conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Waargh!: Here is some information of the world
  
   Landscape of the world 
  There is one main country in the world. It is called "Arhi", meaning the beginning. Its capital is the the Great City, which lies in the centre of the country. In the centre of the capital the Great Castle exists. There are the Emperors that rule the world. Around the main country there are various smaller countries, each under the rule of the Emperors.
  There are seas in the world but all the known ones are inland.
  So imagine a huge piece of land in which a lot of countries exist. The main one, Arhi and a lot significant smaller ones. Around the space where civilization exists there are mountains, some covered with ice and clouds, other with lava and smoke. Or chaotic deserts which only fools and the dead pass. In a few words terrain that no civilization can prosper. Not tottaly impassable, but only done by few brave fools.
  
   Heaven and Hell 
  Up in the Sky there is Heaven, known as the land of clouds. It is a place of harmony and peace. Angels mostly inhabit it. It is a place which defenders of good lie in order to keep the balance from the forces of evil. Which lie in Hell.
  Hell is an underground place located somewhere in the world. Demons and devils live there. It is believed to be a place of high heat and lava. Demons and devils often interfere with intelligent creatures misguiding them and tricking them. Even just enslaving or killing them.
  
   Gods 
  All gods in WoC exist. Gods are a mystery in the world. There exact essence or origin is not known. Some say they are just a race, naturally superior from the rest. Other say they are just powerful individuals that have optained great knowledge of Magic. The sure thing is that they exist and they are powerful, but not omnipotent or omniscient. The live in the world, beyond civilization where land is almost impassable for other creatures. The often reveal their wills to the world. They lend their power, their divine magic, to their worthy followers most often clerics.
  Their origin, the "how somebody can become a god" and their purpose in the world is a great mystery. Many have tried to solve it. Usually powerful creatures or great wizards. But their findings and their knowledge is not commonly known. The knowledge about gods is called "The Mystic Knowledge".
  Gods otherwise rarely interfere with the world. They usually only contact high ranked clerics and individuals are generally free to worship them or not.
  
   Laws of the land 
  The Emperors rule the land. Their race is not known. They always lie in the Great Castle which is not accessable by anybody. The Emperors communicate through magical ways in which they reveal their will. The Great Castle holds a great military army and no one is fullish enough to rebel against it. The Emperors take well care that no other city or country optains so much power in order to oppose them. That is their First Law. Even when individuals optain mystic knowledge or great power they are questioned and handed by imperial forces.
  Apart from that they are just and they don't interfere with the laws of each individual country. As long as they pay their taxes and report to the Emperors a country is free to flourish. Even wars are allowed, but the Emperors must allow it.
  
   Races 
  There are many races in the land. In the main country, Arhi, there are all kind of intelligent races. All live in harmony since ther are strict laws, especially within the Great City.
  The other countries though are completely different. Usually there is one dominate race. Some races are even banned to cross some lands. Orcs and dwarves for example are known enemies. Racism and xenophobia exists in these countries. There are countries for most known intelligent races. Though most creatures just live in the wilderness.
  Some intelligent races, like Dragons, don't have a country at all. The have cities though which are well known for their glory.
  
   Magic 
  Magic is a science known by few. Wizards are the scientists and try to figure out how it works. Magic is commonly mistaken with Ether. Ether is the essence, the material, which is shaped in many ways. Ether exists all around the world. All magic is the same. It involves using ether to interfer or shape reality. Divine magic is lended to individuals by Gods, which are known to hold great knowledge of magic.
  Magic is also used by the city mayors and offcials. They used it to teleport to other places for example. Or to protect castles and the city walls.
  The Great Castle holds magic beyond imagination though. The history of the world says that the Great Castle was not built, but found. It helped create the first civilization. The Emperors and their wizards, the Redhoods, hold the magic of the Great Castle.
  
