Kore Doomhand

A young dwarf, arrived in Laston from the Iron Hills; now adorned in a theme of Black and Crimson, his armour is arrayed (mostly at the joints) with Vicious Spikes


Kore is now wearing black and crimson, and his armour is adorned with vicious spikes.
[Author’s Note: I have revised the format of this section. After the intro (the part with the pictures) and the two “Views” sections (view of PC, view of others), the subsequent entries are in reverse chronological order; i.e. most recent first, oldest last. This may make this easier to follow – for those so inclined.]

Fast, healthy and with a bit of a wit, Kore is a young dwarf looking to return to his clan ‘on the rise’.
Wears leather, uses an uncommon style hand axe and even more unique off-hand axeheads which can be very easily (and often are) thrown.
Also throws a unique ‘two axe-heads connected by a stout length of cord’ with which he is very adept at knocking an enemy prone.
Axehead thrown Axe bola
When he hits, it is like the mountains he is from.

View of other player characters:
Beld – another dwarf, what can I say? Family does seem a bit odd to me. Unsure about all this spirit stuff but his healing is good. Oddly enough, in the fight inside Knight’s Tomb, he could have healed Gage and (possibly) prevented his death. Have to give Beld extra credit for that ‘oversight’ …
Glia – says she’s a bit of a misfit in her family but she is as fast (faster?) than me. Handles herself quite well in battle. If the rest of family is better …
Gwil – for an elf, she seems OK. Can heal so that’s good. Hasn’t seemed to even flinch in any of the fights, even when the river hydra surfaced right under her. So that’s also quite good. As an elf beholden to a human, that her ‘knighthood’ weighs heavy on her spirit is sad but an indication of a proper mind. That is also good.
KrehirDEAD – not sure what to make of this small giant. Entire village gone with no clue why/what/where? Sounds suspicious to me. Even with the recent revelations in Blackfork, still seems overly suspicious. Definitely can take a licking; also dishes it out fairly well. Still, it was too bad I wasn’t the one teaching the young kids the use of hand weapons. His recent off-hand dismissals of obvious truths and delusions of grandeur are concerning … better watch out for these shortcomings. And now he is DEAD – obviously his delusions got the best of him. Can’t let that happen to me.
Valeran Hardek – a bit too ‘over the top’ for me. Like Hardek, seems to like the sausage of life but doesn’t like seeing how it gets made. Still, family (of sorts) and not bad in a fight. The river troll encounter showed that. Does need a bit more of a backbone. Can’t let anyone take a free shot without knowing there will be consequences. Also needs to work on his priorities. I should have known he would fawn at the feat of another human for recognition. Knighted by a scion while his duty belongs to the Clan.
Morwen – odd little wench, amazingly lucid and capable for someone who allegedly experienced what she did; certainly not the ‘little girl in need of rescuing’ we were expecting to find. The story of her trial by combat is all the talk of the town. And the notoriety of ‘the witch that bested the knight’ is unlikely to die down soon. Too bad, I may have need of a back up for a task and now she is too infamous for that. Still, I made a fair penny placing money on her winning but then, I’d seen her fight and knew it was a good bet. Though they grumbled, they paid up all the same.

Other views:
Cidum – why isn’t he dead? Must be an imposter. Doesn’t matter, I’ll chop this one up and feed him too to the birds. Eventually they will tire of replacing him and he will stay dead.
Harvel – a decent dwarf but, like his ‘son’, too idealistic for my tastes. Means well but doesn’t understand the ‘et or be et’ reality of the world.
Kenton Corliss – no love lost here. I’d have already have taken him out if I thought there was any backing (or money) for that.
Mayor (of Laston) – doesn’t seem like a bad gig, if you can get it
Boggarts – what a pain. First encounter with these fey goblins and they try to steal from us. From me?!? Next meeting and they try to hang some of the group? As far as I am concerned, they go straight into the ‘kill on sight’ category.
Gage and Brett – dumb and dumber. Should be glad that shit they tried with Val wasn’t with me. If they did, the boggarts would be better off. Well, Brett is now dead and Gage barely not with him. Wonder if he learned anything …
Mwgu, the druid – odd sort; naive to the point of stupidity. And now dead – likely because of it (that and the hanging with this group aspect)

I should have guessed I would find those fools here!
The Sorrowmaker has always held a side glance for their group.
With the Sorrow I still have yet to unleash, I dare not approach lest they fall victim yet again to that casual glance.
Still, I must get a message to my adopted ‘cousin’.
There is more in motion here than my hand can hold or stay – and they must be warned.

