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Old 26th November 2002, 07:01 AM   #1 (permalink)
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Urg the Unlikely, Half-Ogre Wizard NPC throughout a lifetime. (complete 12/15/02)

After doing Myrgle in all his vile glory, I wanted to do something a little less intense. So, I offer you the tale of Urg a very unlikely Wizard.

I figure Half-ogres would age about the same as humans and I am giving Urg a few more xp to get him into some higher levels. He also has an ECL of 2 to contend with to even things out. Here's what his age and levels will look like:

Age 20 years: Wizard L1
Age 22 years: Wizard L2
Age 25 years: Barbarian L1
Age 28 yeasr: Wizard L3
Age 32 years: Wizard L4
Age 35 years: (Middle Age)
Age 37 years: Wizard L5
Age 42 years: Wizard L6
Age 49 years: Wizard L7
Age 53 years: (Old Age)
Age 55 years: Wizard L8
Age 63 years: Wizard L9
Age 66 years: Wizard L10
Age 70 years: (Venerable)
Age 80 years: Wizard L11
Age 90 years: Wizard L12
Age 100 years: Wizard L13
Age 106 years: Death

Hope you like it.

Dirge

Last edited by BLACKDIRGE; 15th December 2002 at 02:59 AM..
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Old 26th November 2002, 07:04 AM   #2 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 1, AL N; CR 2; age 20
HD 2d8+1d4+9; hp 24;
Init +0; Spd 30 ft; AC 12 (+2 natural)
BAB +1; Atk +6 melee or +1 ranged;
SV Fort +6, Ref +0, Will +4;
Str 20, Dex 10, Con 16, Int 14, Wis 14, Cha 10

Skills (13 points): Concentration +2 (5), Climb +2 (7), Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +2 (4), Spellcraft +1 (3)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +7 melee, Dmg 1d6+7, crit x2
Javelin: Atk +1 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge

Spells: 3/2 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile

The crack skull tribe has a problem. They have always been a very straightforward tribe of ogres, raiding, looting, and cooking and eating captives. The crack skull ogres were happy with their simple if evil life, it required little thought (which tended to give them headaches) and fulfilled all of their needs. Recently Urg, the son of the clan chieftain Blog Braineater has been causing all manner of problems and disturbing the ogre way of life. For you see Urg is a very odd ogre, he’s smart.

When Urg was born it was immediately apparent that he was far from the usual ogre. When his mother Glogga Braineater was handed the squalling ogre infant she dropped the poor child in disgust, screaming that her child had been deformed by some awful curse. When Blog scooped his new son up from the ground to see what his wife was carrying on about he too was struck by the child’s horrible deformities. Unlike most ogres, Urg’s skin was pink and soft untouched by the boils and warts that make an ogre so attractive. In addition his teeth were straight and even and didn’t jut from his mouth like they were supposed to. The infant’s limbs were well formed and straight, not knobby and crooked at the joints like his father. As Blog stared at the strange creature that was his son a horrible thought fought its way into his thick skull; he Blog Braineater, chieftain of the Crack Skull ogres had a half human son.

Blog turned to his wife in mute shock, humans were for eating and torturing not, ughh, mating. Blog realized that Glogga had probably eaten the child’s real father not long after she had had her way with him and that he couldn’t take his anger out on the poor human, so he did the next best thing. Glogga Braineater was sacrificed to Vaprak, the evil god of ogres the following night for crimes to perverse to even think about.

After disposing of his wife Blog turned to the question of her bastard child. Urg was too small to make much of a meal and Blog had no other children, so he indulged his rarely used curiosity and decided to let the child live and see what kind of ogre he could be made into. Blog rationalized that he could always eat Urg later if he made a lousy ogre. Blog announced to the tribe that Urg would be regarded in all ways as his son and that he was to be brought up as a proper ogre, his human parentage never to be mentioned.

Urg grew quickly and soon proved to be invaluable to his father. At the age of five he became the clans treasurer, as he was the only one that could count beyond twenty. Urg also was the only one in the tribe that could read, having taught himself from the various books and scrolls left behind from various devoured adventurers. Many of the ogre’s hated and envied Urg because of his intelligence but were unable to dispose of the half-breed for fear of his father who doted on the young ogre.

