Monday, December 29, 2008

A tale of legend

Just more stuff to keep my creative juices anchored.

The great mystics of the dragonborn tell tale of a man from before the great collapse. It is not known if he was of any recorded race, but it was known he was chosen by the gods. His only purpose was to keep a single island cloaked in the shadows of eternity. The island was supposedly a haven for dragon kind, that dragons of any color could rest there and be safe. However, the historians who have collected what they could of the times before the great collapse have noted that the dragons did not stay on the island for long. That they came and went infrequently. The historians wondered why these creatures would not choose to live out there ancient lives in peace and harmony in the safety of this haven. Dragonborn mystics believe the island was a hatching ground. That certain dragons would come to the island to lay there clutches of eggs, or perhaps bring certain eggs to the island. The oracles and mystics know there kind was created after the great collapse, and they believe there first ancestors hatched from dragon eggs that were touched by the blood of tiamat and bahamut during a great fight in the heavens. Some historians believe that the immortal was told of the impending collapse of Rimoria, and that the gods would be unable to help as destruction swallowed up the world, that a great magic, or collapse of magic would leave the gods unable to help any of there children. It is known that there was a time around the great collapse where the gods were silent, and the historians believe that there were some who knew of this, and took precautions. Some historians believe that certain eggs were hatched by dragons before the great collapse and left on the island to be watched over by the Immortal. Oracles and Historians surmise that if this was the case, then the Immortal had to have some way to transfer the knowledge of the dragons and there powers into the eggs, which were to be hatched without parents. Historians note that the Immortal was also credited for creating powerful artifacts specifically for dragons, and that it increased there powers beyond belief, to the very edges of godhood. There is know good reason why the artifacts were created simply to increase the power of already god like beings, since it created much chaos during the days before the collapse, so the historians believe the artifacts were created to absorb the memories, history, and powers of these great dragons. Since the artifacts would be coveted, only the most powerful of dragons could obtain them for long, and it is believed that when the great dragons died, there essence was absorbed into the artifacts. Once the collapse began happening, and the gods became silenced, the great immortal could have used the stored energies of these artifacts to give the combined strengths of all dragonkind into the unhatched eggs. There is little known reason why the dragonborn do not have scales similar to the great dragons of old, and the historians believe it was because it was the will of the gods that if no dragons were to survive, than the these knew dragonborn were to have no distinction between good and evil, law or chaos, and that they could choose there own paths and masters as they hatched into the world, that is why the powers and histories of all dragons, not just the ones of law and justice were harnessed. Regardless, the great immortal who shows up from time to time in the ancient texts of Rimoria disapears at this point. Though he had some hand in the end time for the dragons of old, the extent is not known. Mystics dismiss the idea of magic being involved in there creation to blasphemous, but historians argue that the man was allegedly chosen by the gods, and thus not just an agent of magic. Regardless, if the Immortals hand was involved in there creation, or as an aid to there existance, they are not exactly sure as to what motivated him to help. No known island of dragons has been discovered since, and the dragonborn were born into the wastes, not on some island. To historians and mystics alike, this is still a troublesome mystery. The day will come when they uncover the truth, but the gods are ever silent on the subject, suggesting that either even they did not see the dragonborn unveil themselves, or that there creations is just as mysterious to the gods, as it is the dragonborn themselves.

(Hope you enjoyed! =)

Monday, December 22, 2008

Kharask's Perspective

This is another character related post. (I'll be doing this often to flesh out ideas, keep the character fresh in mind, and to allow others insight into Kharask's psyche.)

This is Kharask's perspective of his fellow comrades. This is taken from his limited experience and time with them thus far.

Baerd - Kharask sees Baerd as an asset to the troupe. Its obvious the dwarf comes from a questionable path, but so far baerd has been predictable and valuable in combat. Outside of combat the dwarf becomes somewhat of a liability, and kharask knows that if Baerd does intend to stay with the troupe, it will make social interactions that much more interesting. If theres one good point about Baerd in a social setting, its that he's honest. To a fault maybe, but honesty is far easier to work with than lies and half truths. Regardless, as of this moment, Baerd has shown bravery, a quick wit in combat, and a steady head when it comes to tactics. He also notes that the dwarf doesnt mind taking orders, he thinks this is solely based on the fact that Kharask hasnt failed in a mission yet, and is quite sure the dwarfs perspective of him might change in the face of failure. One other thing of note, the dwarf seems religious, he respects the gods and there edicts. The others ignore the gods of this world, but it seems Baerd still recognizes them. (Most memorable moment - Breaking in to Vadriel's shop)

Delanor - His understanding of the Arcane impresses Kharask. The arcane arts are rare among the dragonborn, and those that wield magic in the traditional sense, are known as lore masters and mystics. He respects the dedication it takes to achieve such an art, and he respects the devestation that magic brings to the battlefield. If it were just the arcane, Kharask would have no problem, it is the wielder, Delanor, that Kharask worries about. The others haven't noticed yet, or perhaps there senses cant detectl it, but Kharask can. He see's the signs. Frustration, a manic eagerness to act, Indecisive behavior mixed in with iron resolve. Delanor has a seed of madness planted in him, its rooted deep, and it grows daily. His race has heard tale of the Silver elves before, and he wonders if it might just be the Fey Wild influencing his actions and behavior. In his gut, he feels that Delanor stands alone from something. Like the rest of the troupe, the silver elf is here for a reason. Kharask is resigned to protect the Arcanist with his life, however, should the silver elf one day turn on his allies with madness, he prays tovik helps bring a swift merciful end to Delanor's suffering. (Most memorable moment - His quick destruction of the first undead horde the troupe encountered. Also, his initial decision to not help with killing the dragon)

Erantaelik - The drow is a fierce warrior who uses a combination of magic, weapons, and stealth tactics to overcome a foe. His combat style is not the most honorable Kharask has seen, but battle on a large scale is usually far from the one on one epic fights spun at camp fires. Utilizing every option is a must among true warriors, and Kharask sees this in the drow. The drow is prideful and confident, and he seems to think that his presence should not be a concern to others. His naive understanding of the workings of the world are a frustration to the dragonborn, who has a hard time communicating with the drow. Regardless, Erantaelik has a great deal of potential. He can become an amazing asset to the troupe, or over time, become a great liability. Right now, Kharask has a good feeling, he believes through hardship and combat, Erantaelik will find a will to fight not only within the troupe, but also learn to fight with them instead of beside them. (Most memorable moment - The staring contest between him and baerd when the dwarf accused him of worshiping demons)

Azriel - Predictable. He's a simple elf with simple ways. His tactics are easy for Kharask to predict, and his attack patterns are effective. Azriel has a good understanding of the natural world, and a decent understanding and empathy of people. Should Kharask make the current troupe into an adventuring company, Azriel would more than likely take second seat. Still far from being a true friend, Azriel is simple enough not to be a threat, and trustworthy enough for Kharask to leave important matters in his hands. (Most memorable moment - Being Three for Three against Shamans)

ok, thats it for now! i'll have more later!

