• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

4e - Thunderspire Labyrinth - OOC

Name: SAPHALAXIS ASTRALARICARIN

Race: Dragonborn

Class: Brawny Rogue

Background: Raised on one of the farms outside of Winterhaven, Saphalaxis was taught from an early age the lessons of a hard day's work. His father, mother and brothers all getting up at the crack of dawn every day to work the farm... plowing, milking the cows, feeding the livestock, harvesting etc. The lessons were taught well. The wonderful example was set.

Unfortunately, Saphalaxis just chose to ignore them.

You would be hard-pressed to find a lazier, less motivated, whiny, scheming, pile of dung in all of Nethyr Vale. For whatever reason, the lessons just never seemed to penetrate his thick, dragonborn skull. He was a constant pain in the you-know-what to his entire family, as he constantly found reasons to not work the fields, to not do his job, to disappear for hours on end, to basically leech off of other people. And boy, was he good at that!

Eventually, after being carried by his friends and family for several years, the stern disciplinarian that was his father finally kicked his behind off the farm. If the lessons of hard work were lost on the boy while he could just skip his way through life on the farm... perhaps Saphalaxis needed to live in the real world to get a kick in the pants. Great idea!

Unfortunately, it didn't work.

Released from the constraints that his family had put on him, Saphalaxis became even lazier, if that was even possible. The young man learned how to scam other people for what he needed, and whatever he wasn't able to bilk from others, he just swiped. And the few times he actually needed to do a job to get some cash, he worked as a bodyguard or a bouncer... because so long as the person or place he was guarding ended up surviving, it didn't matter what he did (or more specifically didn't) do while watching them.

Now his newest gig is to watch over some guy who is heading into the mountains or something... some sort of thunder thing... he doesn't really know, he wasn't actually listening... but hey, it pays!

Appearance: Saphalaxis is very large, even for a dragonborn. His scales are a deep blue and they ripple with bulging muscles, the size of his arms almost as large as a pair of human legs together. His clothing is a mismatch of colors, styles, quality, and sizes... as each and every piece has been "won" or stolen from someone else.

Personality (including quirks): Lazy. Lazy, lazy. Lazy, lazy, lazy, lazy, laaaaaaaazzzzzzzzy!!! There is no job too big or small that he won't find a way to put the least amount of effort into it. And why should he? The way he towers over everybody, what are they going to do to him? Complain?!? Yeah, right. He learned from the begin it is easy to slack off when no one will stand up to you about it.

Besides... he does what he needs to when he needs to. He can run a scam or pick a pocket when it's required, or bash someone over the head when they get uppity. He just doesn't feel the need to do so that often. Why put in extra-effort for twice the pain? It's not worth it.

It's for this reason that his family always refered to him as 'Saph-Ast'... because that's pretty much how he did everything.
 

log in or register to remove this ad


Name: Patresh
Race: Dragonborn
Class: Warlord
Background: Patresh found himself torn between two passions as he reached adulthood. He had always loved the stories of ancient Arkhosia that his parents told him as a child. He was fascinated by the stories of Arkhosian knights and lords, and the glorious adventures of its champions. Once he had mastered reading, he could often be found engrossed in a historical tome, enthralled in visions of dragonborn glory.

Later, as his growth made him one of the largest, strongest members of his hatching-year, he learned the joy of battle. He thrilled at the age-worn and sweat-hardened feel of leather wrapped around a strong hilt. His heart sang with the music of the sword, the windlike hum as it cut the air and metallic percussion as it met blade or shield. He found a new peace of mind while he released himself to the dance of steel.

As his training became more complex, and included multiple allies and opponents, his true calling emerged. He excelled at teamwork and leadership, guiding his allies to thrilling victories on the sparring field, driving them to feats of skill they shouldn’t have been able to accomplish. He earned a glowing reputation for his leadership. As a result, shortly after being welcomed into adulthood, he was given command of a patrol squad. He was very proud of this honor, and he was sure that he was destined for glory, to carry on the traditions of Arkhosia. Finally he had found a blending for both of his passions. Sadly, reality rarely matches up to such lofty dreams, and Patresh suffered a drastic turn.

Barely two weeks into his command, Patresh unknowingly led his squad into an ambush. They were surrounded by giants before they knew they were in danger, and they never stood a chance. Despite the odds, Patresh rallied his men to mount an impressive defense, and they managed to take down two giants, but eventually they were cut down to a man. Despite taking a vicious club hit to the head, Patresh managed to survive the battle, left for dead by the giants.

When another patrol from his home village, they found Patresh still breathing and brought him back. There he was nursed back to health, much to his frustration. While nobody else blamed him for what happened, Patresh knew that he had failed. He was responsible for his squad and he had let them down. In the process, Patresh knew, he had dishonored himself and everyone associated with him. As soon as he was healthy enough he left his home, ritually severing his ties to clan and family to spare them that dishonor.

With no other way to earn a living, Patresh joined a mercenary company, and used his skill with the blade to great effect. He earned a reputation for charging into battle, disregarding his own safety to secure victory, but he steadfastly avoided giving any hint as to his leadership abilities, afraid of being responsible for any more lives.

