantment must cross the The Torlaac Path to get into the Seawall Mts. area. Since this freight was the only crates unload from the Planar Drumond; the PCs decide this was worth investigating. Especially since Artis didnt know who was paying the brides that turned him against his team by helping to alter the memory of ship's visit and presence.

This encounter includes the following:
3 Drow Warrior
1 Lolthbound Goblin Hexer
1 Minor Bralani
2 Creeping Fiend

3 Drow Warrior
Level 9 Lurker
Medium fey humanoid
XP 600 each
1 Lolthbound Goblin
Level 8  Skirmisher
Small natural humanoid (goblin)
XP 675
1 Minor Bralani
Level 12 Controller
Medium fey humanoid (eladrin)
XP 675
2 Creeping Fiend
Level 9 Artillery
Medium natural humanoid (plant)
XP 300 each

Tactics
The PCs combat chances is nil but their investigation & side mission will reward the effort. Caravan is goblins'/bugbears' mule-workers who run from harm. The Drow warriors will use darkfire immediately on any target that come near the train followed by a warning to stand aside as they pass. When the PCs demand talk or fight the Lolthtoched goblin will open two crates holding the spellfiends. If the PCs manage put up a fight , the Bralani passenger exits his carriage and with the Lolthtouched ends the fight leaving the PC intangled in rooting Creeping Shoots with the missing crate they was sent to retrieve.

After the encounter three groups of passbyers will addresss. The third will be the pirates' captain investigating the pirates story about the mthe missing crate. The pirates will help them if they agree to investigate more on the drows' activities in the area and supplied him with the identity of whom was behind the mind-control and whereabouts of his missing ship.

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G2E2 rewards list.

Sunday, April 24, 2011, 12:49 PM

You have earned the following:

The Innkeeper's gratitude and

130gp

+

Potion of Resistance
Level 4 Uncommon

The color and smell of this potion varies with the protection it provides.

Price: 40 gp
Potion

Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not gain hit points as normal. Instead, gain resist 5 to damage of a specific type until the end of the encounter. The damage type (acid, cold, fire, lightning, necrotic, poison, psychic, or thunder) is determined when the potion is created. Only one potion of resistance can be in effect on you at once.

Published in Adventurer's Vault, page(s) 188.

 

+ One chosen item from the following:

 

Eberron Shard of Animosity
Level 1 Uncommon

This crimson crystal flares whenever it’s in the presence of an otherworldly being.

Price: 360 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls when using the augmented weapon against elemental or immortal creatures.

Published in Eberron Player's Guide, page(s) 111.

 

Eberron Shard of Ruin
Level 1 Uncommon

Affixing this pulsing red stone to your weapon helps you smash through any obstacle.

Price: 360 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls when using the augmented weapon against an object.

Published in Eberron Player's Guide, page(s) 112.

 

Eberron Shard of Lightning
Level 2 Uncommon

When you bind this flashing dragon shard crystal to your weapon, sparks fly whenever it strikes an enemy.

Price: 520 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls with lightning attacks that use the augmented weapon.

Published in Eberron Player's Guide, page(s) 112.

 

Khyber Shard of the Fiery Depth
Level 2 Uncommon

This cobalt dragon shard has a molten core and is hot to the touch.

Price: 520 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls with fire attacks that use the augmented weapon.

Published in Eberron Player's Guide, page(s) 112.

 

Siberys Shard of Merciless Cold
Level 2 Uncommon

This amber dragon shard pulses with blue-white light.

Price: 520 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls with cold attacks that use the augmented weapon.

Published in Eberron Player's Guide, page(s) 112.

 

Siberys Shard of Radiance
Level 3 Uncommon

The shard glows with the light of Siberys.

Price: 680 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls with radiant attacks that use the augmented weapon.
Property: When not affixed to a weapon, this dragon shard illuminates a 10-square radius with bright light.

Published in Eberron Player's Guide, page(s) 112.

 

Siberys Shard of the Mage
Level 3 Uncommon

This orange dragon shard crystal enhances a weapon when it is used as an implement.

Price: 680 gp
Implement (Dragonshard Augment)
Property: You gain a +1 bonus to damage rolls with implement attacks that use the augmented weapon.

