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Exclusive Contest! Todd Lockwood draws your character! [NO MORE ENTRIES!]

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"MUK!.... Muk Smash"

hmmm maybe you need a little more than that...

MUK
Dwarven Frenzied Berserker.

Wears
Rhino Hide armour (even in them warm warm deserts, personal hygine is a myth to Muk)
Pot Helm with a dragon tooth firmly placed in the centre.

Weilds
Dwarven Waraxe (Thundering), weilded two handed

Style & Panache
Muk has quite gaudy ginger hair and beard, a full beard in plats, tattoos cover his arms and look of constant bewilderment covers his trail worn face. For Muk has no idea of his background.
Doors are a foe unto Muk, the party have learned not too leave Muk alone too near a door that is "just askin' for it"

Noteable Achievements

  • Becoming Immortal....... or so he thinks, Muk has no concept of gods and all that stuff, yet he finds himself coming back to life, as such death does not hold too great a fear to him and is willing to try any... and not just once either...
  • Paying good money in the brothels around town just to watch the ladies of the night..... eat.....
  • Putting a helm of underwater breathing to good use, by lying at the bottom of a barrel of ale in full armour and drinking his way out....
  • Takeing on 4 cyclops toe toe.... he didn't last too long, but hell it was fun.....
  • Trying on the magic cirlet they found since no one else would do it, only to have in intelligence raise by six, with the following days resulting in plans of great magnitude form Muk... but bad headaches, so Muk gave it up to the drooling wizard...

There we go, short n sweet
 

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Angcuru said:


That's because the Forgotten Realms RULE!:D

Warning! Warning! Forgotten Realms fanboy on the loose! Someone get the net!

:D

BTW, just I updated some major grammatical errors on my fourth submission story.

Cheers!

KF72
 


Bolo Brandybuck

Hi,
This is a great idea! Thanks.
Here is my submittion. Bolo Brandybuck: Druid 16/ Verdant Lord 2.
Bolo was born a Halfling. He stood 2'8" tall and 35 lbs with long black hair tied in a ponytail and black eyes. He has tattoos of cheetah spots on his legs and wings on his back, bear claws on his shoulders and ape hands grasping his upper arms He also has an elephant head tattooed on the back of his neck and he has a "bonzia tree" tattoo in the middle of his chest.
Recently Bolo was reincarnated as a Wood Elf and stands 5'10" and 140 #s. with long wavy chestnut brown hair and moss green eyes. He has a greenish tinge to his skin.
Bolo dresses in loose fitting robes (arabian style) and carries very little in the way of weapons. he has a band of living ivy around his right wrist. He is always acompanied by Tailcatcher. A legendary dog that looks like a russet colored Akita.

Bolo is also the most gungho person in our campaign and is known for getting swallowed whole more ofter than anyone else.
 

Here we go

Name: Datt the younger, Giant Killer, of the clan Hrothgar
Race: Hill, Dwarf
Current Residence: an Ancient Dwarven settlement that had been lost for thousands of years.
Age: 65 years
Height: 4'3"
Weight: 178 lbs.
Classes: Fighter 14/ Giant Killer 2
Weapon of choice: Battleaxe

Description:
Datt has flowing red hair and a long red beard with his mustache braided going down the sides of his beard. He proudly wears a set of Dwarven Platemail. He has a black cloak of resistance that he wears. He also has a sash of Giant teeth that he wears that shows teeth of all the different Giant's he has personally killed. He wields a Battle Axe in each hand. His main axe was crafted by him and sits on a marble hilt and glows a bright red from being enchanted. His off hand axe was just recently gifted to him by a priest of Clangedinn for saving his clan, more about this later. He also has a Dwarven Thrower on his right hip that he uses whenever He wears a periphat of Will saves around his neck. He also wears a set of boots of striding and springing that are a dark brown in color. He has a pet brown bear that he rides around on, since dwarves just look funny on horses.

Background:
Datt is the older of a set of twins. His brother's name is Diss. His father Thorgrim, named his sons partly after their great-grandfather and partly because he couldn't think of better names than Datt one and Diss one. While Diss chose the clerical life and became a cleric of Clangedinn, Datt decided to follow Clangedinn's decree: kill Giants. He has spent the better part of his 65 years bettering himself to kill Giants in the name of Clangedinn. There has been more than one time while he was out adventuring that he came across and Hill Giant and killed it. Because a Clangedinn decrees: Kill Hill Giant's on sight and evil giants whenever possible.