Eventually this caught up to him, and during a massive battle, he watched as the men he had fought beside for two years were outmaneuvered and killed one by one. Finally driven to act as he and the last of his allies were surrounded, Patresh started issuing commands and challenges to his men (they became his as soon as he chose to speak). Thanks to Patresh’s guidance, the few survivors were able to hold out long enough for reinforcements to arrive, and the battle turned. Despite saving those lives, Patresh once again felt guilt for the deaths of the others. In a moment of emotional agony, he prayed to Bahamut for the first time since he had left home. In that moment he felt the god’s pride and acceptance, and he found he was able to forgive himself, although only with the promise to never again stand by and watch those under his protection die.

He knew that he could no longer sell his sword to the highest bidder, but was not yet ready to return to his village, having no clan or family that he could claim as his own. Searching his heart he knew that his best option was to serve Bahamut and continue to make restitution for his prior failures through fighting various evils in the world, and so he took up the life of an adventurer.

Appearance: A towering dragonborn, Patresh stands at 6’8” and weighs an impressive 314 pounds. His bronze scales are somewhat ragged, and they still show the crushing effect of the giant’s club on the left side of his face. Those scales are discolored, dulling to a cracked brown. His red eyes glow with excitement as battle approaches, but become instantly calm and at peace once the fight is engaged.

Personality (including quirks): Patresh is still fascinated by history, but he finds himself wanting compared to the heroes of Arkhosia, and thus his knowledge is often tinged with a bitter sense of inadequacy. His guilt has made him reserved in dealing with others in any situation outside of battle, and idealistic enthusiasm gave way to a somewhat brooding nature. His recent rediscovery of Bahamut has eased his fatalistic approach to life, however. His determination to protect others has returned his air of command at key moments, but his past mistakes give him some sense of self-doubt. Despite all of this, he has not lost his sense of honor, and he never knowingly breaks his word or his sense of what is right.

His biggest quirk is his obsession with restoring his honor, even though at his heart he doesn’t believe that anything he does can undo what was done. Thus his life is dedicated to a quest that he doesn’t think he can ever accomplish, and that adds a bit of desperation and nihilism, in alternating bouts, to his actions.
 
Last edited:

Name: Druggle Filtmanor

Race: Dwarf

Class: Fighter

Background: Know simply as "The Coin" Druggle has made a name for himself in Hammerfast as a "protector" of funds. Raised by a priest of Moradin Druggle should have grown up to live the life of a cleric, that is if the guilds hadn't show interest in him. Brought under the wing of Hammerfast's governing body, Druggle was trained as an enforcer, to track down those indebted to the guilds and exact payment.

Druggle displayed incredible talent for his job and was soon put incharge of his own storehouse where he provided storage and protection for money and valuables. Over time he also began to "invest" in the lives of others, which is a nice way of saying he loaned money. Threw the brutal and intimidating tactics Druggle used to make sure he was repayed his nickname was born.

As The Coin grew older he developed many enemies due to his unsavory business practices as such he took great precausions against retaliation. Unfortunaly he hadn't counted on an individual in desperation targeting his family, which is how he eventually lost his wife. The Coin went on a violent rampage as he fervently sought vengance for his wifes death not only killing those responsible but any one connected to them. This wanton behavior spurred an outcry form the citizens of Hammer fast forcing the leaders of the city to take action against one of thier own. The guilds not wanting to imprison or exicute one of thier most loyal employees desided to banish The Coin from Hammerfast as punishment.

Now The Coin wanders the Nentir Vale a broken dwarf longing for the day when he can return to his storehouse, which the guilds allowed him to leave in the care of his children, and the work that he loves.

Appearance: Prior to his exile The Coin used to shave his red hair while braiding his long beard into 3 broad strands. His bald head and ornately styled beard where a striking augment to the Dwarfs impossing body. But in the year since his banishment he has allowed his hair to grow and no longer attempts to groom his beard giving him the apperance of an odd hermet as opposed to an intimidating warrior. Tho his body still holds the frame for a powerful fighter his wild appearance makes him look more humorous than formidable.

Personality (including quirks): Druggle is very warm to those he knows and is often seen toasting a flaggon of ale with friend and enemy alike. He loves to tell sorries of former "business associates" he's had "dealings" with (which is usually code for individuals who owned him money whom he ultimately maimed or killed) speaking of them as if they were long lost friends.

Druggle can be very generous and will foot the bill for group activities on certain occasion, but when it comes to loans he follows a strict code and makes it a point of honor to ensure he's paid back along with the agreed interest. Druggle doesn't like to talk about his past in specifics and usually tries to keep his stories as vague as possible a task he usually fails at.


Side Note:
I'm fairly new to dnd and this would not only be my first pbp game but my first game as a PC. Thus far my only experience with the game is as a DM b/c I'm the only member of my play group whose read the rules and can adiquetly enforce them.

I've read several pbp games on the boards and would love the opportunity to be apart of one. Especially Thunderspire I love the idea behind the campaign and these boards are probly my only shot at running it as a PC. I usually pick up on things fairly quickly and I love to use my imagination so if your willing to deal with my initial slip ups and random questions I'd love a shot at this story arc with this character.