Urg’s life took a dramatic turn in his 20th year when a bedraggled halfling adventurer was dragged kicking and screaming into the tribe’s lair by a returning raiding party. The adventurer was one Haldo Halfstaff, a minor wizard who was destined to be the tribe’s next meal. Urg recognized Haldo’s Spellbook for what it was and intervened on the doomed wizard’s behalf. He offered the halfling a bargain; he was to teach Urg magic for the term of three months and if Urg learned successfully Haldo would be free to go. Faced with the prospect of being slow roasted, Haldo eagerly agreed to Urg’s offer.

Haldo was amazed to find that Urg had not only a keen intellect but also a natural inclination for magic; it wasn’t a month before Urg was casting his first cantrip and at the end of three months he had mastered numerous minor spells. True to his word Urg granted the halfling his freedom and informed his father that the tribe now had a wizard. Blog was none to pleased with the announcement, he had indulged his adopted son’s antics with the halfling because he saw no harm in it and didn’t really expect Urg to actually learn magic. Magic was for sissies not for big tough ogres, Blog explained to his son. Why cast a spell at an enemy when its so much more fun to pound his brains out with your club, that’s the ogre way. Only humans and puny elves learned magic because they weren’t strong enough to defend themselves properly. Blog ordered his son to stop practicing magic and behave like a proper ogre.

Urg has reluctantly agreed to his father’s demands but still practices magic in secret and snaps up any and all magic item the tribe manages to collect. He has become obsessed with the pursuit of arcane lore and realizes that he will eventually have to leave his tribe if he is to progress any further as a wizard. The rest of the clan is very suspicious of Urg and his strange powers (intelligence) and fear that Urg will anger Vaprak for being too smart. Blog is beginning to think he should have just eaten Urg after all.

Last edited by BLACKDIRGE; 28th November 2002 at 03:25 AM..
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Old 27th November 2002, 02:31 AM   #3 (permalink)
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Quote:
Originally posted by BLACKDIRGE
Weapons: Quarterstaff: Atk +8 melee, Dmg 1d6+7, crit x2
Sling: Atk +2 ranged, Dmg 1d4+5, crit x2, range 50ft
I have been following your threads with great enjoyment, Blackdirge. Nice work.

I just wanted to point out that slings are a projectile weapon, and as such do not get the creature's Str bonus to damage.
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Old 27th November 2002, 03:12 AM   #4 (permalink)
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Actually, I believe Slings are considered Thrown weapons. Note that a Halflings +1 to hit with all Thrown weapons applies to it.

Looks cool Blackdirge.
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Are you running SoW and are interested in getting some ideas on the overarching plot?
Looking for better ways to tie the disparate modules together?
Come visit my thread on doing exactly that! Also, visit the wiki it inspired! Player's stay out!
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Old 27th November 2002, 04:34 AM   #5 (permalink)
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It is your creation, you can do whatever you want, but those are some amazing stats. If I was going to make a Half-Ogre Wizard I would make him

Str 16, Dex 10, Con 13, Int 13, Wis 10, Cha 9

but then I'm the kind of guy who tries to make commoners playable with an 18 point buy so you can probably ignore my opinion
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Old 27th November 2002, 04:56 AM   #6 (permalink)
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Quote:
Originally posted by MavrickWeirdo
It is your creation, you can do whatever you want, but those are some amazing stats. If I was going to make a Half-Ogre Wizard I would make him

Str 16, Dex 10, Con 13, Int 13, Wis 10, Cha 9

but then I'm the kind of guy who tries to make commoners playable with an 18 point buy so you can probably ignore my opinion
Yeah, I know. When I started creating him he was a full ogre, hence the high Str and Con and then I changed to Half-Ogre mid stream and never went back to adjust the stats. Oh well, I meant him to be exceptional.

If it makes you feel any better he's from the Forgotten Realms, the land of NPCs with absurdly high stats.

