• The VOIDRUNNER'S CODEX is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

Remnants of the Horde:Back to Myrach


log in or register to remove this ad

Velenne

Explorer
Durgo
Male Ogre Fighter 3 / Tribal Protector 3
Large Giant
Height: 8'1"
Weight: 680lbs
Hair: Black
Eyes: Blue
Age: 31
Alignment: Neutral
Homeland: Myrach
Patron Diety: None


Attributes
Str: 30 (+10) [+4 from Belt]
Dex: 10 (+0)
Con: 24 (+7) [+4 from Amulet]
Int: 9 (-1)
Wis: 10 (0)
Cha: 13 (+1) [+4 from Cloak]


Hit Dice: 4d8+6d10+70
HP: 136 [Max@1st+75%after]
AC: 29 [10 + 13 Armor + 5 Natural +2 Deflection -1 size) [31 in Forest]
Initiative: +0
BAB: +9/+4 Grapple: +23
Melee: +19/+14
Ranged: +9/+4
Speed: 40’ [30' in Armor]

Saves
Fort: +17
Ref: +5
Will: +3


Attacks-Weapons:
Durgo's Maul +22/+17 melee (+3 Huge Warhammer of Evil Outsider Bane; 2d6+23; 19-20 x3);
---Full PA: +13/+8 (2d6+41)
---Full PA + RA: +13/+8 (2d6+50) (AC drops to 20)
---Full PA + RA + WF: +11/+11/+6 (2d6+50)
---Full PA + RA + Charge Attack: +15 (2d6+60) (AC drops to 18)
--- +3 damage to Aruthian Elves
--- +2 to attacks, +2d6+2 damage to Evil Outsiders


Feats: Power Attack (Ogre), Power Lunge (Ogre), Weapon Focus: Warhammer (Ogre), Reckless Attack (1st, Quint. Fgt), Cleave (F1), Great Cleave (F2), Improved Critical(Warhammer)(3rd, S&F), Two-Handed Power Strike (TP1, Quint. Fgt)


Skills:
Spot +2 [2 ranks]
Listen +2 [2 ranks]
Intimidate +3 [2 ranks]
Survival +6 [6 ranks]


Languages - Common, Giant

Racial Qualities: Low-light Vision, Darkvision 60'

Class Qualities:
Fighter:
--Bonus Feats (Cleave, Great Cleave)
Tribal Protector
--Tribal Enemy(Aruthian Elves) - +3 to damage, +3 to Bluff & Sense Motive
--Wild Fighting - 1 extra attack/round, all attacks take -2
--Homeland(Forest) - +2 to Hide, Move Silently, Survival Checks
---Forest AC Bonus +2 (Deflection)

Possessions:
Wearing/Carrying
+3 Dragonscale Armor(Quint. Fgt.;13,500), Durgo's Maul(+3 Huge Warhammer of Evil Outsider Bane; 32,000), Belt of Giant Strength +4(16,000), Amulet of Health +4 (16,000), +1 Flaming Greatsword, +3 Huge Greataxe of Frost, Cloak of Charisma +4, Ring of Protection +2

* - Indicates this item may need to be identified to discover its true nature.

In backpack/belt
5 potions of Cure Serious Wounds (3d8+5), 1 potion of Silence

Coin: 10pp, 1,450gp, Hag's Bag of Rubies

Description:Durgo is eight feet, 680 pounds of destruction on legs. He is a terror when at home in his native forest, using every possible means of cover and deception to lure foes into dropping their guard. He walks tall and proud, without the typical slouch of his kind or their drooling, blathering, random hostility. When Durgo is angry, he kills, and then he is satiated until something else comes along to anger him. And thus his kin have learned to give him a wide berth and keep their mouths shut when he is near. His armor is custom-made golden dragonscale from the hide of a wyrm he killed alongside his father and brother, further reminder that he is Gulgathan, the Tribal Protector.

History:Before the elves decended upon his people, he was one of their greatest champions, always in the vangaurd of battle sweeping rows of fae into the air with each swing of his custom greatmaul. Trained by his father, who was trained by his father before him and so forth as the truest of ogre-kind, both Durgo and his brother Ravarg were elevated to the title of Gulgathan at a young age. It meant that they were the next closest thing to what would pass as ogre nobility, garnering them unchalleged respect and their choice of any mate at any time.

The two brothers were inseperable throughout their lives, always coming up with tests of strength for one-another and competing for number of kills in battle. Ravarg won only slightly more, but Durgo was not jealous for they both still enjoyed the same privelages. After the winter raids, they would carry back lines of spitted elves to their people for great feasts. Ravarg loved the taste of smoked elf-flesh almost as much as Durgo -who preferred to eat it raw.

When the elven legions made a thrust to finally put a stop to their raids, Durgo's father was slain by a wizard and the tribe was scattered into the forests. Homeless and without purpose, Durgo and Ravarg brought their hearth-wives and children -bastards and all- into Zuregath's fold.
 

Attachments

  • 2002-03-megalyth.jpg
    2002-03-megalyth.jpg
    61.6 KB · Views: 189
Last edited:

Velenne

Explorer
Kurg Marrowgnawer
Male Gnoll 7th level Cleric / 1st level Templar of Yeenoghu
Medium Humanoid(Gnoll)
Height: 7'6"
Weight: 290lbs
Hair: Dark Brown
Eyes: Black
Age: 23
Alignment: Neutral Evil
Homeland: Myrach
Patron Diety: Yeenoghu


Attributes
Str: 16 (+3)
Dex: 14 (+2)
Con: 15 (+2)
Int: 14 (+2)
Wis: 18 (+4) [+2 from Periapt]
Cha: 10 (0)


Hit Dice: 2d8+7d8+1d10+20
HP: 81 [Max@1st+75%after]
AC: 19 [10 + 6 Armor +2 Dex + 1 Natural)
Initiative: +2
BAB: +6/+1 Grapple: +9
Melee: +9/+4
Ranged: +8/+3
Speed: 30’ [20' in Armor]

