[Iron] IronNPC -- RAY SILVER WINS!

my stat blocks are finished, i just need to type the backstory. I'll have my entry posted tonight sometime in the wee hours of the a.m. - before the deadline.
 

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Round 2, Match 2!
Greybar vs. Drunken Master

Constraints:
NPC Levels: 7, 11, 14, 17
NPC Race: Dwarf

Ingredients:
- Elephant Rider(s)
- Fragmented Forge
- Growth Formula
- Honor of the Princess
- Icebound Cutter
- Jade Wyrm


-- -- -- -- --
Long ago, the dwarves of the Frostforge Clan had carved out a great empire under the Frostridge Mountains. They were known as the finest smiths in the Northlands, and they fought constantly with the dark elves that encroached upon their underground home. For centuries the Frostforge dwarves were successful in repelling wave after wave of hostile drow. Eventually the drow got the upper hand and tricked the dwarves into massing for a full-scale assault on their outpost. A huge and epic battle ensued, and the dwarven army was herded into a great cavern where the drow were to make a final stand. The cavern was trapped with teleportation gates, and the unfortunate dwarves were scattered all across the world. With the dwarven army scattered and gone, the drow moved in and slaughtered the remaining dwarves left in their underground home. After many years, the dispersed dwarven army returned to claim their homeland, reunited as the Brotherhood of the Fragmented Forge. The dwarves waged another epic battle, and there were heavy casualties on both sides, but the dwarves were finally victorious and destroyed every last dark elf. In rememberance of the event that had cost them so dearly, the dwarves kept their new name and became the Fragmented Forge Clan.
One of the Fragmented Forge dwarves was a young expert smith named Jorgund who lost his left leg below the knee in the great battle to reclaim the dwarven kingdom. Jorgund One-Leg, as he had come to be known, was reminded every day of the losses of both his leg and many of his dwarven brothers. The young dwarf longed to get away from the cold caverns that reminded him only of death and war, so he mounted his trusty warhorse, Corky, and set out into the surface world to find some sense of peace and to try to heal the scars of his war-torn past.
Jorgund found himself in the port city of Klyth, and he took to the forge again in the city's Artisan District, crafting masterwork blades and armor for sale in the bustling market. In addition to his skill at the forge, Jorgund also had a natural gift with animals. He took a second job as a zookeeper, tending to the many exotic animals that were imported from distant lands. Jorgend was fascinated by the strange beasts he was introduced to, and was especially taken with the rhinoceros and the two elephants that resided there - they were very strong, stout, and tough, and reminded him quite a bit of his dwarven kin.
-- -- -- -- --

Jorgund One-Leg, Male Dwarf Expert 5/Fighter 2: CR 6; Medium-size humanoid; HD 5d6+5 plus 2d10+2; hp 48; Init +0; Spd 10 ft.; AC 20 (flatfooted 20, touch 11); Atks: +1 greatsword +10 melee (1d12+5, 20/x3), or masterwork heavy flail +9 melee (1d10+4, 19-20/x2), or dagger +8 melee (1d4+3, 19-20/x2), or dagger +5 ranged (1d4+3, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +5, Ref +1, Will +5; Str 16, Dex 11, Con 13, Int 16, Wis 13, Cha 10.

Skills and Feats: Animal Empathy +8, Appraise +8, Craft (armorsmith) +15, Craft (weaponsmith) +15, Handle Animal +12, Heal +5, Listen +9, Profession (zookeeper) +2, Ride (horse) +12, Search +11, Spot +10; Cleave, Mounted Combat, Power Attack, Trample, Weapon Focus (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.

Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.

Possessions: +1 full plate, +1 greataxe, +1 ring of protection, masterwork heavy flail, dagger, potions of cure light wounds (3) and enlarge.
Mount: Heavy warhorse with a military saddle* and studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.

Corky, Male Heavy Warhorse: CR 2; Large animal; HD 4d8+12; hp 40; Init +1 (Dex); Spd 50 ft. (40 ft. with a medium load); AC 17 (flatfooted 16, touch 10) Atks: 2 hooves +6 melee (1d6+4, 20/x2) and bite +1 melee (1d4+2, 20/x2); Face/Reach 5 ft. by 10 ft./5 ft.; SQ scent; AL N; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6.