Last edited by BLACKDIRGE; 27th November 2002 at 05:26 AM..
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Old 27th November 2002, 01:36 PM   #7 (permalink)
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Quote:
Originally posted by BLACKDIRGE
Yeah, I know. When I started creating him he was a full ogre, hence the high Str and Con
So why did you switch from True ogre to half? - I was looking forward to Urg being a True Ogre Wizard

btw Ogres only have -4 Int so it is possible to have an Ogre with Int 14 (ie Racial Maximum)
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Man, given the average Int of an Otyugh, I can just see the boss monologue now...

PCs: "Before we fight, why don't you tell us your master plan?"
Otyugh: "I like poop."
PCs: "Umm, what?"
Otyugh: "Do you have poop?"
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Old 27th November 2002, 06:32 PM   #8 (permalink)
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Quote:
Originally posted by Tonguez


So why did you switch from True ogre to half? - I was looking forward to Urg being a True Ogre Wizard

btw Ogres only have -4 Int so it is possible to have an Ogre with Int 14 (ie Racial Maximum)
Sorry, I hope you still enjoy the thresd and don't judge Urg to harshly for being a lowly half-breed.

Dirge
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Old 27th November 2002, 08:18 PM   #9 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 2, AL N; CR 3; age 22
HD 2d8+2d4+12; hp 29;
Init +0; Spd 30 ft; AC 12 (+2 natural)
BAB +2; Atk +7 melee or +2 ranged;
SV Fort +6, Ref +0, Will +5;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (17 points): Concentration +3 (6), Climb +2 (7), Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +3 (5), Spellcraft +3 (5)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +8 melee, Dmg 1d6+7, crit x2
Javelin: Atk +2 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of change self

Spells: 4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat

Stupidity. Urg is surrounded by it day and in day out as his tribe goes through the awesomely brainless motions of ogre existence. Urg finds it hard to believe that the ogre race hasn’t gone extinct from sheer lack of mental ability. The crack skull ogres on the other hand are fed up with Urg’s lack of enthusiasm for the ogre way of life. He is a complete enigma to his fellow ogres, he doesn’t join them on raids, he doesn’t devour captives and he seems to derive absolutely no pleasure from wanton slaughter. Many of the tribe members believe that Urg may be crazy.

Urg is also a complete disappointment to his adopted father Blog Braineater who laments that his adopted son is a complete failure as an ogre. Urg’s pursuit of “sissy” magic causes Blog no end of embarrassment and he has forbidden Urg to practice magic in front of the other ogres. Urg has complied but is increasingly frustrated that he cannot continue to learn the magic he now adores so much. Urg progression as a wizard has been stunted by the stifling influence of his father and tribe and he yearns for more arcane knowledge. The few arcane scrolls he has been able to glean from adventurers the crack skull tribe has slain have been few and far between but it has allowed him to expand his spell repertoire slightly. Urg realizes that he must make a decision and either embrace his ogre heritage (which he abhors) and give up magic or leave the tribe and make his way in the outside world.

Urg is large for a half-ogre standing over 8 ft tall and weighing over 400 lbs. He lacks the stooped gangly look of a true ogre, with well-formed muscular limbs and an erect posture. Urg’s human heritage is readily apparent as he has human skin coloring and the blue eyes of his human father. Although not as bestial as a true ogre, Urg did not escape his ogre genes entirely, he has short tusks that jut from his mouth when he smiles or snarls and his brow is heavy and sloped. In addition his hair is in odd bluish black that he wears in a single braid trailing to the middle of his back. Urg disdains the typical brutish ogre club and wields an oversized quarterstaff when forced to enter melee although he prefers to rely on his spells when able.

Last edited by BLACKDIRGE; 28th November 2002 at 03:26 AM..
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Old 28th November 2002, 03:12 AM   #10 (permalink)
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Quote:
Originally posted by Caliber
Actually, I believe Slings are considered Thrown weapons. Note that a Halflings +1 to hit with all Thrown weapons applies to it.

Looks cool Blackdirge.
I don't want to hijack Blackdirge's cool thread, so I will not post any more on this subject here. Check the PH, page 97, for the list of thrown and projectile weapons. You will notice that slings are projectile weapons, not thrown weapons. So halflings do not get their racial attack bonus with slings.
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Old 28th November 2002, 03:29 AM   #11 (permalink)
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Quote:
Originally posted by Dr. Zoom

I have been following your threads with great enjoyment, Blackdirge. Nice work.