Thursday, December 18, 2008

2nd Adventure 3rd Session

And so the party journeyed on from the grisly sight of the dragons cave. Refreshed, the troupe headed further up the foothills and into the mountain paths. The days journey was relatively uneventful, ending with the party settling down at a defensible position on the mountains edge. At the beginning of the next day, the troupe ascended further up the mountains, traveling several hours before reaching a large ice encrusted stone bridge, it was becoming evident during there travel that the drow was not used to these conditions. Although the others did not take note, Kharask saw the familiar limp as Erantaelik struggled for breath, saw the moisture of sweat collecting around his forehead and shoulders, and heard the familiar rattle of overworked lungs. These things he kept to himself, the drows weakness would be embarassing to the warrior no doubt, but it could would open the party up to more bickering, which was already becoming troublesome to the dragonborn . Regardless, the drow made it to the peak with the troupe, a little worse for wear, but he made it none the less. The bridge was passage to there destination, the entrance to the Angath Hammerhold. A dwarven face carved into the stone face of the mountain greeted the troupe, the craftsmanship and architecture was both amazing, and sorrowful. This land was a legend, it was a history, and it was gone. Long after the dwarves made there place here, there home remained, waiting, but abandoned. Cautious as always, Kharask sent Erentaelik and Baerd across first, trusting there survivability and grit. The dragonborn, Delanor, and Azriel stayed in the rear, watchful of possible ambush. As the two warriors made there way to the center of the bridge, a small swarm of what Azriel later described as stirges, stirred from there nest under the bridge and attacked. Four of the beasts stayed on the warriors, while a fifth attacked azriel. Delanor used his magic to summon forth familiar bolts of eldritch force, killing one of them fairly quickly. Azriel handled the one attacking him with a bit of help from Kharask. Baerd handled the iced bridge quite easily, taking the fight to the beasts as they swarmed around him. The drow, erantaelik, had a difficult time with the wind and ice, his unfamiliarity with the outside elements becoming a weakness in the battle. As he fought to gain his bearings, and the battle raged around the troupe, a powerful spider crawled from its hiding spot near the bridge, sensing an easy meal, it lept nearly the length of the bridge to land upon Azriel, intent on getting a quick meal. Kharask moved in quickly, using his shoulders to put all of his strength into a thrust, he struck the spider in its center, the magic of his hammer sparked through his hands at his command, and a blast of force and sound knocked the spider off of his comrade, and sent the beast to a falling to its death. There victory followed a moment later, as the last stirge exploded under the onslaught of Baerd. The troupe got its bearings and rested a moment before moving in. The hammerhold was impressive, the flagstones still in place, the brickwork still mostly unblemished. Right as the troupe entered however, they were put to testing there prowess yet again as a group of the Greenscale kobolds led by a kobold shaman was stationed at the end of the entrance hall. The troupe took to there fight with haste, Drow magic was eclipsed by the power of eladrin magic, as Delanor set a great blast of force against one of the warriors which tore into his nearby companions as well. The silver elf followed his assault with a conjured blast of fire, and his trademark bolts of force. Azriel took to his swords, and began harassing the kobold warriors with small but vicious wounds, and baerd in his usual manner, charged forward into the fray. The kobolds were prepared however, and there sentinels set up a defense to protect there shaman and a sniper in there flanks. Seeing there defensive posture, Kharask charged into the center of it, taking damage from there attacks, but ruining there stance so that his allies could attack without retribution. The great dragonborn then was pushed back by there assault, and used his own draconic power to retaliate, exhaling a great roar of fire over the kobolds. The rest of the battle was handled efficiently, baerd cleaved his way behind them, Dalanor weakened there resolve, and the rest of the trouped fought between there ranks until at last there leader was killed on the twin swords of Azriel. After that, the troupe continued furthere into the hammerhold..

ok, thats that. I'll have another character related post soon!

Sunday, December 14, 2008

Turning Away

-Another Character Post- This one updates a bit of Kharask's background, and gives some insight into his motivations.

Kharask turned away from bahamut that day. The day that she passed out of sight. The tribe of the night sky (or whatever other evil tribe or clan name you want for the bad dragon born) had felled his one true comrade, but it was Kharask himself that had killed her. He had let down the one person in his life he had wanted to protect. Even with her forgiveness, even with her wish for strength, he could not forgive himself, or find the strength to go on as he was. She could have done so. She was strong. But he was not, and he understood that now, her words. Too ashamed to face his future, he turned himself away from Bahamut. Bahamut was king of the good, Lord of all law, the strength and honor of the Dragonborn. Kharask could not be these things in his future. He was trained to be these things, and perhaps he could pretend for a while to be these things. But it would be a dishonor to her. He had to be honest, he had to walk the only path he knew could set things right. He had done too much wrong to his own personal honor to ever face bahamut, even though the dragon lord may forgive him. He could not in good conscience face him. So he turned away that day. He said his farewell to his clan, small as it was now with the hordes of tiamat attacking so often, he knew it would disband soon, or be absorbed by one of the evil hordes nearby, or perhaps find a stronger clan to merge with. That morning as he walked away, he vowed that he would return, he vowed not to bahamut, but to Tovik, the god of war and battles. He made a pact with Tovik that day, that every creature he killed in honorable battle he would dedicate to the god. He asked only to be challenged, only to be tempered in battle and war. He asked only that he be given the chance to one day return to his land, to one day be able to face the hordelings of the Dragon Queen, and to lay waste to them. To scatter every tribe, to kill every member, to burn every one of there settlements to the ground until there was nothing left. He knows that in the end, this path will lead him further away from bahamut, he knows that in the end, on the day when he is victorious, when he has crushed the last skull beneath his heel, he knows that on this day his people will turn there heads away from him. He will be a monster in there eyes. He knows this, but there freedom is more important to them then there love. He hopes that such a sacrifice will be noble enough for her, and noble enough for bahamut.
(Note, I took some elements of Grey wolfs background and sprinkled them in there. I like the idea of wanting total destruction of ones enemies without remorse, while becoming a symbol of fear to them. The concept is similar, but I added some elements to help him maintain his alignment. Good will always be there, he is a good being. He wants to see people do well, he hates to see creatures suffer, and strives to set good examples for others to follow. Law will be trickier to maintain, though i can see him doing it. He is incredibly honorable, and wants his victories to be seen in an honorable light. he also respects the elements of order and place in the world. So i dont see that changing much either. Anyways, thats just some extra flavor for mr. Kharask.)

Friday, December 12, 2008

Updated stuff

Well, i fixed my computer. kind of.. I actually took the thing apart, not even kidding, and fiddled around with some stuff inside. I dont really even know what i did.. but it works now. and thats cool. I mean.. till it doesnt work again. could be soon. ANYWAYS. to all my gaming friends reading this, i am sorry about missing the game wed. =(. I was pretty sick. Mostly it was tuesday, but i didnt really get up and moving much until wed around midnight. Guess it was the flu. >< . I wanted to game freaking bad too. I was gonna try and just go with it, cause i was up 4 pm for a little bit, but it didnt last. I guess I could have played out some of Kharask's sickness with the green dragons poison.. I could have used real life props, made from me! Anyways, i am sorry bout that, but i look forward to gaming again this next wed! Also chris, i dont think would have forgiven myself if your little one would have gotten her first flu from me. Ok, i'll have another post after the next gaming session. Maybe even sooner! unless my puter breaks.

Thursday, December 4, 2008

2nd Adventure 2nd Session

Well, after the group rested up, they continued onward towards the mountains. There trip was going relatively smooth, late in the third day however the troupe encountered a pack of wild boar. The encounter was handled swiftly. The beasts attacked with vigor and ferocity, but it was easily overcame. Baerd met there ferocity with his own, mingled with regret, hatred, and suicidal determination. Erantaelik took to a second one leaving baerd to handle one of his own. The dark elf used magic and sword as well as dark gifts to keep the beast mired down and focused on himself. When a third one joined the fray, Azriel used arrows and a keen understanding of the beasts to keep it pinned and confused. Dalanar as always, remained safely tucked away under the watchful eye of Kharask. The wizard used his superior understanding of the weave of magic to launch powerful blasts of force against his foes, weakening them even further. Kharask did his assigned task, bolstering his allies with words of encouragement, and using snap commands to move and manipulate the battlefield. The battle ended quickly, and Azriel took some time to carve up some fresh meat for the troupe.
Later in the day, as night drew increasingly closer, the troupe met up with a wandering trader and his daughter. It seemed there ox was in some kind of duress. Moving in to help, Azriel quickly took to calming the beast. The drow and the dwarf stayed back for the most part, and Kharask and Dalanar set to looking at the tradesman's goods. The encounter was a refreshing get away from the battle and blood of the field. The encounter was also insightful. With increasing evidence, the troupe is noticing that Erentaelik does not belong above ground. Kharask tried to chastise the drow, but was relatively unsuccessful due to his own harsh words, and the pride and arrogance of his drow ally. Regardless, the troupe set out once again.
Early the next day, the group saw a green dragon flying above them. The powerful beast headed east of them. Kharask made a snap decision to kill the thing. Not only did he feel it would put an end to increasing Kobold activity in the area, wandering tradesmen would be far safer with the beast destroyed. His allies were not enthusiastic about it. Azriel conceded for the greater good, and to ensure that the friends they had just made would not end up a meal to the beast. Dalanar was set against it. Taking the eladrin for a coward, Kharask dismissed him, stating that he could wait behind until the group killed the beast. After being informed that he would not be privy to any of the beasts treasure or spoils, he changed his mind, but only reluctantly. The drow seemed more put out that he wasnt asked properly, again showing the arrogance and pride of both himself, and the dragonborn. Finally the troupe set to finding the dragon, moving down to its lair, luring it out, and attacking it ruthlessly.
The battle was hard fought. Everyone did there part, fighting with everything they had. Dalanar assaulted in with conjured spikes of force, and set a powerfull explosion upon it that nearly took its wing off, later on in the fight, as the battle came towards its conclussion, he suprised the draconic beast yet again by conjuring a near sentient ball of fire wich he set to attacking the dragon. Erantaelik attacked the beast with equal ferocity, using magical wards to protect his allies, he also harried the beast with magic of his own. Lightning, flames and waves of sheer force leaped and danced from his blade as he continued his assault. Kharask, although not as effective as some, did his part well. Seeing dalanar getting assaulted by the dragon, he charged it without thought, breaking its attention and allowing the eladrin to recuperate slightly, he then used the confusion to get underfoot of the beast, swinging wildly until the creature was entirely repositioned and the eladrin was safe. Baerd was the main damage of the attack, he set upon it with everything he had. His axe carved great gashes into the beast, he severed one of its claws and nearly tore the things head off on several occasions. In the end, it was an arrow but the ever resourceful azriel that brought the beast down. Staying ever on the edge of his bows range, he had been striking the beast with arrow after arrow, looking for an opening to finish the creature. When the time came, and arrow in the dragons eye felled it. The troupe then took there time, taking trophies from the dragon, and hunting down its treasure horde. Revitalized by there victory, but exhausted by the battle, the troupe decided to rest at the dragons lair for the evening.