Saves
Fort: +16
Ref: +7
Will: +14


Attacks-Weapons:
Yeenoghu's Bite +12/+7 melee (+2 Unholy Adamantine Heavy Flail; 1d10+8; 19-20 x2);
--- +2d6 Damage vs. Good


Feats: Endurance (Gnoll), Martial Weapon Proficiency (Heavy Flail; 1st), Weapon Focus (Heavy Flail; 3rd), Weapon Specialization(Heavy Flail; Tmp1), Diehard (6th)


Skills:
Knowledge (Religion) +11 [9 ranks]
Concentration +7 [5 ranks]
Heal +11 [7 ranks]
Hide +8 [5 ranks, +5 competance, -4 ACP]
Search +5 [3 ranks]
Survival +6 [2 ranks]
Climb +0 [1 rank, -4 ACP]



Languages - Gnoll, Orcish, Myrachian

Racial Qualities: Darkvision 60'

Class Qualities:
Cleric:
--Aura (Evil)
--Control Undead
--Smite Good 1/day (+4 to attack, +7 damage)
--+1 caster level to Evil spells
--Spells

Templar of Yeenoghu
--Mettle, Weapon Specialization(Heavy Flail)

Spells Per Day:
6/5+1/4+1/3+1/2+1

Spells Prepared:
0: Light, Mending, Read Magic, Detect Magic, Cure Minor Wounds x2
1st: Bane, Cause Fear, Entropic Shield, Obscuring Mist, Shield of Faith, Protection from Good*
2nd: Resist Energy, Align Weapon, Lesser Restoration, Hold Person, Desecrate*
3rd: Blindness/Deafness, Animate Dead, Invisibility Purge, Contagion*
4th: Divine Power, Freedom of Movement, Inflict Critical Wounds*
* - Indicates a domain spell

Possessions:
Wearing/Carrying
Yeenoghu's Bite (Adamantine Unholy Heavy flail +2; Can cast Abyssal Might 5/day; 18595 gp), The Howler's Mask (Casts Sound Blast @ will; 18150 gp), Armor of the Stalker (Shadowed Scale Armor +2; 9200 gp), Periapt of Wisdom +2 (4000 gp), Cloak of Resistance +3 (9,000 gp), Belt of Fire Resistance (15)


In backpack/belt
Bag of holy symbols (mix of dieties, all good aligned), Assorted survival gear and coins, 2 Potions Cure Serious Wounds (CL 5), 2 Potions Invisibility (CL 12), 2 Potions of Silence (CL 12), 1 Potion of Restoration, Dwarvenskin Sack (Summon Dwarven Wight Fgt8 1/wk)

Coin: 30gp

Description:Kurg is somewhat tall for a gnoll, standing about 7'6". His weight is closer to average, making him appear even more lanky than a typical gnoll. His fur is dark brown, deepening to almost black around his head. The fur on his muzzle, however, is an almost gore red. One of his ears is sorter than the other and more ragged, a reminder of an earlier battle within his pack. A part of his lip is also missing, a small piece on the left, near the back. This gives him a perpetually sneering look. His armor is usually filthy, considering he rarely bothers to clean it up, and is dull black in color. The helmet was clearly once a piece of barding for a worg or some other large wolfen animal, but has been carefully retooled to fit a gnoll. His flail contrasts the rest of his attire and equipment. It appears to be completely free of blood or filth, as though it has been meticulously maintained. Which it has, since it's not only Kurg's weapon, but his holy symbol as well. He generally moves in a somewhat loping fashion, leaning forward and leading with his jaws.

History:Kurg always knew he was destined for great things. He knew that because he's an egomaniacal bastard, and has been since day one. While he was bigger than most of his pack mates, that was never enough of an edge for him. He always wanted a little extra advantage, however he could get it. In his youth, that usually meant intimidating smalelr pack members to distract his opponents while he snuck up from behind. Later, it meant becoming a priest, in order to gain what he saw as the "ultimate backup", the power of a god. He rose quickly in the ranks, both because he was a quick learner and because he arrainged for several of his superiors to meet with unfortunate deaths. He continued along this route for some time, eventually beginning to worry the high priest. Then, the solution to the problem presented itself...

When Zuregath set out his call for soldiers to join the Horde, the high priest made sure to publicly volunteer Kurg to join the cause. Kurg immediately saw what was happening. If he refused, he would be branded a coward, and probably killed. If he went, he ran the risk of being killed in battle. He accepted publicly, but privately he prepared to abandon his fellows at the first opportunity. But that night, something happened that changed his mind. As he slept, he dreamed of himself, walking alon a concealed path in the forest at the borders of the gnoll's domain. He saw himself enter a cave, and he saw the symbol of a two headed flail burned into the wall of that cave, the sigil of Yeenoghu. When he woke, he knew that this had been more than a dream. It had the feel of prophecy. As soon as the rest of the tribe's contingent was ready, he set out with them. When they stopped to hunt for their evening meal, he saw the first traces of the path from his dream. He followed it, soon finding the cave with the mark. He walked into the cave, coming at last to an alter with that same symbol. He knelt in prayer, not sure what to do next. Then, an image of the demon prince appeared to him, offering him a choice. He could remain faithful to the god of the tribe, a god who cared nothing for his life over that of any other follower, or he could turn to Yeenoghu and become the first of his chosen for the tribe, ready to come back and cast the high priest down and establish a new order. The choice was clear. Kurg accepted Yeenoghu's charge on the spot, smashing his old holy symbol to bits with a stone. It was then that Yenoghu gave his new servant his rewards: a suit of armor, a helmet, and a flail, all enchanted by the demon-god.

When Kurg returned to camp, his packmates were surprised by his change. For example, one of the laypriests accompanyin the warband challenged his apparent change of alligance. Kurg dashed his skull open with his flail before inviting anyone else to voice dissent. No one else did, not surprisingly.