I just wanted to point out that slings are a projectile weapon, and as such do not get the creature's Str bonus to damage.
You may be right, so I switched to javelins and edited the first two stat blocks. A sling is kind of puny for a half-ogre anyway.

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Old 28th November 2002, 04:16 AM   #12 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 2/Bbn 1, AL N; CR 4; age 25
HD 2d8+2d4+1d12+15; hp 39;
Init +0; Spd 40 ft; AC 12 (+2 natural)
BAB +3; Atk +8 melee or +3 ranged;
SV Fort +8, Ref +0, Will +5;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (21 points): Concentration +3 (6), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +3 (5), Spellcraft +3 (5), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +9 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of change self, ring of sustenance

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 49, AC 10, Atk (quarterstaff) +11 melee, Dmg 1d6+10

Spells: 4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat

Urg has left the Crack Skull ogres to seek his destiny alone. Too long stifled by the idiotic ogrish way of life Urg left quickly and quietly while the tribe slumbered. He snatched a few choice items from his father’s store of treasure including a magic ring that he had coveted for many years. With no destination in mind, Urg left his home in the Larch Hills and traveled west towards the merchant trading route known simply as the Long Road. When he reached the trading route he headed north to the small village of Red Larch.

Urg’s first encounter with civilization was short and brutal. He had been surviving in the wilds mainly due to his ring but his curiosity and thirst for knowledge led him to the gates of Red Larch. Using a spell to make him appear more or less human, Urg entered the small town to explore and buy supplies. Unfortunately he miscalculated the duration of his spell and needless to say the fruit merchant he was bartering with was more than a little shocked to be suddenly confronted with 8 feet of half ogre. The merchant believing he was being attacked by a shape-changing demon screamed for the guard while Urg fled towards the main gate. At the gate he was confronted by four guards with loaded crossbows, frantically Urg muttered an incantation for a sleep spell as the guards targeted their crossbows on him. The sleep spell caught three of the humans but the fourth was unaffected and managed to get off a shot at the onrushing ogre. The guard’s shot was true and the crossbow bolt caught Urg in the meaty part of the shoulder but failed to slow him down. Urg barreled past the remaining guard and fled through the gates and east into the wilds.

Wounded and angry Urg continued to wander east until he was confronted by the vast green expanse of the Kryptgarden forest. Urg entered the dark wood and decided to make it his home, at least until his wound healed and he figured out where he could go without getting shot on sight. Living in the forest was difficult at first and without his ring Urg certainly would have starved to death in the first few weeks, but his ogrish instincts so long unused took over and Urg survived. The Kryptgarden forest is a dangerous place and Urg had many chances to practice his spells on marauding gnolls and bugbears and even to crack a few skulls with his quarterstaff. Survival became Urg’s first concern and as the days turned into months Urg realized that was getting no closer to his true goal of becoming a better wizard. Urg needed someone to teach him wiardry, but humans and other civilized races considered him nothing more than a rampaging monster. There had been in Urg’s life only one non-ogre who had shown him even the slightest bit of acceptance and even that was only gained through extortion. Urg made the only decision he could and left the Kryptgarden forest heading north towards the town of Longsaddle where a diminutive wizard and former ogre captive by the name of Haldo Halfstaff made his home.
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Old 28th November 2002, 06:02 AM   #13 (permalink)
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Quote:
Originally posted by BLACKDIRGE
Urg made the only decision he could and left the Kryptgarden forest heading north towards the town of Longsaddle where a diminutive wizard and former ogre captive by the name of Haldo Halfstaff made his home.
Cool a halfling with a Half-ogre apprentice - Can youu say 'Send in Master/Blaster"
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Originally Posted by IcyCool
Man, given the average Int of an Otyugh, I can just see the boss monologue now...

PCs: "Before we fight, why don't you tell us your master plan?"
Otyugh: "I like poop."
PCs: "Umm, what?"
Otyugh: "Do you have poop?"

