Sunday, January 18, 2009

Orvunk

Here's a fun little critter if anyone has a campaign going in the Abyss.
Orvunk The Bound: Guardian of Overlook
Orvunk is a Fiendish Great Wyrm who was bound to Overlook eons ago, long before the Queen of Demons was overthrown. He is a bitter, angry creature who is bound under an ancient geas to guard the device controlling the Wells. Unless one can defeat him, give the proper passcode, or somehow convince him to aid one (Diplomacy DC: 45, may be lowered with proper arguments or tribute; Bluff DC: 55, may be lowered with tribute). Orvunk loves Chaos and hates the demons that have bound him. While he loves treasure as much as any other dragon it takes something truly special to tempt him. Because of the tens of thousands of years he has been bound within the keep Orvunk's wings have atrophied to uselessness, they are tattered and shrunken remnants of their former glory.
Orvunk the Bound: Colossal+ Fiendish Red Dragon (Chaotic, Evil, Extraplanar, Fire)
Hit Dice: 70d12+4,900 (5,740)
Str: 70, Dex: 20, Con: 70, Int: 66, Wis: 62, Cha:62
Initiative: +9
Reach: 20ft
Armor Class: 57 (-8 Size, +5 Dex, +50 Natural), Touch 2, flat-footed 52
Base Attack/Grapple: +40/+73
Attack: Bite +70 (8d8+17)
Full Attack: Bite +70 (8d8+17), 2 Claws +65 (4d8+17), 2 Wings +65 (4d6+17), Tail Slap +65 (8d8+17)
Reach: 5ft/5ft
Special Attacks: Breath Weapon (Cone of Fire 80ft), Spell-like abilities, Crush, Smite Good, Snatch, Spells
Special Qualities: Darkvision 60 ft, DR 50/Good +10, Frightful Presence, Immunity to Fire, Cold Resistance 20, SR 70
Saves: Fort +39, Ref +20, Wis +27
Spell-like Abilities: At Will suggestion, discern location; 3/day find the path Spells: As 35 level sorcerer
Skills: Appraise +73, Bluff +65, Climb +60, Craft +62, Diplomacy +72, Intimidate +75, Knowledge (Wells of darkness) +73, Listen +67, Search +60, Sense Motive +70, Spot +68, Use Magic Device +59
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Iron will, Lightning Reflexes, Power Attack, Snatch, Dark Speech (Vile), Chaotic Spell Recall (AH), Heart of the Nabassu (AH), Keeper of Forbidden Lore (AH), Precognitive Visions (AH), Primordial Scion (AH), Improved Spell Capacity, Empower Spell-like ability 1/day, Maximize Spell-like ability 1/day, Ignore Material Components, Immortal, Epic Spell Penetration, Epic Spell Casting
Epic Spells: Create Living Vault, Dreamscape, Epic Counterspell, Epic Spell Reflection, Greater Ruin, Hellball, Momento Mori, Nailed to the Sky, Ruin, Safe Time, Soul Dominion, Spell Worm, Vengeful Gaze of God,
Environment: Wells of Darkness
Organization: Solitary
CR: 40+

Sunday, January 11, 2009

Cyric

Well, here's another Character, feel free to use him as an NPC in any campaign your running.