Skills and Feats: Listen +7, Spot +7
-- -- -- -- --

Jorgund eventually spent less and less time at the forge, and worked his way up to the master keeper at the zoo. His love for the animals brought him the piece of mind that he had so desperately sought since leaving his mountain home, and he was very content. Many years passed, and aside from the few times when he was called upon to serve in the mounted cavalry to fight against the orcs who periodically raided the nearby smaller settlements, he lived a peaceful and fulfilling life.
Eventually, Jorgund came to see the dark day when he outlived his faithful warhorse and trusted companion, Corky. He took the loss very hard, and went through a bit of a depression. the only thing that made this time in his life bearable was that soon after the loss of corky, his prized pair of elephants gave birth to a calf. Jorgend named the baby elephant Thunderfoot and took an active role in raising him. Thunderfoot took to Jorgund's care and training and proved to be very smart and cooporative, learning tricks and tasks very easily. Before long, Jorgund had gotten Thunderfoot to accept him as a rider, and he would amuse the children that visited the zoo by taking them on rides through the grounds on Thunderfoot's strong back.
Jorgund never wanted to be an adventurer or a hero, and he was content with his life in Klyth, but fate has a funny way of stepping in and changing one's path. The citizens of Klyth had known a long period of peace and prosperity, keeping the orcs at bay with their stout walls and mighty army. However, there was a menace that they could not so easily defend against, and it razed the city from on high, where they were practically defenseless. A Flight of Dragons swept over the city, setting the port metropolis ablaze with fire and lightning, and dissolving homes and townsfolk with acid breath and corrosive gas. The city was a madhouse. Thousands fell before the breath and claws of the chromatic dragon assault. A large green dragon swooped down over the zoo, slashing open cages and devouring whatever large animals it could get its bloodthirsty fangs upon. Jorgund was in his sleeping chamber when the attack started. He quickly donned his armor, gathered up his weapons, and hobbled as quickly as he could to try and save his charges from destruction. Jorgund came to the elephant cage and found Thunderfoot and his parents stomping and trumpeting in a panic. He fumbled with his keys and got inside the cage just as the jade wyrm came around the corner, spitting out the partially corroded head of the bull rhinoceros. Thunderfoot was at the rear of the massive cage, and Jorgund called upon his gifts to try to calm the panicked elephant. The parent elephants charged the dragon to protect their offspring, and though they managed to deal significant damage with their trampling hooves and gore attacks, they met with grisly ends from a cloud of chlorine gas and a flurry of savage teeth and claws. The elder elephants did manage to buy Jorgund enough time for one desperate move - he uncapped his magical enlarging potion that he had acquired in the travels of his youth, and he poured the contents into Thunderfoot's mouth. Jorgund then called on Thunderfoot to perform one of the tricks he had been taught, and just as the growth potion was taking effect, Jorgund was lifted onto the elephant's back and he charged the weakened dragon. Thunderfoot was now about twice the size of the dragon and barrelled right over him, trampling the wyrm into the mud and crushing many of its bones with his now-massive stamping feet. Jorgund held onto the Thunderfoot with all his might and guided the giant elephant on a reckless charge through the burning city streets. They managed to shrug off a few dragons' blows and trample over two more smaller dragons who were foolish enough to get in their way as Jorgund did all he could do to guide Thunderfoot to the city's little-used Eastern Gate. Several unfortunate townsfolk and city guards were caught under the rampaging elephant's feet, but there was only so much that Jorgund could do to control the panicked elephant. They burst through the gate, taking bits of the city wall with them, and ran full speed to the east for many hours until Thunderfoot finally dropped from exhaustion.
-- -- -- -- --

Jorgund One-Leg, Male Dwarf Expert 5/Fighter 6: CR 10; Medium-size humanoid; HD 5d6+10 plus 6d10+12; hp 101; Init +0; Spd 10 ft.; AC 22 (flatfooted 22, touch 11); Atks: +1 greatsword +15/+10 melee (1d12+9, 20/x3), or masterwork heavy flail +14/+9 melee (1d10+6, 19-20/x2), or dagger +13/+8 melee (1d4+4, 19-20/x2), or dagger +9 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +10, Ref +5, Will +9; Str 18, Dex 11, Con 14, Int 16, Wis 13, Cha 10.

Skills and Feats: Animal Empathy +8, Appraise +8, Craft (armorsmith) +17, Craft (weaponsmith) +17, Handle Animal +16, Heal +5, Listen +11, Profession (zookeeper) +2, Ride (horse) +16, Search +12, Spot +11; Cleave, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.

Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.

Possessions: +2 full plate, +1 greataxe, +1 amulet of natural armor, +1 ring of protection, +2 cloak of resistance, gauntlets of ogre power, masterwork heavy flail, dagger, potions of cure light wounds (3) and enlarge.

Thunderfoot, Male Elephant: CR 8; Huge animal; HD 11d8+55; hp 127; Init +0; Spd 40 ft.; AC 15 (flatfooted 15, touch 8) Atks: slam +16 melee (2d6+10, 20/x2) and 2 stamps +6 melee (2d6+5, 20/x2), or gore +16 melee (2d8+15, 20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL N; SV Fort +12, Ref +7, Will +4; Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7.

Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.