Last edited by Tonguez; 28th November 2002 at 06:03 AM..
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Old 2nd December 2002, 02:08 AM   #14 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 3/Bbn 1, AL N; CR 5; age 28
HD 2d8+3d4+1d12+18; hp 44;
Init +0; Spd 40 ft; AC 12 (+2 natural)
BAB +3; Atk +8 melee or +3 ranged;
SV Fort +9, Ref +1, Will +5;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (25 points): Alchemy +2 (4) Concentration +4 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (6), Spellcraft +3 (5), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +9 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of change self, ring of sustenance

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 56, AC 10, Atk (quarterstaff) +11 melee, Dmg 1d6+10

Spells: 4/3/2 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat
2nd – alter self, protection from arrows

Wary after his first brush with civilization ended in disaster, Urg approached the gates of Longsaddle with much more caution. Altering his appearance with a spell again he strode to the main gates and inquired where he might find the residence of Haldo Halfstaff. The guard on duty was reluctant to speak to the large stranger at first but a few gold pieces quickly changed his mind. Urg discovered that Haldo owned and ran a small shop in the market district where he sold potions and other magical trinkets; his home was above the shop. Knowing he had precious few minutes before his spell expired Urg made haste to Haldo’s abode.

Haldo’s shop was a humble two-story building with the bottom portion consisting of a modest storefront and the upper story serving as the wizard’s home. When Urg reached the store he was relieved to find that the shop was devoid of customers and contained only Haldo himself. Urg entered the shop and was cheerfully greeted by Haldo who hoped Urg was a potential customer. The halfling was just as Urg remembered if a little gray around the temples and he told Haldo that he must speak with him about a matter of great importance. The halfing, curiosity piqued, bade Urg to speak on, and with perfect timing Urg’s spell expired and he resumed his normal appearance. Poor Haldo nearly fainted at being confronted by one of his former captors; he still had terrible nightmares about his time in the Crack Skull lair. Before Urg could calm the shaken halfling Haldo quickly uttered an incantation and a wave of magical energy washed over Urg holding him completely immobile. Unable to speak and explain himself Urg watched helplessly as the guard was summoned. One of the guards, taking no chances, bashed the paralyzed half-ogre over the head with the butt of his pike, and as the world faded to black Urg wondered if humans ate their prisoners too.

Urg awoke not in an ogre sized cooking pot, but in a prison cell. His head was throbbing and he had been stripped of all his possessions including his spell book and components pouch. He stood and walked to the front of his cell to peer out through the bars. He was in a long stone hallway that had over a dozen other prison cells, most appeared to be empty but his keen nose caught the scent of other unfortunates a few cells down from his. Urg hung his head in complete misery, his dreams were shattered and it seemed he was destined to spend the rest of his days caged like an animal or if he was fortunate there would be the short walk to the headsman’s block and oblivion. Urg’s self pity was interrupted by the metallic jangle of keys and heavy footsteps from outside his cell. He looked up to see Haldo Halfstaff flanked by two human guards. Haldo dismissed the guards with a wave of his hand and turned a scrutinizing gaze on Urg. After a few moments Haldo began to speak and told Urg that he remembered him and that he was thankful for the kindness Urg had shown him in the Crack Skull lair. He also told Urg that the town elders was planning to execute him in the morning for crimes his tribe had perpetrated on the town as well as Haldo himself. Haldo urged Urg to tell him why he was here and if his story was plausible enough he might be able to convince the town elders to spare Urg’s life. Urg told his entire story from the time he left his tribe, to his problems in Red Larch; to the months he spent alone in the Kryptgarden forest and finally his arrival in Longsaddle. Urg explained that all he wanted was to learn magic and he had hoped that Haldo might take him as an apprentice. Haldo listened to Urg’s story intently and when Urg was finished he stood and told Urg he would return in the morning with the towns decision.

