Troglets! (Half-Trolls)

Sometimes, I feel the need for a monster with PC levels, but this can lead to a creature that is all together far too powerful for my party to face (for example, a troll is a CR5 encounter. A troll with enough druid levels to be scary/cool is CR10-14). My solution is to make a half race that physically resembles the monster NPC I wanted but isn’t absolutely undefeatable. Anyways, I’ve got the pilot seat for my Eberron group for the next few weeks (whoo!), and we’re currently on the edges of the Towering Woods (which is mostly full of anti-social farming communities or druidic cults). There isn’t really much content on the various druid sects outside of the Wardens of the Woods (there’s a couple others, but not more then a paragraph in any case) which means that any interactions the group has is going to be fun. Anyways, I’ll detail more about what’s going on with the Eberron, yes! group in a day or two (real life got a little silly). So, on to the race!

Troglets

Troglets are the end result when a troll feels something other then hunger for its unfortunate victim. The babies that result from such affairs are usually eaten alive by the troll who birthed it and drowned in the human communities. Those that survive often find that not a single person cares to have such an unnatural creature around. In a cruel twist of fate, the troll genes that make them so hated are also the genes that prevent them from dying. For those rare few that find a place in community, their genes make them well suited for guard or construction work.

Troglet Racial Traits

+2 Str, +2 Con, -2 Cha: Troglets are strong and tough but tend to find that others are unwilling to interact with them.
Type: Troglets are humanoids with the human and giant subtypes.
Base Speed: Troglets have a normal land speed of 30ft.
Low-Light Vision: Troglets have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Darkvision:
Troglets can see perfectly in the dark up to 60 feet.
Scent: Troglets possess especially keen noses.
Natural Weapons: A troglet has two claw attacks that deal 1d4 points of damage.
Parental Hertitage: A troglet gain fast healing equal to 1 + 1 per 5 class levels that she possesses. She is also vulnerable to fire and acid damage.
Savage Combatant: A troglet that hits a creature with both of her claw attacks rends that creature, dealing her claw damage + 1.5 her strength bonus in additional damage as she rips the creature apart with her claws.
Threatening: Troglets gain a +2 racial bonus to intimidate and handle animal and take a -2 penalty to diplomacy.

Now this is the base race I’m building a character upon that could be something of a recurring antagonist (we’ll see how the party role plays however).

Liacia the Crimson Leaf – NE Female Troglet Pack Lord Druid 10

Str    18 +4
Dex  16 +3
Con  18 +4
Int    10  +0
Wis  24  +1
Cha   8  -1
BAB +7; CMB +11; CMD 24
HP 103; Init +3 (+6 in a surprise round);
AC
28; T 16; FF 22;
Saves F
+12; R +7; W +14;
Speed
20ft; Perception +11; low-light vision, darkvision 60ft, scent;

Feats

1: Spell Focus (Conjuration)
3: Augment Summoning
5: Natural Spell
7: Boon Companion
9: Superior Summoning

Class Features
1: Pack Bond, Nature Sense, Spontaneous Casting, Wild Empathy
2: Woodland Stride
3: Trackless Step
4: Resist Nature’s Lure, Wild Shape (1/day)
6: Improved Empathic Link
8: Wild Shape (2/day)
9: Venom Immunity
10: Wild Shape (3/day)

Traits
Adopted (Feline Instinct) – +3 initiative when acting during a surprise round.
Free Spirit – +1 trait bonus on saving throws versus language dependent and effects with the sonic descriptor. In addition, +2 to the DC to intimidate you.

Racial Features
Low Light Vision
Darkvision 60ft
Scent
2 Claw Attacks (1d4) + Rend
Fast Healing 3
Vulnerable to Acid, Fire
+2 Intimidate, Handle Animal, -2 Diplomacy

Equipment
Trollward Breastplate, Ring of Protection +3, +2 Wild Heavy Wooden Shield, Ring of Natural Attunement (Drake), Druid’s Vestment, Reaching Vines, Midsummer’s Sickle, Belt of Physical Perfection (+2), Headband of Inspired Wisdom, Cloak of the Woods, +1 Flaming Amulet of Human Bane, Various Potions

Trollward Breastplate – +3 Wild Ironwood Breastplate of Acid and Fire Resistance
Cloak of the Woods – +1 Cloak of Resistance that grants +4 Stealth in a forest.

