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 Post subject: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Mon Jan 08, 2007 8:42 am 
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AKA: The Can of Worms thread.
-----------------
I'll start.

Taidworth the Insatiable!
Race: Half-Satyr
Class: Druid
Taidworth was raised by his human mother in a little farming community where he looked and acted pretty normal amongst the other children. He was, however, quite precocious, and by the time he was 11 had gotten into some trouble with a handful of the villagers' daughters. Puberty shook Taidworth's world and he underwent more disturbing physical and hormonal changes then the other boys and girls. A pair of knobby horns formed under the red hair on his forehead and his feet and legs turned goatlike. Getting caught with BOTH of his neighbor's daughters got him turfed from the village altogether. His mother was powerless to stop it and his stepfather was all too happy to get rid of the embarrassment.
Taidworth headed into the woods and hooked up with a druidic hermet who helped him through the most awkward stage of his life, teaching him his mystical practices.
Now Taidworth travels constantly, protecting and working forests and occasionally slaking his insatiable lusts in nearby villages, which he flees once he's done, as far as possible.

Okay, who's next?

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"Goblins are evil too, Dad."
"No, son. Goblins are just... sorta bad."
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PostPosted: Mon Jan 08, 2007 11:15 pm 
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Meepo, the dragonlord.

http://www.wizards.com/default.asp?x=dnd/fc/20060120a

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Forth edition. This new development appeals to the herp a derp a deedily derp demographic.


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PostPosted: Fri Jan 12, 2007 11:21 am 
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Hmmm....homegrown or pre-existing?


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PostPosted: Fri Jan 12, 2007 11:30 am 
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The original intent was your own created characters (either PCs you've played or NPCs you've created as a GM). Pre-fab would be fine if you're the original writer of the published adventure, certainly.

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PostPosted: Fri Jan 12, 2007 12:27 pm 
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Ah, I see. Thanks for clarifying for me. Hope this here isn't overdone...


Name: Kragok (of the tribe Elfskinner)
Age: 26
Race: Half-Orc
Class: Wizard
Height: 6’4
Weight: 270 lbs.
Eyes: Blue
Hair: Black

History:
Kragok’s mother was an orcish maiden named Maeglon, her primary duty to her tribe consisted of watching over and tending to any recently caught prisoners. One of these prisoners, a human adventurer, was desperate to escape; so desperate, that he would even resort to seducing the affection starved Maeglon. The plan worked perfectly; she helped him escape, and all was right in the world…except one thing.

Maeglon was pregnant.

Months later, nature took its course, and she bore a half-orc son, whom she named Kragok (a name which, roughly translated from orc, means “Bright Star”).

Kragok’s childhood was, needless to say, a rough one. Tormented by the local orc children as a “weakling hybrid”, Kragok’s only comfort in life was his mother, the only person in the tribe who didn’t shun him. However, when he turned 5, his mother was forced into marrying a small-minded berserker called Ugthor. Ugthor detested the half-orc child, so much that Maeglon sent Kragok to live with his orcish grandparents in order to keep him safe from Ugthor’s wrath. There, his grandfather attempted to teach him how to be “a proper orc” by attempting to show him the ways of the warrior…this ended in disaster (If you were to ask him, Kragok’s grandfather would state bluntly that it’s Kragok’s fault he’s gone bald). Kragok learnt more useful things from his grandmother, the tribal wise woman (who, tragically, played second fiddle to the local shaman), such as the history of the orc race and the various uses herbs and poisons. For the next 9 years, his life continued, harsh but otherwise unspectacular…

Then, on his 14th birthday, everything changed….

A power hungry mage of infamous cruelty, Malag (known in some circles as “Malag the Mad”, “Malag the Bloody”, or even “Malag the Unholy”) invaded the wastelands that Kragok’s tribe and several others inhabited. Effortlessly slaying the chieftains of those tribes, he enslaved the orcs to do his bidding, first ordering his conquered subjects to build him a vast palace from which he could conduct his magical experiments (and of course, lord over all he surveyed). To this day no one is sure just WHY he took Kragok as his personal servant, but this would be the event that changed his life forever.