   Shopping Therapy 
  Regular non-magical items are sold at 20% of their initial price and a shop won't generally buy everything, just what it needs. Magic items are sold on 30-70% their normal price.
  There are three kind of shops/merchants
  Big shops
  These shops offer a big variety of things and are willingly to buy items. They buy magic items on 30%-50%. They make sure the gold you give them is correct and real. Also, you can not get a discount when buying items.
  Small shops
  These shops don't have a big variety, usually they specialize on somethings or you order specific items from them. They buy magic items usually on 40%-60% depending on their money available. They make sure the gold you give them is correct and real.
  Merchants or other individuals
  Merchants only have a few items. They rarely buy magic items. If they do though they might buy them from 50%-70%
  
   Diplomacy and shopping 
  -You may make a diplomacy check to get better prices for selling items.
  DC 25: You sell magic items on a +10% of their minimum prices the merchant/shop would buy them
  DC 30: You sell magic items on a +20% their minimum prices the merchant/shop would buy them
  DC 25: You sell magic items on a
  (sorry about mispelling and such. English in not my mother language I am afraid)
  Failure: No retry for the item.
  -You try to convince the seller to give you a discount (Trained Only)
  Oppossed Check: You make an opposed Diplomacy check. The difference is the percentage of the discount you get.
  Failure: No retry for the item.
conversations.from: human
conversations.value: VanIsleKnight: Jacen Almseth 
conversations.from: human
conversations.value: Z97: Hans Tordek 
conversations.from: human
conversations.value: GreenMuffin: playing as gnome wizard. here is character sheet.
  
   
   Spoiler 
   arnon
  
  Male Gnome Wizard
  Level 4
  unaligned
  
  Strength 	10	(+0)
  Constitution 	13	(+1)
  Dexterity 	15	(+2)
  Intelligence 	19	(+4)
  Wisdom 	12	(+1)
  Charisma 	13	(+1)
  	
  Height: 	3' 7"
  Weight: 	65 lb
  Skin: 	Light
  Eyes: 	Dark Brown
  Hair: 	Dark Brown; Average Beard
  
  Maximum Hit Points: 35
  
        Bloodied: 17
        Surge Value: 8
        Surges / Day: 7 [includes constitution modifier]
  
  
  Size: Medium
  Speed: 5 squares
  Vision: Low-light
  
  Initiative:	1d20 +8	= + 2 [half level] + 2 [dexterity] + 4 [improved initiative]
  Base Strength Attack:	1d20 +2	= + 2 [half level] + 0 [strength]
  Base Dexterity Attack:	1d20 +4	= + 2 [half level] + 2 [dexterity]
  Base Constitution Attack:	1d20 +3	= + 2 [half level] + 1 [constitution]
  Base Intelligence Attack:	1d20 +6	= + 2 [half level] + 4 [intelligence]
  Base Wisdom Attack:	1d20 +3	= + 2 [half level] + 1 [wisdom]
  Base Charisma Attack:	1d20 +3	= + 2 [half level] + 1 [charisma]
  
  Armor Class:	17	= 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
  Fortitude Defense:	14	= 10 + 2 [half level] + 1 [constitution] + 1 [fireburst]
  Reflex Defense:	17	= 10 + 2 [half level] + 4 [intelligence] + 1 [fireburst]
  Will Defense:	16	= 10 + 2 [half level] + 2 [wizard] + 1 [charisma] + 1 [fireburst]
  
  Armor: None (street clothes)
  
  Shield: None
  
  Attacks:
  
        Unarmed Melee: +2 [base strength attack] vs AC; damage 1[W]=1d4
        Dagger: +5 vs AC [+2 strength attack] [+3 proficiency]; damage 1[W]=1d4 1 lb (Light blade); usable off-hand; light throwable
                Thrown: +7 vs AC [+4 dexterity attack] [+3 proficient, damage 1d4+2 [dexterity bonus]
        Cloud of Daggers +6i [base intelligence attack] vs reflex
        Scorching Burst +6i [base intelligence attack] vs reflex
        Force Orb +6i [base intelligence attack] vs reflex
        Flaming Sphere +6i [base intelligence attack] vs reflex
        Sleep +6i [base intelligence attack] vs will
        Fire Shroud +6i [base intelligence attack] vs fortitude
        i Implement-usable power. Apply a bonus as appropriate for magic, any implement expertises, etc.
  