Skills and Feats: Listen +6, Spot +6
-- -- -- -- --

Jorgund and Thunderfoot traveled across the land for many weeks, eventually taking refuge in the forest realm of Jadeera. Jadeera was a small province dominated by untamed wilderness and overseen by a council of druids. Jorgund was welcomed by the druids, who were fascinated by Thunderfoot, as they had never seen an elephant before. Jorgund settled in Jadeera for a time in the small thorp called Briar Knoll. He set up a forge and went back to work as a smith. He used his skills to craft masterwork weapons and armor for the defenders of the realm, and when called upon, he mounted the now war-trained Thunderfoot to help drive off the frequent gnoll raiders and rampaging beasts of the forest. After two years, Jorgund One-Leg became the benevolent and beloved burgomaster of Briar Knoll, defending his adopted village backed by a well-trained band of fighters armed with full plate and gleaming blades of the finest dwarven quality. Jorgund the Elephant Rider was quickly becoming a figure of legendary status amongst the people of Jadeera.
As burgomaster of Briar Knoll, Jorgund attended the seasonal meetings of the Jadeera's governing Druid Council in the sacred Grove of the Treefather. During the meeting in the summer of his second year as burgomaster, he was called upon to face his greatest challenge. The gnolls of the forest had recently waged a bold assault on the neighboring elven kingdom of Valrathyll, and they were successful in kidnapping the princess Aurowynn. To make matters worse, the gnolls had made a deal with a powerful green dragon who wished to mate with the princess in order to sire a half-dragon heir. The elves of Valrathyll had asked the druids for help, and Jorgund jumped at the chance to fight these monsters - as much as he loathed the savage and cruel gnolls, there was no creature in the world the elephant rider despised more a green dragon. For the good of the land and the honor of the princess, Jorgund agreed to spearhead the assault on the gnoll outpost to the south, eager for their wicked dragon ally to taste the steel of his axe and the ivory of Thunderfoot's mighty tusks.
Jorgund led a mighty contingent of mounted human warriors, several druids, and a contingent of elven archers. They marched southward through the forest and sent scouts ahead to gauge the gnoll defenses. Fortunately, gnolls are a bestial and fairly disorganized lot, and the dragon had not showed up yet to have his way with the elven princess. Jorgund and the druids carefully planned their assault and charged the gnoll encampment. The gnolls fought savagely but were ultimately outmatched and overrun, many of their bones smashes to dust under Thunderfoot's trampling feet of doom. The elven rangers stormed the entrance to the gnolls' network of underground chambers and came back up with their princess, a little bit shaken and hungry, but otherwise not too worse for wear.
Just then, out of the sky came the great green dragon. The archers shot scores of arrows at the wyrm, but most simply bounced off its scaly emerald hide. The dragon landed and breathed its cloud of corrosive gas and laid low amany archers and cavalrymen. Jorgund felt the anger rise within him and kicked Thunderfoot into gear, charging the dragon head-on. As Thunderfoot was about to connect with his powerful gore attack, Jorgund raised his greataxe high with both hands, let out a battlecry to the dwarven God of war, and launched himself through the air towards the dragon. Tusks and axe bit into the dragon and caused considerable damage, sending geysers of the dragon's blood to spurt out in all directions. Jorgund had landed solidly on the dragon's back and was hacking at it repeatedly with his axe, showering himself in dragon flesh and gore. The wounded dragon reared up and finally knocked the dwarven fighter off, and managed to fly off, severely wounded and defeated.
The elven princess was rescued and unhurt, and both the elves and the folk of Jadeera hailed the mighty Jorgund One-Leg and Thunderfoot as heroes. The druids of Jadeera rewarded the elephant rider's bravery with a special magical ceremony that called upon the spirit of the land to imbue Thunderfoot with intelligence. Thunderfoot's mind was awakened by the powerful druidic magic, and Jorgund was overjoyed.
-- -- -- -- --

Jorgund One-Leg, Male Dwarf Expert 5/Fighter 9: CR 13; Medium-size humanoid; HD 5d6+10 plus 9d10+18; hp 130; Init +0; Spd 10 ft.; AC 25 (flatfooted 24, touch 12); Atks: +1 greataxe +18/+13 melee (1d12+9, 19-20/x3), or +1 heavy flail +17/+12 melee (1d10+7, 19-20/x2), or masterwork dagger +17/+12 melee (1d4+4, 19-20/x2), or masterwork dagger +14 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +11, Ref +7, Will +10; Str 18, Dex 12, Con 14, Int 16, Wis 13, Cha 10.

Skills and Feats: Animal Empathy +8, Appraise +9, Craft (armorsmith) +19, Craft (weaponsmith) +18, Handle Animal +19, Heal +5, Listen +12, Profession (zookeeper) +2, Ride (horse) +20, Search +12, Spot +12; Cleave, Improved Critical (greataxe), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.

Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.

Possessions: +4 full plate, +1 greataxe, +1 heavy flail, +1 amulet of natural armor, +1 ring of protection, +2 cloak of resistance, gauntlets of ogre power, masterwork dagger, potions of cure light wounds (3) and heroism.
Mount: Awakened elephant with an exotic military saddle* and +3 studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.

Thunderfoot, Male Awakened Elephant: CR 8; Huge animal; HD 13d8+65; hp 153; Init +0; Spd 40 ft.; AC 21 (flatfooted 21, touch 8) Atks: slam +17 melee (2d6+10, 20/x2) and 2 stamps +12 melee (2d6+5, 20/x2), or gore +17 melee (2d8+15, 20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL N; SV Fort +13, Ref +8, Will +5; Str 30, Dex 10, Con 21, Int 10, Wis 13, Cha 10.

Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.