Skills
Fly +9, Handle Animal +10, Intimidate +10, Perception +19, Sense Motive +19, Stealth +9

Offense
Melee midsummer’s sickle +12/+7 (1d6+5) or two claws +12/+12 (1d4+7 plus 1d6 fire),
Special Attacks rend (two claws, 1d4+7 plus 1d6 fire)
Spells Prepared (CL 10th)

     5th (3)- Animal Growth, Baleful Polymorph, Wall of Light
     4th (4)- Flame Strike, Ice Storm, Rusting Grasp, Strong Jaw
3rd (5)-
Cup of Dust, Dominate Animal, Mad Monkeys, Resinous Skin, Thorny Entanglement
2nd(6)-
Bull’s StrengthEuphoric Cloud, Frigid Touch, Iron Skin, Sickening Entanglement, Vine Strike
1st (6)-
Bristle, Ice Armor (2), Mudball, Wave Shield (2)
0th (4)-
Detect Magic, Detect Poison, Guidance, Purify Food and Drink

Before Combat
Liacia casts Iron Skin, Resinous Skin and Vine Strike on herself, Animal Growth on her Roc and Bull’s Strength on her Megaloceros and Strong Jaw on its gore. All three then drink potions of Shield of Faith, Blur and Invisibility.

Roc – N Gargantuan Animal

Str    30 +10
Dex  15 +2
Con  20 +5
Int     2  +0
Wis  13  +1
Cha   11 -1
BAB +4; CMB +14 (+18 grapple); CMD 26 (30 vs grapple)
HP 57; Init +3 (+6 in a surprise round);
AC
32; T 12; FF 29;
Saves F
+8; R +8; W +3;
Speed
20ft, 80ft fly; Perception +10; low-light vision;

Offense
2 Talons +10 (2d6+6 plus grab). bite +15 (2d8+10)

Feats

1: Combat Reflexes
2: Light Armor Proficiency
5: Medium Armor Proficency

Class Features
1: Link, Share Spells
3: Evasion
6: Devotion

Equipment
Ice Armor Barding, +1 Amulet of Mighty Fists
Note: These stats include the spell Animal Growth.

Megaloceros – N Large Animal

Str    26 +8
Dex  17 +3
Con  18 +4
Int    3  +0
Wis  15  +1
Cha   5  -1
BAB +4; CMB +11; CMD 24
HP 103; Init +3 (+6 in a surprise round);
AC
25; T 12; FF 23;
Saves F
+9; R +8; W +3;
Speed
50ft; Perception +10; low-light vision, scent;

Offense
Gore +11 (4d6 + 9), 2 hooves +6 (1d4+5) or Gore +11 (4d6+13)
Special Qualities powerful charge (2d6+8)

Feats

1: Toughness
2: Power Attack
5: Cleave

Class Features
1: Link, Share Spells
3: Evasion
6: Devotion

Equipment
Ice Armor Barding, +1 Amulet of Mighty Fists
Note: These stats include the spells Bull’s Strength and Strong Jaw

During Combat Liacia wildshapes into a tiny creature and flies up into the sky to provide support for her two companions through her spells (namely by summoning 1d3+1 Forest Drakes with Summon Nature’s Ally V by sacrificing Baleful Polymorph). Then she casts Mad Monkeys targeting casters (namely, spell component pouches, holy symbols, focus items). Unless her animal companions are seriously injured, she then stays invisible and watches the fight play out, only revealing herself if absolutely necessary. Her animal companions wait for the Forest Drakes to soften and engage the party before charging in. The Megaloceros charges the front liners, withdrawing after each charge to help preserve his health (counting on the drakes to pin enemies down). The Roc prefers to attack flying players, but will charge casters or vulnerable targets in the rear, grappling them and flying up to kill them with fall damage (this includes wages or other objects that the Roc can carry).

Morale Liacia consider’s her survival her number one priority. She would rather disappear into the forest and live to fight another die as opposed to dying. If she is unable to escape, she will parlay with her captors and escape when it is convenient to do so.