Published in Eberron Player's Guide, page(s) 112.

 

 

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The GoodShip Drow Diplomat

Wednesday, February 23, 2011, 1:37 PM

The Disenchantment

Encounter Level Difficulty: Hard (2800)
5 PCs
Party Level 8

Setup
Pier scene:
Small village harbor. L-shape pier walk,
4 rope-ties  3 on port side at aft, midship and fore and one on fore-starboard: 1 ramp at port midship. Besides in crow-nests occupants on ship hidden.
Three crow-nests on the three center masts each having an archer, (There's 5 masts overall.)
On pier there's three guards, one each (outlaws,)  standing by aft & fore rope-ties of ship to pier main walk and the other (murderer) near starboard/fore rope-ties. there's 2 other guards (bugbears) is standing by ramp entry talking to one another. 


This encounter includes the following:
2 Human Outlaw
1 Human Murderer
2 Bugbear Stranglers
3 Human Archer (Sentry Archer)


2 Human Outlaw     Level 8 Soldier
Medium natural humanoid (human)     XP 350 each

1 Human Murderer     Level 10 Brute
Medium natural humanoid (human)     XP 500

2 Bugbear Stranglers    Level 8 Lurker
Medium natural humanoid (bugbear)     XP 350 each

3 Human Archer (Sentry Archer)    Level 7 Artillery
Medium natural humanoid (human)     XP 300 each

Tactics
Enchantment has no effect on PC on wood floor or in water. The archers and the guard near fore-starboard rope ties will attack any who step on the wood floor of the pier. (Twin Strikes) and the (M) guard charges. The other (O) guards remain near rope-ties until they can use melee attacks against enemy or is bloodied then they charge closest enemy. Assassin joins attacking by targeting hit targets only. or making melee attacks against enemies try to reach aft area of ship tie to pier. Encounters ends when all ropes are untied or cut and when a PC enters onto ship The Jump or Run encounter begins.

 

Sentry Archer
Medium natural humanoid , human
Level 7 Artillery XP 300
Initiative +6        Senses Perception +4
HP 62; Bloodied 31
AC 19; Fortitude 18, Reflex 19, Will 17
Speed 6
 Dagger (standard, at-will)  Weapon
+13 vs AC; 1d4+2 damage. Range 5/10; +15 vs AC; 1d4+3 damage.
While holding two daggers using both hands you may make either two
basic melee attacks or two basic range attacks as a standard action.
 ShortBow (standard, at-will)  Weapon
Ranged 15/30; +14 vs AC; 1d8+3 damage.
You may make two basic range attacks as a standard action.
Quarry (free, when an enemy hit by archer is closest enemy , ) Special. Weapon
 The triggering attack deals +1d6 extra damage 
Alignment Unaligned        Languages Common
Str 14 (+5)      Dex 16 (+6)      Wis 12 (+4)
Con 14 (+5)      Int 12 (+4)      Cha 13 (+4)
Equipment: 7 daggers, Shortbow, Arrows (40)
 

Big Guard (Murderer)

Medium natural humanoid , human
Level 10 Brute XP 500

Initiative +8        Senses Perception +6
HP 128; Bloodied 64
AC 22; Fortitude 22, Reflex 19, Will 17
Speed 6

Battleaxe (standard, at-will) Weapon

+13 vs AC; 2d10+6 damage, and the target is slowed until the end of the Big Guard's next turn.

Executioner's Swing (standard, at-will) Weapon

Slowed creatures only; +13 vs AC; 3d10+6 damage.

Deadly Arc (standard, encounter) Weapon

Close burst 1; +11 vs Reflex; 2d10+6 damage, ongoing 5 damage (save ends), and the target is slowed until the end of the murderer's next turn.

Alignment Evil        Languages Common
Skills Intimidate +9, Stealth +13
Str 22 (+11)      Dex 17 (+8)      Wis 12 (+6)
Con 18 (+9)      Int 10 (+5)      Cha 8 (+4)

Equipmentbattleaxe , hide armor

 

 

Bladebearer Strangler
Medium natural humanoid , bugbear
Level 8 Lurker XP 350

Initiative +12        Senses Perception +7; low-light vision
HP 88; Bloodied 44
AC 22; Fortitude 21, Reflex 20, Will 19
Speed 7

Battleaxe (standard, at-will) Weapon

+13 vs AC; 1d12 + 6 Damage.