and thats all till next session.
=)

Friday, November 28, 2008

Spirit Folk

Just though of an idea for my dear D.M. so i thought i'd post my thoughts. Thats what this page is for right! =)

Recently my d.m. and I were talking about the new forgotten realms books, and about how he did not like the elemental races because they were clumsy and kind of hard to mold into a conventional setting. Well, since there getting so much support, i thought of a cool way to introduce them to his current world. Spirit Folk. In our campaign setting, we used the Tiger Islands as our oriental settings area. It was really cool, we didnt get to do much there, but what was done there was very colorful and memorable. For me thats something. But I loved the races there, especially the Spirit Folk of the Orientals Handbook, and the Hengeyokai (sp). Obviously the shapeshifters havent been represented, and i'm not sure if they will recreate the spirit folk, but if they dont, i think the Genasi would fit the bill pretty good. More than likely the Tiger Islands have faded away or been merged with another continent during the past thousand years, so most of its traditions and history would be gone, but if some of the tradition and history do exist in some small way somewhere, it would be cool to represent the races that were present at that time. Anyways, its just a thought, but it least it would be a realistic way to get the race into the campaign. You could just tone down the "I'm an elmental powerhouse" mentality to a more spiritual aspect. I dont like str. being one of there big stats, but other than that, i think the race fits pretty good. Again, just an idea. ok, i'll have a post next week on our next gaming session!

Friday, November 21, 2008

Kharask Stuff

Ok, making some changes to my character based on the new Martial Powers book i got.

Going to change his Daily power. His current power allows him to bolster the defense of all of his allies. This was a natural way to go starting out, according to his background, but seeing the group dynamics, and the recent near death of a comrade, i can see Kharask switching to a new daily power introduced in that book.

The power is called Fearless Rescue
It is a Daily martial power
-It is an immiediate reaction
Trigger- an enemy within 5 squares reduces an ally to 0 hit points.
Target- the triggering enemy
Effect - Move to the nearest square from which you attack the target
Attack - Str +1 v.s. AC
Hit - 2 (W) dmg+ str modifier
Effect - The ally can spend a healing surge, and regains an additional d6 hit points for every oppurtunity attack provoked while moving to the target.

It really fits my characters theme, and i can see it being really useful as well. There is one other change, i'm swapping out an at will power (viper strike) for a new at will (opening shove)

Opening Shove
At will - Martial - Weapon
Standard action to use
Target is one creature
Attack is Str. v.s. Ref
Hit - push the target 1 square. Choose an ally you can see. The ally can either shift a number of squares equal to my int. mod, or can make a basic attack against the target.

This is a forceful manuevering power, It fits better than viper strike, and since i havent used viper strike once, its easy to phase out.

No feat, utility or encounter power changes. Also his Warlord type stays the same as well.

hope thats ok!

Two Scars Company

This is my idea for an adventuring Company to be created by Kharask. Being lawful and good, and the designated leader, i wanted Kharask to take a hands on position when it came to the group. He'll probably post invitations through Kharan Has's bars and inns. Kharask understands that he may never go home, or if he does, it wont be for a very long time. He also enjoys leading, and protecting and looking after his comrades. I see him creating this as an Adventuring Company. Kharask will be looking for 4 members with experience to be interviewed individually. Any of his current troupe is free to join automatically, and if they all decide to do so, then Kharask will post the companies name as a formed company, looking to aid those in need. It will be easier to attain more jobs, and prestige if people can identify with a group, as opposed to individuals.

All members of the two scars will be asked to carry a mark on there person that represents there affiliation to the company, the other mark will be personal. Those loosely affiliated with the company will not be expected to carry any such mark.

The name is representative of taking responsability for ones own actions, and the ability to bear the marks of past transgressions or faults with dignity and strength.

Monday, November 17, 2008

2nd Adventure 1st session

The Adventure continues. For everyone. After getting out of the sewers with the young boy, the troupe headed back to vadrier's alchemical shop. After a great deal of work and tedious care, the elder alchemist also helped bring Dalanar back from the brink of death. Although worse for wear, the Eladrin regained his strength within a few days. During this time the troupe disintigrated for a short while, Erantaelik went exploring, Azriel rested as the disease was purged from his body, Dalanar lay comatose for a couple of days, Baerd left before returning to the alchemists shop, having Kharask promise to keep his share of the loot safe. Kharask managed the care of the boy, watched over his sick comrades, and kept guard over Vadrier's shop during business hours. After several nights, Baerd broke into the shop, the troupe intercepted him, and a desperate Baerd convinced the troupe to help him with a family matter of sorts. It seemed that Baerd had business in an old dwarven stronghold, and that an ancient dwarven relic had to be reclaimed. After some debating and chastising of there fellow comrade, the troupe set out from the alchemists shop towards the mountains. It would take several days, so the adventurers geared themselves up, Kharask having to forcefully take matters into his own hands to get armor for his dwarven friend. The troupe traveled a well known path, Azriel blazing the trail for them, the first day passed peacefully, and the second as well, on the second night however, a group of Kobolds attempted an ambush. It failed miserably. Azriel was onto them right away, and saw them moving about in the bushes. He fired a shot that killed one instantly, then raised a call of alarm to the others. The rest happened swiftly. Kharask rose, and shouted commands to baerd, bolstering him to move beyond his normal limits, and allowing him to set up a powerful charge against a group of well armored kobolds. Azriel stayed in the rear, shooting arrows at stragglers, and taking shots at the leaders bodyguards. Dalanar moved in with fire and force, confusing the foe as Erantaelik moved in with sword and magic to walay another group. The downfall was imiediate. One kobold after another fell to magic, arrows, javelins and blades. Once the battle was finished, Azriel gave the troupe the grim news that the kobolds were more than likely in the service of a nearby green dragon. Troubled, but non afraid, the group settled back down to rest.

And thats where we ended! next D&D session update wont be till December. But i'll try to post some more stuff shortly.