Kalidril – my mission progresses well.
Sorrow I am sowing to those most deserving.
Kalidril – I carry out your will.
Allow me to complete my tasks.
Guide my strikes to my targets so none go astray.
Kalidril – I am your vessel, I do as you bid.
Keep those I know out of my path as I enact your will.

I have already started.
Doing tasks for the clan, showing them the future in action has bolstered their spirits.
My presence after each return with news of success brings nods and gleaming eyes from all I pass.
I can see they remember the stories of old, of grander days of our clan.
I have gathered the Sorrow and now it is time for be to bring it elsewhere.
This time I am taking a longer mission, one which will take me farther from my ancestral clan homes and our temporary ones too.
I go to the King’s City.

Kalidril – Your Sorrow I have gathered and now hold.
Barely contained, I carry it as I go to do your will.
Kalidril – allow me to unleash it on those who have harmed my clan!
The blood in my veins runs with your will.
I am your vessel, to do as you bid.
I head towards battle! Join me and see your follower spread Your Sorrow!

I cannot write of what I found in Blackfork.
Though as battle hardened as many in my clan, I find my youth is still a barrier.
The losses my clan suffered pain me like nothing I have encountered before.
Gold is good but gold cannot fill the graves and replace our dead.
I can also see it in many of their eyes – a generation or two lost in a wasteful war that is not ours – they fear our clan is on the decline.
Not while I live!
A better path will we forge, a glorious future we shall take.

Kalidril – shadows have fallen on my clan.
I go to lift the cloud.
Sorrowmaker – I am overflowing with Your Sorrow.
It is time for me to bring that despair to those of my choosing!

I am fierce! The blood of my enemies shall flow freely to you!
Raise up my clan to also bring those enemies to you!
Join in – see how none may stand before me!
My strikes guided by your will lay low all those I choose.
Kalidril – join me in battle as I show them the power of the Sorrowmaker!

Well, it is done, have parted ways with the group.
My clan is in dangerous territory and they know it not.
Where my duty lies is clear and I go to my clan.

Kalidril – other shadows gather over my clan.
I go to spill the blood of those that cast those shadows.
Sorrowmaker – follow me as I head into battle!
For you I will soak the ground with their deaths.
May my journey bring Your Sorrow to those who that dare to stand in my way.

Do not like being turned into a pet – need to find some protection against such.
Otherwise, handled myself well with the Hags.
My efforts to return to naturally implementing my clan’s (basic) trainings goes well.
Will up that to review of the advanced lessons in the days ahead – then I should be back into full form.
Likely won’t help my companions (they seem thick enough that even exposure to solid fighting form won’t penetrate) – yet that will be on their heads, not mine.
I will do what I can and must yet need to remain vigilant and wary so what has befallen too many of my comrades does not befall me.
While they can be lost to their clans, I cannot be lost to mine.
That is an impossibility.
The casualty rate is (from a clan view) also completely unacceptable.
My clan would have long been nothing but a distant memory with a death rate of one per [half-]squad per month.

Poor tactics and poor coordination has undone us again.
That which I feared would happen has – another of this party lost, and this time I see no way to undo the damage the group has done.
Cidum was not as tough as expected – likely because we caught him alone and off guards (foolish choice he made, traveling alone).
Still, with a half-score like him following me, I would rule this land.
[Maybe that is what this Baron Coluddyn is up to – some bigger power play.]
We should have been able to safely handle Cidum – and almost did.
Yet when it was all over, our group had unused resources and one dead.
That should be fewer/no resources left and none dead.

Kalidril – I have soaked the ground red with their blood!
I am ferocious and strong; none may stand before me!
Kalidril – I am heading back to Blackfork, to purge the last remnants.
Follow my journey and if they do not stand down, again join me in battle!

May the Sorrowmaker bring his sorrow to those before me, not those with me!

Minor noble or otherwise, Cidum has got the appointment & backing of a baron and now all we’ve got is jack and bupkes against him (Cidum is dead so we’ve got that against him …).
I’d rather have had a half squad of my clan in all these encounters – we’d have come out better and with fewer dead.
Many may say what they want about my clan but none can look us in the eye and say we lack tactical prowess.
Our group’s tactics have sucked and that looks to be rubbing off on me.
Have got to curb/correct that tendency and get back into clan form – and do it quick before it gets me killed (
like it got Krehir killed

We are going into enemy territory.
No recon and they have the homefield advantage?
The Sorrowmaker will take us all if we don’t act smarter and use better tactics.
That is, if I don’t up my game – after all, do I really think any of the others will fill that void?

