BLACKDIRGE
Adventurer
Sorry for the delay in posting, this installment has gotten kind of long. I have posted the first half of it here and will post the next half tomorrow.
Dirge
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Weapon Master Blues: Part I
Grummok (age 62): Male Gargoyle Rog 4/Asn4; CR 12; Medium Magical Beast; HD 4d10+8d6+72; hp 126; Init +8; Spd 45 ft., fly 75 ft. (good); AC 25 (+4 Dex, +4 natural, +5 studded leather armor, +2 ring); Atk +16 melee (1d4+6/19-20 x2, 2 claws), +12 melee (1d6+2, bite), +12 melee (1d6+2 gore) or +17/+12 melee (1d4+7/19-20 x2, +3 fleshgrinding dagger); SA sneak attack +4d6, death attack, poison use; SQ darkvision 60 ft., uncanny dodge, +2 saves vs. poison (Dex to AC, can’t be flanked), DR 15/+1, freeze, evasion; AL NE; SV Fort +14, Ref +16, Will +6; Str 18, Dex 18, Con 22, Int 17, Wis 12, Cha 12.
Skills (90 pts): Bluff +6, Craft (poison making) +8, Disguise +10, Escape Artist +10, Gather Information +8, Hide +27, Intimidate +5, Listen +10, Move Silently +22, Open Lock +10, Search +9, Spot +10, Tumble +5.
Feats: Multiattack, Weapon Finesse (claw, bite, gore), Exotic Weapon Proficiency (garrote), Improved Initiative, Improved Critical (claws)
Languages: Undercommon, Terran, Drow
Possessions: +2 shadowed studded leather armor, boots of elvenkind, wire garrote, ring of magic fang +2, belt of giant strength +4, +3 fleshgrinding dagger, +2 dagger, ring of protection +2, head band of intellect +2
Assassin Spells Prepared: (2/2; save DC 13 + spell level): 1st -- change self, angry ache. 2nd – alter self, darkness
Freeze (Ex): Grummok can hold himself so still that he appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice Grummok is really alive.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Grummok takes no damage with a successful saving throw.
Death Attack: If Grummok studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Grummok's choice). A victim who fails his or her Fortitude saving throw (DC 17) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.
Poison Use: Grummok is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Grummok has begun his own personal Jihad on the followers of Baalzebul. With the blessing of his guild master, and through him the reigning clergy of Lolth, the gargoyle assassin has hunted and slain over half a dozen cultists. The followers of the archfiend could not, of course, retaliate openly as their faith is strictly forbidden in the drow city of Erelhei-Cinlu. This fact coupled with the blessing of the clergy of Lolth has allowed Grummok to operate completely unhindered.
Aided by a list of names and locations of suspected worshipers of Baalzebul, Grummok has been able to systematically track down and slay individual members of the cult with ease. The gargoyle found that most of the cult members were relatively weak individuals frantically scrabbling to increase their power and station. Grummok made short work of these ineffectual buffoons.
Between his hunts for followers of the archfiend, Grummok has continued to take assignments and his contracts have become much more profitable and consequentially much more dangerous. It was on the eve of Grummok's 61st name day that he received his most prestigious and dangerous contract yet. The clergy of Lolth were very displeased with the actions of Azakai Tormtor, weapon master of the ruling house of Erelhei-Cinlu. The clergy would not reveal the reason for their ire but it must have been grave indeed for they had requested the services of Jen Kedar himself. The guild-master politely declined their offer but offered the services of one of his best and most discreet agents, Grummok.
The weapon master was not unknown to Grummok; a chance encounter with the skilled drow fighter over thirty years ago had resulted in the death of Kormok, one of Grummok’s brood mates. Grummok remembered that night distinctly, the drow weapon master had moved with almost supernatural speed and precision even when surrounded by Grummok and his two brothers. Kormok had been slain within seconds while Grummok’s older sibling, Bremok was knocked senseless and left for dead. Grummok had fled that night and by chance his brother Bremok had survived as well, it was a painful lesson for the fledgling gargoyles, as they learned all at once that Erelhei-Cinlu held creatures far more dangerous than themselves.