Once the band joined the rest of the Horde, they were put to work as a skirmishing force/cleanup crew, ambushing retreating enemy units, slaughtering the wounded, and carrying out the occasional raid against enemy targets. Kurg's talent and desire for killing priests was noticed quickly, and his unit was often chosen to strike at places of healing and other places where divine spellcasters were expected. Kurg killed every priest the group found, keeping their holy symbols in order to ritually destroy them later and carving Yeenoghu's mark into their remains to sanctify the kills.

But all that came to a crushing end when the Horde was forced back. Kurg and his soldiers were cut off from the main body, as they were working behind enemy lines when the Horde broke. They suddenly found themselves isolated and completely surrounded by Elvish forces. They began the slow journy backto what remained of the Horde's line, only to be picked off one by one by archers as they moved. Only Kurg made it back, to find himself nearly without an army to rejoin.
 

Attachments

  • tiax.jpg
    tiax.jpg
    73.8 KB · Views: 187
Last edited:

deadestdai

First Post
M'eli-Itchi

M'eli-Itchi (Muh-Ee-Lie Itch-ee)

Gnome - Female

Cleric of Nerull Level 11
(Domains: Death and Pestilence)

Alignment: Neutral Evil

STR:..... 8 ……….-1 (2pts, -2 racial)
DEX:…. 12 ……….+1 (4pts)
CON:... 10 ……….+0 (+2 racial)
INT:..... 12 ……….+1 (4pts)
WIS:…. 22 ……….+6 (10pts, +1 4th & 8th, +4 magickal)
CHA:... 20 ……….+5 (10pts, +4 majickal)

HIT POINTS: 68

ARMOR CLASS: 22 …….(Dex +1, Size +1, Ring +2, Bracers +2, Armour +6) **+4 vs giants**
ARCANE SPELL FAILURE: 10%
ARMOR CHECK PENALTY: -0

SAVING THROWS
SAVE……….Total…..Base……Ability……Mod
Fortitude:...... +7 ……..+7………+0……...+0
Reflex:……... +4 ……..+3………+1………+0
Will:..………. +13……..+7……..+6….......+0

(All saves are +1 vs. mind, poison, sleep, paralysis & stun - Lich Loved feat)

(Racial Bonus for saves vs. Illusions +2)

SPEED: 30 feet (+10 Boots)
INITIATIVE: +1

BAB:+8/+3, Melee:+8/+3, Ranged: +10/+4 (+1 size bonus) ((All attacks +1 vs. Kobolds and Goblinoids))

+1 Long Bow(Small size): Att +11/+6 (Dam 1d6+1, Crit 20 x3)
+1 Longsword(Small size): Att +9/+4 (Dam 1d6, Crit 19-20 x2)

FEATS
1st Empower Turning (CD)
3rd Malign Spell Focus (VD)
6th Evil Brand (VD)
9th Lich Loved (VD)

CLASS SKILLS
Concentration: +7.. ….........(+7 Ranks)….(+0 Con)…
Knowledge Arcana: +11 …..(+10 Ranks)…(+1 Int)…
Knowledge Religion: +11 ….(+10 Ranks)…(+1 Int)…
Spellcraft: +8 …..................(+7 Ranks)….(+1 Int)…
Heal: +12 ..........................(+6 Ranks).....(+6 Wis)...
Craft Alchemy: +3 ..............(+0 Ranks).....(+1 Int)..... (+2 Racial)
Diplomacy: +9 ...................(+2 Ranks).....(+5 Cha)... (+2 Feat)
x - Intimidate: +8 ................(+0 Ranks).....(+5 Cha)... (+2 Feat)
x - Hide: +5 .......................(+0 Ranks).....(+1 Dex)... (+4 Racial)
x - Listen: +8 .....................(+0 Ranks).....(+6 Wis)... (+2 Racial)
x - Jump: +4 ......................(+0 Ranks).....(-1 Str)..... (+5 Boots)

ABILITIES

Gnome: +2 CON -2 STR; +1 AC & att, +4 Hide size bonuses; Base Land Speed 20'; Low Light Vision; Gnome hooked Hammer treated as Martial Profficiency; +2 to saves vs. Illusions; +1 DC to Illusions cast; +1 att vs. Kobolds & Goblinoids; +4 AC bonus vs. Giants; +2 Listen and Craft Alchemy; Gnomish Spell Like abilities (Listed below)

Cleric: Rebuke Undead 8/Day, d20+5+2 (Knowledge Religion Bonus); Death Domain: Death Touch 1/day; Pestilence Domain: Immune to Diseases

LANGUAGES SPOKEN
* Native Languages
Common*
Gnome*
Infernal (Bonus)

SPELL-LIKE ABILITIES

1/day: Speak With Animals (Burrowing), Dancing Lights, Ghost Sounds, Prestiditation **DC 15**


SPELLS

(CD) Complete Divine
(VD) Book of Vile Darkness
(RR) Relics and Rituals (Sword & Sorcery)

Lvl........0......1.......2.......3.......4.......5.......6

#/day....6......7+1...6+1...5+1...4+1....3+1...2+1

Lvl 0 DC 16

2x Slash Tongue (VD)
2x Detect Majick
Detect Poison
Read Majick

Lvl 1 DC17

3x Cure Light Wounds
Heartache (VD)
Stupor (VD)
Grim Feast (RR)
Detect Undead
Domain Spell: Cause Fear (Death)

Lvl 2 DC18

3x Cure Moderate Wounds
Hold Person
2xWither Limb (VD)
Domain Spell: Summon Swarm (Pestilence)

Lvl3 DC19

2xCure Serious Wounds
Vile Lance (VD)
Wrack (VD, CD)
Shadow touch (RR)
Domain Spell: Animate Dead (Death)

Lvl4 DC20

2x Cure Critical Wounds
Abyssal Might (VD)
Hell's Power (VD)
Domain Spell: Poison (Pestilence)

Lvl5 DC21

Heart Clutch (VD)
Flame Strike
Summon Monster V
Domain Spell: Slay Living (Death)

Lvl6 DC22

Heal
Banishment
Domain Spell: Create Undead (Death)