Thursday, October 30, 2008

First Adventure -Second Session-

Ok, so getting right back into the game, here is how it all went down. After killing off the remenants of the undead in the dead in pooling room, the troupe headed to explore more of the ancient and neglected sewer system. They quickly came to another ancient pooling room, not far from the beginning of the sewers. The room was enormous and ancient, and was obviously not an original part of the sewers, but an ancient ruin that was just improvised into a pooling room for the sewers of Kharan has. As the troupe approached the room, the backed up pool in blocking the entrance to the room became animate, a huge sludge of blue fluid animated and attacked ferociously. The battle was extremely tough, and the troupe gave it there all. Kharask bolstered his allies by showing his ferocity against enormous odds, and called up for defense against this new beast. His allies acted in turn, after seeing kharask's breath scorch the beast, Erantaelik conjured up mighty flames of his own, turning his sword aflame with a word of magic, and meeting the beast in combat. Baird met it with his usual ferocity, turning all his inner rage into a wave of slaughter to be directed at the monster, his attacks were clumsy but relentless, and large patches of the creature folded and fell away under his hate. Dalanar, the wizard stayed far from it, sending forceful explosions to contort and destroy its liquid form, and following our attacks with blasts of flame and force of his own. Azriel tried his best to aid the troupe, but the disease was getting to him, he moved into position and struck with great ferocity, but could not seem to get much going in the wakes of filth that moved around him. The beast did eventually die, turning into a pool of wasted blue ichor, but it left a legacy of pain behind it. The group spent time healing its wounds and the acidic burns left behind by the creature, but eventually searched the place, and moved on. Kharask took a bit of treasure with him as well, a small medallion that could turn regret into success with a bit of magic aid. So the troupe moved on, down more sewage filled corridors, another swarm of rats attacked them as they made there way, but was quickly dealt with. They moved past that and further along, moving towards the noise of a waterfall. The sewage seemed to be swept off and into a huge cavern system hundreds of feet below them, obviously the original home of where the goblins came from. Moving from this scenic view, the troupe moved further on to explore the sewer system, they were met with more goblins soon enough, three warriors guarded an empty bit of corridor. The group moved to dispatch them quickly, but then two goblin black blades attacked from behind. All though caught off guard, the adventurers handled this quickly. Baird and Kharask teamed up took the assasins, killing them in short order, The three elves worked together, and did so well. Silver and Dark magic merged against the warriors as the blades and arrows of the wood elves kept them from changing there position. The troupe followed a fleeing goblin into another pooling room, they dispatched him, but the small room also housed several zombies who animated and moved towards there next meal. This was handled swiftly and professionally. The magic of the dark elf, and tactics of Kharask kept them in a tight formation, as the troupe worked on there flanks, Dalanar the silver elf conjured an animated ball of fire which burned them from all sides, and simultaenously sent blasts of fire right into there centers. The creatures died yet again, to charred to ever reanimate. With no rooms left to search, and no sign of the children, the troupe searched further, and found a hidden door. The door led to a an old chamber filled with an alter and small cage. Signs of slaughter were all around the alter, and a near animate corpse shifted and moved on top of it. It was easy to see the children met there ends here, all save for one, a young boy in a small wooden cage. There adversary was an imp, apparently the familiar of a necromancer ran out and killed by some adventurers. The imp was preparing a spell to reanimate the corpse, but the group arrived in time to stop it. The imp used skeleton and zombie guardians to attack us directly, then used invisibility to stay hidden, and attack us at our flanks and sides. Our elven ranger went down nearly immiediately, a barbed tail sailing into his side and filling him with poison. His own fortitude and determination brought him out of the brink of unconsciousness, and gave kharask enough time to encourage him to rejoin the battle in haste. Things were not so fortunate for Dalanar, the wizard. The imp saw him as a real threat, and made no mistake in its attack, striking too near the heart of the eladrin, the troupe had no time to revive there fallen comrade, and he died before he even got to cast any of his magic. In the end, through swift thinking and deadly tactics, the group lured the imp out of hiding and brought him down. After rescuing the boy and fitting the body of there comrade, the troupe found a hidden route up and out into the city. Moving back to the alchemist, they told him of the goblins and devils plot, and made sure the boy was taken care of.

ok, thats it. Hope you enjoyed the read! =)

Monday, October 27, 2008

Magic Items -Help List-

So our DM recently told me that he was thinking about letting his players come up with a wish list for magic items. You see, in 4th edition magic items are not random, they are placed. I actually like this more than i dislike it, it lets the dm come up with stylized gear for the characters. The problem is that the DM already has tons of stuff to think about, coming up with 4 magic items per character level to be split among 5 characters will be difficult at best. So, to help him out i decided to come up with a .. helper list. I'm not a fan of wish lists, i still like to be suprised, but this should help our overwhelmed DM a bit =)

Armor - Well, really he doesnt need armor for defense so much. So i'm not looking for heavy pluses on the armor. It helps, but he wont be the target most of the time. So, abilities is what should be looked for here. Armor like Exalted armor that helps with healing would be great, and similar types of armor that help him with healing or his other warlord functions would be great. Mobility isnt an issue, so gear that helps with that wont do much. Armor that gives bonuses when he's bloodied wouldnt be bad either, for other ideas. If he's hurt, and has armor that helps him out in a pinch it will let him get back to healing that much faster.

Weapons - anything really. He's a damage dealer when it comes to combat, so he really doesnt need anything special. Daily's that help stun, daze, or immobilize are nice, but probably better on other characters. When it comes to weapons, pluses are probably best for him, at least at heroic tier, unless something helps out his warlord functions. Save the powerful weapons parcels for some of the other melee guys. With a ranger, Sword mage, and barbarian, I think the warlord can take second seat on magic weapons. Worst case scenario i have to buy some later on. But done be shy on types, I can use magic javelins, throwing hammers, and mauls. Later on i'd love a distinctive weapon, I really like defining weapons. but I dont see anything at this tier of play.

Other Gear -Things that help him be a better warlord. Dont focus on mobility or items that increase certain ability scores. Focus on things that either let him stay in the fight longer, such as amulets or cloaks that give him limited damage reduction or the like, or you can give him items that allow him to heal, help, or aid his allies in some way. Later on i see him being a very tough character to kill, and more than likely i can see his misc. gear going towards heavy defense, and his weapon being his defining offense.

hope that helps some.

Thursday, October 23, 2008

First Adventure - First Session -

Ok, heres what happened in our first session. The following will be taken from Kharask's perspective.

After arriving at Karahn Has, Kharask spent some time taking in the coastal town and tried to find some work in adventuring. Very early on he got a feel for the town, and it was not a good feeling. The townsfolk seemed fearful and anxious, and corruption was the law. One afternoon while wandering through town on his way to find a place to bed down and feast, he heard a commotion followed by the sounds of a human in trouble. As he raced towards the sound of battle, he was joined by a dark skinned elf, an elf also rounded a corner from an alley and made his way towards the battle. As they rounded the corner they met face to face with a large band of goblins. Nine of them had apparently been attempting to mug or apprehend a human male. The dark elf entered the fray first and put up a cloud of darkness as he took to fighting. Kharask and the elf moved in to assist, but could not assess the situation due to the darkness. As they waited for the magic to ebb, a silver elf appeared from around the corner to assist them, apparently a wizard. Once the darkness settled, the real combat started. The dark elf was already immersed in battle, surrounded, and using a unique style of blade and magic to attack his foes great numbers. The elf then moved in, drawing two swords and quickly taking to some of the frontline goblins, Kharask then moved in as well, shouting orders to his new comrades and using his trained tactics to move them around to more advantageous ground. The silver elf from behind then began casting his magic, throwing powerful spheres of force that eradicated a nearby wall, and small darts of force that struck true to some of the back line warriors. At this time another ally joined the fray, a dwarf ran from behind us and recklessly charged into the heart of the battle, killing one nearly instantly, and adding yet more muscle to our front line. It was not a one sided fight however, There leader was a powerful goblin shaman, and set to casting curses on us. The silver elf and the dark elf succumbed to magics that caused there eyes to bleed, and a hazy mist constantly emenated from the goblins wicked totemic rod that chocked all enemies, and bolstered the nearby goblins. It was all for not, although it took time, the defeat was systematic. One warrior after another was felled, and at last, the goblin shaman was cornered and killed. The man we saved led us to his home, and gave us a place to rest, He told us that the goblins were a nuisance to the town, and he believed they were nesting in a nearby abandoned house, or possibly in the sewers below it. He also said he believed the recent abduction of town children may have had something to do with them. The group stayed the night at his house with the intention of going to the abandoned home in the morning and checking out the disturbances.
During the night Kharask got to know his comrades. The elf's name was Azriel, he was a ranger that hailed from the distant woods, he seemed to carry a good soul, and general like of those around him. He carried two swords with which he did battle with, and handled himself far better than the other fey kin. The silver elf was called Dalanar and was indeed a wizard, he was a bit aloof and distant, and seemed to care more for the money and possible gain of the situation than doing any real help. Regardless, he wasnt malicious or overly arrogant, and seemed to study the group more than interact with them. The dark elf turned out to be a drow, his name was Erantaelik, and he was a warrior that used magic to aid in his up close martial skills. He had a sour personality, and seemed to be distrustful of everyone. He wasnt keen on any individual, and kept mostly to himself. The last in the group was Baerd, the dwarven barbarian. He had a very course personality, and seemed to despise the drow, and indeed the two bickered for some time during the night, even making threats at one another.
Regardless, in the morning the group headed for the abandoned house, after realizing the house was to wrecked to support the goblins, the group uncovered a cellar way leading to the sewers below. As soon as the troupe set foot in the tunnels, several diseased rats looking for a meal took the offense. The battle was swift, and the rats fell swiftly to a well organized attack. Baerd, Kharask and Azriel were bitten, but azriel seemed stricken by the wounds. After some verbal chastising of Erantaeliks tactics, the troupe headed to a room which served as a sewer funnel. Out of the filth pooling in the corner of the room, a group of skeletal warriors and archers emerged. The battle was trying, as the warriors had much of the skill they had in life, but once they were dispatched, the archers fell swiftly. Kharask shined early in this fight, using his maneuvering to get his core fighters into the path of the warriors. Baerd and Erantaelik finished the archers very quickly. From one of the warriors we picked up an ancient sword that seemed to have absorbed a bit of the energies surrounding the undead. Erantaelik claimed this find and the troupe moved on.
And thats where we ended our session. I'll have more next time!