Strangle (standard; requires combat advantage and a garrote, at-will) Weapon

+11 vs Reflex; 1d10 + 5 damage, and the target is grabbed (-4 penalty to escape). Sustain Standard: When it sustains this power, the bugbear deals the target 1d10 + 5 damage and sustains the grab. Can be used as part of a charge.

Body Shield (immediate interrupt, when targeted by a melee or a ranged attack; recharge )

The Bladebearer strangler makes the creature it is grabbing the triggering attack’s target. The Bladebearer strangler can’t use this power against an attack made by a creature it is grabbing.

Strangler’s Alacrity (free, when a creature the bladebearer strangler has grabbed drops to 0 or fewer hit points)

The Bladebearer strangler can make a charge attack.

Combat Advantage

The Bladebearer strangler deals 1d6 extra damage against any creature granting combat advantage to it.

Strangler’s Cover

While the Bladebearer strangler is grabbing a creature, that creature’s allies consider the grabbed creature to be an enemy for determining cover.

Alignment Evil        Languages Common, Goblin
Skills Acrobatics +13, Intimidate +11, Stealth +15
Str 20 (+9)      Dex 18 (+8)      Wis 16 (+7)
Con 16 (+7)      Int 10 (+4)      Cha 10 (+4)

Equipment: battleaxe , garrote , leather armor .

----------------------------------------------------------------------------------------

Human Outlaw
Medium natural humanoid , human
Level 8 Soldier XP 350

Initiative +8        Senses Perception +4
HP 87; Bloodied 43
AC 24; Fortitude 21, Reflex 20, Will 19
Speed 5

Halberd (standard, at-will) Weapon

Reach 2; +15 vs AC; 1d10+7 damage, and the target is marked until the end of the outlaw's next turn.

Pushback Strike (standard; requires halberd, recharge ) Weapon

reach 2; +15 vs AC; 1d10+10 damage, and the target is pushed 1 square and knocked prone.

Crossbow (standard, at-will) Weapon

Ranged 15/30; +11 vs AC; 1d8+4 damage.

Alignment Unaligned        Languages Common
Str 16 (+7)      Dex 14 (+6)      Wis 11 (+4)
Con 15 (+6)      Int 10 (+4)      Cha 12 (+5)

Equipment: chainmail , crossbow , crossbow bolts (20) , halberd .

 

 G1-E2: Plunder And An Old Pirate's Guile. (A SKILL CHALLENGE):

G1-E3:

For The Cause and The Gold

Encounter Level Difficulty: Too Hard (4375)
5 PCs
Party Level 8

Setup
The  West Highlands Entry Map.
The adventurers meant to intercept the important cargo that the drows placed an entired city under an amnesia spell to smuggle in from a pirate's ship through the Pordown arae then into burbear conrolled Arphuun Highlands west of Arphuun Valley in Darguun.

The cargo, 2 Vine Horrror Spellfiend* with the ability to acellerate the growth of Spurned Seedlings.  The cargo is under the escort and care of  3 House Xaniqos warriors, and their lolthtouched goblin hexer, Naugh.  The caravan is moving under the night cover on the road from the Pordown Duty Station into the highlands crossing the Thunder Sea Road. (This is the upper portion of the crossroads cliffs map.)

This encounter includes the following:
3 Drow Warrior
1 Lolthbound Goblin Hexer
6 Spurned Seedlings
2 Vine Horror Spellfiend


4 Drow Warrior     Level 7 Lurker
Medium fey humanoid     XP 600 each

1 Naugh (Lolthbound Goblin Hexer)     Elite Level 12 Controller
Small natural humanoid (goblin)     XP 175

6 Spurned Seedlings     Minion Level 10 Controller
Medium fey beast (plant)     XP 300 each

2 Vine Horror Spellfiend     Level 9 Artillery
Medium natural humanoid (plant)     XP 300 each

TACTICS:
The Drow warrior use darkfire immediately at the sight of anyone approaching the vicinity of the caravan screaming "Stay where you are we won't no trouble just passing thru while the Naugh encouraged their bugbears labormen to growls loudly. When attack the bugbears run for cover toward the Arphuun Valley. the drow warrior use their crossbows until melee time and Naugh relaease the Horrors  whow spurned the seedlings a by their cage then another to flank with reach. 3 seedlings max per Vine horror.