Skills and Feats: Listen +6, Spot +6
Languages Spoken: Dwarven
-- -- -- -- --

Jorgund spent another three years as burgomaster of Briar Knoll. He and Thunderfoot continued to defend their forest realm, and Thunderfoot became an even more formidable combatant with his newfound intelligence. Jorgund and Thunderfoot were an amazing duo, and they cut through enemy forces with such ease that after time no one would dare stand against them. Still, there was one enemy that had yet to be vanquished - it had always stuck in Jorgund's craw that the green dragon he had fought those three years ago had escaped with his life. It was time for him and Thunderfoot to finish the job.
Jorgund retired from his governing position in Briar Knoll and set out to complete this one last great quest. He journeyed to the elven lands of Valrathyll and employed their best trackers to hunt down the dragon and determine the location of the foul beast's lair. it took some time, but the dragon's abode was finally discovered - the thing laired deep within a forested cliffside, hidden behind a waterfall.
Thunderfoot and Jorgund journeyed to the spot where they would face the dragon. Jorgund knew that only one of them would walk away from the conflict, and he'd be damned if it was going to be the wyrm. He said a prayer in rememberance of his slaughtered brothers of the Fragmented Forge, and then another one for the animals he had cared for in the Klyth zoo. It was time to fight, and failure was not an option.
Thunderfoot trumpeted, and Jorgund gave the order to charge. Elephant and rider surged forward through the waterfall and into the cavern to find the dragon waiting for them. The dragon breathed its corrosive cloud at them and deftly dodged Thunderfoot's tusks. Thunderfoot screamed in agony from the breath weapon and slumped forward as the dragon raked the elephant's forelgs with its claws and then its wings. The dragon raised its head and bit at Jorgund, stealing the axe from the dwarf's hand and sending him crashing to the ground. Thunderfoot got back up and charged the dragon agin, this time impaling the creature through the side with one ivory tusk. Jorgund dug himself out of the pile of gold pieces he had landed in, and he fumbled for his heavy flail. as the dragon was busy trading attacks with Thunderfoot, Jorgend hobbled forward and tried to whack at the dragon's flank with his flail. The wyrm saw him coming however, and easily slammed him to the rear of the cavern with a mighty slap of its tail. Again Jorgund found himself partially immersed in a sea of coins and baubles, and again he was without a weapon. He fumbled blindly through the dragon's hoard, searching for any weapon that may be of use aginst the evil monster. Thunderfoot was holding his own against the dragon for now, but Jorgund knew that the elephant warrior wouldn't last much longer. Jorgund reached down into a pile of weapons nearby, and his hand touched upon something cold. Ice shot up the dwarf's arm and he pulled forth the weapon he had grabbed. The gods must have been with him this day, for there was no other feasible explanation when he pulled forth a mighty dwarven greataxe. The entire axe was shrouded in a softly glowing aura of blue frost that continued halfway up both of his arms. The weapon bore dwarven runes on the blade that read "Icebound Cutter." Jorgund knew better than to hesitate any longer, or his best friend in the world would be ripped to shreds by the foul green beast. He quaffed his potion of heroism and charged forth with a battlecry to his gods. The dragon turned away from Thunderfoot for a moment and breathed directly at Jorgund. The dwarf's skin blistered and burned, but he fought onward through the agony and hefted his new greataxe aloft for a mighty strike. The blade came down onto the wounded dragon's skull with such a powerful force that Jorgund was knocked off of his foot. There was a huge icy burst as the blade bit deeply into the dragon's brain with critical force. Battered and bloody, Jorgund stood and sped over to Thunderfoot's side to administer what meager healing potions he could to his trusted ally. Thunderfoot's major lacerations closed, though he was still wounded pretty badly. Rest and time would take care of that, though. Jorgund hobbled over to the dead dragon and wrenched Icebound Cutter from the beast's skull. He turned to Thunderfoot, and then the two of them looked around, realizing for the first time that they stood amongst enough treasure to make ten kingdoms jealous.
-- -- -- -- --

Jorgund One-Leg, Male Dwarf Expert 5/Fighter 12: CR 16; Medium-size humanoid; HD 5d6+10 plus 12d10+24; hp 150; Init +0; Spd 10 ft.; AC 26 (flatfooted 25, touch 12); Atks: +2 keen icy burst greataxe +22/+17/+12 melee (1d12+10 plus 1d6 cold, 18-20/x3 plus 2d10 cold), or +1 heavy flail +20/+15/+10 melee (1d10+7, 19-20/x2), or masterwork dagger +20/+15/+10 melee (1d4+4, 19-20/x2), or masterwork dagger +17 ranged (1d4+4, 19-20/x2); SQ dwarven traits; AL LG; SV Fort +14, Ref +9, Will +15; Str 18, Dex 12, Con 14, Int 16, Wis 14, Cha 10.

Skills and Feats: Animal Empathy +8, Appraise +10, Craft (armorsmith) +22, Craft (weaponsmith) +22, Handle Animal +22, Heal +5, Listen +13, Profession (zookeeper) +3, Ride (horse) +23, Search +12, Spot +13; Cleave, Great Cleave, Improved Critical (greataxe), Iron Will, Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Sunder, Trample, Weapon Focus (greataxe), Weapon Specialization (greataxe).
Languages Spoken: Common, Elven, Dwarven, Goblin, Orc.

Disabled: Jorgund is missing his left leg below the knee, and has a peg-leg. His base movement rate is 15, he cannot run, and he suffers a -2 penalty to Balance, Climb, and Jump checks.
Dwarven Traits: +1 racial bonus to attack rolls against orcs and goblinoids; +2 racial bonus to Will saves against spells and spell-like abilities; +2 racial bonus to Fortitude saves against all poisons; +4 dodge bonus against giants; darkvision 60 ft.; stonecunning (+2 racial bonus to checks to notice unusual stonework; can make a check for unusual stonework as though actively searching when within 10 ft. and can use the Search skill to find stonework traps as a rogue can; intuit depth); +2 racial bonus to Appraise checks and Craft or Profession checks related to stone or metal (these bonuses are already figured into the statistics above).
Expert Class Skills: As an Expert, Jorgund's class kills are Animal Empathy, Appraise, Craft, Handle Animal, Heal, Listen, Profession, Ride, Search, and Spot.