Kharask's quote of the day ".. So do you worship demons, Drow?"

Sunday, October 19, 2008

Character Build

Well, here is Kharask's official character build.
Starting Statistics : Strength - 20 / Constitution - 18 / Dexterity - 10 / Intelligence - 13 /
Wisdom - 10 / Charisma - 20 /

His Dragonborn Racial powers are as follows :
1) +2 to history and Intimidation skills
2) Dragonborn Legacy - Kharask adds his constitution modifier to his healing surge value.
3) Dragonborn Fury - He gets a +1 to his attack rolls when he's bloodied.
4) Breath Weapon - Kharask has a fire breath. Its a close blast, with a 3 square area. He rolls an attack v.s. each opponents reflex defense in the area. All hit take D6 + 5 pts. of damage. (I've added that there are spots of black scales around his mouth, and that theres a sooty aroma when near him)

His Warlord Class benefits are as follows :
1) Combat Leader - Kharask and all allies within 10 squares get a +2 to there initiative rolls.
I see this as Kharask being vocal as soon as combat begins, snapping orders and bringing his allies full focus to the battle at hand.
2) Inspiring Presence - Whenever an ally uses an action point, he also gains Kharask's charisma modifier + 1/2 his level in hp.
I see this as Kharask bolstering his allies attempt to do more. Using verbal recognition to allow his ally to draw positively upon his resolve. I see Warlord healing as more of an adrenalin surge, since its martial in nature.
3) Inspiring Word - Twice per combat as a minor action Kharask can allow one target to spend a healing surge. The target also gains D6 hit points on top of that.
I see this ability as pretty much what it sounds like. Since Kharask is a charisma based warlord, i see this as an urging for his ally to dig deep and shrug off serious injury.

Ok, Kharask has two At Will Powers that he gets. They are as follows.

1) Wolf Pack Tactics - This is a basic attack that allows one ally adjacent to either Kharask or his target to shift one square.
I see him learning this early on in his fighting career. Since his tribe focused on training there warlords to fight side by side with there other melee combatants, this was probably one of his first learned powers.
2) Furious Smash - This power attacks one target but deals only Kharasks STR modifier to the target. One ally adjacent to the target gets a power bonus to his next attack and damage roll v.s. the target equal to Kharasks CHA modifier.
I see this as a set up attack. A hit aimed to knock his opponent off balance, or into his allies attacks, more than just to cause damage. Trained to work with powerful Dragonborn warriors, I can see Kharask picking this up to utilize the natural strength and ferocity of his comrades.

Ok, next is Kharask's Encounter power -
1) Leaf on the Wind - This is a heavy attack v.s. one opponent that also allows either Kharask, or an ally adjacent to Kharask or the enemy, to swap places with that target.
I see him learning this power for a variety of reasons. One, it allows him to swap places with the enemy, so he could attack the enemy, then swap places with it, possibly pulling it away from a wounded comrade. It can also be used to set up flanks. Since he was trained to be a front line fighter, i see him picking up tricks that will make him more useful and versatile to his comrades on those lines.

Ok, last but not least. Daily power! -
1) Bastion of Defense - This is an extremely heavy hit. In addition to the attack, all enemies within 5 squares of Kharask gain a +1 to all there defenses. Regardless of whether the attack hits or misses, all allies gain temporary hit points throughout the encounter.
In the end, its up to Kharask to make sure the team doesnt get killed. He's not there to kill the enemy, he's there to make sure his allies can kill the enemy. This was developed to make sure that happens. I see Kharask leading with the heavy attack, then commanding his allies to up there defense, watch there flanks, and press the enemy. A definite adrenaline based power, and a very physical and mental one as well, I can definitely see it taking a drain on Kharask, and its no wonder it would be a daily.

Ok, thats it. Doing alot of this just to get into my character. Hope you enjoy the read all the same =)

Friday, October 17, 2008

Kharask -Dragonborn Warlord-

So, this is my character, a dragonborn warlord. This is actually my first warlord attempt, but it didnt go that far. I loved the idea and concept, and mr. dm seemed keen to let me keep it. so here it is.

Standing 6'8" and weighing at close to three hundred pounds, Kharask seems to be a hulking monster. His draconic form is covered in rust colored scales, with more scarlet colored scales along the the forelegs and forearms, back and shoulders, and the top of his head. Thick black horns move back along his head to his shoulders, and he sports sharp claws and very strong hands. As of his start, he wears a suit of battle worn chain mail, and carries a monstrous maul, the haft made of a thick sturdy wood supported by metal guarding, and wrapped in thick leather.

Born into a tribe of honorable dragonborn, Kharask began his training in the martial fields at the age of three (dragon born mature faster than humans, and are equivelant of 10 years of age at this point.) Early on, he among several other dragonborn began there extended training as warlords. For many it was odd to train the strongest to be the war captains of the tribe, but this particular tribe believed that honor and valor was on the front lines, therefor the captain had to be as good in the field, if not better than those they commanded. Only two of the six candidates made it to the final test, a test of actual combat. Kharask was the strongest, most noted, and most commanding of all of the trainees, and the other that made was the underdog from the very start. A female, small even for dragonborn, and no at all incredibly strong. But of all who entered, for some reason, she seemed to be the victor in every test. Over the extended 4 years of intense training leading up to the final test, the two became extremely close. The one thing that she had over Kharask, and every one she ever met, was that she would not acknowledge her weakness. She never gave up, gave more of herself than what was possible, and absolutely refused to be defeated. Kharask secretly wished her to be the champion, if only to prove that dedication and the adherence to valor and honor was enough. The day of the test came, Kharask was given three warrior trainees, she recieved the same. The two teams then split up and were guided by a ranger to a point where orc (or some other dastardly humanoid) had been spotted. Unfortunately, at this time a very large war party had been forming at that general location, caught onto the new recruits, and attacked them ruthlessly. The teams fought bravely, and were doing exceptional until the third wave comprising of some archers and front line orcish berserkers tore into there ranks, killing most of the team. The two warlords were all that remained after the third wave. Gathering themselves they retreated as more reinforcments harried them, they decided to make a stand at the edge of nearby cliff overlooking the river that was there tribes lifeblood. Things looked grim as the fourth wave moved into them. Luckily, there own reinforcements were in sight, and veteran dragonborn were racing there way to aid them. The two fought fiercely, complementing each others skills and leaving no room for error, save one. As they closed to the end of the last few orcs, Kharask made an error, thinking that she could not handle two herself, he moved in front of her to take on the last remaing orcs. This caused her to falter in her attack, which left her open to one flanking her. A sword met her side, and it was just enough to cause her to stumble backwards, and over the cliff into the river below. Kharask finished the orcs off, and in a daze met up with the reinforcments, urging them to help him find her. It took them hours, but eventually they found her a ways down the river. Somehow still alive. Kharask appologized to her, told her that he had failed. She told him to hold his appologies, and become stronger. They then heard more noise of battle above them, the ors apparently had rebolstered themselves to attack the tribe again. Unable to carry her back, and needing to get to battle, she urged them to leaver her. At her request Kharask found a piece of drift wood, and laid her upon it. With one final farewell he pushed her down current. Her wounds were bad, her body crushed and broken. She didnt have long. He watched her move out of sight, and then rushed back up into battle.
After those incidents, he gained his title as a warlord of his tribe, but turned down his position in order to go out into the world, to better himself, and make himself strong enough so that he might one day return. The tribe never recovered her body, or found signs of her. Kharask doubts that anyone could have survived what she went through, but then again. Everyone doubted her, and she always proved them wrong.