SETUP:

The adventurers was hire to retrieved the switched cargo the pirates was sneeking off the ship behind the pirate's captain back for 12500 gps. The adventurers just help save the town from an amnesia spell and was reward generous with magic items but little gps as well as was left no clue on who was behind the spell.
They hope to examine the cargo that was been moved thru town while the population was under the anmesia spell to learned more on whats going on and with the newly liberated pirates' offers also factoring in this ongoing action.

 

Spurned Seedlings                             Level 10 Minion Controller
Medium fey beast (plant)                                                   XP 125

Initiative +11        Senses Perception +11; tremorsense 20
HP 1; a missed attack never damages a minion.
AC 25; Fortitude 23, Reflex 26, Will 20
Speed 6, burrow 6

Wrapping Vines (standard, at-will)

Reach 2; +17 vs Fortitude; 9 damage, and the target is restrained (save ends.) Spurned Seedlings may persist any amount of restrained targets as a free action at the start of its turn.

Spurt Growth (Immediate Interrupt, at-will)

Spurned Seedlings can attack one additional target with a Wrapping Vines attack power from each restrained targets’ square Spurned Vines is persisting after the start its turn.

Enwrap

Each enemy adjacent to a Spurned Seedlings takes a -2 penalty to saving throws against immobilized and restrained effects.

Implanted (Move, Daily)

Spurned Seedling can combined with another Spurned Seedlings becoming one inert living plant indefinitely and gains + 2 bonus to all defenses. All restrained targets can no longer benefit from a saving throws while Spurned Seedlings is in an inerted state.

Alignment Unaligned        Languages -
Skills Stealth +19
Str 17 (+8)           Dex 24 (+11)          Wis 14 (+6)
Con 15 (+7)         Int 1 (+0)              Cha 11 (+5)

 

 

 

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Serra's Spite

Friday, January 21, 2011, 11:04 AM

Serra’s Spite.

(Excerpts from The Chapter "Serra’s Spite" Of The Trilogy "Magic, The Gathering's: 'Desperate Ploys," Part II, "Earthen Origins" Written By Geo. E. Burks; Based On The Publication Series: Magic, The Gathering: Homelands, (Licensed by Wizards Of The Coast Publishing. VA. USA.)

She was sitting behind the desk talking to Jordan who was standing in front of the desk telling her something about the room accommodation in the town with Sisay’s men when Ravi who stepped into the room and started listening waiting to for their attention . After Serra glanced toward her acknowledging of her entrance returned, back to addressing Jordan Ravi then cleared her throat this paused both Serra and Jordan to turned and look at Ravi

Serra said, “Jordan, move the entire family over to the Willow’s farm. They can help them while Autumn,” looking over at Autumn, in which Ravi was unaware sitting on the bench on the patio; “…is our guest here. Let me know of any requests Autumn’s children make after they received this decision.”

Jordan answered a “Yes, my grace.” Turned walking toward the door where Ravi has stepped to the left as he exited the office. Ravi looked at Serra. As  Serra adjusted herself by sitting more erected, flexing her wings by spreading a quarter of their full width then closing them by toward back and moving her knees tighter together from the more lounging slant . She held her spine against the rounded triangular backrest that she moved the chair so her head would rest against the narrowest rise. Ravi walking to the front of the desk say, “Pardon me, uhhh, grace, errr, Serra!" Thinking why should she addressed the angelic planeswalker like her fellow Tolgaths.

Ravi, a planeswalker also, even though she became aware of her power’s full potential when she cause apocalyptic settlement on Ulgrota with a chime she couldn’t bring herself to remove from the necklace she wore underneath her high length wool jacket. A jacket the angels said Serra designed for her.