Of course this has also caused many problems for him. One time he had heard news of a tribe of Giant's making themselves at home in the mountain range near where his wife's family lived. When he went to investigate he found a pair of Stone Giants keeping guard. They heard Datt's axe clank against his armor and we going to set an alarm off. But before they could get far Datt was on them and dispatched them easily as they were young. Well one of them was the grandson of a powerful Cloud Giant by the name of Smyg. Upon hearing that Datt was the dwarf responsible he laid siege to both the clan hold of his wife, Steelhall, and his family's, Sandrock. But the Giant's met with defeat at both locations as Dwarves are very able to defend themselves against Giants.

The victories came at a cost however. Datt's grandfather, Datt the older leader of clan Hrothgar, fell during the fight for Sandrock. Datt mourned for this loss but his family told him that he died fighting in battle against Giants and Clangedinn always kept a space for Dwarves like that. This relieved him of some pain but he still held a deep anger for Smyg.

Then recently Datt had gotten a missive saying that his father in-law had fell ill mysteriously. When he went to investigate they found a special dart that looked like it was shot out of a blow gun. They searched the area the dart was found closer and found a bag of viles of liquid. When the alchemists were done studying it they found it was a special toxin designed to only effect Dwarves! This was most troubling indeed.

The priests of Clangedinn said they would try to divine who had created this potion. But soon after that the head priest was found slain! The weapon was found near by and it was an axe that Datt had used when he was younger as a training axe! Someone was trying to frame Datt. A spell was cast to see the last thing the priest saw. It was Datt calling him into a room and then striking him with an axe! But that wasn't possible as Datt was in the common grounds sparing when the priest died. Everyone knew Datt wasn't the killer but the evidence didn't look good. Later that day one of Datt's wife, Odarrill, cousin's was found dead also. And again one of Datt's old weapons was found near the body. At this discovery the local guards took Datt into custody as they could not afford this to happen again. Datt refused to be taken into custody and instead just had two guards follow him around. While he was being guarded his wife had to run to the kitchen to get some soup for her father. On her way back with the soup she was abducted. At this Datt new something was up and the first thing that came to mind was Smyg. But he couldn't figure out how he was doing it.

After it was discovered that his wife had been capture the king asked for Datt to see him. While he was in there the party's new Dwarven Cleric, Garris, cast a true seeing spell to make sure everyone was who they said they were. When he looked around he noticed that he could also see the aura's around everybody. When he looked at the king the king showed up with an evil aura! Garris then leaned towards Datt and asked "Has your king always been evil?" Datt responded "No." Upon hearing that Garris cast a Holy Word spell to deafen the evil king. While he was deafened Datt charged him and knocked him to the ground. While Datt was holding him the king changed shaped into a doppelganger! He was just laughing saying that there was nothing Datt could do as Smyg now had his wife, the king, and his parents! This enraged Datt and he asked him where Smyg was. The doppelganger simply stayed quite as he didn't want to give away his master's location. So Datt simply beheaded him.

Upon searching the king's chamber for some sign of him they found a stash of old weapons and armor that was going to be used to implement Datt! They also found a note that said the duergar were going to be attacking threw the tunnels below Steelhall. Upon hearing this, the captain of the guard dispatched 3 units of men down to the tunnels to prepare for the attack. Datt and his companions also went down to help out. It was a short and brief fight with the duergar, but there was a shocking discovery, they were working with the Drow!

Luckily for Datt they found a map of where the Drow were supposed to deliver a loyalty payment to Smyg. They somewhat recognized the location, it was a mountain to the northwest known as Lowly Mountain. Datt was ready to rush off that way, but his party member convinced him it was better if they waited a bit to rest from the battle so the spell casters could get their spells back. He knew that was a good sound tactic. So after a bit of rest the party was off in the direction of Lowly Mountain. It was a two day journey from Steelhall, and it wasn't totally uneventful. On their second day they were ambushed from above my ogres throwing rocks while riding some kind of winged creature. But with a couple of fly spells the party was easily able to defeat the ogres.