Kalidril – sure as I breath, I am going to war in Blackfork.
Join me in battle!
I am ferocious and strong.
Join in and see how none may stand before me!
See how my strikes are guided by your will.
Kalidril – join me in battle,
and I will make the ground run red with their blood!

That damn druid – I should have known he was weak and never left him to be looked after by Val.
Stupid goody two shoes – running off to save some random village girl (as he reached that point in his maturity?) instead of protecting our only witness to the crimes of a noble?
Whiskey Tango Foxtrot was he thinking? Likely doing no thinking at all I suspect.
Thought Harvel would have been a better influence on him in that regard (Harvel does come from my martial clan after all, can’t have forgotten every way the clan follows).
Maybe Harvel is too old – that’s one rumour why he ‘retired’ (though that is a rumour, the Shadows know the true reason he left the Clan).

OK – I am starting to have serious concerns about my companions.
And I should not be getting this close to those who raise such concerns.
Sure, this group doesn’t have many years under their belts – but after Brett, Gage and Val, no one is young anymore, no one here is a rookie now (after Mwgu and Krehir, this is even more true).
If I don’t watch myself, they will get me killed just like Brett, Gage, Val, the druid and now Krehir – and I won’t be around to bring me back.
[Two out of four five ain’t a bad track record for ‘recovery’; and essentially none of that any thanks to the others – if I wasn’t around it would be oh for 4 5 and ‘those damn kids’ might very well have the ‘they are bad news, they get folk killed’ rep they seem to be so deserving of. Even the worst of my clan has a better track record than they do. Perhaps a score of fights and 4 5 dead to show for it? My clan would have been gone long ago with that loss ratio.]

Have I been hanging with these amateurs too long? and getting too involved and sloppy?
It does feel like that is what’s been going on this spring.
Need to tighten up my game; worry less about the others and focus on what matters.
They can take care of themselves – and if not, that’s on their heads (it surely was on Krehir’s).
Sure, I’ll bring ‘em back if there is opportunity but those opportunities aren’t all that common and the price might be too high … Just ask Glia!


Kore is now wearing black and crimson, and his armour is adorned with vicious spikes.

Fast, healthy and with a bit of a wit, Kore is a young dwarf looking to return to his clan ‘on the rise’.
Wears leather, uses an uncommon style hand axe and even more unique off-hand axeheads which can be very easily (and often are) thrown.
Also throws a unique ‘two axe-heads connected by a stout length of cord’ with which he is very adept at knocking an enemy prone.
Axehead thrown Axe bola
When he hits, it is like the mountains he is from.

Very early on in his time at Laston, Kore had heard some of the ‘local bully’ stories from the other kids and resolved to send a message of sort …

“What is that?” one kids in the group asks, looking at a large item Kore is dangling from his leather gloved hand. Seems Kore is always wearing leather gloves.
As they all move closer, the kids can clearly see Kore is holding a huge rat by its tail.
The rat hangs mostly motionless, slightly swinging side to side as it also spins slightly back and forth.
Once gathered around Kore and all within a few feet, each in the group can see the rat is missing a lot of fur on one side of its body and on most of its head.
Where the fur is missing, the skin is obviously scarred, looking like it was burned [acid damage], some of the skin is still oozing puss and other body fluids.
“Ewe gross!” one of the girls exclaims.
“Move out of my way. Let me see, let me see,” Kenton orders.
Kenton – with Gage and Brett tagging along – has just arrived and, as always, immediately tries to take command.
“I guess that’s kind of cool,” Kenton says quite matter-of-factly. Not wanting to give the new dwarf-kid too much encouragement in front of others, always working to ensure the kids know his dad is mayor and one day he will be mayor too. “Where did you get that?”
“I found it in the grain storage. Figure the elders wouldn’t like it being left in there.”
Suddenly, the rat twitches.
Kenton jumps back a bit but it is the other kids that cry out as the rat moves.
“Eek! It’s still alive!”
“Get it away from me! Get it AWAY!”
“How in the … ?!?”
“What are you going to do with it?” one of the calmer kids asks.
“The little fucker bit me,” Kore says, speaking very straight-forward, putting extra emphasis on the obviously (forbidden) cursing, his voice slightly lowered yet loud enough that all the kids can hear, with almost no emotion except on the cuss.
“So I had to show it that that was a mistake.”
Many mouths go wide at the obvious implication that the rat’s current state – alive and seriously, permanently scared – is a result of something Kore did to the rat.
Then staring directly at Kenton, slowing his voice a little and lowering it a touch more.
“I’m thinking of leaving it alive, you know, as an example to all the other rats not to bite me.”
Suddenly, very quickly, faster than some of the kids could follow but making sure Kenton sees, all the while still staring intensely at Kenton, Kore very quickly grabs the rat by the head & throat with his free gloved hand and just as quickly shifts the grab into a twisting, squeezing motion.
All the kids can hear the obvious crack of bone and the ‘pop’ as the skull is easily crushed in by Kore’s fist.
“Nah,” his voice lighter, with a rather cheerful lilt to it, “I’ll just put it out of its misery,” Kore says, dropping the rat at Kenton’s feet.
“After all, it served its purpose and deserves a good rest,” he adds as he turns away and heads towards the smithy.

