Beneath Deshenekh (DnD 4e introductory RP)

Once the escapees get past the walls (won't be long) I'll have some plot hooks for you.
 
Man, this took forever and a half, and I had to rewrite this because I accidentally posted it to the other DnD thread by mistake. Anyway, here we go. Tell me if I missed something.

Name: Bern Lytner
Age: 30
Race and Sex: Human Male
Alignment: Neutral Good
Class: Fighter 1
Languages: Human, Elven

Hair: Brown, Neck Length, has a Goatee
Eyes: Blue
Height: 6'0"
Build: Heavyset
Family: Tomas Lytner, 28, Brother, Employed as Court Jester. Bern doesn't like to talk about it.

Personality: Bern likes to think of himself as a professional, and as such, he doesn't invest himself emotionally into a job unless he genuinely likes the folks involved. He's quiet and reserved, and absolutely refuses to talk about anything having to do with his family. As a free agent, he likes to politely inform his clients that he won't do something that's obviously foolish, nor does he participate in actions that are clearly wicked. Once employed, he will, however, fight tooth and nail in order to protect the people he works with.

Bio: Bern is an ex-soldier, having served his home country since he was 16. His life before military was spent on a farm, and bears little mention, aside from the part where his younger brother left to join a company of minstrels at the age of 10. Bern's parents politely informed their remaining son that if he ever tried to do something like that, they would kill him. So, a few years later, Bern snuck away from home and joined the army instead.

Upon retirement, Bern discovered that a life without swinging a sword was frightfully dull. Bored with the quiet life, he decided to go into mercenary work, using the money he had saved up from his wartime actions to purchase himself some decent equipment so he at least looked the part. He's only done a few jobs as of late, fairly simple and straightforward stuff, but it keeps him busy. He mostly spends his time sitting in bars, hoping that a new client will come waltzing in through the door with some sort of daring adventure and a large sum of money to go along with it.

Class: Fighter 1
Speed: 6 Squares
Vision: Human
Initiative: +3
Weapon Talent: One-Handed Weapons

Base Attack: +4
Ranged Attack: +3
Longsword Attack: +8

HP: 31
Bloodied: 15
Surges: 12 per day
Healing per Surge: 7

STR: 18 (16+2 for Human)
DEX: 16
CON: 16
INT: 11
WIS: 10
CHA: 12

AC: 18
FORT: 17
REF: 16
WILL: 12

Powers, Level 1:
At-Will: Tide of Iron, Reaping Strike, Sure Strike
Encounter: Covering Attack
Daily: Villain's Menace

Feats:
Defensive Mobility (+2 to AC when targeted by Attacks of Opportunity)
Alertness (Enemies do not get Combat Advantage during surprise rounds, and +2 to Perception)

Trained Skills:
Athletics
Endurance
Intimidate
Streetwise

Equipment: Longsword (1d8), Hide Armor (Light, +3 to AC), Large Shield (+2 to AC and Reflex), Basic Adventuring Kit, 30 GP
 
Okay, so in my post, I'm going to be having my character listen in on a couple prison guards in the tavern, just for a little bit of flavor text while describing the place. And so, for Perception, with a +2 bonus due to Alertness...

[roll0]
 
Ended up deciding to break out... Want to stay in this rp, and I was posting in the cell, but it'd be a lot more fun on the run.
 
Ok listening at the door you hear a low mumble of a guard to himself, you can't make out what he say but he receives an answer. You hear a watchman call out and the sound of gulls. There a cols breeze coming from under the door and if you open the tiny metal window set in the door to see whose on the other side you make out a dimly lit courtyard surrounded a palisade. The palisade is close to the door on the left hand side and you make out as least two guards with bows standing on platforms along the barrier. In the center of the courtyard stands the gallows. Opposite on the other side stands the prison gate, well lit and with two alert guards standing at ease supervised by an officer who is looking at one of the archers wo seems to have seen something on the other side.

Closer to the door you are able to get a better look at the palisade and it looks like it can be climbed on this side with a little luck and maybe a boost from Ramona.
 
Name: Alauniira
Class: Druid
Race: Drow
Appearance: Alauniira is 5'6" and atheletic with long legs and midnight black skin. She has dark red eyes and long pure white hair in a braid down her back with long pointed ears. She's beautiful as all drow are, wearing leather armor and equipped with a crossbow and a spear. She often wears a hooded cloak to cover her features. People have a bad habit of saying stupid things when they discover what she is.
Personality: Definitely not a people person or one to resort to diplomancy, Alauniira cares as little for surface races as she does other drow. If she had her way, she'd live in seclusion for the rest of her life. However, she has her duties to fulfill and although she might do them reluctantly, she will see them through.
History: Not too long ago, Alauniira was born underground in a matriarchal society, the younger daughter of two and the middle child of three in an ascending drow house. She was ill-treated for as long as she could remember and never felt like she belonged. She ran away after she killed her elder sister in a quarrel and made her way aboveground.

It took her days to navigate the twisting tunnels but she stepped out in the middle of an ancient forest. It was night which gave her time to explore a bit before daylight made her scurry for shelter. Learning to survive was difficult but Alauniira felt at home in that ancient forest and eventually heeded the stirring in her blood and began hearing the forces of nature. In this way Nature taught her to be a druid and she's never looked back.