EQUIPMENT
+1 Long Bow (Small) 2375gp (3.25lb)
40 Arrows 2gp (6lbs)
+1 Longsword 2315gp (3lbs)
+2 Mithral Shirt 5100gp (7.5lbs)
+2 Ring of Protection 8000gp
+2 Bracers of Armour 4000gp (.75lb)
+4 Periapt of Wisdom 16000gp
+4 Cloak of Charisma 16000gp (2lb)
Boots of Striding and Leaping 5500gp (.75lb)
5x Scrolls of Cure Serious wounds 1875gp
Scroll of Invisibility Purge 375gp
Scroll of Neutralise Poison 375gp
Scroll of Wind Walk 1650gp
Scroll of Banishment 1650gp
Scroll of Restoration 800gp
Cleric's Vestments 5gp (4.5lbs)
Backpack 2gp (2lbs)
7 Candles 7cp
3 Pieces of Chalk 3cp
Flint & Steel 1gp
Ink 8gp
Ink Pen 1sp
2 Belt Pouches 2gp (1lb)
UnHoly Symbol 25gp (1lb)

MONEY

39gp, 8sp

Total Weight of equipment: 31.75lbs (Med Load - speed=20')

APPEARANCE

M'eli seems to most to be akin to the very creature she serves and "loves". Her skin is palid and stretched over her bony body and eyes sunken into their sockets. If it weren't for her chest moving as she breathes, it would be hard to see her as anything BUT undead. Standing 3'7'', she is a little taller than most gnomes, with long curving fingernails and straight black hair that falls well below her waist. She wears only cleric robes, black with grey edging; they are simple but finely made (her Unholy symbol of Nerull about her neck on a silver chain) and any sick enough to look will notice she wears naught else. She has an odour of death and rotting that follows her about that stems from a brand in her forehead in the shape of her God's symbol that all would recognise as an unholy mark (See feat "Evil Brand" VD) and those learned enough, a high priestess of Nerull.

BACKGROUND

M'eli was subordinate to Rastleth Riktusgrin, a dwarven Lich and Head Priest of the Nerull temple in Myrath's capitol. She was also his lover. For a over century they had conducted experiments together on living and dead and undead subjects, torturing and discecting and so forth. Many dark pacts were created and made with the evilist creatures in the name of research into Death for their Lord Nerull. This was all well and good and things changed little, until that is, the Iron King fell in battle against the elven legions. Then a power struggle brewed up amonst the Iron Kingdoms and chaos ensued in Myrath. At the first sign of the attacks, Rastleth flee'd his temple without so much as a word to any of his subordinate priests, leaving them to fight over who should take over, if at all. M'eli was too disturbed by the Lich's flight to care for the squabling of her fellow priests and clerics. She shut herself in her rooms and prayed to Nerull for an answer, to flee as her master had (Though not "too" him - she really did not care that he had gone.)? Or to stay and hope that whoever won this conflict would leave her and the others alone to continue their worship and studies? No answer came. And so she took it upon herself, one battle-clamour wracked day to leave immediately and find some other place to conduct her studies and worship.

With all her major belongings in her pack, she made off through the corridors of the capitol and was close to reaching a little-used side entrance (And little known) when the Booming reverberations blasted about the citedal, causing her to lose her footing and the section she was heading to to collapse in on itself. cursing, she gathered herself together and headed off in a more widely used direction, hoping she could sneak out another way. From the corpses she saw during her journey and the power eminating from the bodies, she knew she had to get out soon lest she join them.....
 
Last edited:

doghead

thotd
Tsu'koka

Tsukoka, Song Speaker of the Sabaku Sept
Male Hobgoblin Bard 10
Medium Humanoid (Goblinoid)

Height: 6'1"
Weight: 210 lb.
Eyes: Black
Hair: Grey
Skin: Burnt Orange.
Homeland: Lost.
Patron Deity: Unknown.

Hit dice: 10d6+20 (hp: 62)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
Armor Class: 26 (+10 Armour, +1 Shield, +2 Deflection, +3 Dex)
* Touch: 16
* Flat-footed 23.
Base Attack: +7/+2
Attack:
* melee +2 Gladius (+11/+7, 1d6+4, 15-20x2)
* range +1 Short Comp (+2 Str) Bow (+11, 1d6+3, x3, 70 ft.)
Full Attack: xxx
Space/Reach: 5 ft./5 ft.
Special Attacks: xxx
Special Qualities: DarkVision 60 ft., Bardic Knowledge, Bardic Music.
Saves: Fortitude: +8, Reflex +11, Will +9
Abilities: Str 14, Dex 16, Con 14, Int 12, Wis 14, Cha 16
Skills:
* Class: Bluff 5/+8 (Cha), Concentration 5/+7 (Con), Decipher Script 3/+4 (Int), Diplomacy 3/+6 (Cha), Gather Information 5/+8 (Cha), Hide 5/+8 (Dex), Knowledge (History) 5/+6 (Int), Listen 8/+10 (Wis), Move Silently 5/+12 (+4 Racial, Dex), Perform (Sing) 12/+15 (Cha), Perform (Oration) 4/+7 (Cha), Sense Motive 5/+7 (Wis), Sleight of Hand 3/+6 (Dex), Speak Language 4 (n/a), Spellcraft 5/+6 (Int).
* Cross Class: Intimidate 4/+7 (Cha), Ride 3/+6 (Dex).
Feats: Combat Casting, Mounted Combat, Power Attack, Point Blank Shot, Spell Focus (Enchantment).
Languages: Goblin, Common, Draconic, Dwarven, Giant, Infernal, Orc.

Spells Known
6 x 0th: Detect Magic, Flare, Light, Lullaby, Message, Read Magic.
4 x 1st: Alarm, Cause Fear, Cure Light Wounds, Remove Fear,
4 x 2nd: Blur, Cure Moderate Wounds, GlitterDust, Scare.
4 x 3rd: Cure Serious Wounds, Dispel Magic, Good Hope, Haste.
2 x 4th: Neutralise Poison, Summon Monster IV.
Spells per Day
3 x 0th, 3 x 1st, 3 x 2nd, 2 x 3rd, 0 x 4th.