You start with hit points equal to 12 + your Constitution score.
You gain 5 hit points each time you gain a level.
You have a number of healing surges per day equal to 7 + your Constitution modifier.

Master of Arms
Benefit: You gain a +1 feat bonus to the attack rolls of weapon attacks.
(The bonus increases to +2 at 11th level and +3 at 21st level.)
Also, you can use a minor action to sheathe a weapon and then draw a weapon.

Initiate of the Faith (MC Cleric)
Benefit: You gain training in the Religion skill.
Once per day, you can use the cleric’s Healing Word power (Burst 5, 1 target, target can spend a healing surge plus 1d6 extra HP)

Improved Defenses
+1 feat bonus to Fortitude, Reflex and Will defenses

Quick Steps
+1 feat bonus to speed

Disciple of Stone
When you spend a healing surge, you gain 5 temporary hit points.

Executioner’s Technique
+3 enhancement bonus to attacks with weapons
Critical Hit: +3d6 Poison damage
Power (Daily – Poison): Free action on a hit.
The target takes ongoing 5 poison damage and is slowed (save ends both)

Shadow’s Escape
+2 enhancement bonus to Fortitude, Reflex, Will
Power (Daily – Shadow, Teleportation): Immediate Reaction when hit by an attack.
Teleport 5 squares and gain Combat Advantage against the attacker until the end of your next turn.

Shadowy Embrace
+2 enhancement bonus to AC
Resist 5 Necrotic
Resist 5 Poison

Bola one-handed, +3 proficiency, 1d4 damage, 4/8 range, 2 pounds, light thrown, Flail group

Blowgun two-handed, +3 proficiency, 1d4 damage, 5/10 range, 2 pounds, load minor, small, Blowgun group

Level 1: Versatile Defense
Ever watchful, an executioner practices techniques for staying alive. You have learned a mode of defense tailored to your fighting style.
Benefit: You choose a bonus feat, either Shield Proficiency: Light or Two-Weapon
Defense. You don’t have to meet the feat’s prerequisite.

Level 1: Attack Finesse
For the executioner, speed, agility, and precision are more important than muscle.
An executioner learns how to handle any weapon with a finesse that lends itself to more accurate strikes.
Benefit: You can use Dexterity instead of Strength for your melee basic attacks.
In addition, once per turn you can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow.

Bola Takedown
You whirl your bola over your head and take careful aim before hurling it at a foe’s
At-Will – Martial, Weapon
Standard Action R anged weapon
Requirement: You must use this power with a bola.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage, and the target falls prone.

Precision Dart
The poisoned dart flies from your blowgun with unerring accuracy.
At-Will – Martial, Weapon
Standard Action Ranged weapon
Requirement: You must use this power with a blowgun.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity modifier damage. If you deliver a poison with this attack, the target takes a –4 penalty to its first saving throw, if any, against the poison’s effect.
Effect: If the ammunition has a poison on it that is normally delivered on a hit, you can deliver that poison to the target even if the attack misses.

Quick Shot
You loose a quick bolt from your crossbow, thereby creating a momentary opening for your escape.
At-Will – Martial, Weapon
Standard Action Ranged 1
Requirement: You must use this power with a hand crossbow.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: You shift up to 2 squares.
Special: Using this power doesn’t provoke opportunity attacks.