I would estimate that a prepared Liacia is roughlya CR9-11 encounter (I wouldn’t bump it much above 11 as summoned creatures quickly loose a lot of their threat level as party damage increases). An encounter would stress the importance of having a balanced party (as without ranged damage or flight, the party is kill-able just by the drakes circling and spewing acid. This encounter is against an intelligent opponent so tactics are actually employed (none of this “age of MMO threat” nonsense that players seem to expect). Liacia herself can also wildshape into a variety of forms, so she could potentially shift and join her animal companions in the fight. As a druid, Liacia has a large number of spells at her disposal to make life difficult for the players (Cup of Ashes) outside of combat (which is important in a persistent NPC villain). Now for her background:

Liacia was born as part of a crazed woman’s plan to take over the Wardens of the Woods. This woman figured that if she had the most perfect druid daughter, she could play puppetmaster and twist the Wardens to her whims. Unfortunately for the crazy lady, her daughter was as stubborn and free willed as the troll she captured to create her child. Tortured and tormented throughout her childhood under the guise of “training”, Liacia quickly learned how to harness the power of nature. As she matured, she grew more and more resentful of the cruelness of her mother, one day snapping out in rage and killing her. Fleeing in panic over what she had done, Liacia ran into the Towering Wood, unaware that her mother was a hermit that no-one actually knew about. She was found several days later by a disciple of the Ashbound who brought her in and converted her to the cause of protecting nature. She now one of the more powerful druids in the Ashbound, often leading raids to cull the villagers that dare to infringe upon the forest.

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The City of Skyhold (part 1)

One of the first cities I’m designing from the ground up is the city of Skyhold. I haven’t really undertaken city mapping before (it’s a different set of skills from dungeon mapping) so the scale of the buildings fluctuates somewhat (I would say that everything is within 25% of one another). Anyways, here’s the first draft of the map (no color, I have a color copy, but it ugs in the ugly).

 
Giant image is giant!

Eberron, yes! (part 1, day 1)

So in my everlasting quest to be more involved in my hobbies (coding, building things, cooking, etcetc), I’m going to attempt to maintain a running log of my adventures (and more importantly the misadventures) of this group in Eberron! Our first session was tonight! Counting myself, there are 4 other people at this table. Going around the table (character-wise), there was a:

-A dirtydirtydirtydirtydirty dwarf ranger (as in the Peanuts character Pigpen) who’s name had two vowels and far too many consonants, something along the lines of “Hdgedgrin” which everyone pronounced with a guttural “HNGRHnngr”.

-A shifter gunslinger (who’s name has not withstood the couple hours in between gaming and this post) who was also dirty, gruff and a little…odd.

-A human summoner (names + me = forgotten names, I’ll get better, I promise!) who hasn’t defined himself in game/role-play quite yet (its coming like a wrecking ball, I can sense it!)

-Myself, a Warforged Necromancer still lacking a personality or backstory but named Martin “Bonus” McDevlin (and I actually spent the entire session not remember what I was named >.>)

We start near Merylsward (separately for “reasons”) and are plopped aboard the plot train North West towards the Icehorn Mountains to a GM created city. The backstory (in short):

  • Commoners in Merylsward find gold in stream.
  • Commoners follow stream to source to find an empty lost city with a giant waterfall.
  • Commoners report back to Merylsward’s king/lord person and clue him in.
  • Commoners (4 families) become lords of this new empty city, Merylsward’s lord/king discovers massive veins of gold/copper/silver up in the waterfall cave, gogo new city/plot points!

We arrive with staggered timing (I had an obligation that tore me away from the table for an hour, another of our group suddenly had to go close a store he manages) so the Dwarf and Summoner arrive first and get to meet Dane the Bulwarkowner of the local tavern (the Rusty Nail or some such) and resident bounty master. He sends the duo off to find and slay this “deathwyrm”. I arrive back at the table (and after getting the run down from the GM as to the background story), get to meet Dane the Bulwark, and also get sent toddling off after this “deathwyrm”. (at this point Martin is still sans personality).

(So Martin is a 7ft tall, 150lbs warforged. He’s tall and quite thin. His face is covered in a white skull mask while his composite plating resembles an exposed skeleton (rib cage, etc). Eyes glow red, most exposed surfaces are a quasi-shiny black.)