After this the party rogue decided to scout ahead by a few minutes to make sure there weren't any other surprises waiting for us. He came upon a halfling that said he could tell him where Smyg was in exchange for information about a former party member. Giacartys said his ashes had been scattered across the desert in Mulhurand. The halfling thanked him for the information and gave him a coin and a piece of paper. He said tell Datt to say Smyg or family and the paper would become a map to the location of either. When Datt was given the paper and coin he flip it and said Smyg. The map showed a path leading to Lowly Mountain as well, but it led to the other side. Datt figured one side was to a trap and the other a back door.
They chose to take the back door instead of the main entrance. When they got to what they thought was the back door they found an empty cave. Upon closer inspection they found a secret door leading down. They entered the secret door and found themselves in a room. There was a notch at the top of the ceiling shaped like the coin Datt flipped.

Upon putting the coin in the slot a 3D image was shown on in the room of another room with 2 Hill Giants, 2 Drow, and a handful of duergar. The duergar were torturing Datt's family! They had his wife, the king and his mother over boiling pots of acid, and his father tied to a table. When Datt saw this he told the party wizard to teleport him there. The party all agreed that they had to go there to try and save his family. They teleported into the middle of the room. When they came in the duergar dropped the chains holding his family up and one of the ones by his father used an axe he was holding to behead him!

Datt immediately moved over to the closest Hill Giant and killed him. But he was soon beset upon by 3 duergar. While the rest of his party handled the other giant and the Drow Datt worked on the duergar. He was able to defeat them in time. Garris had a flying carpet and was able to pull Oddarill out of the vat that she was in, saving her life. But sadly his mother and the king where not able to be saved. After the battle they sealed the doors leading into the room with a greater sign of sealing and returned to Steelhall to lay the king to rest and to regain spells.

After a brief rest they scryed on the room to see if it was safe to return. In the room they saw 4 Drow, 8 Hill Giants and 8 Stone Giants. They paned out a bit with the scry and saw an empty cavern down a bit from the room and decided to land there to attack the Giants and Drow. They moved in and Datt was quick to start attacking the Giants. The Drow were invisible but luckily the casters came prepared and had see invisible on so that they could attack. The party made short work of the group as the Stone Giants saw Datt kill 3 Hill Giants easily and gave up.

Just as the fight was dying down Giacartys heard someone walking up the hallway that they had just came down. It was Smyg accompanied by two Earth Elementals and another creature. He yelled down to Datt "You chose family instead of revenge. So you will have to deal with it." And he turned and walked away leaving the elementals and the other creature. Datt yelled back at him "No, I chose you and just happen to find my family! I will kill you in due time!" As Smyg was walking away the other creature cast Wall of Flame in the hallway covering it from wall to wall and ceiling to floor. Luckily the party mage had a Wall of Ice prepared and quickly doused the flame. But it cause steam to bellow back on the party.

After the steam died down the party moved down the hallway only to find the Earth Elementals and the other creature were gone. They proceeded to the cavern where they landed and there was a Drow with a pillar behind her. She asked Garris where she could find an item of the fallen comrade, Duran, that the halfling inquired about. Garris asked what would he get in return of the information. She said she would tell him which of the three paths behind her lead to Smyg. Being new to the party Garris had never heard of Duran and so had no knowledge of him. He asked her if he answered truthfully that she would show him the correct path. She said that she would. So he looked at her and said, that he had never heard of him before as he was new to the party so he didn't know.

This being a truthful answer the Drow was forced to leave and show him the correct path. Now knowing that the middle path was the one that led to Smyg the party went down that way. After a short travel the party came to a huge room with that looked like a throne room. In this room was the halfling sitting on a stone thrown. The halfling asked the party where the Heart of the Mountain was, and if they tell him truthfully he would show them where Smyg was. Datt laughed and said "The Heart is in the hands of a dead Netherese wizard 3,000 years in the past!" The halfling looked confused and asked how if we just had it not even a year ago. Datt told him that the wizard could go through time and had come to this time and got it from then and then went back to his own time.

The halfling could tell that Datt was telling him the truth so he then asked Datt if he would like to fight Smyg alone. He said that he wanted his party there to route him on. The halfling said that they could route him and on and watch but did Datt want to fight alone. Being the proud Giant Killer he is Datt said yes. At that the halfling turned into the Drow from below and the throne turned into the pillar. The pillar shifted and showed Smyg standing on top of a mountain. Datt steppe through the portal to the surprise of Smyg.