Possessions: +4 full plate, +2 keen icy burst greataxe, +1 heavy flail, +2 amulet of natural armor, +1 ring of protection, +3 cloak of resistance, gauntlets of ogre power, masterwork dagger, potions of cure light wounds (3) and heroism.
Mount: Awakened elephant with an exotic military saddle* and +3 studded leather barding.
*The +2 circumstance bonus to Ride checks provided by this item have not been factored into the skill total above.

Thunderfoot, Male Awakened Elephant Fighter 2: CR 10; Huge animal; HD 13d8+65 plus 2d10+10; hp 173; Init +0; Spd 40 ft.; AC 21 (flatfooted 21, touch 8) Atks: slam +19 melee (2d6+10, 20/x2) and 2 stamps +14 melee (2d6+5, 20/x2), or gore +19 melee (2d8+15, 19-20/x2); Face/Reach 10 ft. by 20 ft./10 ft.; SA trample 2d8+15; SQ scent; AL LG; SV Fort +16, Ref +8, Will +5; Str 30, Dex 10, Con 21, Int 10, Wis 13, Cha 10.

Trample (Ex): Thunderfoot can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.

Skills and Feats: Listen +7, Spot +7; Improved Critical (gore), Power Attack.
Languages Spoken: Dwarven
 
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Congrats to Ray Silver! This has been a fun competition, and something I wouldn't mind doing again in the future. And thanks to Nifft for taking the time to tear these entries apart.
 

pushing the time limit...

Greybar vs. Drunken Master

Constraints:
NPC Levels: 7, 11, 14, 17
NPC Race: Dwarf

Ingredients:
- Elephant Rider(s)
- Fragmented Forge
- Growth Formula
- Honor of the Princess
- Icebound Cutter
- Jade Wyrm

Grinthal was a grim dwarf in a race that prides itself on stoicism. As a Warder, he was sworn to defending the southern approaches of the kingdom. The border had always been a tense one, where the elven hosts claimed all land shadowed by tree, and the dwarves all land rising from the hills into the mountain. A region of hearty pine woods fell within both prideful definitions, as well as a clear, deep lake known as the Mountain's Tears. This lake rose from a stony basin, and few trees dipped their roots in its waters. Here the dwarves had carved stairs, benches, and statuary of queens and their attendants. It was their tradition that the waters here were blessed, coming from streams fed by the snow melting on the topmost reaches of the mountain.

When a dwarvish girl reaches her 50th mid-winter, she is considered to come of age and be marriageable. When a royal princess reaches this age it is a time for celebration. As a sign that she is strong and healthy enough to bear royal children, she walks naked from the main gate of the mountain halls to the stairs of the Mountain's Tears and bathes herself. There are many portents associated with this ritual, including whether she must break ice upon the surface of the lake. She is accompanied only by her female attendants.

During this time it is the charge of Warders such as Grinthal to keep the area of the lake secure, and yet to never cast their eyes such that they might see the princess. When the king's youngest daughter reached her age of womanhood, Grinthal was among those carefully patrolling the woods for anything that might disrupt the ceremony. What he and the other Warders failed to find was a young elvish bard who had become aware of the ceremony. He was curious about the rumors about the elusive dwarvish women: Did they have beards? Were they shaped like elvish women? This and other more base motives drove him to sneak invisibly upon the ceremonial site. When the noble girl came down to the crisp water's edge clad only in her long hair and surrounded by white-clad attendants, he called upon a Gust of Wind and blew the entire company about, tossing back her hair and revealing her naked form to him. He was struck by her beauty, but before he might carry this potentially equalizing notion back to his fellow elves, he was also struck by one of Grinthal's crossbow bolts. In a moment Grinthal was upon him, and with a few strokes of the Warder's axe the elf was dead.

Grinthal stood in rage and shame over the body as the elf's blood ran down into the lake. Not only had he failed to keep the elf away, but he could not help but have caught sight of the princess sprawled on the ground by the spell's force. The honor of the princess had been his to protect, and he had failed her doubly. He swore then that he would be sure that the elves paid the price for this until the princess's honor was restored by lawful marriage, which was not very likely given the inauspicious start of her womanhood. Over the next year he earned the name of "the Elfcutter" as he laid out the people of the elves as saplings before the woodsman's axe.

Grinthal the Elfcutter, male dwarf Ftr4/Rgr3 CR 7; Medium-size Humanoid (dwarf); HD 4d10+12+3d10+9; hp 61; Init +2; Spd 20 ft; AC 16 (+4 chain shirt, +2 Dex); Melee +1 Urgosh +9/+4 (1d8+5/crit x3) and +8 (1d6+4/crit x3); Ranged +1 heavy crossbow +10 (1d10+1/crit 19-20); SA favored enemy (elf); SQ dwarven traits; AL LN; SV Fort +10, Ref +6, Will +3; Str 15, Dex 14, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb+8, Hide+4, Jump+6, Listen+3, Move Silently+4, Spot+7, Swim+0, Wilderness Lore+5; Exotic Weapon Proficiency (Urgosh), Weapon Focus(Urgosh),Power Attack, Lightning Reflexes, Weapon Specialization (Urgosh), [Ambidexterity],[Two-Weapon Fighting],[Track]
Equipment:+1 Dwarven Urgosh (axe-head +1, spear-head masterwork), mithril chain shirt, +1 heavy crossbow,Potion of Invisibility,Potion of Cure Moderate Wounds