The unusual golden buttons made of pure gold only add to the complexity, Ravi was becoming distracted by. Ravi talking in a calm manner “I do appreciate the accommodations you extended to me here at your palace…”

Serra suddenly interrupt saying, “Sanctuary, This place is a sanctuary and a place of respite. My late husband and I used this particular…” Ravi with more exertion, “Accommodations! And I can’t understand why so generous? After all I done and my questionable state before you cleanse and reaffirmed me, especially this youthful transformation that came with these.” Ravi was glaring at Serra now while adjusting her newly acquired bluish-gray wings. “I feel that besides your history of good intentions for the weaker humans, you aren’t of such blind arrogance simply to place a person of my depths in this capacity and considering all I done while I was under the Sengir’s tainted influence. Also taking in consideration that I am one of the most destructive combatants against our past problems and those other powers, like the Ancient’s traditions I can only see you as someone who wouldn’t looked forward to making any mistakes especially with me.” Ravi stop talking and watched Serra’s face closely.

Serra stare back at the Blue Angel’s stare, showing no change in her full attentive facial expression she had undertaken since Ravi determined to be the one doing the talking. After a few moments the Avenger asked “What accommodations, you are part of the Tolgath Heritage. A foundation these very walls were built on before I have liberated it from those mountains in the horizon to the southwest into this mote floating over this oceanic valley. I am the protector of the Tolgath Heritage and you are the Tolgath Champion.”

Ravi hearing this responds “The Tolgath Heritage, our protector? What!? “These roles aren’t your rights nor your debts. Why are you doing this?” Serra responds, “Why do you feel my role with your race is an unfavorable place?”

Now, Ravi shift her weight from her steady balance stance to her right heel while gripping the floor with the ball of her left foot to utilized the recessive blue mana that can be found in the land base of the levitating mote.

Once the energy was felt as her catalyst, her wings' feathers made a slight adjustment as to shift in order allow her always-personal enzymatic goose bumps to prime her vessels’ shell. Ravi attempting to created borders of closeness from her hostess as an assurance that she wasn’t under any subtle influences that wizards using white mana has excelled with more than her proper’s managers who studied the wield and ranges of manipulation with blue energies. Serra still with no changes in her facial expression affixed the blue energy to Ravi by blocking her estates on the mote of any unnatural flowing blue mana. Ravi unaware of Serra’s consolidation of Ravi’s confidence say “I know Feroz is alive somewhere out there. He didn’t die in that fire and what you doing on Ulgrota are a little much for any benevolent person. Now these accommodations and gifts to myself?! As yours and my race only equal to the level of power, I'm suspecting you are and are frighten by especially any access to it. Tis more obvious to myself you would never have dismissed me as Grandmother Sengir, no matter what events that have passed. Now you…” Serra once again interrupted “Again?! What accommodations and as long as you hold that chime so close to your chest, why should you be concern of what motivates my whims and other degrees of suchs”

Ravi now satisfied to see what should have been there since she was brought to the sanctuary. Ravi revealing the chime from behind the jacket looking at Serra and asked, “I am frightened by this generosity you extending to me. When I was given this chime I was not told how destructive it is, I feel I am at a firm by your gifts. These wings, my youth, my improved range with my mental abilities, I might have to most reluctantly suppressed my strong imago’s youthful drives to place a better guile and experienced matured judgment. Your debts to Ulgrota are not mine’s to place a judgment as favorable nor disapproving. I am of the Tolgath race and my place is to my home, Ulgrota and what I cherished Ulgrota as which was never with you. Is this chime is the reason you are still here? Even after Feroz questionable demise, Is this what your good grace fears must have an angelic guardian to monitor and control?”

Ravi started to lift the chime and necklace over the front of her face saying ‘Here, I will leave this here with…” Serra for the third time interrupt, “Don’t you dare!!… or even touch that on my grounds!!!”

This interruption caught Ravi by surprise. Serra continued, “You just leave that right there hanging on your neck. That what I asking you, what accommodations? You have no equals on Ulgrota, before and definite to this day, Ravisher. I am the protector of your plane, I am protecting that strong youth your race spurn by those genes that are yours. If you want to relieved yourself of that chime’s burdens, do it somewhere else but never, ever touch that instrument in my presence or on my grounds!”

Ravi hearing this realized Serra excitement also had shown why she was been justifiably cagey also.