Equipment:
* Worn/Carried: two +2 Keen Gladius, +1 Unholy Mace, +1 Short Comp (+2 Str) Bow, Efficient Quiver, two big daggars, +3 Mithril Chainshirt, + 3 Braces of Armour, +2 Ring of Protection, Darkwood Buckler, W: CMW (50 charges), W: CLW (20 charges), dark heavy cotton loose pants, loose jacket, +1 Cloak of Resistance, Battered Leather Bag, Scrollcase.
* In the Efficient Quiver: [60 small] 50 Arrows, 3 SmokeSticks; [18 medium] 8 Javlins, 4 ShortSpears; [6 large] 3 LongSpears, Short Comp Bow, Longsword)
* In the Small Bag: Fig of Wondrous Power (serpentine owl), 2x Feather Token (swan boat), two P: Bull's Strength, two P: CLW (1d8+1), P: Unknown (4 doses), Daggar (Unknown Enchantment), Smokestick, two Thunderstones, the usual crap that soldiers carry around (200gp's worth)
* In the Scroll Case: three S: Identify, two S: Unseen Servant.

Wealth
341gp, 2 x black pearl (@500gpv), 2 x pearl (@100gpv)

Mount: Blood (Dire wolf) + Military Saddle and bags.

-- CHARACTER NOTES --

Song Speakers

Song Speakers begin life riding with the troops, inspiring courage and motivating the flagging with their chants and music, and their lash. During the nights they prowl the camps reciting the stories of the great warriors and rooting out weakness. Gather Info, Intimidate, Move Silently, Listen and Perform skills are most valued amoung the young Song Speakers, as are healing and psycological spells.

Song Speakers who survive long enough usually find themselve the war lords' messenger, negotiator and spy. Bluff, Diplomacy, Sense Motive as well as the sneaking and info gathering skills all become important.

Song Speakers are usually a little more pragmatic than most, seeing the laws and codes as tools rather than restrictions.

Background

Life has not been good to Tsu'koka recently. His lord's army is in tatters, his own unit has been scattered and the stinking elves are breathing down all of their throats. Just as it looked as if he stood to take his place amoung his lord's retinue.

And now he prowls with his mount through the darkened forests, looking for someway to escape. Once more he carefully checks the shadows, listens intently to the noises of the forest. Bloody elves can hide up a rats arse. Unable to see or hear anything, they move out of the shadows and carefully continue on their way.

As he slunk through the forest, his nerves gangling and frayed, another part of his mind remembered. He remembered his first battle, being overwhelmed by the elves, the Song Speaker being cut down, the surge of panic that ran through the unit, the shuddering halt as it lost momentum and courage, the wild madness that made him snatch up the dead Song Speaker's drum and begin to pound away at it madly infecting the others with his fury, a fury that drove them forward again. It was not magic, that time. Just madness. But they made him a Song Speaker nevertheless.

He remembered his journey to present himself before three other Song Speakers, his pride at the acceptance of two of them, his fury at the rejection of the third, the smell of the old Song Speaker as he slept moments before Tsu'koka slit his throat. Afterwards, he had stood over the body and wondered how many warriors would now have die to pay the price of his ambition.

He remembered the years spent relentlessly, furiously the units around him, the boiling seething cold rage that wanted to smash and distroy all that came before them before they could do the same to his fighters, his riders, his archers. How many had he saved? It was enough. More than enough to have paid any debt!

Why was he remembering this? Why did it all seem so ... unimportant? NO! He was everything he had desired to be. He was a Song Speaker. The Song Speaker of the Sabaku Sept. A great Song Speaker. Units fought amoung themselves to have him ride with them. He was ... but he could think of nothing.

A snarl twisted his lips and with a grunt he jams his heels into his mount. The giant Wolf leaps forward and together they crash through the forest. The stars are beautiful tonight. When was the last time I noticed? It is a beautiful night to die. Come on you bastards! Dance with me! Dance with me and we shall have a celebration of blood and pain and death!

Tsu'koka drags his great mount to a halt. He's panting as much as the wolf. And shaking. Shaken even. What is happening to me? Is it fear? I know fear. Only the stupid do not know it. And the walking dead. I am not afraid. IT WAS NOT FEAR! Tsu'koka snarls and shakes his head. "I will not die here. I will not die now."

---- Heat washes over him in waves. Heat so fierce that it dries the breath in your throat. And then cold. That so fierce as to freeze the very same air as you struggles to breath it. The land stretches around him, broken and scarred. Blasted by sun and broken by ice. Terrible. Harsh. Beautiful. A terrible beauty that burns the weakness from all who live there ---

Tsu'koka knows that land, though he has never lived there. Once, his teacher took him there in his dreams. But he wasn't dreaming. It was real and he knew it as if he had been born there. He had been born to live there. His clan had been born to live there. Till they had been driven out.

Tsu'koka knows now. He looks around regaining his grip on his surroundings. His breathing is deep and steady.

"I will not die. I will not die til I have gathered the remnants of the Blasted Land Tribes and brought them back to the Land that Burns."

Dire Wolf

Large Animal; Hit Dice: 9d8+45 (95 hp); Initiative: +4; Speed: 50 ft. (10 squares); Armor Class: 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Attack/Grapple: +4/+15 Attack: Bite +16 melee (1d8+12) Full Attack: Bite +16 melee (1d8+12) Space/Reach: 10 ft./5 ft.; Special Attacks: Trip; Special Qualities: Low-light vision, scent; Saves: Fort +10, Ref +79 Will +7; Abilities: Str 29, Dex 19, Con 20, Int 2, Wis 14, Cha 8; Skills: Hide +2, Listen +9, Move Silently +6, Spot +9, Survival +4*; Feats: Alertness, Run, TrackB, Weapon Focus (bite); Alignment: Neutral

Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.
 