Grinthal cast himself from dwarvish society and began his personal war upon the elves. He was not the only dwarf so moved to anger by this and other affronts, both real and imagined, that the elves had dealt to the proud people of the mountain. In time he was met in the woods by a dwarf of similar mind who told him of a band gathered for a similar purpose: the Brothers of the Fragmented Forge. Grinthal never had been a "joiner" in life, preferring to keep his own silent company, and his grim nature had kept him from making too many friends outside of the Warders. But the Brothers shared his purpose, and proved to be a good place to gather supplies and share the spoils of their battle. In the Keep of the Fragmented Forge he found a mighty crafter. Plying him with promises and bloody elf-gold he had his Urgosh rededicated into a weapon in keeping with his own spirit - cold and sharp. The axe blade was perpentually rimed with frost, the spear head made sharper, and both were quenched in the blood of the elves. Grinthal named it in keeping with his own epithet, and it became the Icebound Cutter.

Grinthal the Elfcutter, male dwarf Ftr8/Rgr3 CR 11; Medium-size Humanoid (dwarf); HD 8d10+24+3d10+9; hp 97; Init +2; Spd 20 ft; AC 19 (+5 chainmail, +4 Dex); Melee +1 Urgosh +13/+8/+3 (1d8+6/crit 19-20/x3 and 1d6 cold) and +13/+8 (1d6+4/crit 19-20/x3); Ranged +1 heavy crossbow +10 (1d10+1/crit 19-20); SA favored enemy (elf); SQ dwarven traits; AL LN; SV Fort +12, Ref +9, Will +4; Str 16, Dex 18, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb+11, Hide+6, Jump+9, Listen+4, Move Silently+6, Spot+7, Swim+2, Wilderness Lore+5; Alertness, Dodge, Exotic Weapon Proficiency (Urgosh), Weapon Focus(Urgosh), Power Attack, Cleave, Sunder, Lightning Reflexes, Weapon Specialization (Urgosh), Improved Critical (Urgosh), [Ambidexterity],[Two-Weapon Fighting],[Improved Two-Weapon Fighting],[Track]
Equipment:The Icebound Cutter (Urgosh: +1 frost axehead, +1 spearhead), mithril chainmail*, +1 heavy crossbow,Gloves of Dexterity +4,Potion of Invisibility,Potion of Cure Moderate Wounds

* (never call it "elven chain" in Grinthal's hearing)

Grinthal's cold nature soon put him at odds with his own brethren, so he moved south along the borders of the elven kingdom, leaving a trail of dead elves behind him. The land became unfamiliar. It was warmer and the temperate pines gave way to grand trees with tangled underbrush. Here he came upon the southern-most reaches of the elvish kingdom, and an enemy that greatly challenged him for the first time in years. The elves had domesticated huge beasts of the nearby savannah, and used them as great steeds protecting their commerces with nearby lands. Grinthal could not help but want to bring down these Elephant Riders. But his strength was in hand-to-hand combat, and it was difficult to get at the elephant riders on their huge mounts.

Grinthal grew frustrated at his lack of success raiding the elvish trading lines, and became actively hunted by the Elephant Riders. His reputation had caught up with him, and the elvish captains wished to take his head in proof of their prowess. Grinthal was driven back into swampy land where the heavy-footed elephants could not follow. It was here, fighting off a squad of elvish scouts sent in by foot, that Grinthal was approached by a representative of The Jade Wyrm.

He presented himself as a human with contacts sorcerous and powerful. Grinthal had never paid much attention to the bards and any tales of beings neither dwarf nor elf. If it occured to him that true humans did not have strange eye-membranes or silibant long tongues, perhaps he simply ignored it. His gruff nature had never led him to understand the motives of others or to strike good bargains. In exchange for working with them against the elves as a mercenary, they would imbue him with a magical Growth Formula, giving him the heft and size to attack the elves on their mounts. This gave him the power to grow to large size thrice a day, though he was exhausted afterwards. The Jade Wyrm also help in continuing to enhance his urgosh, sharpening it to match his hatred.

Grinthal the Elfcutter, male dwarf Ftr10/Rgr4 CR 14; Medium-size Humanoid (dwarf); HD 10d10+30+4d10+12; hp 120; Init +4; Spd 20 ft; AC 20 (+6 chainmail, +4 Dex); Melee +1 Urgosh +18/+13/+8 (1d8+7/crit 18-20/x3 and 1d6 cold) and +18/+13 (1d6+5/crit 19-20/x3); Ranged +1 heavy crossbow +19 (1d10+1/crit 19-20); SA favored enemy (elf); SQ dwarven traits; AL LN; SV Fort +14, Ref +10, Will +5; Str 21, Dex 18, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb+15, Hide+8, Jump+13, Listen+4, Move Silently+8, Spot+7, Swim+4, Wilderness Lore+5; Alertness, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency (Urgosh), Weapon Focus(Urgosh), Power Attack, Cleave, Sunder, Lightning Reflexes, Weapon Specialization (Urgosh), Improved Critical (Urgosh), [Ambidexterity],[Two-Weapon Fighting],[Improved Two-Weapon Fighting],[Track]
Ranger Spells Prepared (1): 1-resist elements.
Equipment:The Icebound Cutter (Urgosh: +1 keen frost axehead, +1 spearhead), +1 mithril chainmail, +1 heavy crossbow,Gloves of Dexterity +4,Belt of Giant Strength +4,Potion of Invisibility,Potion of Cure Serious Wounds