Martin catches up to the Dwarf and Summoner, to find that the Dwarf was very noisily sneaking next to the road, leaving the Summoner + Eidolon in the road as “bait”. The Dwarf is so busy sneaking around that he fails to noticed the approach of this strange Warforged. The summoner greets the newcomer and on impulse Martin gains his personality. (I would say that Martin is about 15% ROBOTPERSON DOES NOT UNDERSTAND SOCIETY + 10% scheming genius + 75% Excalibur (from Soul Eater, I apologize for the audio desync, but it’s a great introduction to Excalibur).)

Taking a long look at Martin, the Summoner calls out to the Dwarf, “Is this the Deathwyrm?”
The Dwarf sits and stares at the summoner for a long moment before answering flatly, “no.”
“FOOL!” Martin greets the Summoner. “Do you drink your milk?”
The summoner stammers, at somewhat of a loss, “I…I don’t think that milk really…”
“FOOL!” Martin interrupts the Summoner, “Calcium is critical for healthy bonus!”
The Summoner player is just staring at me at this point, a little shocked. “I…er…yes…I drink my…milk?”
“Good! Without milk your bones are sure to fail you one day!”
The dwarf and summoner players share a long look.
“You in the bushes! What are you doing in there!”
A brief explanation was cut short short by the Eidolon tapping the shoulder of the summoner and pointing behind the Dwarf. “Acid hurts!”
Roll Initiative!

Since the deathwyrm spent its turn rearing up and being all scary like, the GM forwent its surprise round but tacked a -4 penalty to our initiative rolls since no-one (but the Eidolon) made the perception rolls to see it rearing up. Initiative was established as Deathwyrm, Martin, Dwarf, Summoner (who rolled a -2 :P).

Round 1
Deathwyrm: Sprayed a cone of acid into the party catching the Dwarf and the Summoner for a chunk of damage each, the Dwarf saved for half.

Martin: Points at the Deathwyrm. “FOOL! The ground you stand on no longer exists!” Casts Create Pit under the Deathwyrm who obligingly takes a tumble down.

Dwarf: P:I throw an axe at the wyrm. Me: You move to the edge of the pit for LOS, right? P: Yup.
Dwarf moves to the edge of the pit and throws an axe at it, misses and ends turn. I remind the GM of the “creatures who end their turn at the edge of the pit have to save or fall in.”-clause of Create Pit, Gm asks for a save, Dwarf falls in pit.

Summoner: Fumbles for healing potions, begins chugging CLW pots.
Eidolon: Moves a bit closer to pit.

Round 2
Deathwyrm: Delights in having a stinky dwarf to nom, proceeds to nom. Dwarf takes bite + acid damage.

Martin: “FOOL! You don’t stand near pits!” moves away from pit.

Dwarf: “AARRRGG” Attempts to TWF Deathwyrm with axes, misses.

Summoner: Moves to Eidolon, casts Mage Armor on Eidolon. Reminds Martin he can dismiss pit.
Martin:“FOOL! Then the creature would be up here with us!”
Eidolon: Edges closer to the pit, but not close enough.

Round 3
Deathwyrm: DELICIOUS DWARF DESERVES A CRIT! CONFIRMED! NOMNOMNOM.

Martin: “FOOL! Be ready to attack!” Dismisses pit, moves 30ft for LoS, casts Snowball for a lovely chunk of damage, Deathwyrm passes fort save.

Dwarf: “AAARRRRGGG 2 HP!” Flails with axes, fails with axes.

Summoner: Pulls out potion, moves behind dwarf.
Eidolon: Flanks and nibbles on the deathwyrm.

We have a lovely break from combat making jokes about delivering potions to allies, including:
Technically swallowing the potion inside the vial is still ingesting the potion…
This potion is a suppository.
The words “potion” and “enema” were combined.

Round 4
Deathwyrm: EIDOLON IS DELICIOUS BUT THE SUN WAS IN MY EYES (missed the Eidolon).

Martin: Tosses another snowball, it connects for more delicious Cold Damage, Deathwyrm continues making its fort save.

Dwarf: AAARRRRGGGGG, flails, fails.

Eidolon: Oh hey, I can full attack. Blenders remaining Deathwyrm hp.
Summoner: Puts away potion

Combat End

So here we were, three characters, 1 dead quest objective. Martin promptly ties a lasso around the Deathwyrm’s head and proceeds to drag it back to town. On the way back each and every traveler passed insisted on hugging and praising the Summoner (as the least offensive party member compared to dwarven Pigpen and giant voodoo robot). Once at the city gates, the guards refused to let Martin drag the Deathwyrm (who was leaking copeus amounts corrosive blood still…) through the streets to the tavern. After a brief debate with the guard, Martin leaves the corpse to his party members and marches straight to the tavern to secure payment.