For two years he toiled under the insane wizard, enduring many forms of torment and witnessing unspeakable acts of magical cruelty performed by the mage. These were the days that Kragok would learn to dread the most…however, even in these seemingly hopeless straits there was a glimmer of light.

Among the duties granted to Kragok while serving as Malag’s servant, was maintaining order in Malag’s study. There, Kragok felt pulled towards the mystic tomes within… in the dark of the night, while his twisted master would sleep, Kragok would sneak into the study, reading the books, trying to teach himself how to use magic…it was an agonizingly long time for Kragok, but in two months time, he finally broke through, and became a true mage. After the discovery of his talent, Kragok snuck out of Malag’s keep and simply RAN away from the mage, from the conquered wastelands he called home. He made a promise to himself that day; to one day return to his home and liberate it from Malag…and to never be weak again.

Since the time of his escape, Kragok has traveled far and wide, delving into dungeons and increasing his skill at the arcane art. So far he has been quite successful, gaining much experience in the course of his adventures and remaining near-totally self-sufficient.

Appearance
Kragok is a towering, muscle bound creature, barrel-chested and bulky. In appearance he seems more orc than human, possessing coarse green flesh, the flattened nose, and upward pointing tusks of his mother’s race. It is only his blue eyes and vaguely more human appearance that betrays his mixed heritage. His body is covered in scars, most suffered from his childhood, others the result of Malag’s abuses. His black hair is coarse and long, resembling a shaggy lion’s mane.

He frequently dresses in dark clothing. His usual attire consists of slightly baggy, dark brown long-sleeved shirts and pants made from a burlap-like material, brown leather gloves and boots, and a deep brown leather cloak and hood. He wears many belts designed to hold various objects on him, including his spell book. His weapon is a metal quarterstaff, which he carries on him at all times.

Personality
Kragok is both a product of his harsh life and upbringing, and it shows. He disdain’s assistance from others, believing that if you can’t help yourself you don’t deserve to be helped, and is enormously abrasive. While he doesn’t approve of his mother’s people’s violent ways, he DOES possess an insight into the orc mindset that most don’t have, and as such is much more sympathetic to them than most. He has an intense dislike of dwarves and elves, due mostly both to his experience with them and due to his upbringing.

He is very power hungry, obsessed with collecting more and more. He does this as a way to feel secure, as he is still haunted by the memory of Malag and his inability to stop the mage from torturing him. While not evil he is a bit heartless, willing to do almost anything to get what he wants. He detests the weak in traditional orc fashion (although, his increased intellect causes him to realize that physical weakness is not the only weakness around), though surprisingly lacks any of the chauvinist tendencies of his mother-race. He realizes that most assume he is just another dumb half-orc, which he frequently uses to his advantage when dealing with others. He is terrified of undead, a byproduct of witnessing Malag’s twisted arcane experiments.


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PostPosted: Mon Jan 15, 2007 12:23 am 
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Woo! Very cool!
Here's another one of mine:

Falania
Race: Halfling
Class: Thief
Falania was a sweet, charming little Halfling lady of unusually high charisma. This allowed her to use her charm and her good looks to talk/wheedle/flirt or smile her way into and out of a lot of sticky situations. This also, however, attracted her a lot of attention she DIDN'T want, but one takes the bad with the good.
During one unusual adventure, Falania found herself (and half of her party) tumbling through the air after having fallen out of a flying ship! The party mage (who was sweet on the tiny girl, after all) delivered her a quick shape-change spell, causing her to sprout a pair of black, feathery wings from her back. She learned to use 'em quick enough to break her fall, and soon she was using them to flitter around in all sorts of places she couldn't get to with a simple climb-walls skill! A permanency spell placed on them garanteed that she'd have them for the rest of her life.

She eventually retired and lived in a cottage high on a hill that overlooked her home village. There she developed a reputation for weirdness and many Halfling tall tales involve the strange winged lady. Weirdest of all was the day her daughter was born! Who was the father? Nobody can say. But one thing that all the village Halfling children agree on, she's got black wings like her mother and she sneaks off at night to have crazy adventures like her mother did!