Smyg turned as he heard Datt step and said "What?!? How did you get here! No matter I will kill you none the less!" and the fight was on! Datt stepped up to him and stood toe to toe with him. Luckily for Datt the party mage had cast displacement on him and Garris had cast Fortunate Fate. The displacement would prove to be the deciding factor in the battle. Datt and Smyg traded blows for almost 2 straight minutes. Datt had used the Fortunate Fate after the first minute so he knew he had to end this fight. They were both looking tore up when Datt landed one last mighty blow to Smyg's leg. Sending the Giant down for good.

Right after Datt had killed Smyg the earth around him started to move. He looked around and there was a statue of a Dwarven Giant Killer in the area. Then another statue rose right next to him. It was of Datt! He went over to the other statue and it spoke to him "Congratulations Datt Hrothgar. You have defeated the enemy and now you are the Chosen One." And with that the statue crumbled and a symbol of Clangedinn appeared on Datt's forehead.

After the fight the Drow left quickly and the party searched the throne room. It turned out to be a hall of an ancient Dwarven city. It turns out they were beset upon by an ancient evil and the only way to save themselves was to ask for Moradin's help. After they asked a crystal appeared. When touched it surrounded the whole body. They new that it would keep them safe. So they put 90 children, 3 women, and 1 priest in stasis. They left a book of how to revive them, it involved the breath of a mother onto their faces. The party quickly teleported back and got Oddarill's mother to revive everyone. The party was hailed as the saviors of the clan and Datt's family was invited to come live there so that they might protect the children until the oldest male can come of age to take his place as king.
 

Against the grain

Wow. Long entries. Mine (plural) won’t look like much, in comparison. Not having played in years but occasionally during conventions, I got used to writing very short physical descriptions, easier to give to one-shot GM and players. To compensate, I’ve given special care to the wording, as for little poems. Bear with me there, and try to read them aloud:


My shortest is for Kisai, my defunct Living Greyhawk character:

Black-clad blade-thin halfling wizard.


Nearly as short, the presentation of Fireun, a Celtic bard in a semi-historical game:

Red-haired, hazel-eyed, clad in the blue of the bards.


Rowan, created for a homebrew game, never came to life:

Chestnut hair, hazel eyes, childish looks but a cryptic smile. Lost in a wide blue djellaba, he sits alone within the shadows and light of a desert tent, his legs crossed around what may be a musical instrument.


Aisumeika was not a PC, sorry, but a favorite NPC of mine (and a goddess):

Her arms crossed behind her back, she stands alone in a dream cathedral—a winter midnight forest. While she is dressed in ice and snow, her skin is just as pale, but for the most tender pink of her smile. Her face is childish and serious, her icy blue eyes shining with an invincible pride. Like a crown, twelve stars have gathered above her brow, her long hair a smooth stream of blackness.


Lydh (English & French versions):

Warrior rogue of silk and steel, here is Lydh: moody as the Moon, white his skin and keen the eyes, hair like foam upon their sea. In their depths, is it a dream? what was there no longer is—in his voice a song hidden, a firedance in his motions!

Lydh, l’amant de la lune : ses cheveux une écume au vert clair de ses yeux, sa peau toute aussi blanche et ses rires délicieux. Un rêveur, un mystique, un poète peut-être? un guerrier et un loup, un scélérat, un prêtre. Dans l’acier et la soie d’une élégance fluide, voici venir la mort—et son vrai nom est Lydh.
 

I might as well toss this guy into the mix. He's actually a character I was using in a far-too-brief Lord of the Rings RPG campaign that was being run in the In Character forum. It'd be fairly easy to drop any setting-specific details, and make him a D&D character. I didn't really detail him much in a physical sense; whatever his stat block and the background I gave him evokes is fine with me.

By the way, his stat block might be of interest to anyone who wanted a bit of a peek into the LotR RPG Decipher put out.



Lanwi

Race: Man (Middle Man) Dunlending.

Racial Abilities: Adaptable (+2 to Stamina), Dominion of Man (+1 Courage), Skilled (+1 pick each to Armed Combat (Polearms) and Ranged Combat (Bows).

Abilities: Bearing 8 (+1), Nimbleness 9 (+1), Perception 9 (+1), Strength 12 (+3)*, Vitality 12 (+3)*, Wits 7 (+/-0).

Reactions: Stamina +3*, Swiftness +1, Willpower +1, Wisdom +1.

* - Favored Ability or Reaction.

Order: Barbarian.
Order Abilities: Hard March, Preferred Weapon (Armed Combat (Spear)).
Advancements: 2.