Grummok relished the idea of killing Azakai but he knew that the drow would likely best him in a direct confrontation; Grummok would need outside assistance if he were to have any chance of slaying the dangerous weapon master. The gargoyle assassin had on occasion used the considerable fortune he had attained to hire extra muscle for particularly dangerous contracts. Years ago Grummok had made the acquaintance of a bugbear mercenary who ran a small gang of thugs and cutthroats out of the Ghetto of Outsiders. The bugbear, one Thagmot, was a prime example of the vicious humanoids that dwelled within the Ghetto of Outsiders looking for any excuse to vent their aggression and make a few coins in the process. For the princely sum of five thousand gold pieces Thagmot was more than willing to lend his and his men’s assistance to the gargoyle’s assassination attempt on the formidable Azakai Tormtor.
Grummok began to monitor Azakai’s movements throughout the city and found that the weapon master was quite the drunkard. When not training the troops of house Tormtor’s personal guard he could be found in the Ghetto of Foreigners swilling cheap wine and wenching with a recklessness that bordered on suicidal. The prodigious amount of drink consumed by the drow elf seemed in no way to hinder his fighting prowess as Grummok and his brothers had learned to their detriment that fateful night so many years ago. Azakai would often walk the streets in a besotted stupor after a night of drink and revelry, lurching out into the dangerous city blissfully confident that his blade and his reputation would turn away any would be attackers. Grummok planned to make one of Azakai’s drunken walks much more interesting and hopefully fatal.
Thagmot met Grummok on the night the assassination was to take place in a familiar alley off the Street of lies in the Ghetto of Foreigners. The bugbear had brought three of his best fighters, a trio of orcs that had served him well in the past. Grummok instructed the bugbear and his men to enter the inn where Azakai was currently slaking his thirst and start a confrontation with the weapon master. Thagmot balked at challenging the fearsome drow fighter alone, but Grummok assured him that as soon as the fight began he would enter the fray and the five of them would make short work of the drunken weapon master. Thagmot was mollified with the explanation and agreed to Grummok’s plan ordering his men to follow him as he walked from the alley and towards the bustling inn. Grummok allowed himself a vicious little smile of satisfaction as he watched the massive bugbear march off to what would likely be his death.
Dirge
***********************************************
Weapon Master Blues: Part I
Grummok (age 62): Male Gargoyle Rog 4/Asn4; CR 12; Medium Magical Beast; HD 4d10+8d6+72; hp 126; Init +8; Spd 45 ft., fly 75 ft. (good); AC 25 (+4 Dex, +4 natural, +5 studded leather armor, +2 ring); Atk +16 melee (1d4+6/19-20 x2, 2 claws), +12 melee (1d6+2, bite), +12 melee (1d6+2 gore) or +17/+12 melee (1d4+7/19-20 x2, +3 fleshgrinding dagger); SA sneak attack +4d6, death attack, poison use; SQ darkvision 60 ft., uncanny dodge, +2 saves vs. poison (Dex to AC, can’t be flanked), DR 15/+1, freeze, evasion; AL NE; SV Fort +14, Ref +16, Will +6; Str 18, Dex 18, Con 22, Int 17, Wis 12, Cha 12.
Skills (90 pts): Bluff +6, Craft (poison making) +8, Disguise +10, Escape Artist +10, Gather Information +8, Hide +27, Intimidate +5, Listen +10, Move Silently +22, Open Lock +10, Search +9, Spot +10, Tumble +5.
Feats: Multiattack, Weapon Finesse (claw, bite, gore), Exotic Weapon Proficiency (garrote), Improved Initiative, Improved Critical (claws)
Languages: Undercommon, Terran, Drow
Possessions: +2 shadowed studded leather armor, boots of elvenkind, wire garrote, ring of magic fang +2, belt of giant strength +4, +3 fleshgrinding dagger, +2 dagger, ring of protection +2, head band of intellect +2
Assassin Spells Prepared: (2/2; save DC 13 + spell level): 1st -- change self, angry ache. 2nd – alter self, darkness
Freeze (Ex): Grummok can hold himself so still that he appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice Grummok is really alive.
Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Grummok takes no damage with a successful saving throw.
Death Attack: If Grummok studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Grummok's choice). A victim who fails his or her Fortitude saving throw (DC 17) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.