As good as his word Haldo returned early the next morning with two guards and an older human in shining full plate with the symbol of Tyr, god of justice on his breastplate. Haldo introduced the armored human as Harkam Bayle, head priest of the local temple of Tyr. Haldo told Urg that Harkam was here to determine if Urg was telling the truth and if he posed any threat to the community of Longsaddle. Two hours went by as Harkam interrogated Urg; he answered truthfully to all the clerics queries and willingly submitted to any detection spells the cleric wished to cast to further prove his sincerity. When the interrogation ended, Harkam pulled Haldo aside and spoke at length to him in hushed tones. Urg watched through the bars of his cell with grim anticipation, finally Harkam and the guards left and Haldo turned to Urg a tiny smile creasing the corners of his mouth. Haldo told Urg that Harkam found no deception or evil within Urg and that his life was to be spared. Urg was still guilty of participating in the various crimes his tribe had committed against Haldo himself and would be placed in the halflings custody to serve the wizard in whatever capacity Haldo wished for the term of five years. If Urg committed any crimes during this time his life would be forfeit. Urg could hardly believe his fortune and stood in dumbfounded shock as Haldo opened Urg’s cell to release his new apprentice.
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Old 2nd December 2002, 02:10 AM   #15 (permalink)
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BLACKDIRGE Goblin Sharpshooter (Lvl 2)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 4/Bbn 1, AL NG; CR 7; age 32
HD 2d8+4d4+1d12+21; hp 49;
Init +0; Spd 40 ft; AC 13 (+2 natural, +1 bracers)
BAB +4; Atk +9 melee or +4 ranged;
SV Fort +9, Ref +1, Will +6;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (29 points): Alchemy +3 (5) Concentration +4 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (6), Speak Language (2), Spellcraft +4 (6), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +11 melee, Dmg 1d6+8, crit x2
Javelin: Atk +4 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 63, AC 10, Atk (quarterstaff) +13 melee, Dmg 1d6+11

Spells: 4/4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength

For four years Urg has served Haldo Halfstaff as an able apprentice. Urg has proven to be a quick learner and has developed a talent for potion brewing that rival’s Haldo’s own. The small shop that Haldo runs has thrived mainly due to the curiosity the massive half-ogre has generated as many of the town folk are drawn to the shop simply to get a look at the worlds most “unlikely” wizard. Urg has grown to love the small community of Longsaddle and in the four years he has lived there the towns people have in turn grown rather fond of their local anomaly. Urg can often be found lending a hand around town, whether helping Milo Stoutale, the proprietor of the Inn of the Great Green Gargoyle, unload 50 gallon barrels of ale from his wagon or carrying huge loads of lumber for local construction efforts, Urg is happy to lend his great strength wherever it is needed. Urg is also a frequent visitor to the modest temple of Tyr and he has chosen the deity as his patron. Urg is very thankful that Tyr saw fit to spare him and give him a renewed chance at life.

First and foremost in Urg’s life is the magic he lives for. Much of his time is spent in Haldo’s small library reading volumes of arcane lore or scribing scrolls and brewing potions. Urg and Haldo make a modest living from their wares and make an annual trip to Waterdeep to sell higher priced items and buy supplies unavailable in Longsaddle. Haldo also allows Urg to freely copy spells from his own Spellbook into Urg’s own and his repertoire of spells has grown considerably. Urg has recently become fascinated with the construction of magical items and has begun experimenting with the creation of various minor trinkets.

Haldo has grown very fond of Urg and treats the half-ogre like family. Urg’s keen mind and endless curiosity lead to hours of discussion of magical theory that both wizards enjoy immensely. Haldo is growing old and has no children or living relatives; he plans to leave all of his worldly possessions to his apprentice.

Urg is in the prime of his life and he literally glows with health and vigor. He often dresses in a modest tunic of either black or dark blue and still wears his hair in a long braid. His massive figure is unmistakable as he wanders through the marketplace or enjoys a few pints at the Great Green Gargoyle. Visitors to the town are typically warned in advance of Longsaddle’s most unusual residence to prevent any mishaps with trigger-happy adventurers and the like. Urg is happier than he has ever been and finally feels that he is among those who respect and understand him.
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Old 2nd December 2002, 02:12 AM   #16 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 4/Bbn 1, AL NG; CR 7; age 35 (middle age, -1 Str, Dex, Con; +1 Int, Wis, Cha)
HD 2d8+4d4+1d12+14; hp 42;
Init -1; Spd 40 ft; AC 12 (-1 Dex, +2 natural, +1 bracers)
BAB +4; Atk +8 melee or +3 ranged;
SV Fort +8, Ref +0, Will +6;
Str 19, Dex 09, Con 15, Int 16, Wis 15, Cha 11
(4th level stat bump, +1 to Int)

