Friday, May 15, 2009

The module just arrived in the mail today. I am looking through it now and I will post soon with all the complete details about when the game will happen. I am a little sad that no one has posted their character backgrounds yet.

11 comments:

  1. Sorry. When I saw I wasn't an author it didn't occur to me that I should just post in comments instead.

    My character, Zethediel Mal-ybbkt (call him Zeth or your Dark Overlord), is a Tiefling Warlock/Wizard.

    Zeth is a bit of pyromaniac and loves a good cigar. He disdains dragonborn a mouth-breathing barbarians of little use for anything. Eladrin make him nervous because deep down, he knows they're better with magic than he is. He used to not hold a lot of respect for men and women of the cloth, but his life was saved a few too many times for that opinion to survive long.

    Zeth feels at ease only when he knows he's respected by those around him. He pursues respect from others with unmitigated tenacity through a variety of means (money and hellfire being the two most effective methods). One of his favorite hobbies is developing new ways of impressing people.

    Tiefling by birth, and a young student at a Wizard School, he found the tedious study of spellbooks too boring for his taste, so he broke into the school's forbidden section of the library, used an incantation to summon Maeb, a minor (reeeeally minor) infernal princess, and made a pact with her for power.

    In exchange for the ability to wield hellfire, Zeth promised, on pain of forfeiting his soul, that he would save the village of Moonstair, should it ever become endangered. Why Maeb is interested in this village, Zeth has absolutely no idea, but he's intelligent enough to know that some great ill will probably come of it later.

    After sealing the pact, Zeth received great power, quit the academy and went adventuring for ten years in the areas around Moonstair. 5 years ago, he moved to Moonstair and opened a tavern (Lord Obsidian's Den of Dark Delights). He's well versed in the town's history and politics and tolerated as a person who's intervened to help townsfolk in the past, hellspawn he may be.

    3 Things about Zeth

    1) He has something of a short fuse and fiery temper.

    2) He's terrified of failing and losing his soul to Maeb.

    3) While he would prefer, ultimately, not to have to do anything, when he does do anything, he prefers the quick way, hard or easy.

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  2. So, that means you're more Warlock than Wizard, correct? Just checking so I don't try and step on your toes too much in terms of roles.

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  3. Yes, Frosh. I am more striker than controller. I multiclassed Wizard because I wanted more area effect spells and more fire spells.

    Your wizard should probably take the fire at-will, though. I would recommend playing either a summoner or a control wizard. Summoner for the extra meat on the field or Control for the array of status effects you can use, like Ray of Enfeeblement, Chill Strike, or Grease.

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  4. I was actually looking more at the rloles, so I don't accidentallo into the same role that you are in. As you may now know, I went Swordmage and multiclassed into Spellscar.

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  6. Well Basically my Character is a young Shadarkai Warlord. He was a Military Genius at a young age and quickly excelled in the Academy. Serving in the Army he began to get more and more interested in the Aspect of Death, even More so the other Shadarkai. A Knowledgeable gentleman He Decided that he would Satisfy his curiosity and Explore the World and talk to other races and Cultures and learn Their Beliefs and feelings on Death and the Afterlife. His Pursuit of Knowledge is also one of his flaws though as he tends to sometimes be Brash and not completely think things through running into Cultures and creatures in his Journeys that would love to show him Death first hand. Deep down though he himself is actually rather afraid of Death. He also has a tendency to believe that he is more valuable then others Tending to keep himself on a high Pedestal per se.

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  7. Well, better late than never.

    Name: Khar'dan
    Race: Dragonborn
    Class: Sorceror
    Alignment: Good
    Deity: Bahamut
    Battle Cry: "For honor and freedom!"
    Quote: "Somtimes you have to slay an evil army to end the day at all well. Other times, it just takes a night in the tavern."

    Khar'dan is a tough, if slightly short and light dragonborn, amiable to friends and ruthless to enemies. He never knew his blood family, having been raised by adoptive human parents. When younger, his latent magical power got him both into and out of the occasional fight or quarrel before he managed to properly harness it when he reached adulthood. He left home soon after, promising to return home a hero of the land. He predominantly wanders from town to town now, righting wrongs where he finds them.

    Khar'dan is generally forthright, having little reason to conceal his identity or opinions. When dealing with those he believes innocent, he prefers to use bluster. threats, or diplomacy to garner information critical to his current task. When dealing with foes, however, he opts for spell, strength, and fury. He rarely compromises, but can understand the need for it in delicate situations. Socially, he's friendly, often treating those with him to rounds at a tavern, and prefers a rousing bard's song of heroes past and present to a dull and quiet evening.

    By and large, Khar'dan has minimal prejudices against others in terms of race, though he often marvels at the dynamic nature of humans. He prefers to judge people based on actions and callings, looking most favorably on those who use great might or personality. He respects most other callings, knowing the value of a well-placed stab or healing chant. On the other side of matters, he disdains wild sorcerors as incautious and unrestrained in their spellcasting, and despises warlocks, regarding them (mostly Infernal warlocks) as "fools who bind themselves to greater powers for no more reason than a bit of magic."

    Character highlights:

    -Kind to friends; reacts to enemies with fury and violence.
    -Partially favors fire, very much favors breath and blasting attacks.
    -Friendly towards fighters, clerics, paladins, and warlords; Unfriendly towards warlocks.
    -Social drinker.

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  8. Bah! Lord Obsidian looks forward with great relish outdamaging, outdrinking, and outsmarting this upstart lizard mouthbreather, if indeed he survives the trolls long enough for me to remember his name!