Falania eventually died in obscurity of old age, but not before a whole lot of legends grew up about her. Most of which were simply not true.

_________________
"Goblins are evil too, Dad."
"No, son. Goblins are just... sorta bad."
-Bob & Ben


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PostPosted: Mon Jan 15, 2007 9:27 am 
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Oooh, neato. Another from me.

Name: Galen Brommel
Age: 23
Race: Human
Class: Fighter
Height: 6’3 ft.
Weight: 240 lbs.
Eyes: Blue
Hair: Blonde

History:
Galen was born to the fairly nondescript town of Dulop in the Merecutia province of the Kingdom of Dundrial. Born the eldest of three children to the local blacksmith, the latest in a long line to be precise, Galen had always assumed that life had a plan for him. A plan that involved him becoming a blacksmith, like his father, his father before him, and so on. And so he apprenticed under his father, learning the tools of the trade and the means of being a good tradesmen. For the most part, life was good, and Galen was happy with his lot in life. If you were to ask Galen, he would tell you that changes wouldn’t be necessary. Things were perfect as were. Needless to say, this only lasted so long…

When Galen turned seventeen, goblin raiders blazed through the countryside, pillaging and plundering to their shrunken hearts content and leaving a trail of broken towns behind them. Dulop became one of those towns. While Dulop was able to prepare and mobilize for the goblins arrival, even succeeding in driving the invaders away, it was not enough to declare it a total victory. Many were killed, many homes and livelihoods destroyed…including the Brommel forge. The goblins took every piece of armor, every weapon, and every other item of use before burning the forge to the ground. For Galen’s family, the victory over the goblin scourge was an ash flavored one.

With the destruction of the forge, it seemed that life for Caleb (Galen’s father) was over. His only means to make a living was gone, a treasured constant that had been in the family for centuries had been reduced to rubble in a single night. Caleb sank into a deep depression and showed no sign of recovering, despite attempts by his family to show him a brighter side to the situation. Galen realized that if his father grieving period kept up, it would mean the end of the family. It was at that point a brilliant idea struck him. HE would earn money for the family. Galen realized that his father just needed a boost in the right direction; the direction of Briarfall City, to be precise. Galen’s uncle the wealthy merchant Adolphus had a home in Briafall, and Galen knew his uncle would more than willing to accommodate his brother Caleb and his family, until Caleb could get back on his feet. But what source of work could an able bodied lad of seventeen find that would pay well?

The answer was obvious.

Galen signed up with the King’s Provincial Army, with the plan of sending his wages back to his family so that they could get to Briafall. And so, Galen toiled in the army for months, training and sweating and learning all there was to learn about the art of combat. It took a few months, but he was able to send just enough money to get his family out of Dulop and off to Briarfall. With that task accomplished, Galen was sure it was only a matter of time before he could earn enough wages to send himself off, and to see life return to normal. Before that could happen though, life decided to throw him yet another curveball in the form of a war. As had been done for untellable centuries, an Orc War* started up, and Galen suddenly found himself thrust onto the field of battle.

He would receive a trial by fire unlike any other in the form of that war, fighting against hordes of orcs and risking his life on a daily basis. Galen’s frequent brushes with death allowed him some time to introspect. He found that, despite the pride he took from his family job…it wasn’t quite enough. Oh sure, it was simple and honest work, but there was so much more to life, so much more to see and do. Plus it seemed a part of him actually liked the idea of saving lives and helping those in need. When the war ended, Galen headed to Briarfall to discover that his father had set up shop once more and business was booming. Caleb welcomed his son with open arms, overjoyed that things would finally return to normal. So, needless to say it came as something of a shock when Galen announced that he was going to become an adventurer.

After a teary goodbye (and the near total disintegration of Galen’s relationship with his father) Galen made his way into the world, determined to do his best to aid those in need. He has since then had many adventures, some amazing and some ridiculous. He eventually patched up his relationship with his father after he visited Briarfall in order to deliver a dowry for his sister’s wedding (this was one of the aforementioned ridiculous adventures). He continues his adventuring, having recently joined up with a party of adventurers.