  Base Saving Throw: d20 vs 10
  
  Encumberance 4e
  
  Normal Load:
  Heavy Load:
  Maximum Drag Load
  	100 lb.
  200 lb.
  500 lb.
  	Encumberance 3.5
  
  Light load:
  Medium load:
  Heavy load:
  Lift over head:
  Lift off ground:
  Push or drag:
  	25 or less
  26-50 lb.
  50-75 lb.
  75 lb.
  150 lb.
  375 lb.
  
  Languages:	Common; Elven;
  
  Rituals Known:
  
        Animal Messenger [Level 1]
        Brew Potion [Level 1 per revision]
        Silence [Level 1]
  
  Skills:
  
        Acrobatics:	+4	= 2 [dexterity] + 2 [half level]
        Arcana:	+13	= 4 [intelligence] + 2 [half level] + 2 [Gnome] + 5 [class training]
        Athletics:	+2	= 0 [strength] + 2 [half level]
        Bluff:	+3	= 1 [charisma] + 2 [half level]
        Diplomacy:	+3	= 1 [charisma] + 2 [half level]
        Dungeoneering:	+8	= 1 [wisdom] + 2 [half level] + 5 [class training]
        Endurance:	+3	= 1 [constitution] + 2 [half level]
        Heal:	+3	= 1 [wisdom] + 2 [half level]
        History:	+11	= 4 [intelligence] + 2 [half level] + 5 [class training]
        Insight:	+3	= 1 [wisdom] + 2 [half level]
        Intimidate:	+3	= 1 [charisma] + 2 [half level]
        Nature:	+8	= 1 [wisdom] + 2 [half level] + 5 [class training]
        Perception:	+5	= 1 [wisdom] + 2 [half level] + 2 [falcon]
        Religion:	+6	= 4 [intelligence] + 2 [half level]
        Stealth:	+6	= 2 [dexterity] + 2 [half level] + 2 [Gnome]
        Streetwise:	+3	= 1 [charisma] + 2 [half level]
        Thievery:	+4	= 2 [dexterity] + 2 [half level]
  
  Feats:
  
        Farshot	
        Improved Initiative	
        Arcane Familiar [AP]	
  
  At-Will:
  
        Basic Melee Attack: By weapon, damage 1[W] [standard action]
        Basic Ranged Attack: By weapon, damage 1[W]+2 [dexterity bonus] [standard action]
        Bull Rush: +2 [base strength attack] vs fortitude [standard action]
        Grab: +2 [base strength attack] vs reflex [standard action]
        Move grabbed target: +2 [base strength attack] vs fortitude [standard action]
        Escape: +4 [acrobatics] vs reflex / +2 [athletics] vs fortitude [move action]
        Ghost Sound [Wizard][standard action]
        Light [Wizard][minor action]
        Mage Hand [Wizard][minor action]
        Prestidigitation [Wizard][standard action]
        Cloud of Daggers [Level 1]
        Scorching Burst [Level 1]
  
        Other Standard Actions:	Administer a potion; Aid another; Charge [+1 to basic melee attack or bull rush]; Coup de grace; Equip / stow shield; Ready an action; Total defense; Sustain standard action; Some skills during combat (i.e., Acrobatics -- fast escape; Bluff, Heal -- first aid (use second wind DC10, stabilize the dying DC15, grant a saving throw DC15), Intimidate, Thievery depending on circumstances);
  
        Other Move Actions:	Crawl; Run [speed 7]; Stand up; Shift; Squeeze; Walk; may include some skills during combat (i.e., Acrobatics, Athletics)
  
        Other Minor Actions:	Draw / sheathe weapon; Drink a potion; Drop prone; Load a crossbow; Open / close a door; Pick up an item; Retrieve / stow an item; Perception -- active (as per revision),Sustain minor action; Some skills during combat (i.e., Insight); switch familiar active/passive;
  
        Other Immediate Action:	Readied action
  
        Other Opportunity Action:	Opportunity attack
  
        Other Free Actions:	Drop held items; End a grab; Talk
  
        Other Non-Actions:	Delay; Endurance checks; Insight to counter Bluff; Knowledge checks; Perception -- passive
  
