[Iron] IronNPC -- RAY SILVER WINS!


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(Boccob help me if I ever do another spell casting IronNPC ... - John)

"I cannot leave her"
"I fear that you must. If we do not recover the Onyx Crown before Gulos Guth then not even this palace will be safe for her or any other."
"The Grace and the Will be done"
her mother sighed "I will be ready within the hour."

Gelfara cherished that last overheard memory of her mother. It was the last time that her life had been effortlessly happy. Dwelling in the home of the Duke of Thior as the child of a great hero of the people. But her mother never returned from that last mission and the darkness gathered over her.

Being the child of a paladin is not easy, much less one who dissappeared on a mysterious mission. For Gelfara it was worse: the half-heard whispers amongst the servants mentioning her name, and touching of medallions of the church as they spoke. The Duke and Duchess were great friends of her mother and allies of the church, and they always tried to make Gelfara welcome. Even their noble demeanors seemed tested by her presence, her unnaturally dark hair and her proclivity for trouble. They never spoke of Gelfara's father, instead teaching that she was her mother's daughter and a inheritor of the light.

She was heading towards trouble that day when she was thirteen. He had snuck into a private drawing room favored by the Duke's advisors. When she heard footsteps approaching, she hid beneath a great desk. She heard a quartet of men enter the room and gather to whisper near her hiding place of their palace intrigues. At first she was amused by their sharing of secrets and accusations. She froze in silent fear as they spoke of the timing of killing this and that guard and gaining entry to the inner chambers. When one of them spoke of taking particular pleasure in slitting the throat of the Duchess, Gelfara screamed. Suddenly all was in darkness, more impenetrable than midnight. Gelfara scrambled past the legs of the surprised and shouting conspirators and fled senseless into the gardens.

From there she heard the screams of the palace as the four conspirators rushed their plan into immediate action.

By the night, the Ducal family was slain and one of the four men proclaimed himself Duke. Gelfara fled amongst the frightened commoners and cursed her fear and the evil men who took what was left of her childhood. She swore revenge upon them, to kill each of the four by her own hand or by what allies she could muster. She became a bandit who waylaid the agents of the new, dark Duke. In time she also came to discover her own penchant for magic and how it could compliment her natural abilities. She is stealthy and prefers to be well planned and prepared.

Gelfara, female tiefling Rog2/Wiz3: CR6; ECL6; Medium Outsider; HD 2d6+2 (Rogue), 3d4+3 (Wizard); hp 20; Init +3; Spd 30 ft; AC 14 (20*) (+1 Amulet of natural armor, +3 Dex); Melee +1 Rapier +6 (1d6+1/crit 19-20); Ranged light crossbow +5 (1d8); Melee Silvered Dagger +2 (1d4); SA Darkness; SQ Darkvision, Cold/Fire/Electricity Resistance 5; AL N; SV Fort +4, Ref +7, Will +4; Str 10, Dex 16, Con 13, Int 18, Wis 12, Cha 9.
Skills and Feats: Balance+5, Bluff+5, Climb+2, Concentration+6, Decipher Script+6, Disable Device+6, Disguise+3, Hide+10, Knowledge (arcana)+9, Knowledge (Local)+6, Listen+6, Move Silently+8, Open Lock+5, Pick Pocket+8, Read Lips+6, Search+8, Speak Language+1, Spellcraft+9, Spot+3, Tumble+8; Blind-Fight, Scribe Scroll, Weapon Finesse (Rapier).
Spells Prepared (cast 4/3/2): 0 - Flare, Mage Hand, Open/Close, Ray of Frost; 1 - Mage Armor, Expeditious Retreat, True Strike; 2 - Alter Self, Cat's Grace
Specialist Spells 1 - Comprehend Langauges, 2 - Detect Thoughts
Spellbook : 0 - Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Hold Portal, Identify, Mage Armor, True Strike; 2nd - Alter Self, Cat's Grace, Detect Thoughts.
Equipment: +1 Rapier, light crossbow, crossbow bolts (50), silvered Dagger, Heward's handy haversack, Slippers of spider climbing, Amulet of natural armor +1.