STR 12 (+1)
CON 13 (+1)
DEX 18 (+4)
INT 12 (+1)
WIS 16 (+3)
CHA 16 (+3)

HP: 25
Surges per day: 8
Bloodied at: 12
Surge value: 6

AC: 10+4+3/ 17
Fort 10/+1/+0/ 11
Ref 10/+4/+1/15
Will 10/+3/+1/14

Role: Controller.
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Staffs, totems
Bonus to Defense: +1 Reflex, +1 Will
Surges per Day: 7 + Constitution modifier
Class Features: Balance of Nature, Primal Aspect, Ritual Casting, wild shape

Race Features:
Average Height: 5' 4 ̋ – 6' 0 ̋
Average Weight: 130–170 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Languages: Common, Elven
Skill Bonuses: +2 Intimidate, +2 Stealth
Trance: Rather than sleep, drow enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6- hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Lolthtouched: Once per encounter, you can use either the cloud of darkness or darkfire power.

Cloud of Darkness
Drow Racial Power
A shroud of blackness descends around you, hiding you from
sight.
Encounter
Minor Action Close burst 1
Effect: The burst creates a cloud of darkness that remains
in place until the end of your next turn. The cloud blocks
line of sight, squares within it are totally obscured, and
creatures entirely within it are blinded until they exit. You
are immune to these effects.

Darkfire
Drow Racial Power
A flickering halo of purple light surrounds the target, making it
easier to hit.
Encounter
Minor Action Ranged 10
Target: One creature
Attack: Intelligence +4 vs. Reflex, Wisdom +4 vs. Reflex, or
Charisma +4 vs. Reflex
Increase to +6 bonus at 11th level and +8 bonus at 21st
level.
Hit: Until the end of your next turn, all attacks against the
target have combat advantage, and the target cannot
benefit from invisibility or concealment.
Special: When you create your character, choose Intelligence,
Wisdom, or Charisma as the ability score you use
when making attack rolls with this power. This choice
remains throughout your character's life and does not
change the power's other effects.

Arcana (Int), +1
Athletics (Str), +6
Diplomacy (Cha), +3
Endurance (Con), +1
Heal (Wis), +3
History (Int), +1
Insight (Wis), +8
Nature (Wis), +8
Perception (Wis) +8

FEAT:
Primal Fury
Prequisites: Druid, Primal Predator
Benefits: +1 to attacks with primal powers against bloodied enemies

POWERS:

At-Will:


Chill Wind
Druid Attack 1
A howling gust of icy wind savages your enemies, scattering

them.

At-Will Cold, Implement, Primal



Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 cold damage, and you slide the target 1 square.
Level 21: 2d6 cold damage.



Flame Seed

Druid Attack 1
You hurl a seed infused with primal energy at your foes. When

it strikes the ground, the seed explodes in a fiery burst.

At-Will Fire, Implement, Primal, Zone



Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 fire damage, and the squares adjacent to the
target become a fiery zone that lasts until the end of

your next turn. Any enemy that enters the zone or

starts its turn there takes fire damage equal to your
Wisdom modifier.



Level 21: 2d6 fire damage.



Pounce
Druid Attack 1
You leap at your foe, catching it off guard.

At-Will Beast Form, Implement, Primal
Standard Action Melee touch
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage. The target grants
combat advantage to the next creature that attacks it

before the end of your next turn.


Level 21:

2d8 + Wisdom modifier damage.
Special: When charging, you can use this power in place of
a melee basic attack.


Encounter:​


Darting Bite

Druid Attack 1
With quickness and cunning, you bite your enemies and dodge

to avoid a counterattack.

Encounter Beast Form, Implement, Primal


Standard Action Melee touch
Target: One or two creatures
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage. If at least one of the attacks hits, you can shift 2 squares.
Primal Predator: The number of squares you can shift equals your Dexterity modifier.


Daily:​


Savage Frenzy

Druid Attack 1
In a blur of claw and fang, you strike out at nearby enemies.

Daily Beast Form, Implement, Primal
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is dazed and slowed (save ends both).
Miss: Half damage,


Normal Load: 120 lbs
Heavy Load: 240 lbs
Maximum Drag: 600 lbs​

EQUIPMENT - 100 gold
Totem - 5 gp - 2 lb.
Leather armor - +2 AC - 25 gp - 15 lbs.
Spear +2 1d8 - 5 gp - 6 lb. - Versatile
Hand Crossbow - +2 Prof - 1d6 damage - 10/20 Range - 25 gp - 2 lbs - Crossbow Group - Load Free Properties
Crossbow bolts (20) - 1 gp - 2 lbs.
Waterskin - 1 gp - 4 lbs.​
Pouch, belt (empty) - 1 gp - 1/2 lbs.
 
getoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewallgetoverthewall
 
OMG I forgot I was even in this. @__@; I'm so, so sorry.

EDIT: C-Can I still play..?
 
NO! YOU MUST FIRST BOW DOWN TO THE GOD OF AWESID-NESS, VAY, THEN KISS HIS TOES! >8DDDDDDDDDDD

jk. XDDDDD

EDIT: ily sei. <3
 
NOONES ESCAPED YET SO PLAY!

Once everyones over the wall except me, tnt and those staying Plot will step forwards.