        Short rest:	Healing surges as available
  
        Five minutes:	Normal escape from restraints (Acrobatics)
  
        One hour:	Forage; Streetwise check
  
  Encounter Powers:
  
        Second Wind
        Spend an Action Point [free action, not in surprise round]
        Fade Away [Gnome][immediate reaction]
        Use Implement [free action]
        Force Orb [Level 1]
        Fire Shroud [Level 3]
  
  Daily Powers:
  
        Flaming Sphere [Level 1]
        Sleep [Level 1]
        Expeditious Retreat [Level 2 Utility][move action]
        Feather Fall [Level 2 Utility][free action]
  
  Reminder to Level 4 Wizards: Each day (i.e., after extended rest), you prepare one daily non-utility power and one utility power from your spellbook.
  
  Gnome
  
      * +2 Intelligence, +2 Charisma (already included)
      * +2 Arcana, +2 Stealth
      * Reactive Stealth (see Monster Manual)
      * Fade Away (see Monster Manual)
  
  Wizard
  
      * This wizard chose the Wand of Accuracy mastery. Remember your once-per-encounter dexterity modifier bonus on an attack roll.
      * Cantrips
      * Ritual Casting [bonus feat, not listed above]
      * Spellbook
  
  Familiar: Falcon
  
        2 fly 6 [hover]
  
        Constant Benefits:
            o +2 bonus on perception checks
            o +2 bonus to all defenses against opportunity attacks
  
        Active Benefits: Hunting falcon [1/encounter]; Soaring spirit
  
  	
  
  arnon's Equipment:
  
        1 lb
        2 lb
        5 lb
  
        1 lb
        10 lb
        10 lb
        2 lb
        4 lb
        3 lb
  
        _____
        38 lb	Weapons / Armor / Shield (from above)
        Backpack
        Bedroll
        Flint and steel
        Pouch (belt) x1
        Rations (1 day) x10
        Rope (50', hempen) x1
        Sunrods x2
        Waterskins x1
        Spellbook x1
        Wand
  sending scroll (&amp; components)
  delay affliction scroll (&amp; components)
  hand of fate scroll (&amp; components)
  potion of healing (x4)
  
        Total
  
  Magic items:
  
        Weapon:
        Weapon:
        Weapon:
        Weapon:
        Armor:
        Shield:
        Arms:
        Feet:
        Hands:
        Head:
        Neck:
        Ring:
        Ring:
        Waist:
  
  
  
  
  
  
  
  
  
  Resistances:
  
  Action Point Tally:
  
  Daily Item Powers Per Day: Heroic Tier           Milestones:  /  /  /
  
  Death Saving Throw Failures:
  
  More about arnon:
   
  
  
  physical description.
  
   
   Spoiler 
   long (for him) green robes that touch the ground. carries a staff about two feet taller than him. pointed features and black beady eyes. sandals that can only occasionally be seen from under his robes. his falcon, Onla, has normal falcon colors. She and her master are tightly bonded
   
  
  
  plus my magic items
  
   
   Spoiler 
   Staff of Draconic Power +1(5)
  cloak of distortion +1(4)
  fireburst +1 (armour) (3)
   
  
  
  items bought/found
  
   
   Spoiler 
  2 sending scrolls
  1 delay affliction scroll
  1 hand of fate scroll
  3 potions of healing
  2 doses of poison (dagger)
   
conversations.from: human
conversations.value: dragoonsgone: Spoiler 
  Zliss, level 4
  Dragonborn, Barbarian
  Build: Thaneborn Barbarian
  Feral Might: Thaneborn Triumph
  Dragon Breath Key Ability: Dragon Breath Strength
  Dragon Breath Damage Type: Dragon Breath Cold
  Background: Dragonborn - Dishonored (+2 to Streetwise)
  Exp: 350
  
  FINAL ABILITY SCORES
  Str 19, Con 11, Dex 13, Int 10, Wis 8, Cha 19.
  
  STARTING ABILITY SCORES
  Str 16, Con 11, Dex 13, Int 10, Wis 8, Cha 16.
  
