====== Created Using Wizards of the Coast D&D Character Builder ======

Iroko, level 4

Longtooth Shifter, Warden

Build: Wild Warden

Guardian Might: Wildblood

Background: Geography – Forest (+2 to Perception)


Str 19, Con 11, Dex 14, Int 10, Wis 18, Cha 8.


Str 16, Con 11, Dex 13, Int 10, Wis 16, Cha 8.

AC: 21 Fort: 17 Reflex: 16 Will: 17 HP: 54 Surges: 9 Surge Value: 13


Nature +11, Athletics +10, Endurance +6, Perception +13


Acrobatics +1, Arcana +2, Bluff +1, Diplomacy +1, Dungeoneering +6, Heal +6, History +2, Insight +6, Intimidate +1, Religion +2, Stealth +1, Streetwise +1, Thievery +1


Level 1: Sudden Roots

Level 2: Toughness

Level 4: Weapon Expertise (Heavy Blade)


Warden at-will: Weight of Earth and Thorn Strike

Warden encounter 1: Grasping Winds

Warden daily 1: Form of Winter’s Herald

Warden utility 2: Nature’s Abundance

Warden encounter 3: Breath of Chaos


Hide Armor, Heavy Shield, Adventurer’s Kit, Stormbiter Warblade Longsword +1, Javelin (4), Great Hunger Broadsword +1, Climber’s Kit


Iroko: Longtooth shifter Warden

Background: Iroko was born within a shifter community in the Towering Woods of Eldeen Reach. When he was 10 years old his parents fostered him among the druidic Wardens of the Wood as a way of continuing his education in the natural world, but more importantly as a way of integrating him more closely with human society. During his fostering he was introduced to a warden named Urus who took it upon himself to help the young shifter adjust to his changing world. The two were quickly inseparable, and Urus began teaching Iroko the ways of the warden, the calling of primal power in defense of nature. For many years the two traveled, first the forests and then as Iroko became more comfortable all of Eldeen Reach defending the land against bandits and the horrors that occasionally appeared in the depths of the woods. This routine life was suddenly interrupted by the destruction of Cyre. Feeling called to that land to discover the source of the destruction and the imperative to prevent its recurrence, Iroko took up arms and left his homeland searching for answers.

Initial adventure hook: The date is 20 Olarune 994 YK (four years ago). Some days ago, Urus called you to him to request your assistance. He congratulates you again on your significant progress and suggests it is time for you to venture out on your first quest beyond the borders of the Towering Woods. A trio of agents from the Emerald Claw were spotted snooping around the eastern borders of the Wood. While Karrnath is not an open enemy of the Reaches, the Emerald Claw are allies to no one, and the Warden council feels it is important to discover what they are up to. They were last spotted heading southwest across the Wynarn River. You are one of our most accomplished naturalist trackers. You are asked to follow the Agents to their destination and try to divine their purpose for trespassing in Eldeen. You are able to track them to various points across the countryside, from points across Aundair and Thrane and into Breland. They seem to be visiting specific locations of import and gathering…something when they are there, but what their significance is, you cannot divine. As you head southeast across Breland, you detect signs that they agents realize they are being followed, and you momentarily lose their trail as they attempt to cover their tracks. With hindsight, you easily spot their decoys and pick up their trail again, following them to a mountainous region on the Cyre border. Their trail is harder to pick up in the rocky terrain, but it seems to be leading northeast, into the hills, where you spot a lone tower perched on the hillside. It seems a likely destination for them, and you are eager to avoid the fighting armies on the south road below, so you head out. As you get closer, something seems to draw you to the tower, an unspoken desire to discover what it contains. You resolve to investigate it as you follow your quarry’s trail.


Eberron - Tempest's Roar rhynndavrie