Appearance
Galen is a sizeable, well muscled lad, his body being toned from hours of hard work and long combat. He keeps his face clean shaven and has very trusting eyes (though hardly naïve ones), most of his features themselves being blunt and rather honest looking. He usually wears his hair short, but has been know to let it grow occasionally. He frequently dresses in austere, utilitarian clothing of earthy shading, preferring to wear that which is functional over that which is fashionable.

When adventuring he wears a suit of well-made chainmail armor (Mithral armor, to be precise, a gift from his father’s former business partners the Steelheart dwarf clan). His weapon of choice is a halberd, one he has had with him since he first started out. He has had it enchanted, rather than forsaking his old weapon for a newer one, and carries with him a crossbow as well.

Personality
Galen is an affable, friendly sort of person, a genuinely kindhearted man. He views his adventuring as a way to help those in need, a means to make life a little better for people. He is both very honest and genuinely curious about the world around him. Strangely, despite his background as a soldier, he doesn’t particularly relish combat like others of his profession. Though he has no problems with defending himself or defending others against harm, he generally tries to sneak past most opponents rather than engage them. However, this does not mean he views combat as a last resort. He would just rather not kill someone, even if they are his enemy. As such, he tries to make sure that he is in fact fighting combatants rather than civilians. He views killing anything that can’t defend itself as weak and cowardly. Curiously, while during combat he will gladly kill opponents, if he ever came across a wounded enemy he would actually tend to his wounds.

Most would call him naïve, but this is not true. He is aware that there tends to be more to an issue than black and white, then absolutes of good and evil. He spends much of his time pondering over the exact definitions of good and evil. He feels that, even though it may not always be the smartest thing, he would much rather do the right thing. Even for an enemy. He has even learnt to forgive goblinkind for destroying his ancestral forge, though this took a lot of effort on his part.

On more occasion than one, his code of honor and overanalyzing of situations has nearly cost him his life. He simply shrugs, says ‘oh well’, and moves on. So long as it’s just his life and not the lives of those he cares about or the lives of the innocent, he’s fine with whatever he brings upon himself.

*Orc Wars: Term reffering to collectively any number of large scale, short term wars fought with the orcs. These almost periodic conflicts happen usually within a decade, whenever an enterprising warlord is able to raise a sufficiently powerful army.


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PostPosted: Fri Jan 19, 2007 11:41 pm 
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VERY nice!

Eric of Drostardy
Race: Human
Class: Fighter
Campaign: The Quest
In the world of Kalain, the Kingdom of Skarn, there was a dukedom called Drostardy. The duke of Drostardy was extremely popular, a kind and generous leader with a strong sense of justice. His son, Eric, was being groomed to continue the trend and was promised in marriage to the young Alanna, the daughter of a poor farmer who had once saved the Duke's life. Eric and Alanna grew up together knowing that they were destined to take over the responsibilities of serving the King in the Drostardy manor, and as they grew older, they become as popular, if not more popular, than the Duke himself. Graceful, humble, just and kind.

Then a man named Marco, once Eric's swordsmanship instructor, made a bid for power. He arranged for all the Dukes to be killed as well as all their heirs, leaving he and his followers to hold the throne. Well, Eric and Alanna were saved at the last minute by loyal subjects. Word got out that one heir survived -young son of one of the King's cousins, and with that knowledge, Marco was unable to claim the throne permanently, having instead to settle for regent until the heir returned. And so the people hoped and yearned for Eric and Alanna to return while Marco sent his spies and assassins out to hunt down and kill the fugitives.

During this time of exile they disguised themselves as travelling, penniless minstrels and occasionally sent word through secret channels to their homeland to let their people know that there was still hope. Then they got involved in the Quest for the Thirteen. The magical treasures of Kalain, hidden throughout the known world by The Thirteen, and band of adventurers from the Age of Heroes who once saved the world from the dark god Abynn. Eric adopted leadership of the Quest, calling his band the New Thirteen (or, on one occasion, the Second-Half-of the Twenty-Six).