Ravi putting the chime back behind her jacket attempted a subtle probe upon Serra but this was met by a strong psychic spite pushing the primary probe energies back within Ravi’s estate. All this occurred while Ravi was looking, watching Serra’s facial expressions. Then Ravi felt her always precautionary secondary silent entry probe energy conduit dissipate also as she finally noticed in the avenger’s poise  a slight hint of a sign indicating both determination and aggressiveness. As Ravi re-centered her energies with her own poise, she felt Serra first standing in a manner that when Serra stood up from her chair created a vision motion echo.  Serra said as she was standing, “Since you choose to press this matter in a commoner’s order, Ravi of Ulgrota…” She then pointed towards Ravi's left, across in front of Ravi’s body at Autumn Willow who was now standing just inside the patio doorway, quietly listening to their exchange. Serra continuing on saying ”...And withholding your understanding on why I have allowed the terms in which you quite in denial calling my accommodation! Try explaining what we are in concert accommodating to her. As you probably will soon surmise, Autumn also had to accommodate your race’s Ancient’s dues to rise through the bitterness you must have felt and felt on your race.”

Ravi turned to seeing Autumn who seems imposing with her well-spruced wings. Autumn was glowing; emitting the strong energy that Ravi thought when she entered the room was of Serra’s. The energy appeared to amplify into an aura thru her now more gigantic appearing wings with colors more distinguished by the reddish brown feathers in concurrence with the burgundy-like tinted gray cape-like patches uniformed across both coverts completing a reddish orange and white subjacent surface.

Ravi mentally noted that Autumn was on the patio listening to everything and more than likely next to Serra when she felt the energy surges early and concludes that this energy is her race’s pride in which she was nearly accusing Serra for claiming.

Serra giving unwitnessed cry of “Ha!” Both Ravi and Autumn Willow stop staring at each other and look over at Serra as the avenger now walking to the office door was near  screaming “It’s written in one of the ancient’s scrolls I found here ‘Tis not your dues fulfillment, henceforth first and tis when by a foreign nature tis not your fulfillment hints force first.

Ravi thoughts quickly processed all of these discoveries relating to why Serra has hidden this particular Ancient’s palisade with new more viable deductions logically, instantly.

As Serra approach the door Sisay appeared and Serra speaking quickly addressing Sisay “Sisay, I am glad for your timing! Would you like to discuss the reasons why you here in the reception room downstairs? I believe Autumn and Ravi have something they must discuss among themselves.”

 Sisay surprised by Serra’s obvious hint look inside the office at Ravi, who made a 90 degree turn to her right to fully viewed the two women at the door with a courtesy smile then glanced over her right shoulder toward Autumn whom now was glaring at Ravi. Sisay seeing Ravi’s body motion and the exchanges between Ravi’s and Autumn’s suddenly returned a more amused than courtesy smile to Ravi while saying to Serra “Thank you, I thought I was the one who was meant to be awkwardly uncomfortable with them by coming here. It is nice to see your friends proving their relationship private. For I knew they weren’t trying to be uncompromising to me only openly alluding with one another.”

Serra responds to Sisay noting understanding by saying “And that wasn’t possible as an accommodation also.”

As they left the room Autumn quickly asked, “Well,  Sen-Girrr, was that guilt coming to surface, believing you should be treated differently here in Serra’s house? I want you to know! Sen-girr, I can see you thru all of those new young looks and your wings. Those wings that you were blessed with have a specify nature reflected and Serra know how to bring these nature of our being to surface. Those wings are grown from your nature and just like the birds with those colored wings, Starlings; they fly here and there never settling unless there is a care. Getting into everything even underground in the miners lunch pails. I do understand what happened to us. So, what tis this Tolgath Heritage you suppose to tell me about, Ravi?”

Ravi was looking at Autumn considering what to say to her. She could try to explained about  the war against the Ancient who once held a sort of supreme order over the Ulgrota commoners using their proficiency with sparks’ energies but the thought of telling Autumn anything about those times frighten Ravi.

Autumn’s power’s glowing growth since yesterday was startling Ravi as she recognized the energy as the power that when she was younger she was taught to harvest, access, control and utilized from within her.