Last edited:

Capellan

Explorer
Wekerak Spittlebrow, Male Goblin
Rogue 3 / Ranger 3 / Wolfrider 6
Hit Dice: (3d6)+(3d8)+(6d10)+36
Hit Points: 110
Initiative: +9
Speed: Walk 20'
AC: 23
Attacks: *Weeping Blade +16/+11/+6; *Spirit Knife +16; Shortbow +1 (Composite) +18/+13/+8;
Damage: *Weeping Blade 1d4+1(+1d6 acid); *Spirit Knife 1d4+1; Shortbow +1 (Composite) 1d6+1;
Special Qualities: Defensive Ride 3/day, Deflect Attack +1, Evasion, Favored Enemy (Elf), Leap from the Saddle, Ride Bonus, Sneak Attack +2d6, Wild Empathy
Saves: Fortitude: +12, Reflex: +19, Will: +8
Abilities: Str 10, Dex 21, Con 16, Int 14, Wis 12, Cha 8
Skills: Appraise 2; Balance 6; Bluff -1; Climb 7; Concentration 3; Diplomacy -1; Disable Device 8; Disguise -1; Escape Artist 6; Forgery 2; Gather Information -1; Handle Animal 9; Heal 1; Hide 22; Intimidate -1; Intuit Direction 2; Jump 2; Listen 12; Move Silently 12; Open Lock 12; Perform -1; Pick Pocket 4; Ride 23; Search 10; Sense Motive 1; Spot 12; Survival 10; Swim -3; Tumble 7; Use Rope 7;
Languages: Common, Goblin, Orc, Giant, Myrachian
Feats: Alertness, Endurance, Improved Initiative, Mounted Archery, Mounted Combat, Ride-By Attack, Track, Two-Weapon Fighting, Weapon Finesse, Improved Critical (Dagger)
Alignment: Neutral Evil
Possessions: Heward's Handy Haversack; Mithral Shirt +3; Outfit (Traveler's/Small); Quiver of Ehlonna; Winter Wolf; Weeping Blade (dagger+1, inflicts +1d6 acid damage); Spirit Knife (ghost touch dagger +1); Amulet of Health +2; Slippers of Spider Climbing; Bracers of Archery; Cloak of Elvenkind; Potion (Cure Moderate Wounds) x 2; Ring +2 (Protection); Arrows (20/Masterwork); Shortbow +1 (Composite); a quiver of +1 Seeking, Bane Arrows: Elf (8), Giant (10), Demon (5),Elemental (5),Devil (5),Celestial (5),Dragon (5) Human (5); Brooch of Resistance +3; 3 Potions Cure Serious Wounds; 4 Potions Invisibility (12th Level use)

Frostbite, Male Winter Wolf
Hit Dice: (9d10)+50
Hit Points: 105
Initiative: +7
Speed: Walk 50'
AC: 17
Attacks: Bite (Natural/Primary) +14;
Damage: Bite (Natural/Primary) 1d8+8;
Special Qualities: +6 Survival when tracking by Scent, +7 Hide in snow and ice, Breath Weapon(Su),Spot +7, Hide +1,Listen +7, Move Silently +9, Survival +3
Cold Subtype(Ex), Scent(Ex), Trip(Ex)
Saves: Fortitude: +10, Reflex: +8, Will: +4
Abilities: Str 22, Dex 17, Con 20, Int 8, Wis 14, Cha 8
Alignment: Neutral Evil
Possessions: Bite (Natural/Primary); Rations (Trail/Per Day); Saddlebags; Water (Pint); Waterskin; Caltrops; Flint and Steel; Oil (1 Pt. Flask); Rope (Silk/50 Ft.); Saddle (Military); Bit and Bridle;


Wekerak is a wiry, stoop-shouldered goblin with long, lanky arms and legs that have grown crooked from years in the saddle. Despite this misshapen appearance, however, he is fast and deadly, whether mounted or afoot.

Like most goblins of his tribe, Wekerak wears an odd mixture of furs, feathers and stolen clothing. Both his ears are pierced multiple times, and adorned with rings and studs of silver and bone. His teeth are all filed to sharp, vicious points.

Wekerak's tribe were a late addition to the Horde, being recruited even as the army set out against the elves. These vicious fighters had no interest in the larger picture of politics, warfare or ambition. They joined the horde for one thing and one thing only: food. You see, like all goblins of his tribe, Wekerak is a flesheater. And there is no flesh so fine as elf-flesh.

Unlike most of his companions, then, Wekerak is not in the least dismayed by the Horde's defeat. Win or lose, battle means death. And death means a full belly, and plenty of choice on the menu ...
 

Jeremy

Explorer
Bargo, bastard son of Durgo
Half-Ogre (Wood Elf)
Fighter 10/Barbarian 1

attachment.php


HD 10d10+1d12+33 (114 hp)
Init +0
Spd 40 ft.
AC 23* (+10 base -1 size +10 armor +4 natural), Touch 9*, Flat-footed 23*
ATK +22/+17* melee (+11 base -1 size -2 gigantic weapon +1 enhancement +3 bonded weapon +10 strength)[+2 vs giants], or +6/+1 ranged (+11 base -1 size -2 gigantic weapon -2 non-bonded weapon)
DMG 4d8+19 melee (+10 strength +5 two-handed +1 enhancement +3 bonded weapon)[+2d6+2 vs giants], or 3d6 ranged
SQ Darkvision 60', Giant Blood, Bonus Feats (x6), Rage 1/day, Fast Movement, Bargo's Thick Head, Bargo's Rage, Acid Resist 10 (armor)
SV Fort +15**, Ref +7*, Will +7**
AB Str 30, Dex 10, Con 12 (16), Int 10,Wis 10, Cha 10
AL Chaotic Evil
Skills Intimidate +18, Listen +6, Spot +6

*+1 while Hasted
**+2 while Raging

Bargo's Thick Head (Ex): Bargo has Damage Reduction 10/piercing. This is the result of toughening due to the constant beatings at the hands of other ogres (most notably his father), however, as a result of all of this abuse, we have...

Bargo's Rage (Ex): Whenever Bargo takes an excess of 20 points of damage in one shot, he goes berserk. This is identical to a Barbarian's rage (+4 Str, Con), except that he can not tell friend from foe. Bargo needs to make a Spot check (DC15) to avoid attacking the nearest creature. The Rage lasts until Bargo can pass a Will save (DC 15).