Name: Cyric Silvertongue (aliases are Cyrus the Mad and, later in his life that he has not yet lived simply because I like to plan really...REALLY far ahead, Scholar Syr-Tan)
Class: Warlock
Race: Human
Age: 15
House: Black
Background:
Cyric was orphaned very young, well...he's not really sure whether he was orphaned, abandoned, or just plain forgotten. However it happened he has been living on the streets for as long as he can remember. At first he got by pretty easily because he was a cute kid. He learned quickly to spin tales about his sorry life and convince people to give him a meal and on occasion a bed for the night. Other times he slept outside and scavenged what he could from the trash scattered along the streets and alleys of the middling size city of Darsus.
Cyric learned to take care of himself first because no-one else would. When he was five years old, after going nearly a week without anything remotely decent to eat, he killed another street child over a loaf of bread and a half-eaten block of cheese. It was days before anyone even noticed the body, that was how Cyric learned that he and all the other street urchins were invisible.
Two years later he began to notice changes in his body. His skin was beginning to thicken unnaturally and he found that he could command swarms of small animals and insects. At first he thought these abilities were a blessing, until other people started to notice them too. The people of Darsus were not tolerant of the dark forces of the cosmos and his (at least to them) obviously fiendish heritage was cause enough for them to cast him out. When his powers caused him to lose what little chance he had at earning or begging sustenance and safety they went from being a blessing to a curse.
It took young Cyric nearly a year to realize that with his new powers he didn't have to talk people into giving him food, he could just take it. After this epiphany he dove into his new powers, learning all he could about them. He took to experimenting on the other street children and the occasional adult that he thought he could get away with harassing.
Being a boy without any understanding of decent morality Cyric's experiments quickly went from bad to worse, and then from worse to serial murder for the sake of knowledge.
Cyric was ten when the city Guard in Darsus finally began to catch on to him, by this time he had killed six children and two adults in his experiments and another four children and one adults for either food or necessary materials. Cyric decided to leave the city before he was discovered and began traveling. He traveled for four years living off his wits, his still childish cuteness, and his ability to lie through his teeth to almost anyone. He put his experiments on hold during this time and focused on surviving (and learning how to NOT GET CAUGHT!) He was in the city of Persus attempting to lie his way into a contest of magic for those 18 and up when an instructor, Geval Demerlain (or someone else, totally your call oh most powerful gm) from the Tolarian Academy (who was actually in the contest...legally) found him. Geval was impressed by the boys knowledge of his powers and of the human anatomy and decided to fast track him into the academy. Geval helped Cyric to obtain a grant based on exceptional ability and extreme financial need.
At the academy Cyric quickly found his place in house Black, mostly because they were the only ones who would put up with him (and because no-one in the house bothered him about where his experimental material came from). Cyric acquitted himself well during his first year at the academy and was allowed to remain over the break (I'm assuming there is one) to take extra classes (and because he had no where to go).

Personality: Cyric is a fairly classic anti-social personality, he either doesn't know right from wrong, or doesn't care. He is charming, intelligent, and well-spoken; on the surface he gets along with most everyone, but he sees them as tools to get what HE wants and nothing more. Cyric doesn't know what it means to care about someone else, nor does he particularly care. While he is a bit of a social butterfly when it comes to his research and experiments in magic and human, elven, dwarven, etc anatomy he can become quite obsessive.

Friday, December 19, 2008

40 1's

When I first started role-playing I started on Shadowrun, Rifts, and Mechwarrior. Shadowrun, especially in the early editions, required a lot of dice...we actually used tuperware to role with when we couldn't fit all of the dice in our hands...seriously.
So anyway, one of the guys I was playing with was playing a rigger character, a person who is cybernetically linked to a remote controlled vehicle of some type, sometimes multiple vehicles. Anyway, he had put the biggest gun he could find on his vehicle, it was actually one of the biggest guns in the game, damage dice wise anyway.
Anyway, all this is to say that at one point he was trying to use this gun on a crowd of people, he had to roll forty dice, that's 40d6. When he rolled they all came up ones...I don't think I've ever seen anyone quite so flabbergasted as he was right then.

Wednesday, December 17, 2008

What makes a good backstory

A good backstory needs to show that you have thought out your character, that you understand him/her and know how he/she thinks. It should also provide your gm with an understanding of who your character is and how he/she got that way. Lastly a good backstory should provide your gm with material to work into the game is the gm so desires (I like the odd chance to throw a character's family into a game personally).
So a good backstory needs to be long enough to do all of this, but still short enough that your gm won't quit reading half-way through. I usually recommend (or when I gm require) a minimum of one page and a maximum of three.
Your backstory should answer the following questions:
(1) Who is your charater?
(a) What are their defining features both in appearance and personality?
(b) Where are they from?
(c) What is important to them?
(2) What is your character like?
(a) How does he/she act when they are alone?
(b) How does he/she act in a group?
(c) Is he/she good or evil? sane or insane? friendly or hostile?
(3) Why is he/she the way he/she is?
(a) What defining events in his/her life made him/her what he/she is?
(b) What purpose does he/she believe he/she serves (if any)?
(c) Who were the influential people in his/her life?

You should focus on the details of specific, and particularly important, events is your character's life. You should also choose an appropriate age for your character, baring extremely special circumstances a lvl one character should not be a fifty year old man and a lvl sixteen character should not be an eighteen year old girl.

You should avoid attempting to roleplay your character in your backstory, a backstory should read more like a history text than a fiction novel. Whenever I see character script in a backstory it tells me that the player is trying to fill up space and look like a good roleplayer but not that they have completely thoughtout the character they want to play.
Don't feel like you have to account for every minute of your character's life, unless it was a lifechanging event no gm cares what he/she had for breakfast on the morning of his/her sixteenth birthday. However, you should try to account for every year of the characters life, a statement like "He then spent three years apprenticed to one of the tower masters of Luskan" fills in a three year period with a single sentance.