Ravi suddenly asked, “Has you ever heard about the power called a spark.”

Autumn looking a little aggravated answered, “Yes, that the power, the source, every planeswalker have that make them powerful. Is that why you and Serra are arguing about? Her spark!? And how she saving us with it!?”

Ravi hearing this knew now Autumn was clueless on sparks and as she suspected before with what she was doing when the powers of the Great Woods possessed her. She also saw she was more reserved since they were met by Serra yesterday approaching the mountain range.

Ravi instinctively felt an urge to demonstrate what she can managed with her Ulgrota’s Heritage by using her natural power as a mentalist and avoid showing Autumn her abilities with what her teachers called the spark but she realized that she was about to initiate an unnecessary intimidation ploy. Ravi decided to maneuver Autumn into revealing what she did understand from the conversation she overheard with Serra but before Ravi could think up any leading comments to use on realized Autumn was watching Ravi’s entire logical examination of her situation thru her facial expressions. Ravi pressed to control the conversation intentionally answering impatiently.

 “Autumn! What Serra and I were discussing doesn’t have anything to do with us. You do not understand what happened or happening here. Serra as good as a philanthropist she is is doing too much for her place among our race.”

Pausing watching Autumn’s face after this then continues on saying, “What happened to you is the very reason why you should feel suspicion. Does any of this frighten you? Those powers you received? You should have seen what you were doing before. There was more fear of you by The Baron than there was Serra, back when you were under the Great Woods’ control. I even tried and failed to undo you as a threat.”

Autumn screamed “You tried to do, undo, what!!” Ravi then suddenly felt that energy surging again but now standing in front of the source she could now distinguished it exact calibrations.

Ravi now felt that energy surging again but now standing in front of the source, she can distinguish its exact alignment and calibrations while Autumn was angry. Ravi talking more deliberated “Autumn can you feel that, can you understand this? Here in me is where that energy surging is coming from. Do you see tis? You here in me where you are, That’s my spark, my energies that Serra somehow trapped in you there in me.”

Autumn listening to Ravi’s words becoming complex and now more frighten, The reason she was following and remaining close to Serra since her arrival to the sanctuary the previous day was because of her new physical strength made her nervous moving around the angels around the mote city and the building.

Hearing Ravi’s explanation Autumn became more alarming and in a near rage screamed “You are still Grandmother Sengir!?!, Tis the guilt you can’t hide behind that snipe-ish girl demeanor?”

Autumn's anger made it possible for Ravi to examine the power's surge bases as it became more discernable that also preoccupied her enough ignored Autumn challenging accusation. She felt affirmed it was based in her body and focus thru Autumn and yes, it was her spark.

 

 

Ravi quickly turned looking to the patio window started to scream then paused a moment to turned back glancing at Autumn. Ravi face suddenly turn into an objectionable look a moment after looking at Autumn's and turned quickly back facing the patio screaming, “How dare you!!! After all that you witness I done!!”

Autumn unsure if Ravi was addressing her or someone else yet felt the stern maturity of Ravi but couldn’t withhold her own emotion quickly pressed on by responding to Ravi’s comments, “No I do need to know! How dare you!!?, Those powers, those abilities you have, they are not meant for people, Tolgath people. You want to talk about sparks and planeswalkers helping us for unknown grounds, unseen prices?! Look at the energies of your own heritage. I do understand what happening to me and you too, Ravi of Anaba Valley. Serra saved you from that vampire as she saved me from ours land’s desperations. My wings they are a manifestation of my good grace …”

Autumn’s continue her lecturing while her rage slowed noticing that Ravi wings with the almost neon blue with small shady white spots coverts feathers near her shoulders was gradually conceding, been wolfed by the long grayish-blue flight feathers turning her wings into an uniformed blue-grey color,

“…But yours, Don’t you see yours? they different , half-black!  An abomin…”

Before Autumn could finished her sentence she felt a blunt force against the area in front of her right ear on the jawbone causes her temporary dizziness while only seeing Ravi as a blur turning to face her. She instinctively regroup her balance from staggering as an image of Gemma the faeren's priestess appeared in her mind pronouncing, “HOW DARE YOU!!” At the same time, a psychic strobe struck her causing The Great Woods’ Favorite disorientation and paralysis. As Autumn felled toward the floor, Ravi caught her by adjusting her into hers arms while kneeling onto the floor on one knee supporting both their weight and at the same time maintaining the psychic rapport between them.