Feats: 10 feats
EXP1 Large & in Charge (Sword & Fist, pg 61)
FTR1 Power Attack
FTR2 Two-Handed Power Strike (Quintessential Fighter, pg 41)
EXP3 Gigantic Weapon (Mongoose's Ultimate Feats, pg 46; and Netbook of Feats (Gigantic Weapon))
FTR4 Exotic Weapon Proficiency: Heavy Flamberge (Magic of Faerun, pg 179)
FTR6 Weapon Focus: Flamberge
EXP6 Weapon Specialization: Flamberge
FTR8 Reckless Attack (Quintessential Fighter, pg 39)
EXP9 Bonded Weapon: Flamberge (Netbook of Feats (Bonded Weapon))
FTR10 Frenzied Attack (AEG's War, pg 45)

Skills: 26 skill points
Listen +6 (6.5 ranks)
Spot +6 (6.5 ranks)
Intimidate +18 (4 ranks +10 strength +4 size)

Equipment:

25,550 gp "Elf Splitter" Gargantuan Heavy Keen Giant Bane Flamberge +1 (125 gp gargantuan +7000 gp heavy +125 gp flamberge +300 gp masterwork +18000 gp enchantment) (Quintessential Fighter, pg 44) -64 lbs.
9,500 gp Articulated Large Green Dragonscale Armor (500 gp +4500 gp large +4500 gp dragonscale armor (Quintessential Fighter, pg 48; and Quintessential Dwarf, pg 44) -60 lbs.
16,000 gp Belt of Giant Strength +4
8,000 gp Boots of Speed
150 gp Gargantuan Longbow (75 gp gargantuan +75 gp longbow) -6 lbs.
50 gp Backpack, Food, Clothes, 40 huge arrows in two quivers, miscellaneous mundane gear, personal coins
12,000 gp Frost Giant Helm grants See Invisibility
16,000 gp Amulet of Health +4
9,000 gp Cloak of Resistance +3
6,500 gp Horn of Evil (1/day Magic Circle vs Evil for 1 hour, CL 6)
750 gp each Potion of Cure Serious Wounds CL 5 (x4)
300 gp+ Potion of Invisibility CL 12
300 gp+ Potion of Silence CL 12

Languages: Giant, Myrachian

Point Buy: 32 points
STR 30 (18 base +6 half ogre +2 levels +4 enhancement)
DEX 10 (12 base -2 half-ogre)
CON 12 (10 base +2 half-ogre) +4 Amulet of Health
INT 10 (12 base -2 half-ogre)
WIS 10 (10 base)
CHA 10 (12 base -2 half-ogre)

Charge: +24, 4d8+19, (15-20/x2)
Charge+Haste+RA10: +25, 4d8+29
Charge+Haste+RA10+PA5: +20, 4d8+39
Charge+Haste+RA10+PA10: +15, 4d8+49
Charge+Rage: +26, 4d8+22, +22 hp

THPS: +22/+17, 4d8+24
THPS+PA4: +18/+13, 4d8+32

Rage+THPS: +24/+19, 4d8+28, +22 hp
Rage+THPS+RA10: +24/+19, 4d8+38
Rage+THPS+PA4: +20/+15, 4d8+36
Rage+Haste+THPS: +25/+25/+20, 4d8+24
Rage+THPS+Haste+PA10+RA10: +15/+15/+10, 4d8+58
Rage+THPS+Haste+PA10+RA10+FA: +11/+11/+11/+6, 4d8+58

FA+THPS: +18/+18/+13, 4d8+24
FA+THPS+RA10: +18/+18/+13, 4d8+34
FA+THPS+Haste+RA10: +19/+19/+19/+14, 4d8+34


Background: Bargo is the bastard issue of Durgo and a captured wood elf prisoner. His birth killed his mother, and Durgo was never a kind father-not to a bastard. Left largely to the tribe and to himself Bargo had to make his own way.

Always a freak, Bargo had freakish strength and size, but had the hated elves fragile blood as well. He had his father's fearsome look but none of his confidence or command. Constantly ridiculed he became very bitter and petty. He became incredibly belligerent and hostile, always looking for a fight to quiet the taunts.

Eventually trained as another of the Horde's warriors, his fighting style at first imitated that of his fathers, attempting to win his respect. But he could never take the punishment his father could and he was just too big and too slow to avoid the blows of battle. Time after time he failed.

During one battle when the elves felled a Horde hill giant with their biting arrows, Bargo hefted up its massive two-handed club and began smashing a way through the elves cover. This massive feat of strength earned him a fleeting moment of respect and would shape his future.

Bargo created his own fighting style using larger and larger weaponry. His knotted and corded muscles took on a grotesque quality as they adapted to the strain and some whisper that he might even be stronger than his father. Over time he had a massive amount of metal forged into a weapon just for him: a massive, jagged, crooked blade whose weight and length are designed to intimidate, and whose unstoppable power could slice through an elf like chopping through a weak sapling.

Unfortunately, it also made him stand out, and when the elves exterminated most of Durgo's tribe, much of the blame fell upon Bargo. His large form made him a natural target for an elf-witch spell. A simple suggestion changed him from a respected warrior to a traitorous kin slayer in one bloody hour.

Durgo laid Bargo low and dragged him off with the survivors of the vile elf attack.

But Bargo has never managed to get out from under that day.

Description: Bargo is a tower of muscle with a fierce temper and a horribly scarred body and soul. He is a black thing of spite and malice and self-loathing. While he might have been any number of things, he is now just another berserker. Killing is a release for him; some foes wear the faces of friends in his mind's eye. Many wear the face of an elf-witch. Some wear the face of his father.

His black ratty hair often hangs over his brows and over his snarling face. He wears a modified suit of green dragonscale armor similar to that of his father but lacking in enchantment, but better fitted and slashed in places for better mobility. His blood-stained sword is scorched by magic and is strapped down across his back like a portable battering ram. He also carries a massive bow he is trying to learn how to use with an assortment of huge arrows like javelins.