Here is an example of a backstory I wrote for one of my characters:
Epimonius Fith was a troubled child. He grew up in a village a few days south of Silverymoon. Fith's strange powers, which appeared in his infancy, combined with his illegitimate heritage, made him an outcast among the villagers. Only his mother knew his father's identity, and she wouldn't tell anyone; not even him. This, along with his innate magic, led the villagers to conclude that he was sired by a demon, or something equally grotesque. In fact the only person who paid Fith any real respect was a young girl named Marta Fied, who was his only friend from the age of five on.
By the time Fith was fifteen he was completely in love with Marta, and was convinced that she was equally in love with him. On the evening of her fifteenth birthday Fith snuck to her house, intending to convince her to run away with him. Instead of a quiet celebration Fith found that the household was in the midst of a large wedding party, Marta had been betrothed to another village boy that very day. This realization broke Fith and, in his rage, his powers manifested in a large fireball which blasted into the house. Fith, realizing what he had done, ran into the burning building in an attempt to save Marta and the partygoers. He managed to save a few members of Marta's family, including her father Ildes Fied, and the right side of his body was badly burned in the process. However the majority of the attendants burned to death, some twenty-seven people, including Marta.
The villagers, not knowing that Fith had started the blaze, treated him like a hero. Fith was finally receiving the acceptance that he longed for, but his could not help but watch Marta's father as he mourned his family. The guilt he felt ate at him and at the same time; perhaps because of the guilt, perhaps because of the outpouring of magic he had shown; he started to dream of an ancient red dragon and of an all-consuming flame. It was not long after he had healed that Fith decided to leave the village, the guilt and his continuing dreams making too difficult for him to accept their hero worship.
Fith spent the next three years traveling the sword coast working intermittently as a mercenary, guard, and briefly as an assistant to a powerful wizard in Waterdeep. During this time his powers grew, as did his skill with weaponry, but the dreams grew worse. The ancient dragon urged him to embrace his birthright and the power that came with it. Just as he began to tire of his position as an assistant Fith received an invitation to attend a dinner at Castle Ravenloft. Hoping to gain the favor of the Castle's lord, and perhaps a place in his court, Fith accepted and found himself joining a group of adventurers who had also been invited.
Fith and the others were lured, and trapped, in a magical world within the castle. A powerful demon named Kratz (a servant of the demon-lord Gratzz), was trying to turn the group to the worship of his master. The innately evil character of the pocket plane catapulted Fith's dreams into full, waking hallucinations and accepting the power and heritage promised by the ancient dragon proved the only way to avoid falling prey to Kratz's schemes. Fith discovered that the blood of an ancient, and powerful, red dragon flowed through him. Fith took the name Ogon, a word which, in the language of the citizens trapped within the pocket plane, meant firebringer. He drew upon this power when confronted with Kratz's minions and eventually broke free of Kratz's pocket plane.
Fith, now Ogon, was the only member of his party to escape Castle Ravenloft after just over a year trapped in the pocket plane within the castle. He traveled east and spent the next twelve years journeying in and through Thay, Rasheman, and further into the Anarouch desert. Supporting himself as a mercenary, and occasionally as a brigand and thief, Ogon fought for both the Zulkir's of Thay and the Witches of Rasheman during his travels. Overtime he grew in his power and understanding and became a half-dragon.
With the power of his birthright he has recently turned his mind toward achieving immortality and so has returned to Thay intending to learn the secrets of undeath from the Red Wizards of Necromancy. His current goal is to turn himself into a lich to gain the immortality that comes with it and then travel the planes in search of the ancient dragon who still haunts his dreams, demanding that he burn the worlds of man, demon, and celestial alike.
While this background is, actually, a little short for a 16th level character it includes all of the elements I listed above. You can see from reading it that Ogon has struggled with his morality, but seems to have ultimately landed on the side of evil, though he may still lean toward neutral. He is also more than a little insane, though it is clear that his dreams and visions are of an actual being they have driven him over the edge. This background also give an idea of his future goals.

