
FabesMinis |

Hi all, welcome to the Discussion Thread.
The cast is as follows:
Healaugh - Halfling Bard
Ynyr - Human Artificer
Ddraig Goch - Dragonborn Paladin (the only one in the village!)
Barbarian (Aubrey)
Druid (Celestial Healer)
Please post any questions here.

Rev Rosey |

How much of a rebuild can I do with Healaugh, assuming I don't change his basic stats?
Also, what's the deal on the magic item front? Do we all get the level 3, level 4, level 5 magic items?
In Healaugh's case, he's hanging onto his javelin, but he might want to alter his wand or possibly try and enchant his hurdy gurdy.
As already discussed, he'll be swapping out his Veteran's armour for Skald's armour.

FabesMinis |

How much of a rebuild can I do with Healaugh, assuming I don't change his basic stats?
Also, what's the deal on the magic item front? Do we all get the level 3, level 4, level 5 magic items?
In Healaugh's case, he's hanging onto his javelin, but he might want to alter his wand or possibly try and enchant his hurdy gurdy.
As already discussed, he'll be swapping out his Veteran's armour for Skald's armour.
How much were you thinking of rebuilding?
Sorry, only the newcomers get the new magic items. The rest of you keep the ones you have (Healaugh already has a higher level one of course).

Rev Rosey |

How much were you thinking of rebuilding?Sorry, only the newcomers get the new magic items. The rest of you keep the ones you have (Healaugh already has a higher level one of course).
Feats and powers. When I built him there were no particularly appropriate bard specific feats and the powers were very limited. Magic stuff is fine - I just wanted to be clear :D

FabesMinis |

Looks good to me. The new bard rituals really play to the archetype. Very nice.
Warsong seems a bit off - a melee power with the implement keyword for a bard. Does he hit people with his wand?
And the Master wand of Eyebite - I can't remember if this allows you to cast Eyebite if it's not on your class list already. Or is that the idea? I haven't read up on magic items for ages.

Rev Rosey |

Master's wands of whatever they are all allow you to cast the whatever it is as an encounter power. As far as I can see, as long as you can wield the implement, you can use the power.
Warsong uses melee weapon. In this case, his lightning javelin. I just copied it down wrong and have now amended it.
He's also changed to Virtue of Valor as it just seemed more like him and the temp hp is always good. Particularly with Ddraig in the party.

![]() |

Okay, the stats are in, although I need to know if I have any left over wealth/consumables/etc. Also still working on the background (which always takes the longest).
All of this made me realize how much Primal Power would help players of druids. If I had to make him much higher in level, I'd probably run out of feats to take. Now I can't wait for it.

FabesMinis |

In terms of background the game is set in a homebrew version of the Moonshae Isles from the Forgotten Realms with some Slaine, Norse saga pastiche, and Earthsea thrown in.
Elves are reclusive and rare, regarded with superstitious awe in some regions. The high elves/eladrin have their own kingdom, the wild/wood elves have various chiefdoms.

FabesMinis |

I'll start the game thread with the gang at a local hostelry soon. Ddraig, Ynyr, and Healaugh are still together from their previous adventure. departed are the following: Greylan has gone back to Synnoria, Darvyl has probably taken on some mercenary work, and presumably Nechtan has been released from his obligation to Healaugh.
The action of "Twisted Night" took place on the island of Gwynneth, and now we move to the island of Snowdown.
Do you want to have Ghadmyr part of the group already, or be separate at the beginning? What do people think?

![]() |

Have a good time, wherever you're going. I'm spending next week panicking about Sweeney Todd - not that it needs my panic as it looks good, but tradition dictates.
Are you directing? I was in a production about 9 years ago (as Pirelli).

Fabes DM |

Thought I would put this here, so as not to clog up the game thread. As you may have gathered, the White Boar is on your side in this battle. How it works it thus:
The White Boar has been statted out as a companion character. I will place his stats here for convenience. He will be controlled by each of you in turn. What this means is that when it comes to the White Boar in the init order, I will ask one of you to declare its actions. Here are its stats:
The White Boar of Kilfay
Large immortal beast
Level 4 Defender
HP: 48
Bloodied: 24
Surges: 11
Surge Value: 12
AC: 21
Fort: 19
Ref: 17
Will: 15
Speed: 8
Traits
Furious Charge - whenever the White Boar charges and hits, it deals 5 extra damage, pushes the target 2 squares, and knocks the target prone.
Standard Actions
Gore- At-will
Attack: Melee 1 (one creature); +9 vs AC
Hit: 2d10+3 damage, or 2d10+8 against a prone target
Second Wind - Encounter
The White Boar spends a healing surge and regains 12 HP. It gains +2 to all defenses until the end of its next turn.
Triggered Actions
No Arrow Can Pierce Its Hide
Trigger: The White Boar is Bloodied
Effect (Immediate Reaction): The White Boar gains Resist 5 (all) until the end of its next turn.
Death Strike
Trigger: The first time the White Boar drops to 0 HP
Effect (No Action): The White Boar uses Gore

Fabes DM |

Hi gang, hope you've enjoyed the game. Just to let you know that I will in all likelihood be winding down this game once you have completed your mission.
They are great characters but I am a bit burnt out, with running another 4E game online, and one in rl, as well as playing several PbPs.
I may start a Dark Sun game in the future, and you are all welcome to get first dibs on that, when and if I launch it.