Growth Formula: Three times per day, Grinthal and all of his equipmcan grow to large size. This lasts for as many rounds as he has levels. After the end of that time he is fatigued for as many rounds as he was in the larger size. He cannot invoke the growth power again while suffering from fatigue. Notable changes: AC +1 (-1 size, +2 natural), Str +8, Dex -2, Con +4, Attack -1. Attack becomes: Melee +21/+16/+11 (2d6+11/crit 18-20/x3 and 1d6 cold) and +21/+16 (1d8+7/crit 19-20/x3).

Grinthal served the Jade Wyrm for many years. He was their blunt instrument, the lead element of their attacks on the elves. Their spellcasters would fortify him with spells and led him led the charge, while their people tread more cautiously. As their control of him became more confident their human disguise grew thinner and thinner, and Grinthal saw their reptilian heritage for what it was. Eventually Grinthal realized that he was being used and turned upon his once-allies. He came to distrust all other living things, being secure only in his own grinding and relentless desire for vengance.

Grinthal the Elfcutter, male dwarf Ftr12/Rgr5 CR 17; Medium-size Humanoid (dwarf); HD 12d10+36+5d10+15; hp 144; Init +4; Spd 20 ft; AC 23 (+8 chainmail, +5 Dex); Melee +3 Urgosh +23/+18/+13/+8 (1d8+10/crit 18-20/x3 and 1d6 cold) and +21/+16 (1d6+6/crit 19-20/x3); Ranged +1 heavy crossbow +21 (1d10+1/crit 19-20 and 2d6+2 against elves); SA favored enemies (elf +2, monstrous humanoid +1); SQ dwarven traits; AL LN; SV Fort +15, Ref +11, Will +8; Str 22, Dex 20, Con 16, Int 10, Wis 12, Cha 6.
Skills and Feats: Climb+17, Hide+8, Jump+15, Listen+6, Move Silently+9, Spot+9, Swim+4, Wilderness Lore+5; Alertness, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency (Urgosh), Weapon Focus(Urgosh), Power Attack, Cleave, Sunder, Great Cleave, Lightning Reflexes, Iron Will, Weapon Specialization (Urgosh), Improved Critical (Urgosh), [Ambidexterity],[Two-Weapon Fighting],[Improved Two-Weapon Fighting],[Track]
Ranger Spells Prepared (1): 1-resist elements.
Equipment:The Icebound Cutter (Urgosh: +3 keen frost axehead, +1 spearhead), +3 mithril chainmail, +1 elf-bane heavy crossbow,Gloves of Dexterity +6,Belt of Giant Strength +4,Potion of Invisibility,Potion of Cure Serious Wounds

Growth Formula: Three times per day, Grinthal and all of his equipmcan grow to large size. This lasts for as many rounds as he has levels. After the end of that time he is fatigued for as many rounds as he was in the larger size. He cannot invoke the growth power again while suffering from fatigue. Notable changes: AC +1 (-1 size, +2 natural), Str +8, Dex -2, Con +4, Attack -1. Attack becomes: Melee +3 Urgosh +26/+21/+16/+11 (2d6+14/crit 18-20/x3 and 1d6 cold) and +26/+21 (1d8+8/crit 19-20/x3)
 


Whew! RuinedOne - good job, I was going to have to start nibbling on my wrists next during the waiting because yours was quite a good entry!

Ok, exposition time for Ray.

Nifft said:
Ray Silver vs. theRuinedOne

This was a very hard round to judge, especially since I was sick with a mind-numbing fever -- perhaps a yellow one. In the end, I had to rank each entry on a different day, to be sure I was judging each on its merits and not in comparison to the other.
Sorry Nifft, eeeeeeeeeeeeevil yellow fevers, so sorry to hear you were sick. :(

First off: I guess aboleths are stupid monsters. How can something that's trapped in a pool in a cave be a threat to anyone? Mobility is the key to modern (and 3e) combat. So, it's no surprise that neither entry had a particularly plausible aboleth. Ray's aboleth was better, as it's basically an Enchanter stuck in a cave.
Ya, it was kinda hard to figure out what to do with it. I eventually started thinking about it as a wizard in a tower, and he wasn't about to leave his "tower." So he made his enemies leave instead.

Brewer's Guilds: these both felt tacked on, no further comment except to say that it was a nice (but still tacked on) touch to have theRuinedOne's Crest of Curses hidden in the Brewer's Guildhouse.
I was trying to figure out how to make a second tragedy for The Frail. When I had to used the Brewer's Guild the first thing that came to my mind was dwarves. Since Anastrianna didn't know about the curse at that time, she gave the crest to the Guildmaster at the place she was staying (which was tacked-on, I'll freely admit, but I had to get her in there somehow). Since the crest of curses had to be one something for it to work, and I needed it to affect nearly the whole city at once, and I was working with dwarves, it was logical to simply curse some ale that had the crest on the barrel.