All this was happening while Ravi was projecting in Autumn’s mind, “You, dumb cow!! Can you see me, No! you can’t, no matter how far this Starling will venture, here I am. How dare you offend me, Autumn Willow!! Do you know whom this faeren’s image I am using here in your thick skull has done for you? She is the reason why the Sengirs couldn’t hurt you, but I can now, you know why?”

Ravi again struck Autumn with another psychic strobe and this time toward the Willow’s higher planes area while continue on projecting;”Because you have my spark!!! I have worked and meditated tremendously to tap into my strength and trained with the best wizards on Ulgrota. I was taught in all layers of control and balance of life energies and with that I had learned how to use ours plane energies, OUR’S NATURES, Our natural life-force that binds everything around us with the sun as a power source as well as a communing source. I was going to be the best wizard ever! To stop those who take advantage of others because they weaker than they are or who gluts for more than they deserves.

Don’t you see, Autumn? You have my spark!!! You have my…”

Suddenly another image of Gemma appeared in both Autumn’s and Ravi’s minds projecting, “Ravi, please, stop. This is not you but the Tolgath’s past!! But if you want to rule with your spark, then you have to kill me to have complete control over its power again!”

Ravi suddenly cried loudly “What am I doing!!!” as she release Autumn’s lumbar points and withdrawn her psychic channeler from within Autumn’s mind estates liberating Autumn from Ravi paralysis formation. Weak and half-conscious Autumn witnessed, felt Ravi asuddenly feeling calm, and hearing Ravi speaking softly to her, saying, “I used to play and practice with the minotaurs when I was young. They taught me how to fight with and wield the staff. The Hunt Game is what they use to called it. Through the staff’s training, I’ve learned to move with all sort of energies, move and guide the energies and then I've learned to change the energies. Later on during my life, I'd found the spark’s energies in me. I've felt it as a subtle gentle life in me. When I felt for its center, I'd visualized with it and found myself doing more than I've felt for, for doing. I… I saw an all-living life-source and I knew right then that I can end the Ancient’s manipulation over us and the Ulgrota’s population. That I would have the freedom to choose, learn and become the life-force I’ve inspired myself to be.

I knew by controlling my spark and myself, I would strengthen my will to be all that life is, Autumn, and now you, you have…” Ravi then paused catching her breathe and thinking to herself hidden from Autumn senses she suddenly said “Serra and Gemma are right, but before I trust you like a sister, first, you must learn what you are, Autumn. So, if you going to fear something, learn to fear something other than yourself You a planeswalker, now, Autumn and know who I am. I am Ravi. That my birth name, my birthrights, Autumn! That is what I was born as. I am The Ravisher.

 

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New Feat


All VoyRagers has the following abilities as a feat:

 

You signal your ally coyly while adjusting to make a familiar move on your adversary, with a telling look saying to quickly ready yourself for the kind of an assist that can intimidate any opponent.   

Tag-Team Shot (Preq.  Any Arcane or Psionic Class):

As the attacker's move action for the turn, an ally with an empty off-hand that is within range 5 and no closer than 2 of the attacker's making a melee or reach hit with a power attack; the ally is granted the Quick Draw feat until the end of the round and can without triggering any opportunity attacks make a light thrown weapon or a small crossbow range attack against the attacker’s target with the following attack:

The attacker’s Str vs Fort if target has already have a turn this round or the attacker's Con vs Ref if the target hasn’t have a turn this round.

 

 

Revisiting Lorwyn(-Shadowmoor) with Storm.


Oona's Demanding Pungles                                  BlueBlack

Instant___________                                        __[R]_ ___
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)

Search target opponent's library for either an enchantment card or a creature with wither card and exile it.
If the card that was exile is an enchantment card, target opponent gains life equal to the enchantment card's converted casting cost where X = 1.
If the card that was exile is a creature with wither then you lose one life for each exile creature card by this instant and another life for every time this instant card was copied this turn.
Then target oppponent shuffles his or her library.

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