Skills: Armed Combat (Polearms (Spear)) +6, Climb +4, Language (Dunlending) +5, Language (Westron (Common)) +3, Lore (History (Dunlendings)) +4, Lore (Realm (Dunland)) +5, Lore (Realm (Southern Misty Mountains)) +4, Observe +4, Ranged Combat (Bows (Longbow)) +3, Ride +1, Stealth +4, Track +6.

Edges: Hardy, Swift Recovery, Tireless, Travel-sense.

Flaws: -.

Health: 15.

Defense: 11.

Courage: 4.

Renown: 0.

Gear: Spear, Longbow, 30 arrows, Leather Armor.

Description: 5'11", 165 lbs. Age 24. Dark brown hair, brown eyes.

History: "We are a diminished people," the headman said simply. "For too long we have warred. Amongst ourselves, against the stone-men, against those-who-ride, against these old mountains. The time for war has not ended, but this time, we will not fall prey to the folly of our ancient brethren at Dunharrow. This time we will fight with the shadows cast from our sight."

Lanwi looked wonderingly at the old man. He scanned the village around him, a tattered settlement perched in the foothills of the Misty Mountains. Besides himself, there were far too few able-bodied men left to even hunt for the village adequately, let alone make war.

"Mountain-father, the only war we may make now is against starvation, and even that is no more than a holding action. Our brother tribes are now seldom seen, and I believe they are not simply hunting the uplands. I believe that many of them have answered the call of the White Hand or the Red Eye. We should also answer those calls, and be fed."

"No. No more shall we live within the shadows. To answer the calls that have ensnared our brothers will replace death of the body with death of the soul. For year upon year have we been lured by such calls, and for year upon year we have slowly become little more than the hunting dogs of shadow." The old man leaned heavily upon his staff-spear, peering into the east, a strange light in his eyes.

"The stone-men and their horsed allies forced us from our homes in the great green lands and into the mountains. Are we to then ride into their camps, to fetch their water and dump their slops? They have warred upon us without end, without provocation, for more years than there are rocks upon the mountainside." Lanwi shifted his spear in his grip, facing south towards Gondor, a hard look upon his face.

The headman turned to face Lanwi, his desolate look unnerving the young man. "Ah, Lanwi...it is all lies. Had we sided with those of the light and not of the shadows, had we sought the wisdom of the Elder Ones instead of that of their Enemy...we might now walk upon green lands, with our wives and our children fed and happy and not underneath cairns of stone upon which the crows roost. Come. I will tell you of a way that even a diminished folk such as we can help turn back the coming night."

***

Lanwi spent many a long night listening to the headman's hushed tales, his recounting of visions that came to him from "somewhere beyond even the sight of the Great Eagles." The lore and history of the people of Dunland was told to him once again, as when he was a child, but this time it seemed a web of deceit had been lifted from it. When the headman's teaching was finished, Lanwi was left with a feeling of utter emptiness. His people had been nothing more than the slaves and pawns of the Dark Lord and his minions. Never had they been able to become great, to stand alongside the other free folk of Middle-earth as equals, held back from their potential by schemes and machinations of those who cared nothing for them.

Lanwi was angered. It was an anger that began to fill the emptiness, but before the anger became all-consuming, the headman tempered it with hope. "A great ending comes, and we can choose the path which is hard-going, that has many crags and ravines, and many treacherous slides of rock, but which ends at the summit, upon which we can see all around us and live in the warmth and light. Or, we can choose the path that is easier, swifter, and with fewer blocked passes, but which leads to nothing but a precipice which we cannot avoid."

"We are too few to make a real difference. If we stripped the village of every man who could lift a spear, we would have little more than an understrength hunting party." Lanwi's frustration was with history and its misspent loyalties.

The headman laughed, the first laugh heard in the village in too long a time. "Ah, my boy! Numbers mean nothing! The mountain range is made up of individual peaks, each one of them great in their own right. If they stood alone, would they be any less of a mountain?"

Lanwi looked at the headman with genuine curiosity. "Are you saying that I can stave back the shadow on my own? That seems impossible."

"If each does his part in being one of the mountains in the range, an unconquerable array of peaks will soon rise up."

This time it was Lanwi's turn to laugh. "Well, old man, enough talk of mountains. You have convinced me. What is on your mind for me to do?"