This great and capable group of adventurers managed to find all the treasures and brought them together for a final battle with the Dark God Abynn, who had not been destroyed by the original Thirteen Heroes. With the powers of the treasures, the New Thirteen opened a portal to a void dimension and Eric, armed with Courage, the last of the Treasures which also happened to be a family heirloom he'd managed to snag during his escape, sent the god through and closed the portal forever, once and for all banishing the demonic deity from Kalain. Unfortunately, he had to sacrifice himself to do it, and Eric disappeared through the portal as well. Alanna and her newborn twins returned to Skarn, now that Marco was defeated, and took her place as the Queen. Skarn was renamed the Kingdom of Drostardy in honour of their fabled and heroic monarchs, and she was, eventually, succeded by Eric II.


Eric I became known by several legendary names. Including:
The First and the Last
(first of the New 13, last one to get a Treasure)

Dragonslayer
(Crossbow bolt to the chest! One shot wonder!)

Godslayer
(Brought Abynn DOWN!)

First King of Drostardy
(Managed to kill Marco in single combat and claim the throne before going off to the Last Battle)

The King Who Waits
(Since his corpse was never found and it was never proven that he DIED, a legend grew up around him that he simply sleeps in another plane and when Drostardy needs him again, he will return!)

_________________
"Goblins are evil too, Dad."
"No, son. Goblins are just... sorta bad."
-Bob & Ben


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PostPosted: Sat Jan 20, 2007 9:14 am 
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Oooh, would this be the same King of Drostardy currently appearing in the comic? Or would this be the guy he's based off of?


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PostPosted: Sat Jan 20, 2007 10:26 am 
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Sorry, I can't answer that question definitively at this time. Keep on a'readin' and you'll find out! :D

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"Goblins are evil too, Dad."
"No, son. Goblins are just... sorta bad."
-Bob & Ben


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PostPosted: Mon Jan 22, 2007 10:02 am 
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Oh poo. Fine, I can wait. Infinite patience is my bread and butter...

Anyway, another from me, this one from the villainous side of things.


Name: Slykos
Age: 34
Race: Human
Class: Cleric
Height: 6’0
Weight: 190 lbs.
Eyes: Gray
Hair: Brown

History:
The history of the man known as Slykos is shrouded in mystery. It is known that he grew up in the crime infested slum known as Coradon City, and whatever his experiences, it was enough for him to become a twisted, deeply misanthropic individual with a total lack of regard for his fellow man. However, he eventually found salvation and walked the path of a priest.

Trouble was, it wasn’t a human god he served…nor, for that matter, a HUMANOID god. Slykos found his salvation in service to the Beholders and their deity, the great mother.

This improbable state of affairs came about during a chance meeting between Slykos and a beholder named Vorkalzzr. For years Vorkalzzr had been establishing himself as a crimelord in Coradon, intending to first set up a power base in the vile city before spreading his influence all over the surface. A party of adventurers uncovered the beholder’s scheme, chasing him out of his surface hideout and into an alley. Vorkalzzr dispatched the adventurers, leaving no witnesses to their gruesome fate…save for a destitute Slykos. Slykos, rather than run in terror at the sight, was awed by the sight…he fell to his knees and prostrated himself before the beholder, claiming that he would worship him and his people for all eternity, begging to be taken in so that he could better serve the beholders. Vorkalzzr, amused by the man and his actions, took him in as a social experiment to see just how devoted this Slykos could become.

Vorkalzzr discovered to his amazement that Slykos was an astoundingly loyal and devoted servant, who forsook all humanoids and surface races before the supremacy of the beholder species. Realizing that such devotion could be channeled into potent divine magic, Vorkalzzr indoctrinated Slykos into the beholder faith....with crushing results. Soon, Slykos became Vorkalzzr’s confidant and aid, in charge of maintaining Vorkalzzr’s criminal empire while the beholder was off on business down below. In a stroke of brilliance, Slykos founded a beholder worshiping cult among the destitute and desperate members of Coradon’s downtrodden lower-classes. “The Eyes of the Beholder” became an excellent addition to Vorkalzzr’s surface minions, and Slykos was duly rewarded for his efforts, becoming Vorkalzzr’s second in command and majordomo.