Tuesday, December 16, 2008

Making a Character

Well, I want to talk for a minute about what makes a good character.
First of all, your character has to have personality, he has to seem real, making a character whose head you can get inside is essential to this.
Second, your character has to be someone that you can roleplay. If you don't understand the character then you won't be able to roleplay the character. My advice for starting gamers is to make a character whose personality and general outlook are very similar to yours. If you a happy-go-lucky type person your not going to be effective playing, or enjoy playing, a morose character who never smiles.
Third, your character has to be detailed, a one paragraph backstory doesn't cut it, I always make players write at least a page of backstory to plan out their character.
Last, you have to know why your character is the way he/she is. If your character is a violent monster who kills everything that moves, what made him that way. If he/she is a law-abiding citizen that only wants to help people, why? What makes the character that type of person.

Sunday, December 14, 2008

Be Nice to Your GM

Ok, I don't know how many of you are players and how many are gms/dms. For you players out there dming is a lot of work and we do it because we want to make a good story for you. We love you guys, if we didn't have players we couldn't play. But it seriously is a lot of work to put together a good session or a good campaign, especially if you decide not to use modules.
So, this is my advice to all you players out there, be nice to your gm. Bring him/her treats and snacks when you come to sessions. In my games we used to call them food and drink offerings. Don't argue much and for goodness sakes don't try to overrule the gm...
I'll be honest, in my games trying to overrule me usually meant instant death for the character...or at least a long road back to recovery. Also, put some work into your characters, there's nothing worse than gming for a bunch of flat, uninteresting, cliched characters...well...ok, there are a few things worse.

Saturday, December 13, 2008

My Strangest Game

So, for my first role playing blog I want to tell you about the strangest thing I have had happen to me as a dm.
I was dming an Eberron campaign and I had one particular player who was...we'll call him special cause he's still a friend and I actually like the guy.
Anyway, so the party was traveling from Aundair to Karrnath by skyship, on the ship they run into some trouble and start a fight (this is just set up, trust me here), during the fight one character, a chaotic good cleric of Dol Dorn, rolled a critical miss and accidently stabbed one of the other passengers. So the guy ends up dying, what does this chaotic good Cleric do, he tosses the body overboard and (with a few amazing rolls) bluffs his way out of the whole thing.
So, now your thinking, ok, not very chaotic good but, not that weird either. It gets better.
So they finally get to Karrnath, land and disembark...heres how it went:
DM: You've finally arrived in Karrnath and it's getting on toward evening, your contact should be meeting you soon-
Player 1: Ok, I've still got some oil right?
DM: Um...yeah...
Player 1: I want to rub it in my hair.
DM: huh?
Player 1: I want to rub the oil in my hair.
DM: You know its not that kind of oil right?
Player 1: Sure, but I wanna look good for when our contact shows up and my hairs all windblown, so I'm gonna rub the oil in my hair.
DM: Ok, you rub the oil in your hair. Anyway its starting to get dark-
Player 1: Oh, its dark, I'm gonna go stand under a torch so our contact can see me.
DM: You...you just rubbed oil in your hair...you know its flammable right?
Player 1: Ah, it'll be alright, I'm gonna stand under the torch.
By this time everyone in the room is looking at him kinda funny, anyway, a couple of rolls later...
DM: Well, the heat from the torch has ignited the oil in your hair, your heads on fire.
Player 1: Oh, wow, thats bad...I'll go jump in the river to put it out.
Player 2: Blank, you know that's probably not a good idea, your wearing pretty heavy armor.
DM: He's right, your armor will definitely weigh you down.
Player 1: It'll be fine, its just a river it can't be that deep, I jump in.
A couple of rolls later
DM: Well, the fire is out, but your armor is so heavy its pulled you under. Your drowning.
Player 1: Thats not good.
Player 2 (sighs): I jump in and pull him out, but I take off all my armor first.
Several rolls later
DM: Well, you've made it back to the dock without either of you drowning, but your both soaked and (player 1) your head has some pretty bad burns on it. About now your contact shows up, its a woman in her mid-thrities, she's wearing the uniform of a town official.
Player 1: Um...ok...I want to tell about everything that happened on the airship.
All the other players: Your kidding Blank, you can't do that.
DM: Umm...everything?
Player 1: Yep, everything.
DM: I think you'd better roleplay this out.
After some fairly creative roleplayed explanation about how and why he accidently killed someone on the airship and then covered it up
DM: She's called over a number of guardsmen, your all under arrest.
Player 1: What, why?
DM: Cause you just admitted neglegent manslaughter and the following cover uo to a town official on a dock full of guards.

He was, perhaps, the strangest player I have ever played with. When they were thrown in the dungeon, (all in separate cells) he bluffed the other characters into believing that he was being tortured and they broke out to rescue him...killed a whole slew of Karrnathy guardsmen and escaped across the river into the Mournland...