Skills (29 points): Alchemy +3 (6) Concentration +4 (6), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (7), Speak Language (2), Spellcraft +4 (7), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +10 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+4, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat

Special Attacks:
Rage 1/day, 8 rounds: Str 23, Con 20, hp 56, AC 10, Atk (quarterstaff) +12 melee, Dmg 1d6+10

Spells: 4/4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength

Urg has served his term of five years to Haldo Halfstaff and is know a true citizen of Longsaddle. His life has been peaceful and filled with friendship and acceptance. The town considers him a valuable part of their community and the town folk feel just a little bit safer with the knowledge that a half-ogre wizard makes his home among them. Urg and Haldo continue to produce magical scrolls and potions for sale, and Urg has continued his studies in magical item creation. Urg and Haldo have also started construction a modest stone tower at the edge of town, which they plan to move into once construction is complete.

Urg has been dubbed “the Unlikely” by the townsfolk a moniker he secretly enjoys, for even he must admit that he is very likely the only Half-Ogre wizard in Faerun. Urg is proud of his unique abilities and takes great pleasure in surprising visitors to the town with his intellect and erudition. Urg has also gained a bit of fame in his part of the world and occasionally wizards from Waterdeep will travel to his small town to see if the rumors of a friendly “ogre mage” are true. Urg enjoys these visits immensely as it gives him a chance to talk shop with other wizard and occasionally trade potions and scrolls for items he cannot make himself or obtain in Longsaddle.

There is one black spot marring Urg’s peaceful existence; Haldo, his friend and mentor, has taken ill. The halfling wizard is well into his nineties and his body has been slowly deteriorating for the last ten years. Haldo’s mind is still sharp and he urges Urg not to worry about him, but Urg knows that his friend is gravely ill. A coughing sickness has taken root in Haldo’s lungs that has progressively gotten worse. Harkam and the temple of Tyr have been unable to cure the halfing’s ailment but Urg is still hopeful that a remedy might be found.

Urg has entered middle age but has lost next to none of his great strength and vigor. His hair has grayed a little around the temples and the lines of wisdom and experience are visible on his face. Recently Urg’s pleasant demeanor has been strained with worry over his tiny friend and he spends many hours in research, forsaking sleep, in an attempt to find a remedy for Haldo’s illness.

Last edited by BLACKDIRGE; 3rd December 2002 at 06:45 AM..
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Old 2nd December 2002, 07:16 AM   #17 (permalink)
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Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 5/Bbn 1, AL NG; CR 7; age 37 (middle age)
HD 2d8+5d4+1d12+16; hp 46;
Init -1; Spd 40 ft; AC 12 (-1 Dex, +2 natural, +1 bracers)
BAB +4; Atk +8 melee or +3 ranged;
SV Fort +9, Ref +1, Will +7;
Str 19, Dex 09, Con 15, Int 17, Wis 15, Cha 11
(8th level stat bump, +1 to Int)

Skills (34 points): Alchemy +5 (8) Concentration +5 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +5 (8), Speak Language (2), Spellcraft +5 (8), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion, Craft Wondrous Item
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +10 melee, Dmg 1d6+7, crit x2
Javelin: Atk +4 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat, cloak of resistance +1, hat of disguise

Special Attacks:
Rage 1/day, 7 rounds: Str 23, Con 20, hp 62, AC 10, Atk (quarterstaff) +12 melee, Dmg 1d6+10

Spells: 4/4/3/2 DC = 14 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce, shield
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength
3rd – fireball, haste, fly

Haldo Halfstaff has finally succumbed to the coughing sickness that has ailed him for the past five years. His death was a great blow to Urg, who felt as if he had lost the only real family he had ever known. Urg’s misery is compounded by the fact that try as he may he could do nothing to arrest the illness that claimed his dear friend’s life. All of Haldo’s possessions, including the newly finished tower he and Urg had built together, were left to the grieving half-ogre. Urg had a small tomb built for Haldo next to the tower and the entire town turned out to bid farewell to the kindly halfling who had shared their lives for so long.