Since then, Slykos has dutifully maintained his master’s surface empire, bringing the subversion of Coradon City ever closer to fruition.

Appearance:
Slykos is a fairly average looking man…save several details. His body is covered in tattoos, beholder holy runes to be specific. His face is severe and looks older than it really is, a result of his rather stressful life. Perhaps his most striking feature is the third eyeball located on his forehead. This eye was grafted from a beholder’s eyeball, a gift from Vorkalzzr as reward for his devotion and service. This eyeball is able to mimic the beholder eye beam effects utilized by beholderkind…though only once a day per beam.

He dresses in heavy, full plate armor with an “eyeball” motif and dresses and sickly green robes, with large spiked shoulder pauldrons. Most assume him to be a Vecna cultist at first glance. His helmet looks vaguely like a snarling beholder head, and obscures most of his face, save for an opening in the forehead of the helm that allows him to use his eye-graft (and, consequently, leaving it exposed). He carries around a cruel looking morningstar, and he happens to be VERY proficient with it.


Personality
Slykos gives off the impression of a controlling military commander, a fascist of the first order. Though he is ironfisted and VERY overbearing when dealing with his master’s criminal empire, he puts on an entirely different face when dealing with the cult he founded. He has an almost demonic level of charm and charisma, able to play the insecurities and personal weaknesses of most people like a skilled bard plays an instrument. Among his cultists, he acts like a caring, almost fatherly individual.

He is totally and completely disdainful of humanoids, though he hides this well when dealing with them. He views beholders as the most superior organisms in creation and as the rightful inheritors of the world. He views himself as being completely superior to other humanoids, and beholders as being totally superior to himself…hence, he views other lifeforms as being on a similar level of cosmic importance as a cockroach. His cultists are ranked slightly higher in his eyes, as they have “seen the light”. He obeys Vorkalzzr without question and too the latter, and acts totally submissive around him and other beholders. His belief in the supremacy of the beholder race is absolute and unshakable, and his devotion and duty to his master is unrelenting and unwavering. He has personally vowed to never stop, to never rest until the surface is dominated by the beholders, with all races enslaved by them, and with Vorkalzzr at the head of it all…with Slykos by his side.


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PostPosted: Mon Apr 09, 2007 5:05 am 
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I'm going to think up something for this thread.


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PostPosted: Tue Apr 10, 2007 10:40 am 
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One character that currently springs to mind isn't actually a character I've used as a player character but an NPC.

I've sadly forgotten his name at the moment but he was a Drow Archmage intended as a potential ally for the party in dealing with the local temple clergy (which featured vampiric driders and a drow vampire high priestess among other things). The party instead choose to fight after his little introduction when they broke into his suite at the top of his "tower". He promptly fried the paladin and dropped her into negative hit points and teleported to the bottom of the tower, from where he pelted the party for a short while with spells.
They managed to grapple with the mage, who seriously outclassed any of the groups casters, when he suddenly ceased to stuggle for a moment and then disappeared; the bugger had teleported again!
Retreating a bit and resting before trying again the party returned later to find the mage a lot better prepared, having brought out his apprentices (who were about equal to the party in casting ability), a rather large demon, his local fighter/mage guards, and a sympathetic drow priest on par with the party's in casting. This time they had a much harder fight on their hands, but due to good preparation and tactical skill they won. The dastardly mage had however teleported away once more, but was hunted down by the groups druid who managed to dispatch the weakened mage.

He only lasted three sessions or so but the group were rightly frustrated by him and his constant ability to retreat. When for a moment one of them questioned how the mage had managed to assemble that force so quickly I merely pointed out that he'd enjoyed having an int of around 24 and wis and cha around 14 as well as having been around for considerably longer than the recent powerholders. I'm actually considering having them run into a clone of him, or even a resurrected one, just to see what they would do.