Traksy, female rat (familiar): CR 1/8; Tiny Animal ; HD 1/4d8 (Animal); hp 10; Init +2; Spd 15ft, Climb 15ft; AC 16 (+2 Dex, +2 Size, +2 natural); Melee Bite +4 (1d3-3); SQ Scent, Improved Evasion, Share Spells, Empathic Link, Touch; AL N; SV Fort +4, Ref +7, Will +4; Str 5, Dex 15, Con 10, Int 7, Wis 12, Cha 2.
Skills and Feats: Balance+10, Climb+12, Hide+17, Move Silently+9; Weapon Finesse (bite).

* Note that in combat Gelfara is likely to being using Mage Armor and Cat's Grace, raising her AC as much as 6 points.

Hook: Now sixteen, Gelfara is ready to take on her enemies. She would gladly join forces with those interested in overthrowing the evil forces at work in the Duchy. She also could provide substantial information about the local area and the resistance to the new Duke.

------------------

A chance encounter led Gelfara to a greater understanding of her place in these things. She led an ambush upon a suspicious group that her sources placed as allies of the evil quartet. This mistaken identity was fortunate, as the group actually included Sir Gaiter, an old compatriot of her mothers. Sir Gaiter had come seeking information on the dark quartet who had seized the Duchy. With some hesitation he told Gelfara of her true heritage. Her mother had been part of a group that had been fighting a terrible necromancer and his fiendish allies. Both sides had come into knowledge of a terrible artifact known as The Onyx Crown. In the battle over its extraplanar resting-place the Necromancer was slain. More miraculous, one of the fiends in alliance to the necromancer was swayed by the purity of Gelfara's paladin mother. She recognized this and spared him, instead teaching him of the glory and the light. They fell in love and Gelfara was conceived. But all did not agree or understand this risen fiend and he was sent away from Gelfara's mother to be tested in duty to the light.

But the holy adventurers did not realize that the necromancer had an apprentice who escaped. He became an advisor to the Duke under false pretenses, and made sure that rumor of a second attempt to free the Onyx Crown would reach Gelfara's mother. The necromancer's revenge began when the holy adventurers were ambushed and taken captive. It was complete when he formulated the overthrow of the Duke, setting his own blackguard ally upon the throne.

Gelfara, female tiefling Rog2/Wiz8: CR11; ECL11; Medium Outsider; HD 2d6+2 (Rogue), 8d4+8 (Wizard); hp 39; Init +4; Spd 30 ft; AC 17 (30*) (+1 Amulet of natural armor, +4 Dex, +2 Ring of protection); Melee +1 Rapier +10 (1d6+1/crit 19-20); Ranged light crossbow +9 (1d8); Melee Silvered Dagger +5 (1d4); SA Darkness; SQ Darkvision, Cold/Fire/Electricity Resistance 5; AL N; SV Fort +7, Ref +11, Will +9; Str 10, Dex 16 (18), Con 13, Int 19, Wis 12, Cha 9.

Skills and Feats: Balance+6, Bluff+5, Climb+2, Concentration+12, Decipher Script+6, Disable Device+6, Disguise+3, Hide+11, Knowledge (arcana)+14, Knowledge (Local)+8, Knowledge (religion)+8, Knowledge (The Planes)+8, Listen+6, Move Silently+9, Open Lock+6, Pick Pocket+9, Read Lips+6, Scry+8, Search+8, Speak Language+1, Spellcraft+14, Spot+3, Tumble+9; Blind-Fight, Scribe Scroll, Weapon Finesse (Rapier), Heighten Spell, Silent Spell.

Spells Prepared (cast 4/5/4/4/3): 0 - Flare, Mage Hand, Open/Close, Ray of Frost; 1 - Alarm, Charm Person, Mage Armor, Expeditious Retreat, True Strike; 2 - Alter Self, Endurance, Knock, Protection from Arrows; 3 - Dispel Magic, Fly, Haste, Lightning Bolt; 4 - Dimension Door, Dimension Door, Fire Shield.

Specialist Spells 1 - Comprehend Langauges, 2 - Detect Thoughts, 3 - Clairaudience/Clairvoyance, 4 - Arcane Eye

Spellbook : 0 - Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1 - Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Hold Portal, Identify, Mage Armor, True Strike; 2 - Alter Self, Cat's Grace, Detect Thoughts, Endurance, Knock, Protection from Arrows; 3 - Clairaudience/Clairvoyance, Dispel Magic, Fly, Gust of Wind, Haste, Lightning Bolt; 4 - Arcane Eye, Dimension Door, Fire Shield, Scrying.