Zombie Cities: Both former home towns. Poignant and good on both sides.
Thanks. The second city that Anastrianna came to was supposed to show her the true nature of the crest that had, so far, been her only positive reminder of her home. To show her what might have happened to her own people. A kind of kick in the pants to get her on the path of righteousness.

Yellow Fever: Ray, I love the idea of yellow fever turning into the yellowed flesh of the undead.

Thanks! :) The

Crest of Curses: Both very good. Ray, I wish you'd put something in about how the Crest made you want to posess it (like the One Ring) -- that would both explain the replicas and the heroine's otherwise baffling decision to steal it when she ran away. Honestly, I don't see why you needed the city of the dwarves at all -- the elven city would have served just as well as a zombi-opolis.
The reason she took it was that for several years it had been thought of as a kind of good luck charm for her city. And her father had been fond of it. So she took it with her as a reminder. Though one could hypothesize that she was a bit out of her head when she chose to take that rather than just get the heck out of Dodge.

Also, the crest was slowly gaining in power each time it was activated fully. The first time it just gave everyone a debilitating illness that could eventually be fatal. The second time it had gained strength, and thus not only killed those affected, but raised them as undead as well. I really should have explained that further I guess.

Dereliction of Duty: Both kinda eh. What in the 42 planes of Heck is Anastrianna supposed to have done? To whom was her duty -- the festering yellowed corpses of her people? Or was her dereliction the fact that she never got around to making her frail self an Amulet of Health +4? :P
Well, a great deal of people had died, but there were still some people alive and should have been her responsibility to try to organize better care for them. Her father was far too ill to have made those kind of decisions, but Anastrianna should have tried to contact other priests or healers or something. Instead she chickened out.

The Frail is someone I want to use in my campaign -- but with a 6 Con, she's almost comically unhealthy as it is -- couldn't she at least take Toughness once?!
She's the classic anti-tank. She's more like a sage that players would meet, or the head of a mage guild. Even if they were to meet her on the road as a member of her adventuring party, she would never even considering traveling without being layered with magical protection. She knows her own physical weaknesses and shores them up with magic. She'd be happy to do the same for PCs.

Ok, looking forward to the next round! :D
 
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Drunken Master: I think it's great that we both ended up making weapons out of the Icebound Cutter. My first thoughts for this entry were along the lines of Frankenstein, with a literal cutter (perhaps named The Honor of the Princess) bound in the ice. But it didn't quite gel in my mind.

This'll be a fun one!

John
 

Originally, the Icebound Cutter was going to be the name of a pirate ship, and Jorgund One-Leg was the first mate!
it's funny how similar some of these things come out - we both had the Brothers/Brotherhood of the Fragmented Forge, too.

Pretty cool NPC, man. Good luck!
 

Round 2, Match 2 -- JUDGEMENT!

Greybar vs. Drunken Master

Analysis:

Elephant Rider: I adore Jorgund and Thunderfoot. The Elven Elephant riders -- hmm. If elves rode elephants, they'd be doing archery from their backs -- not charging into melee.

Fragmented Forge: both are decent organizations, though Greybar's more cleaerly played a part in his character's development.

Growth Formula: What a good way to get rid of a dragon, or to handle an elephant in melee! Both are well used, though Greybar's version is multi-use, and an inherent part of the character.

Honor of the Princess: both present good plot-points.

Icebound Cutter: Greybar does an excellent job of integrating this weapon into his character's personality and history. It probably deserves to be cursed somehow. Drunken Master, your Cutter feels tacked-on.

Jade Wyrm: Greybar, is your organzation by any chance composed of "snake people"? Drunken Master, good recurring use of dragons, though I'm curious why so many different chromatics would cooperate.

Finally, the game-breakers: personality and usefulness.

First, personality: Greybar, you gave me a dwarf who hates elves. He's got an interesting and novel reason to hate them, but it's not enough to overcome the cliche.

Secondly, Greybar, how in Hastur's name am I supposed to use this guy? Most parties have at least a half-elf -- this guy wouldn't even talk to them. His alignment is allegedly LN, but he's as much of a loner (CN) as I've ever seen.

Drunken Master, you gave me a man with depth. He's done the dwarf-cliche thing, and moved on. Secondly, he's moved on to a variety of cool locations! He can be dropped into any number of places, and fit several very cool roles -- who would be a better person to craft barding for an exotic mount, than a blacksmith / zookeeper?


Drunken Master
Ingredients:
- Elephant Rider(s): 10
- Fragmented Forge: 7
- Growth Formula: 8
- Honor of the Princess: 5
- Icebound Cutter: 6
- Jade Wyrm: 7

Personality: 15
Usefulness: 15

Total: 73


Greybar
Ingredients:
- Elephant Rider(s): 7
- Fragmented Forge: 7
- Growth Formula: 8
- Honor of the Princess: 7
- Icebound Cutter: 8
- Jade Wyrm: 9

Personality: 11
Usefulness: 12

Total: 69

This round was very, very close. In the end, Greybar's superior ingredient use was not enough to overcome Drunken Master's awesome personality-fu.

Congradulations, Drunken Master!!! Well done on both sides.

Now, when do you and Ray Silver want to face-off for the IRON NPC TITLE MATCH? :D

-- Nifft
 


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