Random question #1:
Could any one tell me how to make one the those condensed windows to hide side notes and what not until the down arrow is clicked?
 
Last edited:

Random question #1:
Could any one tell me how to make one the those condensed windows to hide side notes and what not until the down arrow is clicked?

Welcome to the boards!

In answer to your question, the code for the hidden boxes is {sblock=Title}text{/sblock}, with ['s replacing the {'s, and whatever header you want where I put "Title."
 


As an additional FYI Niehaus, you can always hit the quote button on someone who's post you want to copy (i.e. if you want to see how they did something)

It'll show the coding for how they did it.

Good Luck
 

I looks as if you've got more than enough people to get on with this but I thought I'd throw this bugger in anyway, possibly as the 'wildcard', just to see what you think - and yes, as you might have guessed Renau - I seem to be currently obsessed with 'wee folk'.

Garrick Grey, Halfling Rogue/Paladin* of the Raven Queen

Garrick started life in the gutter. He never knew who his parents were, nor did he have any other family except for the other street kids. Growing up his size was both a blessing and a curse. He could hide in the smallest of spaces and he could sneak into places where no one expected anyone to be able to enter. This kept him at least minimally fed and sheltered but his size also meant he was the runt of the group. He was the butt of the jokes and was always the one to be beaten up when someone needed beating up.

Perversely even this proved ultimately to be a good thing. As he grew older he developed the skills necessary to deal with these situations. He learnt how to talk his way out of almost anything - and those situations he couldn’t talk his way out of he avoided, either by stealth or by the his dextrous acrobatics. There were, of course, times when his ploys were to no avail and then he had to resort to violence. But even here his quickness and his guile proved of immeasurable worth. He became respected as a adept wielder of dagger and shuriken and even more so as a purveyor of sudden death.

Although never a religious person, there came a time when he began to feel the presence of the Dark Queen at his shoulder. The more he thought upon it the more he realised that his path lay less in the world of the rogue and more on the path of the paladin and so it has been thus far.

Garrick is slim and quite tall for a halfling. His eyes are grey and cold looking, seldom showing much in the way of expression. His hair, which is quite long and tied in a single braid, is dark brown although, surprisingly given his youth, it is heavily streaked with grey. His face is pale, his cheeks sunken, presumably a result of his early trials and tribulations. He seldom smiles and makes few friends but more from lack of opportunity than from lack of desire.

(*Soldier of the Faith taken at Level 4)

I say wildcard coz I'm not sure where he might fit in. I would plan on taking the multiclass feats (Acolyte etc) in order to drop in more Paladinny Aoe powers.
 

I looks as if you've got more than enough people to get on with this but I thought I'd throw this bugger in anyway, possibly as the 'wildcard', just to see what you think - and yes, as you might have guessed Renau - I seem to be currently obsessed with 'wee folk'.

I also enjoy the wee folk (although I much better prefer the Hobbit fluff from previous editions to the 4e fluff, but that's neither here nor there, or at least belongs in the RPG discussion board)

Also, you can never have enough applicants, especially with the attrition rate of PbP, alternates will always be needed.
 

Name: Viodron
Race: Eladrin
Class: Orb Wizard
Background:
Viodron grew up in the small Eladrin village of Hytormen. Although small, the village had one of the more prestigious wizard colleges in the area. The college was large and well funded, for it often employed adventurers to bring back treasures from far away lands for study. Viodron, or just Vio, began an apprenticeship at the college at a young age. His parents were adventurers, and figured he would be cared for well there. Plus they could afford the outrageous tuition.

Vio excelled at the wizardly tradition, quickly gaining noteriety among it's students for his creative use of magics. Adventuring was in his blood though, and upon his graduation, he set off with his parents to make his own money and gather wider fame.

While exploring ancient tiefling ruins, Vio found a tome of forgotten magic. The tome a heavy brass covered piece, and appeared to be written in dark red ink. It contained the secrets of blood magic. Vio was entranced by the thoughts and ideas contained within, he brought it with him wherever he went. His parents and those at the College found of his obscession. They forbade him entrance to the College and never called him son again. The blood magus ideas were forbidden among the Eladrin of his village. Vio paid them no mind, he left the village, and spoke that his parents were only afraid of the power that he would command. Vio continues to study the tome, continues to unlock secrets that would lead to his greater destiny. Vio is currently making his way in a party of companions, although his actions and appearance are disturbing, they are not evil.

Appearance: Vio is silver haired and has very pale skin. He wears silver robes that are trimmed in red. Scars crisscross his forearms, where he deliberately cuts himself. Long thin scabs can be seen where scars are newly forming. His face in painted in a pattern of red and black, a stark contrast to his pale skin.

Personality: Vio is dark minded and very intelligent. Though he keeps mostly quiet, his appearance can be unsettling for some. He will often imtimidate those that seem wary of his appearance. Vio is obcessed with blood, he doesn't shy away from the blood of his enemies. He considers blood a creature's life energy, and thusly hates undead in all their forms. Blood and knowledge are power in his mind. The more blood he can spill and the more knowledge he can gain the better.
 

Into the Woods

Remove ads

Top