Now Martin isn’t intentionally rude, he’s just a never sleeping, business focused, creature so when encountering a rowdy tavern full of boozy, gambling, townfolks he made a beeline for Dane the Bulwark‘s office to secure payment. Encountering a door that was barely open, Martin pushed it completely open and walked in to find Dave holding a flaggon of ale and entertaining a lovely young maiden in his lap.

“I am here for the bounty!” Declared Martin.
“You have one sentence to explain yourself.” Growled Dane, irked by the Warforged’s intrusion.
“The guards will not allow the Deathwyrm corpse into the city, thus I came to bring you to the corpse to verify the bounty was complete.”
“You were supposed to bring me the HEAD!”
“The head is still attached to the body.”
“Well take it off and bring it to me! And get out!”

With that said, Dane turned back to his entertaining and Martin left, set on the new task of obtaining the Deathwyrm’s head. Stopping on his way back to procure a large wedge of wood, he worked with the Dwarf and Summoner to decapitate the wyrm, an endeavor that quickly proved successful. Chided by the guards for leaving the body in the road, Martin drug it into the bushes next to the road and then proceeded back to the tavern with the deathwyrm head. Entering the tavern once more with the Dwarf and Summoner in two, again the Warforged encountered the almost closed door, and again he pushed it entirely open. Going to toss the head on Dane‘s desk, Martin was interrupted by a swift grab of his arm by the Summoner. Unfortunately the Summoner was unable to secure his grasp of Martin’s arm and the head was neatly tossed onto the desk with a flat thud. The maiden leapt up from Dane‘s lap, screaming. Dane, also leap up, producing a short sword in a flash and stabbing the head to the desk.

“WHAT DO YOU THINK YOU ARE DOING!?” he roared at the party.
“You required the head for payment of the bounty, this is the head.” Martin replied.
“Fine!” growled Dane, swinging a small chest next to the head. Opening it and carefully counting out platinum pieces, he glowered at the part. “In addition to the percentage I normally take, I’m taking enough to cover the damages to my desk. You two,” Dane growled, gesturing towards the Dwarf and Summoner, “make sure that THING never comes in here again!” Slamming the chest shut, he crossed his arms and glared at the party, “now get out of my bar!”

That ends the first day of adventuring in Eberron (<3)!
Day 1 Summery:

  • 1440 Gold (480 per person, Martin gets 40 less for damage to desk).
  • 500xp per character (the gunslinger was still out and about at this point but arrives shortly for Day 2)
  • Lifetime ban from the tavern for Martin.

This ends part 1, part 2 with the first piece of Day 2 will be following soon!

Did you say Eberron!?

I love Dungeons and Dragons, it is probably my favorite way to spend time with people. Sitting around a table with friends, telling a story that you get to star in…it is just an indescribable feeling. There is one regret that I have with DnD and that is that not every campaign is set in Eberron. I understand that not everyone adores Eberron, but I miss running around in Eberron, riding the lightning rail and defending against airship pirates. It is a land that can hold every story…from high fantasy, white horses and princesses in towers to the gritty, down on his luck, unkempt private detective in the bustling city. Within Eberron there is room for every single possible adventure, I could spend a lifetime in each city and still not run out of content. But as time and editions pass, campaign settings get discarded and replaced. Wonderful worlds full of life and wonder fade in contrast to new places, new wonders, new adventures. I’ve journied across Golarion by ship and horse in a hundred different guises. I’ve crusaded through the Forgotten Realms, chasing dragons and villains. Yet in my heart I’ve always longed to return to Eberron.