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  9. Name: Mikal Thorp
    Race: Human
    Class: Spellscarred Swordmage (Swordmage who multiclassed heavily into Spellscar)
    Alignment: Good
    Diety: None

    Mikal was a retired swordmage, leaving his adventuring days behind him to put down the sword and pick up the hoe and became a farmer. He used magic to tend to his crops, and all was well, until the legendary Spellplague sweptzx through part of the land, and he ws caught in the middle of it. It was unrelenting in twisting not only the land, but Mikal himself as well.

    When the Spellplague passed, Mikal was left horribly scarred, both on the inside and on the outside. His face and body are burned beyond any recognition of his former self, and most of his original powers have left him. But, being a past adventurer, he has managed to retain some of his frmer powers, and also managed to harness the energies of the Spellplague inside of him, granting him new powers to replace the ones he lost and granting him some new abilities that are unique only to him.

    When traveling where others are around, he uses his old "Hat of Disguise" to restore his pre-burned looks, and he uses his old (but still well-maintained) Magic Kopesh, though the Spellplague affected it too, giving it a new property.

    He is reserved, and not willing to let others know about his "condition". Mikal does, however mask it by pretending to be joyous, and will happily relate to his old adventuring days, and offers suggestions to battle tactics through hisexperience adventuring. He also does not like the gods all that much, becuase he thinks the gods should have stopped the Spellplague, and he holds them accountable for it.

    Highlights:
    -Reserved, but acts happy
    -Defender, with a lot of Spellscar powers
    -Physically deformed, but hides it with magic
    -Draws on his experience for tactics and entertainment
    -Does not like people who draw their power from the divine, but will tolerate them.

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  10. Arzn is what some refer to as a protective warden, and what some refer to as "good". Being warforged, he takes these views, and others, in turn as he looks over the world, and his "life". He's "good" in the sense that he doesn't randomly or intentionally murder or maim, pillage or raze. This does not mean he necessarily understand the difference between "right" and "wrong", especially when views on such things vary from person to person. He just does what doesn't hurt those that can't defend themselves, and stalls or stops those that intend to inflict such harm. He's gotten better over the years about figuring it out, though, and tends to do right in recent times.

    Following the path of nature seemed, once he had his freedom, an ideal decision. Being made, at least partially, of things natural, urged him onto that course. He's since learned that he's less than natural, but still walks the path that allows him to aid others with the knowledge and power he's gained from it.

    Being apart from the natural order has allowed him to watch it in peace, as well, being that he could wait as a stone in a meadow, and experience all around him without disturbing it. At least after washing various scents from himself, and adding some mud or leaves, or such.

    Over the years Arzn wandered parts of the world, but settled into a sort of life near Moonstair. He'll be there at times, at others he accompanies caravans and traders to and from the nearest settlements or cities, often to see something or someone new to him, be it a person or bestial companion. He acts as a guard or guide to and from, often for little to no compensation since his aim is to see and interact with whatever it was that caught his interest.

    As well, he goes with others on their jaunts to the ruins in relative close proximity to Moonstair, keenly interested in the ruins and what may be found there. Most of the time he comes back with a full party, but he always comes back, even if it's simply with news of those that left, never to return.

    He lost an arm once doing that, and returned saying something about it being little more than a scratch, and eventually getting it replaced. It's why his right arm doesn't match the rest of his body as well as it might. He's since learned to use his mace with his left hand, in case he looses the other one again.

    Ideas about religion tend to confuse Arzn. He doesn't understand how people can believe in "magical cloud mages" that can help heal the sick or bring back the dead. He's seen it happen, though, so he figures there must be something out there. He thought he saw a god once, then decided, after it was quite bloody and dead, that it was just a really, really big lizard, and not the Bahamut or Tiamat he'd heard about.

    Still, dragons have been an interest to him since he'd first heard about them, and he especially enjoys traveling with dragonborn, even if they aren't true dragons. He's pretty sure one was, but could never prove it. And while he does not totally believe in the divine power of one being, he carries a holy symbol of Bahamut. He thinks that, even if he does not believe, he and this creature or being are on the same side. He also hopes that it might show true dragons that follow the god, real or not, that he can be trusted to help them in their fights.

    Arzn tends to look at friends and allies the same way, acting protective of both, even to the point of getting in the way when it's not needed, but he thinks it is. More often than not this ends well enough, but there was that one time with the wizard, the warlock, and the sorcerer in the bar. He doesn't like to talk about it. When it's an actual fight against blatantly agressive foes that won't stand down, he lets his blade be his voice; loud and obnoxious or quiet and "pointed" as necessary.

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  11. Vanèäron
    Elf Ranger, Battlefield Archer
    Alignment: Good
    Deity: Avandra



    Vanèäron is a quiet elf. From his youngest days, he lived a life of harmony with the woodlands and the creatures therein. He was orphaned as a young man when his parents fought to save their beloved woodlands from a pair of marauding dragons, Ragabut and Firazz. The Magical bow he carries was inherited from his mother, and his quiver was carried by his father. Even though his parents were archers of considerable skill, they did not survive their venture into that fateful, but victorious battle.

    Mentored by a local Ranger, Vanèäron honed his skills hunting in the local woods for food, and also helping to protect his small town from roving gangs. Over the years, Vanèäron has mastered using his bow over long distances.

    He is quick and curious, but is very wary around strangers, and prefers stealth when approaching strange people and places. It is not uncommon for people to walk past him and never notice his presence, so skilled is he at concealment. When traveling with a group, Vanèäron will often scout ahead, using his insight and perception to detect danger. Once engaged, he likes to separate away from the group, preferring to assist his companions from vantage points where he can help in many places at once.

    While he is slow to befriend others, once you are his friend, it is for life. Honor is never taken lightly. And, when the time comes to relax, the first round of Dwarf Ale is his to buy for his friends.

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