Ok, thats my opening stuff. I was saying that he made his way to the coast in order to find some work in adventuring, and prove to himself that he was worth taking the mantle of warchief some day.

Monday, October 13, 2008

New Ideas

Well, according to my DM's post, it seems that he has an idea of what he wants.. and Warlord is one of them!! =) I love warlord, so seeing that, i'll post a couple of Warlord ideas. Feel free to comment on this post, or my previous ones about my ideas. Thanks!

Ok, so one idea i have is for an Eladrin Tactical (Int based) Warlord. My idea for this one is a hands on type of character. Utilizing the sword, i was going to say this was a military prodigy among his peers. Bright in the ways of warfare, he was also trained in the ancient tradition of Eladrin Magic. After his military training and mystical training was complete, he was to be sent out into the world to ascertain where his unique skills would be most helpful. His elders foretold that the world was in need of leaders and men of action. Now searching for a worthy cause, or even for something worth fighting for, my character will move where needed, taking what work he can find, until at last he learns what his destiny has in store for him.
A seeker type of character, out to make a destiny for himself, or just find what fate had in store for him. My idea is to use his high int. and mesh wizard with him to allow him to serve as a front line leader, and partial controller for the troupe.

Allright, a human warlord is next. This character i can see as more of a hands on type of character. I was thinking of the charisma based route. Raised in a military tradition, my character would have been probably the most outspoken and strongest among his peers. A natural leader, he quickly became dissilusioned when he saw what cowardice men of the new world held in there hearts. Not content to stand buy as the world tried to step backwards in the face of new oppurtunities, my character quickly removed himself from a static military, and made it his point to seek any means possible to assert himself in the new and bustling civilizations cropping up along the main continent.
I see him being a very strong person, not just in the physical sense either. He'd probably have a nice lust for combat, and want to constantly aid the locals around where he went adventuring. He wouldnt do this out of kindness necessarily, but to progress the civilization of the new continent, and build a new era of bravery and heroes.

I thought about a Tiefling too, a nice dark character. What i was thinking of with him was a Tiefling shunned by those around him as is common for his stock. Instead of retreating into the criminal world, this one immersed himself in the military world. I could see him not advancing quickly, and not being well liked, but having a silent skill in tactics. After realizing nothing would come of his military life, he left, and decided to seek out adventure for easy coin, and the chance to find a place for himself.
This one would be fun to play because he would always be underestimated. I see using intellect as his primary method of leading, a silent tactician who really comes alive when in combat, or when forced to think under serious stress.


ok, thats just a few small thoughts. let me know what you think

Sunday, October 12, 2008

Changing Stuff

Well, after some debate we're scrapping the old chronicle and moving on. I agree with this change though, we have two new players, and both are new to the system. so i'm all for it. This post isnt about the change per se, but instead about upcoming character ideas. I have a few. Give me insight as to which one sounds good.

The first is an Eladrin (Silver Elf) Sword Mage. - This is not a recreation of shen, in fact, the idea I have for it is fairly dark. I'm thinking that this guy was a chosen warrior in a small tribe or village of silver elves, and that two neighboring villages of silver elves were at war with them. I was going to say that the fey were using the three villages for different ends, and eventually they simply got in each others way. The fey lords and silver elves came up with an idea, a battle of the three strongest warriors of the villages to decide who would reign. The victor would declare the outcome and future of the other two villages. My character was the decided strongest of the three villages, bred for war and possesing a keen and cool intellect. The other two villages and there fey lords came up with an idea, they played a trick on my character, telling him the sacred battle site had moved. When my character finally figured out the ruse, it was too late, the battle had been fought, his position forfeit, and the fey lords declared that only two villages could survive. When my character finally made it to his home, it was gone. Each and every member of the village killed. The two warriors of the other villages told my character that he was to be banished, and never return. After killing the two warriors, my character moved off into the world, swearing an oath to his now dead fey lord, that he would seek out and kill the other feylords, and every ally they hid. (My idea isnt evil, its just dark. I see a character with a lot of grudge based anger, but still bred to be a champion and defender. Concept wise i was thinking of going all white, and saying that the villagers gave him a nickname once they heard of his bloody decree, a nickname of eons past. The tree devil. Just an idea =)

I know chris wants to see the barbarian in play. So i'm coming up with an idea for that too. My idea for this one is a dragonborn. I was going to say that my character was part of a moving tribe of nomadic Dragonborn that skirted the wastes and badlands. As a youngster his tribe was weakened by gnoll raiding parties, and then finally destroyed by humans which my tribe had preyed upon from time to time. My character and a few other young dragonborn were adopted into slavery. My guy was going to have been trained from an early age as a combatant. I figure if slaves were around, there is more than likely a legal arena type competition, or at least an illegal pit fighting deal where slave owners and spectators can bet on the outcome. I was going to say i was trained by an orc or half orc barbarian, who taught me to harness the wild side of my blood and throw it at my enemies. My character went through gruelling training, and was going to be fairly scarred. My character never had a chance to fight in a pit fighting competition, after he came of age, and was prepared to go to his first fight, the village he was being kept at was attacked by orcs, bandits, or maybe a military force of some kind. In the midst of battle my character freed himself and hurled himself into battle. His mentor joined him in the fight, and the two killed many people that night. When the battle was over, my mentor lay dead, my character then went back into the village where he killed his master, and all those who knew him as a slave. Fleeing possible trouble, he went to more civilized lands to seek a better life, or at least some coin. (This idea is very tweakable. If i use this idea, i think i need to give it more of an edge. maybe add a personal grudge, or make some part of his past more appealing to a life of violence. I want my character to really be ferocious, but still be a valued, if unpredictable ally)

My last idea is a tiefling warlock. My idea is that he belongs to a small selection of tieflings known as chains. Basically, in ages past alot of the demons and devils that plagued his homeland were wiped out, some of the more powerful ones were sealed away. The ones sealed away are in protected sites guarded by tiefling wizards and learned scholars. To make sure there power stays dim, the tieflings preform rituals on chosen newborns, the newborns are then refered to as a chain of "enter specific devil name". These chosen tieflings are then sent out to the world to make a life for themselves, keeping them away from the site is essential, for the link becomes weaker if the host is close to the seal. The life of the chosen is difficult, because they must walk a path away from there homeland, and they are sometimes hunted by members of the sealed devils host, in an attempt to weaken or destroy the seal. I was going to say my character has embraced his power, and learned to harness it. His pact is actually just a manifestation of the sealed power within him. He taps that power and uses it to better his lot in life. He also sometimes gains visions or whispers of information from his host, and he's never heard of that happening before. He thinks it might be because he's embraced that aspect of his existence, but there might be something else to it as well. (I like this concept, it works on a new type of race in chris's campaign world, and it also touches on devilish concepts without going evil. It would be a pretty good way to introduce outsiders of the ilk into the chronicle too, and make for great bad guys later on.)

Well, thats my stuff. tell me what you think!

Thursday, October 9, 2008

A problem with Norkers

Well, we're under way in our new adventuer. After reaching the small village (elven, half elven, human, trapping and logging community) we searched out some information on Banidon, a relative of arivain and the reason for our arrival. We quickly found out he was the lord of the surrounding area, and the villagers thought he may be a wizard of some type. The villagers informed us that a white haired lady recently came to town to meet with banidon, shortly there after a number of monstrous beasts known as norkers began to terrorize the villagers. The party, well, mostly arivain, said that we would check it out, and find out what we could. A newcomer, Azriel, an elven ranger, joined forces to help put a stop to the destruction the norkers were causing to the surrounding woods. It turned out he was a pretty valid addition to the group. As soon as the troop reached the manner, we were attacked by a band of norkers. The norkers were also accompanied by two demons. Calem's trusty daggers took out most of the norker minions, there leader was left blinded by the attack, who then fell swiftly to void like tendrils of darkness summoned up by arivain. Azriel made short work of the first of the demons, and did considerable damage to the second while thragen held its attention. The combat was fast, well contained, and done in short order. As we traveled through the house, we came across another room, like a foyer. This room was guarded by a small animated hound, and a very large bronze golem. Azriel was first to jump in, and stood his ground the entire combat. His two swords contributed greatly to the destruction of the hound, but he couldnt seem to find a week spot to strike on the Golem. Thragen held the golems attention, which moved around the room aimlessly, smashing all in its path with a gigantic axe. Calem, seeing his effectiveness wane versus this opponent, made a hasty retreat to surmise the situation. Uziel, the death priest, was probably most effective, by striking true against the great golem he aided his fellows with blessings of azash, making it easier to strike the target. Arivain did what was expected of him, sitting at a safe distance throwing blasts of destructive arcane energy against the Animate. it was these attacks that weakened, and finally drained the goliath of its arcane life.
We stopped the session shortly after that. it was a really fun one.