Equipment: +1 Rapier, light crossbow, crossbow bolts (50), silvered Dagger, Heward's handy haversack, Slippers of spider climbing, Amulet of natural armor +1, Cloak of Resistance +2, Blessed Book, Gloves of Dexterity +2, Ring of Protection +2, Keoghtom's Ointment, Potion of Cure Serious Wounds (3), Potion of Haste (2)

Traksy, female rat (familiar): CR 1/8; Tiny Animal ; HD 1/4d8 (Animal); hp 20; Init +2; Spd 15ft, Climb 15ft; AC 18 (+2 Dex, +2 Size, +4 natural); Melee Bite +7 (1d3-3); SQ Scent, Improved Evasion, Share Spells, Empathic Link, Touch, Speak with Master, Speak with Animals of Its Type; AL N; SV Fort +5, Ref +7, Will +7; Str 5, Dex 15, Con 10, Int 9, Wis 12, Cha 2.
Skills and Feats: Balance+10, Climb+12, Hide+17, Move Silently+9; Weapon Finesse (bite).

* Note that in combat Gelfara is likely to being using Mage Armor, Haste and Expertise, raising her AC by as much as 13.

Hook: Gelfara is now ready to seek out more about this Necromancer or continue working towards the overthrow of the dark duke. This could easily bring her into contact with adventurers as she seeks out knowledge, items, and allies in her quest.

Gelfara's powers to move freely inside of controlled enemy areas has made her legendary amongst the common people and the guards that she bypasses so easily. She generally prefers to strike quickly at an area she has already scouted, then vanish with a final magical blow as enemy reinforcements arrive. She is not afraid of going toe-to-toe with an opponent briefly but knows that she doesn't have the endurance to do it for long.

---------

Gelfara, female tiefling Rog2/Wiz11: CR14; ECL14; Medium Outsider; HD 2d6+2 (Rogue), 11d4+11 (Wizard); hp 50; Init +5; Spd 30 ft; AC 17 (31*) (+5 Dex, +2 Ring of protection); Melee +1 Rapier +12/+7 (1d6+1/crit 19-20); Ranged light crossbow +11 (1d8); Melee Silvered Dagger +6 (1d4); SA Darkness; SQ Darkvision, Cold/Fire/Electricity Resistance 5; AL N; SV Fort +8, Ref +13, Will +10; Str 10, Dex 16 (20), Con 13, Int 20, Wis 12, Cha 9.

Skills and Feats: Balance+7, Bluff+5, Climb+2, Concentration +16 (+20), Decipher Script+7, Disable Device+7, Disguise+3, Hide+12, Knowledge (arcana)+17, Knowledge (Local)+11, Knowledge (religion)+9, Knowledge (The Planes)+11, Listen+6, Move Silently+10, Open Lock+7, Pick Pocket+10, Read Lips+7, Scry+15, Search+9, Speak Language+1, Spellcraft+19, Spot+3, Tumble+10; Blind-Fight, Scribe Scroll, Weapon Finesse (Rapier), Heighten Spell, Silent Spell, Combat Casting, Quicken Spell.

Spells Prepared (cast 4/6/5/5/4/3/1): 0 - Flare, Mage Hand, Open/Close, Ray of Frost; 1 - Alarm, Charm Person, Mage Armor, Expeditious Retreat (x2), True Strike; 2 - Alter Self, Endurance, Knock (x2), Protection from Arrows; 3 - Dispel Magic, Fly, Gust of Wind, Haste, Lightning Bolt; 4 - Dimension Door (x2), Fire Shield, Quickened Mage Armor; 5 - Summon Monster V (x2), Teleport ; 6 - Tenser's Transformation

Specialist Spells 1 - Comprehend Langauges, 2 - Detect Thoughts, 3 - Clairaudience/Clairvoyance, 4 - Arcane Eye; 5 -Prying Eyes ; 6 - True Seeing