  
  AC: 18 Fort: 19 Reflex: 15 Will: 17
  HP: 44 Surges: 8 Surge Value: 11
  
  TRAINED SKILLS
  Perception +6, Nature +6, Intimidate +13
  
  UNTRAINED SKILLS
  Acrobatics +2, Arcana +2, Bluff +6, Diplomacy +6, Dungeoneering +1, Endurance +1, Heal +1, History +4, Insight +1, Religion +2, Stealth +2, Streetwise +8, Thievery +2, Athletics +5
  
  FEATS
  Level 1: Weapon Proficiency (Execution axe)
  Level 2: Weapon Expertise (Axe)
  Level 4: Hurl Breath
  
  POWERS
  Barbarian at-will 1: Pressing Strike
  Barbarian at-will 1: Howling Strike
  Barbarian encounter 1: Vault the Fallen
  Barbarian daily 1: Swift Panther Rage
  Barbarian utility 2: Combat Sprint
  Barbarian encounter 3: Blood Strike
  
  Wealth 545
  ITEMS
  Adventurer's Kit, Lightning Execution axe +1, Battle Harness Hide Armor +1, Bracers of Mighty Striking (heroic tier), Climber's Kit, Flute, Badge of the Berserker +1, 5 Javelins
   
conversations.from: human
conversations.value: Zephraim: Elion 
   
   Spoiler 
  ====== Created Using Wizards of the Coast D&amp;D Character Builder ======
  Elion, level 4
  Human, Swordmage
  Build: Shielding Swordmage
  Swordmage Aegis: Aegis of Shielding
  Birth - Among Another Race: Among Another Race (Eladrin)
  Background: Birth - Among Another Race (Among Another Race (Eladrin))
  
  FINAL ABILITY SCORES
  Str 12, Con 14, Dex 12, Int 20, Wis 12, Cha 8.
  
  STARTING ABILITY SCORES
  Str 12, Con 14, Dex 12, Int 17, Wis 11, Cha 8.
  
  
  AC: 23 Fort: 16 Reflex: 19 Will: 17
  HP: 47 Surges: 10 Surge Value: 11
  
  TRAINED SKILLS
  Endurance +9, Arcana +14, Diplomacy +6, Insight +8, History +12
  
  UNTRAINED SKILLS
  Acrobatics +3, Bluff +1, Dungeoneering +3, Heal +3, Intimidate +1, Nature +3, Perception +3, Religion +7, Stealth +3, Streetwise +1, Thievery +3, Athletics +3
  
  FEATS
  Human: Weapon Proficiency (Bastard sword)
  Level 1: Focused Expertise (Bastard sword)
  Level 2: Arcane Reserves
  Level 4: Intelligent Blademaster
  
  POWERS
  Bonus At-Will Power: Greenflame Blade
  Swordmage at-will 1: Booming Blade
  Swordmage at-will 1: Sword Burst
  Swordmage encounter 1: Chilling Blow
  Swordmage daily 1: Warding Flourish
  Swordmage utility 2: Host of Shields
  Swordmage encounter 3: Dimensional Vortex
  
  ITEMS
  Cloak of Distortion +1, Veteran's Leather Armor +1, Lightning Bastard sword +1, Adventurer's Kit, Longsword, Fine Clothing, Flute, Cloth Armor (Basic Clothing), Riding Horse
  ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
   
conversations.from: human
conversations.value: Waargh!: Quick Stats 
   Arnon 
  HP 35/35 HS 8 Sur 7/7
  AC 17  F 14  R 17  W 16
  
   Hans 
  HP 3/43  HS 10  Sur 0/9
  AC 17  F16  R 16  W 17
  
   Jacen 
  HP 32/45  HS 10  Sur 9/10
  AC 16  F 17  R 15  W 19
  
   Zliss 
  HP 56/56  HS 14  Sur 9/11
  AC 17  F 19  R 14  W 14
  
  Initiative (avg): 1+3+8+1 = 4.5
  
   Wealth 
  Arnon: 220 gp
  Hans: 420 gp (500gp gem)
  Jacen: 81 gp
  Zliss: 445 gp (148gp gem)
  
   EXP 
  3875 / 7000
conversations.from: human
conversations.value: Waargh!: Map of the area
   