Arivains quote of the day ".. Well, in all honesty, he's probably dead anyways."

Saturday, October 4, 2008

Mega Cool

well, i've beaten the eight master robots, i still need to kill dr. wily, but thats a matter of time. the game is alot like 2 in many respects, and has all the regular megaman stuff your used too. in this one, Dr. light, a fat man who is more than likely a child molester is framed for turning his robots evil and having them wreak havoc on the world. Dr. Wily is of course framing Dr. Light. so, its up to mega man to go and do his mega stuff. and yes, roll is doing her part as being a cheerleader. and probably doing other things.. i still wonder from time to time why dr. light created a 7 year old robot.. but what the hell.. he's a genius after all.

So, heres the master robots -

Galaxy Man - I guess dr. light created him for doing something galaxy related. he looks like a satelite. pretty easy to kill, and you get a cool weapon that creates a mini black hole. its a pretty tough weapon, and its an easy boss to kill.

Tornado Man - No relation to air man.. boards a pain in the ass of course. the boss is kinda tough, does a lot of damage and fires a screen full of tornado blasts from the ground up. You get his exact weapon when you kill him though. its one of those that uses a quarter of your energy, so i dont really care for it much.

Concrete Man - Who the hell creates a robot who manages concrete.. This guys about as lame as bubble man , and his weapon is worse. Watch out bubble lead! move over for Concrete Shot! .. its not even a shot. you just make this little cube of concrete.. WTF.

Jewel Man - So, this guy is a gem polishing robot i guess? I know what your thinking.. he has a LASER BEAM weapon.. wrong. He has a leaf shield that looks like diamonds.. you can fire it and everything just like the ole leaf shield. his stage is kind of a pain too.

Hornet Man - So.. dr. light smokes a little crack i think. Actually this hornet managing robot is pretty cool. he fires these little hornet bots that follow you around. You get these little homing hornets when you kill him. Very usefull. you can fire three at a time, and they collect items sitting about as well as attacking any foes on the board. one of my favorite weapons.

Plug Man - yeah, there has to be an electrical bot, and this is him. he's not too tough to fight, and you get a cool weapon that uses very little energy and follows the ground. prolly my favorite weapon in the game. the stage is pretty neat too.

Magma Man - He looks alot like heat man.. I think dr. wily really has a case for copyright infringement v.s. dr. light. stage is kinda like fire mans stage from the original megaman. he's kinda tough to beat. He gives you this three way shot thing. think contra, spread shot.

Splash Woman - She's a mermaid bot!! this underwater beauty fires lightning tridents.. yeah. anyways, you get that weapon. there pretty good. uses little energy and is one of those penetrating type of weapons, kinda like metal blades from mega man 2.

ok, thats it so far. i'll have more later.

Friday, October 3, 2008

From a Different Perspective

Well, my character Arivain got his second flashback on this latest trek. He was traveling to a small town Ryme in order to find a relative that his sister had informed him about. On the way there while overlooking the campfire on watch, he had his second flashback.

Flashback #1 - happens the night before he is to get passage on a ship to take him to the mainland. His sister in her usual manner tells him that he will undoubtedly fail, but its obvious that in truth she just doesn't want to see him leave. He explains that he has to leave, to find the reason for him gaining his power, and the purpose for him to use it. That same night while sleeping, he travels up an invisible staircase, through a great vast darkness, and into the doorway of a realm he has never seen. Darkness shrouds the surrounding area, and a large shifting form that his mind cant comprehend speaks to him, telling him to find his physical form, or that he would suffer a very dire, and very grizzly end. All around this greater form, another darker shape shiftend and slithered, and then began screaming. it was at this point that he awoke, and went off to search for what xymos had demanded.

Flashback #2 - happens farther back, during his training days in the military. He is 18 years old, and a veteran fighter happens to walk in as he's doing a weapons inventory in the main barracks. The fighter is a Tiefling, and an old one. He sits down, and then has a conversation with Arivain. They talk about Arivain leaving the military instead of becoming an officer, but the Tieflings relevant information comes in the form of a comment. He tells Arivain to always see things from an alternate perspective, from a different set of eyes, from a different vantage point. If you face down a warrior, see that warrior looking at you. Details change, emotions change, and existence changes. This profound meaning is immiediately taken in by arivain, who eventually uses it as a focal point for his eventual book.

thats it for now! i'll have more later =)

Wednesday, October 1, 2008

Re-living the legends

A nostalgia post really. was listening to some music and started thinking about my favorite characters, and there ends. It is hard to say if I had a favorite or not, i had fun with all my favorites for a variety of reasons. Heres some of my D&D favorites -

Anzari Shadowcloak - Probably a favorite because he was my first sucessful character. He was a warlock type character, and a second edition character. He was the last of a race of humans, and thus targeted by azash, the god of death in the campaign world. He was a womanizer, and he fought between good and evil impulses. In the end, he was a savior of sorts, a guardian type character. When he retired into npc land he became a mysterious figure who oversaw a group of islands that housed dragons. His true purpose became kind of foggy after that, and what he was actually doing bounced around from time to time.

Kalith Kaliodos, the Incanter - My try at creating a wizard abjurer and making him succesfull. boy was i right on that one. Abjuration turned out to be a helluva school of magic. In truth it was the struggle between his impulse to bring order and balance to the chaos around him that proved to be fun. He was a mean and distant man, and he would sacrifice any and everything if it would prove to useful on a greater scale. In the end of PC time he had achieved what he had allways wanted. A true friend, a reputation of respect, a large family, and the quiet he needed to do research. His trip into NPC land seems to be more disturbing. Not exactly sure of the details, but he probably lost everything in the great collapse, and it may even be that he helped cause it. Losing his friends, family, familiar, and reputation would be the total destruction of this character and all that he had achieved. If he truelly is still alive, he's probably nothing like what he was during the days before the collapse. Still, even if he had a tragic end, he had a pretty succesful run while i had him, and i'll definitely not forget the fun i had interacting with him and the rest of the characters from that very awesome campaign.

Shendolen Morningkill, of the mockingbird clan - This was a fun character. He was a good souled character. Really, he was probably the most morally sound character i've played for an extended period. what made him so fun was his dynamic nature, his free spirited ways, and a very low wisdom. He was allways in trouble, allways having fun, and allways in some kind of romantic turmoil. Really, he never retired to NPC land, the chronicle ended on a pretty cool note, and his basic character type stayed true till the end.

Aram the Tree Devil - Was a fun character. Another early warlock type. He was definitely a character who battled inner demons, and a shadowy past. Was a good guy for the most part, but had alot of problems with the entity that gave him his power, and with his twisted elven past. Was fun to get into him, because he was a soul abandoned, had to pick up vile entities to survive, but still strived to be a good person. NPC land wasnt very generous to him. He isolated himself and his wife in a pretty nasty place, apparently got into some pretty nasty business and became a lich at some point, and was eventually destroyed in an epic battle. He was probably my least succesful character i've played, but he was a hoot to play non the less.

Urith Konrad - an npc I ran for one of my own characters. it was his his retainer from the leadership feat. He was a an older man who had lost alot of his youthfull engergy, but was still a proud warrior of candomia. He was fun to play because he seemed to allways be an underdog in any situation, but seemed to come out on top everytime. Even though he died once, it was still epic, because he was able to stop something that would be nearly unstoppable, and held it long enough for his friends to finish the job. Very cool character with a very cool story. Eventually overshadowed the wizard that he was working for. I definitely had more fun with him. He never went into NPC land, the chronicle ended prematurely. I can only assume he died before the great collapse of old age, or during it in battle.

A footnote in history - I had one evil guy that i played. I dont remember him well, but i remember he became a were - rat. We had a pretty good run with him. I think NPC land was actually pretty good for him, he became the ruler of Glassya i think, at least for a time. cant remember the guys name, but he was definitely a cool one to play =)


ok, thats all for now. we game this evening, so i'll have another post soon =)

Tuesday, September 23, 2008

Power stuff

Ok, so my character has two known star related entitites taht guide him. I'm assuming that the stars are windows into other dimensions, and that these are two of the many entitites that exist in the heavens. Xymos is a being that sends Arivain his fortitude, makes him more durable, and gives him a cold light to guide him. T'thotzar is a quiet entity, it makes Arivain more alluring and distinctive, it is a secret being, and one that is alien to the concept of sanity.