Spellbook : 0 - Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1 - Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Hold Portal, Identify, Mage Armor, True Strike; 2 - Alter Self, Cat's Grace, Detect Thoughts, Endurance, Knock, Protection from Arrows; 3 - Clairaudience/Clairvoyance, Dispel Magic, Fly, Gust of Wind, Haste, Lightning Bolt; 4 - Arcane Eye, Dimension Door, Fire Shield, Scrying; 5 - Feeblemind, Prying Eyes, Summon Monster V, Teleport; 6 - Tenser's Transformation, True Seeing

Equipment: +1 Rapier, light crossbow, crossbow bolts (50), silvered Dagger, Heward's handy haversack, Slippers of spider climbing, Amulet of proof against detection and location, Cloak of Resistance +2, Blessed Book, Gloves of Dexterity +4, Ring of Protection +2, Ring of Invisibility, Keoghtom's Ointment, Potion of Cure Serious Wounds (3), Potion of Haste (2)

Traksy, female rat (familiar): CR 1/8; Tiny Animal ; HD 1/4d8 (Animal); hp 25; Init +2; Spd 15ft, Climb 15ft; AC 20 (+2 Dex, +2 Size, +6 natural); Melee Bite +8 (1d3-3); SQ Scent, Improved Evasion, Share Spells, Empathic Link, Touch, Speak with Master, Speak with Animals of Its Type, SR16; AL N; SV Fort +6, Ref +9, Will +8; Str 5, Dex 15, Con 10, Int 11, Wis 12, Cha 2.
Skills and Feats: Balance+10, Climb+12, Hide+17, Move Silently+9; Weapon Finesse (bite).

* Note that in combat Gelfara is likely to being using Mage Armor, Haste and Expertise, raising her AC by as much as 14.

Gelfara has now cast down the blackguard Duke and restored the Duchy to the control of loyal nobles. However, the Necromancer has escaped the downfall. Gelfara finds that he is seeking power to follow in his master's footsteps and free the Onyx Crown from its hiding place.

Hook:Gelfara will need allies. She has the capability to seek out any information on adventurers that could help her. She is not beyond using her powers to manipulate or blackmail such adventurers, though she would do so at a distance rather than in person.

----

Gelfara, female tiefling Rog2/Wiz15: CR14; ECL14; Medium Outsider; HD 2d6+4 (Rogue), 15d4+30(Wizard); hp 82; Init +5; Spd 30 ft; AC 19 (35*) (+5 Dex, +4 Ring of protection); Melee +2 Ghost Touch Spell Storing Rapier +15/+10 (1d6+1/crit 19-20); Ranged light crossbow +13 (1d8); Melee Silvered Dagger +8 (1d4); SA Darkness; SQ Darkvision, Cold/Fire/Electricity Resistance 5; AL N; SV Fort +13, Ref +17, Will +14; Str 10, Dex 16 (20), Con 14, Int 20 (26), Wis 12, Cha 9.

Skills and Feats: Balance+7, Bluff+5, Climb+2, Concentration+22, Decipher Script+10, Disable Device+10, Disguise+3, Hide+12, Knowledge (arcana)+28, Knowledge (Local)+14, Knowledge (religion)+12, Knowledge (The Planes)+18, Listen+6, Move Silently+10, Open Lock+7, Pick Pocket+10, Read Lips+10, Scry+23, Search+12, Speak Language+1, Spellcraft+28, Spot+3, Tumble+10; Blind-Fight, Scribe Scroll, Weapon Finesse (Rapier), Heighten Spell, Silent Spell, Combat Casting, Quicken Spell, Craft Staff, Spell Penetration.

Spells Prepared (cast 4/6/6/6/6/5/4/3/2): 0 - Detect Magic, Mage Hand (x2), Open/Close; 1 - Alarm, Charm Person, Mage Armor, Expeditious Retreat(x2), True Strike; 2 - Alter Self, Bull's Strength, Endurance, Knock, Protection from Arrows, Silent Mage Armor; 3 - Dispel Magic, Fly, Gust of Wind, Haste, Lightning Bolt(x2); 4 - Dimension Door (x2), Fire Shield, Silent Dispel Magic, Quickened Mage Armor; 5 -Feeblemind, Heightened Lightning Bolt (x2), Summon Monster V (x2); 6 - Chain Lightning, Silent Teleport, Tenser's Transformation; 7th - Delayed Blast Fireball, Limited Wish, Quickened Haste; 8th - Summon Monster VIII (x2)