So when people ask me if I want to play DnD, I say “Yes!”, silently thinking to myself, I wish it was Eberron. Well lo and behold when a group I played all of one session with (its tough getting 6 people in the same room, at the same time, during the same day of the week every week, that one session was a blast and tipped me onto a delightful build, more on that later) invited me to sit at their table again, to join them for a campaign of Eberron! What a fantastic offer! I jumped at it and then promptly forgot about the offer (school being what it is during this time of year, finals upcoming and whatnot). I normally spend a week or so on one character, tuning the build, making sure the back story is airtight, plotting escape paths, all the normal veteran player things…I plum forgot. Thursday, the day of the first meeting, I get a group email asking what people are playing and I did a double take, SNAP! I FORGOT! Cue frenzy of browser tabs and book flipping. We’re playing in Eberron using the Pathfinder ruleset and via one of my favorite lines in the Eberron Player’s Handbook, “1. If it exists in D&D, then it has a place in Eberron.” This is one of the elements of Eberron that just speaks to who I am as a DnD player (more on that in another post however).

I’m a longtime Warforged fan, I just love the concept of a young, new race without eons of history and traditions binding them down. The fact that they are munchkin-y its just a boon (its similar to how I play unadjusted kobolds despite the awful pathfinder stats). So I knew I was bringing a Warforged to the table, no ifs, ands or buts allowed. The problem I then faced was what kind of Warforged. I jumped from concept to concept:

Ninja-forged! Yes!

Mmmm…Artificer x Fighter into Juggernaut!

Barbarian would be better than fighter…but maybe pull in one level for mutagen…

Ooooo…there’s ranger x fighter into Living Monolith that would be a fitting build!

OH! I could go shield ranger x fighter x barbarian into Juggernaut!

But what about artificer…make that what about mounted warforged summoner riding the Eidolon into battle!

 

Round and round and round it went, I finally had to leave the house and head to the table with no real idea as to what I was going to play. As I drove, a concept quasi-crystallized…A Warforged is a living construct that could be disassembled while awake and conscious. What if a Warforged went through such a process so many times in attempts to replicate it that it twisted the Warforged’s mind, chaining it with an incessant need to dissect and  reconstruct other creatures? What if this Warforged was set loose onto the world and gained class levels in Wizard. What if this was a Warforged Necromancer? Yeeesssss! So that was my character concept as I parked and walked in the door.

At this point I had a race, a class and a concept and nothing else. We started rolling stats and build proper characters and I got a fantastic set (rolled 4d6 keeping the highest 3, 7 times, keeping the best 6), 10|9|14|17|17|11|15. We were starting at level 3, 3k starting gold, pretty typical stuff. I didn’t expect this post to get to this length, so I’ll just post the details on Martin “Bones” McDelvin and save the proper first session for the next post.

 

Martin “Bones” McDelvin

True Neutral Warforged Wizard 3 – 500xp (4500xp to 5)

 

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 15 19 17 8 12

 

Feats:

1: Spell Focus: Conjuration

Bonus Feat: Improved Channel

Bonus Feat: Scribe Scroll

3: Varisian Tattoo (Conjuration)

 

Class Features:
Arcane Bond:Item (Docent): +1 Docent

Undead School:

Bloster

Channel Negative, 6/day

Command Undead (DC14)

Banned Schools:
Divination

Evocation

 

Gear

Rope, Grappling Hook, 15ft Collapsible Pole, ioun Torch, +1 Docent (worn), +1 Cloak of Resistance (worn), 5x Spell Comp Pouches, Backpack, Masterwork Repair Tools, Fancy Cane, Skull Mask, 3 Acid Flasks, House Deneith Travel Papers. 890 gold

 

Skills

Craft Construct +9, Knowledge Religion +9, Knowledge Arcana +9, Spellcraft +9, Use Magic Device +6

Prepared/Known Spells Spells

 

0th 1st 2nd
Detect Magic (2 slots)

Prestidigitation

Mending

-Known-

All

Snowball

Grease

Obscuring Mist

-Known-

Obscuring Mist

Snowball (4d6, DC15)

Stumble Gap (DC15,5R)

Repair Light Damage

Repair Undead

Grease(DC15)

Create Pit

Command Undead

-Known-

Create Pit (DC16, 5R, 2d6)

Command Undead (DC15)

 

Racial Features

+2 Con, -2 Wis/Cha

Medium, 30ft Move

Composite Plating, +2 AC, -5% ASF

Immune to:

Poison

Paralysis

Disease

Fatigue

Exhaustion

Sickened

Energy Drain

25% Fortification

Positive Energy Effects halved.

Can be repaired via Repair Damage type spells

 

Languages

Common, Goblin, Draconic, Elven