Another lovely npc that the party now blasts pretty much on sight is Imps, they've gone through three thus far. Back when they were fighting against a fairly low level cleric, and they were merely level 3 or 4, an imp managed to only just elude them and raised the alarm. This alarm brought dozens of soldiers, a werewolf and his fiendish warhounds, a group of half-orc 3rd level warrior types and a fourth level captain down on them all at once. They never caught the imp either.

Way later they espied an imp having a peak at them while they were speaking with the local "witch", being 11th level by now they still took no chances and leveled a lightning bolt, flame strike, and magic missile on it within an instant. Left was a small heap of ashes lying on a very bare and very hot bit of scorched ground.

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PostPosted: Sat May 12, 2007 1:33 am 
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I had a gnome Illusionist whose name has been lost to the dark mists of history whose claim to fame was casting gaze reflect 1 initiative number before a wolfwere npc major character used some kind of high powered charming gaze on him in a Ravenloft campaign. It screwed up the immediate plot a little but was incredible fun running around with the daughter of the main protaganist being slavishly devoted to a ugly, little, low charisma gnome.

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What do you get if you cross an orc with an axe? ...Quarters.

Why do dragons sleep days? ...Because they fight knights.


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 Post subject: Noobie Character
PostPosted: Tue May 15, 2007 2:24 pm 
Minotaur
Minotaur

Joined: Thu Mar 29, 2007 4:49 pm
Posts: 123
Location: Ontario
Name: Ehlina Liastacia
Age: 17
Race: Half-elf
Campaign: City (3rd ed. DnD)
Appearance: Black wavy hair (like her mother’s), green eyes (like her father’s). Short. Hot.

Ehlina was born second daughter to an Elven father and human mother (Joan Liastacia) who were at the time living in the father's hometown. She is the namesake of the goddess Ehlona, and has quite fittingly recently began her studies as a druid. Her mother was a traveling sword for hire who tried to settle down with the elf she loved, but who eventually had to keep moving and was heartbroken when the father would not join them. Because the trio left when Ehlina was three, (her sister four), neither sister understands their Sylvan heritage and at times resents it for "letting them down". Myka, her older sister, deals with things with anger and brute force. Myka began her guard-training two years previous after knocking down an innkeeper’s son that thought her baby sister had a pretty mouth. Oddly enough, it was at that time that Ehlina got her mother to train her in two-handed dagger fighting as well. After that incident Joan realized that she would have to find somewhere a little more secure and permanent for her daughters to get themselves established and ready to take on the world on their own.

The three women most recently settled in a riverside trade city, where Joan Liastacia went missing shortly after being recruited by an elite group of city guards called the Outriders. Myka and Ehlina tried desperately to find any trace of their mother, and a few games ago found it at the end of Myka's dagger, embedded up to the hilt. Myka saw a hooded stranger knock Ehlina to the ground after Ehlina had rushed to defend her wolf pup, (who had been kicked by said stranger). In a fit of fear and rage, and in accordance with her ‘kill-first-question-them-after-Ehlina-brings-them-'round’ policy, she sank her blade into the stranger's chest only to have the hood torn away (it was a SWEET critical hit Myka got!!) to reveal Joan's face.

It took a few days and a long talk/screaming match by the lake for Myka to get up the courage to tell her sister that she found their mom and sank her knife into her for good measure. Since then, the knife has been returned, (mysteriously under Mika's pillow), and Ehlina has gotten over the fact that it would appear that the person she loves the very most in the world knifed someone that looks like their long-lost mother. She and Myka, along with the rest of their party are now trying to figure out why necromancy has been happening in their little town where necromancy has been banned for thousands of years. In their spare time Ehlina and Myka have been trying to figure out who keeps trying to kill them/trash their places of dwelling, and piece together the last "case" their mother was working on before she disappeared.

So basically Ehlina is an 'innocent' half elf druid who has a yearling wolf-pup for a 'little brother', (found in their travels before coming to the town), and a foster kitten, and acts as the increasingly resentful calm to her sister's storm, (her older sister SO has to grow up!).

Yeah, for a second character, she's really cool
:-)

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