Specialist Spells 1 - Comprehend Langauges, 2 - Detect Thoughts, 3 - Clairaudience/Clairvoyance, 4 - Arcane Eye; 5 -Prying Eyes ; 6 - True Seeing, 7th - Greater Scrying, 8th - Discern Location

Spellbook : 0 - Arcane Mark, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1 - Alarm, Charm Person, Comprehend Languages, Detect Secret Doors, Expeditious Retreat, Hold Portal, Identify, Mage Armor, True Strike; 2 - Alter Self, Bull's Strength, Cat's Grace, Detect Thoughts, Endurance, Knock, Protection from Arrows; 3rd - Clairaudience/Clairvoyance, Dispel Magic, Fly, Gust of Wind, Haste, Lightning Bolt; 4th - Arcane Eye, Dimension Door, Fire Shield, Scrying; 5th - Feeblemind, Prying Eyes, Summon Monster V, Teleport; 6th - Analyze Dweomer, Chain Lightning, Flesh to Stone, Tenser's Transformation, True Seeing; 7th - Delayed Blast Fireball, Greater Scrying, Limited Wish, Plane Shift; 8th - Discern Location, Summon Monster VIII.

Equipment: +2 Ghost Touch Spell Storing Rapier**, light crossbow, +1 blessed crossbow bolts (50), silvered Dagger, Staff of Power, Heward's handy haversack, Slippers of spider climbing, Amulet of proof against detection and location, Cloak of Resistance +4, Blessed Book, Gloves of Dexterity +4, Headband of Intellect +6, Ring of Protection +4, Ring of Invisibility, Keoghtom's Ointment, Vibrant Purple Prism Ioun Stone (usually holds Teleport, Expeditious Retreat), Pale Lavender Ioun
Stone
, Potion of Cure Serious Wounds (3), Potion of Haste (2).

Traksy, female rat (familiar): CR 1/8; Tiny Animal ; HD 1/4d8 (Animal); hp 41; Init +2; Spd 15ft, Climb 15ft; AC 23 (+2 Dex, +2 Size, +9 natural); Melee Bite +10 (1d3-3); SQ Scent, Improved Evasion, Share Spells, Empathic Link, Touch, Speak with Master, Speak with Animals of Its Type, Scry on familiar, SR20; AL N; SV Fort +6, Ref +9, Will +8; Str 5, Dex 15, Con 10, Int 14, Wis 12, Cha 2.
Skills and Feats: Balance+10, Climb+12, Hide+17, Move Silently+9; Weapon Finesse (bite).

* Note that in combat Gelfara is likely to being using Mage Armor, Haste and Expertise, raising her AC by as much as 16.
** The rapier most commonly stores Dispel Magic

Indulging fully in her teifling heritage she inflitrates the Necromancer's entourage under the guise of a dark enchantress. In the end she is found out and battles the Necromancer in a terrible duel of power. She emerges victorious and her revenge is finally complete.

Hook: Now she will want allies to finally free the Onyx Crown and destroy it, or to search among the planes for her father.
 

Round 1, Match 3 -- JUDGEMENT!

Whippit Gud vs. Greybar

I note with interest that both entries use specialist Wizards as NPCs, and both use the Quartet as a foursome of assassins. This makes me wonder about musicians in general. Finally, I guess something about onyx is inherently evil -- the crowns are both dark artifacts.

Commentary is in order of posting. (Yes -- quickness should buy you something!)


Wippit Guud

Mr. Nar would make a great villian. He's ready to destroy a whole city because of one person's rivalry -- that's a mega-villain personality trait if ever I saw one!

Of course, as the scourge of a Drow city, he's a potential ally of a group of good PCs, though he's "morally ambiguous" at best -- and since at worst he's a "homocidal maniac", it's very possible either he or the PCs would attack first, and wouldn't bother speaking with each other at all.

Your penultimate line puzzles me: how can a lich smile? (Or, rather: how can you tell?)


What was GOOD:

Necromancer's Revenge: "First, I will kill you all!" -- his revenge is that of a consumate Necromancer, replacing a living city with a necropolis of undead slaves.

Onyx Crown: Quality artifact.

Utility: Evil guy, alone, in exile, fighting other evil guys, seeking an evil artifact. The plot hooks bait themselves.