When wildly swinging about in the midst of elves, his ground-shaking blows have been known to shear through elves and trees alike. Even a miss of the sword he named "Elf Splitter" can be a dangerous thing.
 
Last edited:

ferretguy

First Post
Forlash the Bastard Hag-born (dwarf/hag)10th level Wizard
Tattoo Mage*
St: 12 +1
Dx: 14 +2
Con: 17 +3
Int:18 (20) +4 (+5)
Wis: 14 +2
Chr: 8 -1

HP:60 AC: 21(10 +4 natural +2 Dex +2 ring +3 Cloak)
Move: 20' Darkvision: 90'
Spells/day (hagborn): Change Self 1/day, Dancing Lights 1/day, Read Magic 1/day (all cast as 6th level Sorcerer)
1/day Substitute swap stored spell for uncast spell
Saves: Fort: +6 Reflex: +5 Will: +9
BAB: +5 Melee: +6 Ranged: +7(+8 with crossbow)
Skills:
Concentration: 17, Craft (tattoo): 13, Spellcraft: 16, Hide:8, Search: 5, Spot: 7, Knowledge(arcane): 8, Mimicry: 7
Feats:
Scribe Scroll(1st), Craft Arcane Nexus*(1st), Maximize Spell(3rd), Extra Slot(6th)(lvl2), Extra Slot(9th)(lvl3),Empowered Spell(10th)

Prepared Spells:Stored Spell(Knock)
0: Detect Magic(x2), Detect Poison, Daze 1st: Shield,Mage Armor(x2), Ray of Enfeeblement(x2), Shocking Grasp(x2) 2nd: Protection from Arrows, Resist Elements, Mirror Image (x2),Blur(x2) 3rd: Fireball(x2), ManaSpear(++), Blink, Invisibility Sphere 4th: Minor globe of inv. , Stoneskin, , Polymorph Self,Dimension Door 5th: Enpowered Lightning Bolt, Hold Monster,Feeblemind

Spell Book:
0: all, 1st:Shield, Mage Armor, Ray of Enfeeblement, SpiderClimb, Rabbit Feet(++), Magic Missle, Identify, True Strike, Shocking Grasp 2nd: Knock, Blur, Resist Elements, Mirror Image, Melfs Acid Arrow, See Invisibility, Protection From Arrows 3rd: Blink, Fireball, Mana Spear(++) Armor of Undeath, Invisibility Sphere, Lightning Bolt, Flame Arrow 4th: Dimension Door, Minor Globe Of Inv., Stoneskin, Arcane Eye, Polymorph, Improved Invisibility 5th: Summon Monster V, Hold Monster,Feeblemind

Equipment:
Quarterstaff (arcane nexus)+++, Rings: Protection +2, Counterspell (hold monster),
Cloak of Protection +3, boots, dagger(x4), Light Crossbow(+1),50 Quarrels(+1), Spell book,Large Bag with food(4 Days)
Wands: Magic Missle(5th)(48), Web, Lightning Bolts (8th) (25charges),Fireball(7th), Identify, Melfs Acid Arrows
Potions: Blur, Neutralize Poison(x2), Cure Mod. Wounds(x9), Cure Crit Wounds(x1), Delay Poison, Bulls Strength(x3)
Scrolls: Wall of Ice,Improved Invisibility, Detect Scrying, Evards Black Tentacles(x1), Rary Mneumonic Enhancer, Halt Undead(x2), Fly, Nondetection(x2), Summon Monster III, Lightning Bolt, Invisisbility Sphere, Resist Elements(x2), Protection from Arrows(x2)
Headband of Int.: +2
* quintisential Wizard
+ Tome and Blood
++ Relics and Ritual (1)
+++ Nexus(QW) includes:Shocking Grasp (1/day uses 2 0 lvl spell slots), Maximize Spell(1/day), Arcane Shield(1/2 or 0 dam from own spells), Summon Nexus, Replace Energy(sonic)(3/day)

Languages: Commen, Abyssal,Dwarven,Draconic
Description:
Forlash presents as a short(4'2) green, twisted parady of a Dwarf. One arm longer then the other, bulging (left) eye patchy hair and a stunted beard(black). His entire body is covered in tattoos of variring size and pattern..some oddly geomentrical with swirling symbols scattered throughout. Constantly muttering and giggling to himself no one suspects this misbegotten son of a hag to be the wizard that he is...which is the type of image he seeks to promote at least to his ememys....
 
Last edited:

Capellan

Explorer
OOC: I will be out of town for the next few days - gaming convention, interstate - so please autopilot Wekerak until 1-Feb. Thanks.
 

Uriel

Living EN World Judge
This entry should be edited a lot as the battles go...


Troops of the Horde

<With Vespazian>
Sroka Hobgoblin Marshall Level 6
24 Hobgoblins Level 2 Fighters
3 Dire Wolf Mounted Hobs Level 2 Fighters
1 Goblin Level 2 Rogue
3 Gnolls Level 2 Rangers
7 Red Fist Orcs Level 2 Barbarians
2 Magma Mephits
1 Fire Giant (Base Stats)


<With Durgo>

Sgt Nilgo Bugbear Rogue 3/Fighter3
5 Muragar Level 2 Fighter
1 Muragar Level 4 Fighter
27 Red Fist Orcs Level 2 Barbarian
1 Red Fist Orc Barbarian Level 4
26 Hobgoblins Level 2 Fighters
25 Goblins Level 1 Rogues
8 Goblin Level 1 Engineers (Professionals)
18 Gargoyles
6 Gnoll Level 2 Rangers
5 Lesser Salamanders
2 Fire Mephits
2 Fire Giants (Base Giant)
5 Hell Hounds
Krong,Level 2 Barbarian, Level 3 War Hulk
Duffo, Manticore (+4 HD), a big one
Troll Barbarian Level 3
2 Bugbear Rogues 3/Fighter1
9 Bugbears Rogue 2
 
Last edited:

Remove ads

Top