After Haldo’s death, Urg traveled extensively in a vain attempt to leave his grief in Longsaddle. His travels took him to Waterdeep and even as far as Silverymoon where he either sold his potions and scrolls or sought further instruction from the mage guilds in the two cities. Urg’s hid his true identity with a hat of disguise he had created himself and he traveled under the name of Thedrick Tallstaff a traveling mage from the far north. Urg learned much about the creation of magical items and returned to Longsaddle after months on the road with a new purpose. He reopened the shop he and Haldo had ran for so long and renamed it “Urg’s Unlikely Artifacts” and set to work filling its shelves with potions, scrolls and other magic paraphernalia. Word of a well stocked magic shop traveled quickly as Longsaddle was a popular stop for merchant caravans and adventurers heading to Waterdeep. Urg’s business thrived, and he soon found himself overworked and under stocked. Urg’s salvation came in the form of Milo Stoutale, the dwarven proprietor of The Great Green Gargoyle, pushing Kaylek, his oldest son, through the doors of Urg’s shop. Milo explained that his son had no talent for brewing but was very interested in magic, which although odd for a dwarf, was a rare talent that Milo wished to encourage. Milo offered Kaylek as an apprentice to Urg and after a bit of haggling over an apprentice fee Kaylek took up residence in Urg’s tower as his apprentice.

Urg set to teaching his new apprentice with a will and found that Kaylek was truly gifted in the arcane arts. Like Urg, Kaylek had a natural talent for magic and Urg felt an immediate kinship to the young dwarf who shared his somewhat unique situation, being from a race not normally known for magical aptitude. Kaylek learned the basics quickly and was soon assisting Urg with potion brewing and running the magic shop. The reputation of “Urg’s Unlikely Artifacts” continued to grow and Urg found himself with more coin than he knew what to do with. A large portion of his excess largess he donates to the town, the rest he uses to continue his magical experimentation and to fund his growing business.

Urg lives in a squat three-story tower on the outskirts of town. The tower has living quarters for Urg and Kaylek as well as two smaller guest bedrooms. A large library and magical laboratory take up the entire third floor and this is where Urg and Kaylek spend most of their time when away from the shop. Urg employs two servants, both children of poor townsfolk, to do the cleaning and cooking. He pays them far too well for their menial labors but is happy with the knowledge that the money will keep their families warm and well fed.

Urg is well into middle age but is still a healthy specimen of a half-ogre. The recent loss of his friend had aged him a bit and the lines of worry and grief are evident on his face. Urg’s Magical prowess continues to grow but he constantly strives to improve and learn as much as he can.

The peaceful life that Urg has known is about to come to end, for to the south in the Red Larch hills the Crack Skull ogres have begun to stir. Urg’s former adopted father Blog Braineater has been searching for his wayward child for years and has finally tracked him to the small town of Longsaddle.

Last edited by BLACKDIRGE; 3rd December 2002 at 06:46 AM..
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Old 2nd December 2002, 04:19 PM   #18 (permalink)
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How old is Blog Braineater now? If he was Cheiftan when Urg was born (25 maybe) then he is 62 now. I'm suprised he is able to maintain dominance over the tribe in his "old age". Unless he has a top notch magic item or weapon of course.
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Old 2nd December 2002, 06:17 PM   #19 (permalink)
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Quote:
Originally posted by MavrickWeirdo
How old is Blog Braineater now? If he was Cheiftan when Urg was born (25 maybe) then he is 62 now. I'm suprised he is able to maintain dominance over the tribe in his "old age". Unless he has a top notch magic item or weapon of course.
There is no aging rate given for ogres and I used the human rate for Urg. I am assuming that ogres and other giants have a slightly longer life span than humans, say maybe that of a half-elf. So, Blog would be middle age and still quite potent. Besides, as cheiftain he would most likely be bit more powerful than the average ogre, higher strength, maybe a few warrior levels, and therefore able to maintain his dominance even into middle age.

Hope that helps.

Dirge
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Old 3rd December 2002, 12:11 AM   #20 (permalink)
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Love the series you are doing. Now I am thinking of doing one myself. What I'd really love to see is the stat blocks for the other people in your tales- Blog Braineater, Haldo, etc.

But anyway, great job and looking forward to seeing the rest!
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