What was OKAY:

Personality: He's not the outgoing type, but he's an archtypical Necromancer bad guy.

Risen Fiend: It's really got no tie to him save its bond, so it's going to be plotting against poor Mr. Nar for the next 99.9 years.

Palace Intrigue: I'm surprised that Nar didn't use a bit more Divination magic once he knew Sarasa was against him.


What was BAD:

Mistaken Identity: At the character power levels in question, a quick Commune spell could have solved the "mystery", as could any number of mind-reading and truth-verifying spells. Even if a Drow could resist one of these lower-level spells, one who was innocent would likely choose to allow it to affect him. This is a challenging ingredient in a normal-magic D&D setting.

Quartet: They feel tacked on -- it could have been anyone who tried to assassinate him. There's nothing special or particularly "four" about them.



Greybar and his very complete spellcaster statblocks ;)

Gelfara is a good Robin Hood-esque heroine. She advances pretty quickly for her age. I'm surprised she has levels of Rogue and not Aristocrat -- the latter seems more suited to her early life (which briefly "had been effortlessly happy"). Do you explicitly state her prohibited school? I can infer that she's a Diviner, and I'm guessing that her prohibited school is Necromancy, which would be a nice touch -- "Mom said to never use Necromancy!"


What was GOOD:

Utility: She's someone I can use right now. Any place which has Paladins, Nobles and Fiends is suited for her. She's got an amazing number of plot hooks hanging off of her.

Personality: She has a mysterious past and a quest to redeem herself. If only she had a higher Charisma, she'd be ideal Love Interest material.

Risen Fiend: I kinda like him, even though we never get to meet him.


What was OKAY:

Most ingredient usage falls here.

Necromancer's Revenge: He did a number on her family, and took her land. He doesn't do anything particularly Necromancer-ish, though.

Mistaken Identity: It's more of a mistaken function or alliance, since she didn't actually mistake one person for another. Still, this kind of mistake is actually plausible in the D&D magic system.

Onyx Crown: Offstage mysterious artifact, bonus points for eventual plot hook.

Quartet: As above, there's nothing "four" about them -- though two of them are illustrated, if the other two were integral to the whole I'd like this better.

Palace Intrigue: This happens around her, and we don't seem to see much effect on her.


What was BAD:

Nothing was actually bad.


Final Judgement:

Wippit Guud
- Mistaken Identity: 3
- Necromancer's Revenge: 9
- Onyx Crown: 7
- Palace Intrigue: 6
- Quartet: 2
- Risen Fiend: 7

Personality: 8
Utility: 14

Total: 56/100


Greybar
- Mistaken Identity: 4
- Necromancer's Revenge: 6
- Onyx Crown: 6
- Palace Intrigue: 5
- Quartet: 4
- Risen Fiend: 6

Personality: 13
Utility: 17

Total: 61/100


Congradulations Greybar!

Very good work on both sides. I hope to see Wippit Guud in more Iron events in the future.

-- Nifft
 

Just wanted to say great efforts on the parts of Whippit Gud and Greybar. Both were excellent NPCs. And congratulations to Greybar on advancing.
 

Re: [Iron] IronNPC -- Round 1, Match 3 JUDGEMENT!

Round 1:
- Match 1: Malin Genie vs. Ray Silver -> Ray Silver
- Match 2: Torx vs. theRuinedOne -> theRuinedOne
- Match 3: Greybar vs. Wippit Guud -> Greybar
- Match 4: mythago vs. Rune -> IN PROGRESS!

Let's start Round 2, Match 1 ASAP -- I like the effect that staggering matches has, as it speeds up what would otherwise be a very slow contest.

So any two of you winners step up: Ray Silver, theRuinedOne, Greybar!

-- Nifft
 

I just wanted to jump in with some questions and comments:

Hey Nippt, could you write some definitions for some of the trickier ingredients, personally I wasn't really sure what a unicorn tabbard was, and it would just make sure everyone has a full idea of what to use.

Also, I personally like seeing the statblocks at the end, but just have a reference to them in the story is enough for me. I think it keeps the story better.

Question, can you write these in the first person?

Finally, do you need any more alternates? This looks like a lot of fun, and I think I might like to try it if I can find the time.
 



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