The powers that Arivain has are arcane in nature. Below is a list of the powers he currently has, and there manifestations.

Eldritch Blast - Is a dark violet surge of energy that radiates no warmth, but seems to burn its victims, and blasts bone and wood as if it had a force behind it.

Dire Radiance - This is a brilliance that Arivain can manifest on his enemies. He usually calls on Xymos to curse his enemies, but it isnt necessary for him to invoke any name to get results. The brilliance burns the flesh as if it were a fire, and as the enemy draws closer to arivain, the brilliance becomes greater, and causes even further discomfort and damage. Victims of this power that survive suffer vicious burn scars, and physical sickness for several weeks.

Curse - Arimain can curse in the name of Xymos or T'thotzar. A person cursed under xymos becomes branded somewhere on there head, or if they have none, the top center most point of there body or form. The curse appears as a patch of small gray scales, a brown discoloration of bone and non organic material, or patch of red vein like strings on most other forms. A curse in T'thotzar's name is a screaming or whispering in the ear of the victim that they cannot understand.

Dread Word - This is an ability that requires alot of focus and concentration. It is an encounter power in game terms. To use this power, Arivain concentrates on the target, and then by speaking the will of T'thotzar, he sends a single word to the ears of his target. Even if the target cannot hear, the word holds a physical meaning as well, as it is spoken directly to the psyche and soul of the individual. Arivain himself is not sure what the word is, all he knows is that it unravels the psyche of his target by telling him just one word of the worse possible fate to be bestowed upon him. It is also possible that the word is a the first in a descriptive text which depicts the realm in which T'thotzar resides, or perhaps of what T'thotzar's physical form looks like.

Frigid Darkness - Another encounter power that can be invoked by Arivain. By pointing at a target and invoking T'thotzar, Arivain gives life to the shadows around the target. The shadows become cold and distant, like the void surrounding the great gates of the sky, The target scrambles to get away from the cold darkness, but it moves with him, clinging to his warmth even as it drains the heat away.

Ethereal Stride - Another power which requires some concentration and effort. Arivain is not sure which entity trained this into him, but he has invoked both while channeling this power. by using this power, Arivain teleports a short distance from his current location. When he reapears he is not fully formed and slightly transparent. After he uses this power, those who know him can swear theres something different about him, although they can never pinpoint it, and physically he looks identical.

Crown of Stars- this is requires a great amount of concentration and physical exertion. It can be used only when well rested, and takes alot out of arivain every time he uses it. By invoking Xymos and channeling all his arcane energy to his head he causes a great eruption of light to burst out from the centerpoint of his skull. To those observing its as if his head is a shadowed skull with a brilliance pouring out of it. At the initial eruption of light, a thick beam of energy streaks away from him, Arivain can control it slightly, and generally points this towards a most dangerous enemy. After the initial eruption, small streams of this light erupt constantly, and arivain can mentally control there course to futher harass his enemies. Like all light of Xymos, this causes physical burns to those it strikes, but has no heat. The light does not hurt Arivain in any way, although using this power does exhaust him greatly.


ok, thats his powers. i'll have more later!! =)

Come Around

And her i am, and here i am
I'm going to say this once my friend
I think i knew, i think i grew,
I think i blew this thing in two
until the end, it cannot end,
i cannot blend into the crowd
I'm not like you, I thought you knew
I think i'll take this with me too

And here i am, and here i am
I'm going to play this game again
I've got to go, we've got to throw
out all things we shouldnt know
It's me and you, just me and you
I allways thought they'd be here too
i'm not alone, i can't atone
for all those things i couldn't do

And here I am, and here i am
I'm going to show this to you too
it's not my heart, its just a part
of all the things i tried to start
one last request, to try my best
to be as good as half the rest
If you say its true, i'll come to you
but only if you ask me too.

(A little poem i came up with while i was at work. It was supposed to be about isolation, but i think i came across a little differently. Anyways, hope you enjoy reading it.)

Monday, September 22, 2008

Character Stuff

This is a short post about my current character. His name is Arivain, and he is a half elf warlock. He is 26 years old, and has shoulder length golden hair, which has more substance to it than standard elven hair. He has passive blue eyes, and seems to stare off from time to time in thoughtful contemplation. He stands 5'11", but there isnt much muscle to him, although he carries himself well. He talks in a calm demeanor, and has a soft endearing smile. He is handsome to be sure, more handsome than most, and his elven traits make him even more attractive, but even aside from his physical beauty, there is an alluring and calming quality to the man. He dresses well, but never really stays with a particular look for long. His adventuring gear consists of military grade leather armor, but he carries little in the way of weaponry. He has no tattoos, and no scars to speak of.

He was born an islander, the son of a well known human painter, his mother is a well known trade diplomat. His human family is known to be scholars and artists, and are well regarded by others of the main islands, his elven family knows little of him, but his mother has introduced him to his full blooded sister who accompanies her on trade missions. Arivain was an intelligent and quiet boy growing up, but he was always well liked by his family. He was kept away from formal gatherings due to his mixed heritage, but was treated well regardless. When not helping his father on paintings, he was doing his own research on various other arts. When he was sixteen he joined the island military to discipline his mind, he stayed for three years, and was released after turning down a promotion as an officer. He then focused on more scholarly pursuits, and used his military training to help add realism to his often abstract mind. He attempted one written book of his own, known as "The passage of Arvindare" but it wasnt well recieved. Shortly after writing this book, he began having visions, and in an episode he still cant remember, he awoke with renewed vigor and eldritch power. Whispers from the stars commanded that he move to the main continent, commanded that he begin a search for something that could not exist, something out of sight of any sane man. He had his family book him passage shortly thereafter to the mainlands, and empowered with a new destiny, he seeks to understand the mysteries of the voices commanding him, and find a place for himself among the mainland, and among the stars which guide him.

I'll have more soon =)

Saturday, September 20, 2008

Angst in the making

Well, we missed gaming thanks to that damn hurricane. This last week has been rough on our entire gaming group, as well as all of my other friends associated with work. But its more or less over. I do not want to dwell on work so much, i have been there too much this damn week. I can only say that i am happy we will be gaming this upcoming week. Like my friend pondrepof had said, gaming is a great way to relieve stress, blow off steam, and spend some time with good friends. Getting immersed into a fantastic environment, with a great story teller and cool characters is also enjoyable. As i sit here, writing this post i can hear the tell tale signs of a hard nights work from my window. Our new college cubs celebrating our victory means a busy, and eventful night for yours truly. More fuel for my creative fire come game day. =)

Sunday, September 14, 2008

Gaming stuff

Well, my first official post should be about Dungeons and Dragons. Right now I'm in a campaign involving a couple of friends. Its pretty good stuff. I have to admit that the 4th edition rules are turning out better than what i had anticipated. I still think 3rd edition is a very playable and enjoyable edition, and would recommend it to any gamer not willing to commit to the new edition.

My character in the new campaign is Arivain, he's a former author, a half elf who's mother is an elven diplomat, and who's father is an accomplished artist. I went the warlock route with my guy, and chose the star pact. We're giving the character a C'thulian style assortment of beings which he derives his powers from. We do not have a campaign name yet, or at least it has not been given to us, but so far we took on a pirate ship. HAH. it sounds funny looking at it, but it was actually a really good start up adventure, and we are now clearing a dungeon of some undead and doing a task for a local merchant. Its very old school, we even had our rogue drop down into a dragons lair on accident, and had to scramble to pull his ass out before he got killed. That was a very nostalgic moment for me. I've been gaming for a while now and i miss more than anything, the days when i was first playing, and only the imagination of our players held us back from what we wanted to do. As we age and mature, so to does our style i think. As a younger player i can still see myself trying just about every damn thing i could think without consequence to the other players characters or there enjoyment. It usually worked out for the best, but i think a greater enjoyment comes from seeing a concept evolve and grow. Well, if any other gamers stumble upon my posts, i would love there feed back. but for now, my little partial rant should be at an end. I'll post soon. =)

Saturday, September 13, 2008

First post!!

Ok, This is the first of hopefully many posts. We'll see =)
I'll have alot more soon i hope.. plus some bio stuff and what not. I promise =)