The headman spoke long of duty and honor, of loyalty and friendship. "Of these things, the Dark One has none. Many of our people have been under his sway long enough to also have none. Perhaps if one of us can demonstrate that such things are still left to us as a people, then we will have redeemed ourselves."

"That does not seem like much," Lanwi said.

"Sometimes, my boy, that is all there is. And that is often enough." The headman then gave careful directions to Lanwi. "Go north and west, and look for the Windy Hill, that the stone-men called Amon Sul, and that some also call Weathertop. I have seen a vision of one for you to meet, a guide...you will know him by his green mail. Beyond that, I see little but confusion, of the potential for great loss, but also of great victory. The road will be hard, my boy, but you are strong and untiring. Do your best. That's all anyone can do."

Lanwi left one fine mountain morning, a great eagle wheeling high above. "A good omen," Lanwi thought, as he hefted his spear onto his shoulder and walked down off the mountainside.
 
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Here is something a little different

Kormalyssnarix: the Storm of Chaos
Male Half-fiend Great Wyrm Red Dragon (Fire)
CR: 37
HD: 50d12+650
HP: 1147
Special Qualities: Fire, Negative Energy, Scrying, and Poison Immunity. Immune to spells that effect the mind. Cold, Acid, Electricity Resistance 20. DR: 30/+3. SR 36.
Str 54, Dex 14, Con 36, Int 30, Wis 28, Cha 30,
Alignment: Chaotic Evil
Spell-Like Abilities: 3/day-suggestion, unholy aura, and darkness; 1/day-eyebite, desecrate, unholy blight, contagion, blasphemy, unhallow, horrid wilting, summon monster 9, destruction, and discern location.
Casts spells as a 25th level Sorcerer

Unique Spell:
Dimensional Leash
Transmutation [Teleportation]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft. / level)
Target: Any target using a teleportation type magic which traverses the Astral Plane to reach its destination
Duration: 1 hour/level or discharge
Saving Throw: None
Spell Resistance: No

Whenever a teleportation effect is activated within range of the caster, he may elect to follow the teleporting creature to its destination as a free action. The caster receives an image of the location the teleporting character traveled to and must decide whether he wishes to follow or not on their next action. Choosing to follow the teleporting creature discharges the spell.

Arcane Material Component: Spider web tied in a loop around a gold ban.

History
Kormalyssnarix: the Storm of Chaos

The Birth
Kormalyssnarix’s was born over 2800 years ago on an unrecorded world in the prime material plane. He is the result of the deliberate breeding of a female Red Dragon and a Balor by a powerful wizard. Shortly after his birth a mighty band of adventures invaded the wizards keep slaying both the mage and Kormalyssnarix’s mother. The Balor, quickly realizing such a powerful and well-organized group overmatched it, grabbed his wyrmling son and fled back to its Abyssal abode.

Once back in its own home, the Balor went about raising its draconic son the best way it knew how, through intense physical torture and vile magical experimentation. The Balor did not think his son inherited enough of his own demonic nature and was determined to ‘improve’ him. His experiments caused his son to take on an even more demonic aspect and increased his power considerably.

Revenge
Despite the tortures he was subjected to Kormalyssnarix soon grew to immense size by feeding on a constant stream of mortal petitioners and demons. Eventually, he fled his father’s citadel and flew far off into the abyss. Once out from under his father’s control, Kormalyssnarix grew in strength even more rapidly. For centuries he existed on the periphery of his abyssal plane and greeted all other beings with an ugly death. His reputation for unmatched fury and strength was whispered about in awe and fear by other demons of the plane. His demonic father, fearing his sons ever increasing power would soon pose an unassailable problem, organized an army of fiends to prepare to slay his son. Unfortunately for the Balor his plans were set in motion far too late. Kormalyssnarix returned to his father’s citadel and exacted bloody revenge on his demonic sire. He destroyed his fallen father’s citadel and laid waste to the marshaling army of demons and surrounding land for miles around before his fury was finally spent. One demon that managed to survive the dragon’s fury commented that it was like a great chaotic storm had come to blast the land clean.

Consolidation
Kormalyssnarix was not content to merely exact revenge on his father and his minions. He had decided that the entire abyssal plane would be his. He began waging war against all the other demons that styled themselves lords in ‘his’ domain. Those who fought him soon found a vicious death beneath his claws or teeth. Those who bowed to his might soon found themselves paying for his mercy. Despite his ‘mercy’, the Storm of Chaos regularly made meals of demons who offended him, or who merely were around when he grew hungry.