Poison Use: Grummok is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.
Grummok has begun his own personal Jihad on the followers of Baalzebul. With the blessing of his guild master, and through him the reigning clergy of Lolth, the gargoyle assassin has hunted and slain over half a dozen cultists. The followers of the archfiend could not, of course, retaliate openly as their faith is strictly forbidden in the drow city of Erelhei-Cinlu. This fact coupled with the blessing of the clergy of Lolth has allowed Grummok to operate completely unhindered.
Aided by a list of names and locations of suspected worshipers of Baalzebul, Grummok has been able to systematically track down and slay individual members of the cult with ease. The gargoyle found that most of the cult members were relatively weak individuals frantically scrabbling to increase their power and station. Grummok made short work of these ineffectual buffoons.
Between his hunts for followers of the archfiend, Grummok has continued to take assignments and his contracts have become much more profitable and consequentially much more dangerous. It was on the eve of Grummok's 61st name day that he received his most prestigious and dangerous contract yet. The clergy of Lolth were very displeased with the actions of Azakai Tormtor, weapon master of the ruling house of Erelhei-Cinlu. The clergy would not reveal the reason for their ire but it must have been grave indeed for they had requested the services of Jen Kedar himself. The guild-master politely declined their offer but offered the services of one of his best and most discreet agents, Grummok.
The weapon master was not unknown to Grummok; a chance encounter with the skilled drow fighter over thirty years ago had resulted in the death of Kormok, one of Grummok’s brood mates. Grummok remembered that night distinctly, the drow weapon master had moved with almost supernatural speed and precision even when surrounded by Grummok and his two brothers. Kormok had been slain within seconds while Grummok’s older sibling, Bremok was knocked senseless and left for dead. Grummok had fled that night and by chance his brother Bremok had survived as well, it was a painful lesson for the fledgling gargoyles, as they learned all at once that Erelhei-Cinlu held creatures far more dangerous than themselves.
Grummok relished the idea of killing Azakai but he knew that the drow would likely best him in a direct confrontation; Grummok would need outside assistance if he were to have any chance of slaying the dangerous weapon master. The gargoyle assassin had on occasion used the considerable fortune he had attained to hire extra muscle for particularly dangerous contracts. Years ago Grummok had made the acquaintance of a bugbear mercenary who ran a small gang of thugs and cutthroats out of the Ghetto of Outsiders. The bugbear, one Thagmot, was a prime example of the vicious humanoids that dwelled within the Ghetto of Outsiders looking for any excuse to vent their aggression and make a few coins in the process. For the princely sum of five thousand gold pieces Thagmot was more than willing to lend his and his men’s assistance to the gargoyle’s assassination attempt on the formidable Azakai Tormtor.
Grummok began to monitor Azakai’s movements throughout the city and found that the weapon master was quite the drunkard. When not training the troops of house Tormtor’s personal guard he could be found in the Ghetto of Foreigners swilling cheap wine and wenching with a recklessness that bordered on suicidal. The prodigious amount of drink consumed by the drow elf seemed in no way to hinder his fighting prowess as Grummok and his brothers had learned to their detriment that fateful night so many years ago. Azakai would often walk the streets in a besotted stupor after a night of drink and revelry, lurching out into the dangerous city blissfully confident that his blade and his reputation would turn away any would be attackers. Grummok planned to make one of Azakai’s drunken walks much more interesting and hopefully fatal.
Thagmot met Grummok on the night the assassination was to take place in a familiar alley off the Street of lies in the Ghetto of Foreigners. The bugbear had brought three of his best fighters, a trio of orcs that had served him well in the past. Grummok instructed the bugbear and his men to enter the inn where Azakai was currently slaking his thirst and start a confrontation with the weapon master. Thagmot balked at challenging the fearsome drow fighter alone, but Grummok assured him that as soon as the fight began he would enter the fray and the five of them would make short work of the drunken weapon master. Thagmot was mollified with the explanation and agreed to Grummok’s plan ordering his men to follow him as he walked from the alley and towards the bustling inn. Grummok allowed himself a vicious little smile of satisfaction as he watched the massive bugbear march off to what would likely be his death.
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