Executioner’s Strike
Executioner Attack
You strike with precision at the exact right moment, landing an attack that can be instantly fatal.
Encounter – Martial
No Action Personal
Trigger: You hit a creature within 5 squares of you with an attack using a weapon.
Target: The creature you hit
Effect: The target takes 2d10 (3rd level) extra damage from the triggering attack.
If the target is helpless, this damage is maximized.
Special: Nothing but a short or an extended rest can allow you to regain the use of this power.

Quick Swap
Your weapons are extensions of your body.
When you are changing your focus from nearby foes to distant enemies, you can switch between your melee and ranged weapons with ease.
Benefit: Once during each of your turns, you can draw or stow a weapon as a free action instead of a minor action.

Level 1 & 5: Poison Use
Benefit: You learn the recipes for three 1st-level poisons of your choice.
During an extended rest, you can prepare two vials of 1st-level poison(s).
You must know the poison’s recipe and have a poisoner’s kit.
Each vial contains a single use of the poison, which expires if it isn’t used before the start of your next extended rest.
An item can benefit from the effects of only one poison at a time.
Only you can use your poisons, and you are immune to the effects of the ones you create.

Ungol Dust Level 1
This black powder dissolves organic material.
Power (Consumable – Acid, Implement, Poison)
Standard Action. Effect: You make the following attack.
Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 3d8 + Dexterity modifier poison damage, and ongoing 5 acid damage (save ends).
Miss: Half damage, and ongoing 5 acid damage (save ends).
Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead knocked unconscious until the end of the encounter, and it is permanently and visibly scarred.
Power (Consumable): Standard Action.
You place the Ungol Dust in a closed container, such as a chest or a jewelry box.
Make the attack above against the first creature to open the container within the next hour.

Id Moss Powder Level 1
This green powder causes mental anguish and eventually insanity.
Power (Consumable – Implement, Poison, Psychic)
Standard Action. Effect: You make the following attack.
Ranged 5
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2d10 + Dexterity modifier poison damage, and ongoing 5 psychic damage (save ends).
Each Failed Saving Throw: The target makes a basic attack as a free action against its nearest ally.
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Special: If the DM allows it, a creature reduced to 0 hit points by this poison is not killed, but is instead driven permanently insane.
Power (Consumable): Standard Action.
You place the Id Moss Powder in a closed container, such as a chest or a jewelry box.
Make the attack above against the first creature to open the container within the next hour.

Level 2: Utility Power
Faith Healing
Religion Utility 2
Daily – Healing
Standard Action Melee touch
Target: One creature
Effect: The target can spend a healing surge.

Level 3: Death Attack
Benefit: When you hit an enemy with a melee or a ranged attack that deals damage, you can choose to reduce the enemy to 0 hit points automatically if it has 10 hit points or fewer after the damage is dealt.

Level 4: Nimble Drop
Benefit: When you take falling damage, you can take a free action to reduce the damage by 6 + your level.
If this reduces the damage to 0, you don’t fall prone.

Level 6:
Ghost on the Rooftops
Effect: You climb or make a long jump, moving a number of squares up to your speed, without making an Athletics check.
Special: You can only use this power once per round.

Kore Doomhand, Dwarf, level 7 Executioner (League of Whispers, Attack Finesse)

AC: 21 Fort: 19 Ref: 20 Will: 20
HP: 56 Surges: 9 Surge Value: 14

Acrobatics +12, Insight +11, Perception +11, Religion +7, Stealth +14, Thievery +12

Arcana +2, Athletics +3, Bluff +3, Diplomacy +3, Dungeoneering +8, Endurance +7, Heal +6, History +2, Intimidate +3, Nature +6, Streetwise +3

Executioner Attack: Executioner’s Strike
Executioner Attack: Bola Takedown
Executioner Attack: Precision Dart
Executioner Attack: Quick Shot
Executioner Attack: Hidden Stab

Dwarven Resilience (Dwarf Racial Power)
Healing Word (Cleric MC Daily)
Faith Healing (Religion Utility 2)
Ghost of the Rooftops (Executioner Utility 6)

Level 1: Two-Weapon Defense
Level 1: Master at Arms
Level 2: Initiate of the Faith
Level 4: Improved Defenses
Level 6: Quick Steps

Ungol Dust
Bloodroot Poison
Greenblood Oil
Leather Armor
Hand crossbow

Kore Doomhand

Laston DonMoody