Reckoning
Kormalyssnarix’s hold on his abyssal layer lasted for nearly 500 years. In the FR year 1289, Kormalyssnarix found himself in a conflict with the God-demon Orcus. Despite all his incredible power he found himself completely overmatched against the mighty demon prince. The demon lords he had humiliated for centuries took the opportunity to unite against the demonic dragon and drove him from the layer. Severally wounded and hopelessly outmatched, Kormalyssnarix fled to several different layers of the abyss. His reputation for destruction preceded him however and he soon found himself driven from each new plane he tried to make a home on by its current inhabitants.

Faerun
Fleeing from a powerful army of Demogorgon, Kormalyssnarix, wounded and tired, came upon a succubus enchantress. She offered to open a gate for Kormalyssnarix to another realm if he promised to do a favor for her when the time came. Blood oaths were taken and the portal was opened.

The Storm of Chaos found himself in a dense jungle on a foreign planet on the Prime Material Plane. After nearly a century of flight Kormalyssnarix had tempered his desire for destruction with caution. He used his prodigious magical skills to scry the countryside learning as much about its varied inhabitants as he could before he ventured out. Fearing imminent discovery he slew any being that stumbled upon him.

After viewing the weak nature of this worlds inhabitants, many of the Storms fears were laid to rest. He left the jungle to explore the world in person and seek a more permanent layer. The Storm made his way up the Dragon Coast but was surprisingly placid. He was so surprised by the weakness and lack of resistance from the world’s inhabitants that he did not even choose to attack. He encountered a brash young Black dragon on his travels and slew him easily for his insolence. He then tossed its broken body onto the streets of Calimport. He flew by the abode of Balagos but the Flying Flame chose not to confront the Storm. He flew leisurely less than 500 feet above the spires of Waterdeep and no Archmage threw a spell at him. But the feat that cemented his reputation as a new power in Faerun was his visit to the City of Shade. He was greeted by over a score of Shade warriors on Veersabs and a pair of powerful Shade wizards. Faced with opposition for the first time, the Storm finally released his ever-building rage and flew into the shades like his namesake suggests. No shade that elected to face the great dragon survived their encounter that day. The Storm of Chaos then casually circled the city several times before flying off.

Since that day, the powers of Faerun have definitely taken notice of the great demonic dragon Kormalyssnarix. He is very heavily protected from any type of scrying and his current whereabouts and his layer are unknown. Many powerful lords would be willing to pay handsomely any being who could bring back concrete knowledge of the Storms location or motivation.

Plots
Kormalyssnarix is content to bide his time and plot. He is collecting a massive amount of knowledge about the powerful people of Faerun through his scrying. His primary goals are causing destruction and asserting his dominance over all other beings. He is apt to have several long reaching plots in motion at once, but his chaotic nature makes it difficult to remember or stay interested in them for to long. He also enjoys the corruption of good beings and Paladins.

The Storms other primary goal is the resurrection of his mother. Other than himself she is the one being in the entire multiverse he has ever cared for. He has attempted to restore her soul into the body of several dragons he has slain in the past but his efforts are for not. He is currently attempting to build an artificial body for his mother to inhabit.

The Storm is contemptuous of Dracoliches and the Cult of the Dragon. He will actually go out of his way to destroy a Dracolich, cult member, or dragon that has sworn allegiance to them.

Personality
The Storm of Chaos is a bubbling font of rage. He is far more in control of it now than in his youth but sometimes small things can often set him off on a killing spree that spreads for miles. He posses no true benevolent personality traits but is sometimes susceptible to being reasoned with. Any being that directly affronts the Storm will be hunted down and slain regardless of the time it takes.

Years of torture and paranoia in the abyss have reduced the Storm’s desire for sleep. Consequently, he is much more active than most Dragons. The Storm fears little but will flee an encounter if he finds himself overmatched. An overconfident party will soon find that he will return better prepared to extract revenge. He commonly keeps a contingency spell on his person at all times to teleport him to his layer should he become badly injured.

The Storm's demonic nature has made him utterly evil and chaotic. He doesn’t even understand the concept of mercy or pity and delights in inflicting pain, death and destruction on others.

Other Special qualities:
The Storm can surround his body with a purple and black flame. The body flame does 1d6 fire damage and 1d6 unholy damage to any being within 5 feet of the dragon or who is struck by its physical attacks.

The Storm has a second breath weapon: a cone of unholy energy. Any being within the cone receives 3d4 negative levels and 10d4 points of unholy damage. A saving throw reduces the damage and negative levels drained by half.

The Storm is always under the effect of a mind blank and true seeing spells. They can be dispelled but the dragon can restore them as a free action. He can also detect magic and detect good at will.

The Storm’s tail ends in a series of barbs similar to a manticore’s. A tale sweep or slap from the Storm delivers a powerful poison attack. Initial damage 2d6 con, Secondary 2d6 con. Save DC same as breath weapon.

Appearance
The Dragon looks similar to a monstrously massive red dragon from a distance, but up close its demonic heritage becomes readily apparent. The Storms scales are all edged in a black that resembles dried flaking blood. His body and head are horribly scared from the centuries of torture he was subjected to, including a massive vivisection scar reaching from the bottom of his chin to the end of his abdomen.

The Storm’s eyes are pupil-less, pitch-black orbs and his tail ends in a wicked barb. The Storm actually has human like hands at the peaks of its wings that are fully capable of manipulating their environment, and he commonly wields a wand in each.

Worn Items
The Storm always wears a ring of regeneration, a ring of spell turning, and an amulet of protection +5. He also commonly has a wand of lightning (10th caster level) and a wand of frost (10th caster level) in each wing claw.
 

Sildarin Nightwhisper, 5th level elven psion (psychoportation specialist)

Description
Sildarin is 4'2" tall and weights 130lb.

Sildarin wears a leather armor on top of simple clothes. He doesn't like mingling with people and usually just tries to stay away from them and go unnoticed. He has a simple cloak with dull colors to protect himself from cold weather when necessary.

Sildarin's skin has a light tan, caused by his preferance of being outside instead of inside. His hair is dark brown and cut to the lenght of about an inch.

Sildarin is quite indrawn a person, mostly talking only to his psicrystal, Slith, who usually stands on his soulder with its spidery ectoplasm legs.
 

The Greatest Character

My favorite character is named Ghendar. He is presently an 8th lvl Sorcerer/2nd lvl Dragon Disciple/1st lvl Arcane Devotee. Plus, on top of all this, he's has the Half-Elemental template from pages 188-189 of the Manual of the Planes.

Ghedar is a human, about 6 feet tall originally from Calimshan. Because of the half-elemental template, he has reddish-broen hair, and eyes and skin which have a red tint. He is a fanatical worshipper of Kossuth. He speaks to anyone who will listen about Kossuth and attempts to win many converts. He has had some success. he also wants to erect a temple to his god at some point. Ghendar believes that most problems can be solved by fire.

Now for some specific adventure background.

Ghendar loved fire from an early age. When his sorcerous powers manifested themselves, he decided on a path of adventure. Because of his love of fire, Kossuth seemed the ideal patron and he soon became a fanatical worshipper of The Firelord.

Ghendar's wanderings eventually led him to Shadowdale where met up with a group of fellow adventurers. Ghendar (and his group) had several adventures or mishaps, depending on your point of view. These include:

Taking a trip through a gate and finding themselves in Thay, naked and caged in an arena.

Rescued from imprisonment in Thay by a druid and a headstrong (crazy) ranger/barbarian

Sent to Ravenloft

Made a deal with a devil to increase his personal power and became a half-fiend

Got out of Ravenloft by killing the domain lord. While in Ravenloft, he was killed by an outsider slaying arrow and watched as two of his friends were polymorphed into goldfish.

Decided to have a robe with flame motifs custom made. He looked sharp.

Took a brief jaunt into Realmspace where he battled Beholders.

Exlpored a sentient haunted house and was attacked by a door. Said door wouldn't stay open, so Ghendar decided to take it off the hinges and throw it outside. The door objected to this and flew at Ghendar and hit him. He then promptly burned it. It finally stopped moving.

Undertook a brief expedition into the Underdark where he was killed by a door trapped with a Finger of Death spell. Ghendar hasn't had very good luck with doors much to the delight of the rest of the group.

Finally, Ghendar was given a mission by his god, Kossuth. The mission is to travel to various elemental planes and retrieve several artifacts. He had the half-fiend template removed and the half-elemental template applied by his god.

That's about it. Stay tuned to this spot for further updates about our favorite firebug. Who knows, maybe he will run afoul of another door.
 
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Into the Woods

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