[Iron] IronNPC -- RAY SILVER WINS!

NOTE: There are Requirements, but brevity isn't one of them ;) -- perhaps this is making things hard on myself, but I think this contest is hard enough without the length limit. Unlike plot summaries (*cough*IronDM*cough*), NPCs live best in a sea of details.

Wippit Guud: I agree, that's a good idea for a layout format.

-- Nifft
 

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Nifft said:
NOTE: There are Requirements, but brevity isn't one of them ;) -- perhaps this is making things hard on myself, but I think this contest is hard enough without the length limit. Unlike plot summaries (*cough*IronDM*cough*), NPCs live best in a sea of details.

Wippit Guud: I agree, that's a good idea for a layout format.

-- Nifft

I wonder what the limit is on post length for this server... ;):D
 
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Yeah, I'm all for that layout as well. Look for my NPC later tonight.

edit: Okay, much later. Darn that Tony Hawk!!
 
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Well, I'm busy with the Rat Bastard DM Iron Tournament this weekend, but, eh.

I'm ready any time. Just let me know.
 

Round 1, Match 2

Torx vs. theRuinedOne


NPC Levels: 2, 6, 10, 16
NPC Race: Small-sized, ECL <= 1

Ingredients:
- Golden Raiment
- Hobgoblin Platoon
- Ignorance of the Law
- Jilted Lover
- Kyton Kidnapper
- Lost Religion

Krie'Sn - The Ultimate Betrayal

“The constant clink of chains. A bitter reminder of his failure. A short-lived remainder, to be sure. Krie’Sn proudly stood his full height, struggling against the weight of the chains surrounding him. Mud found its way through his clawed toes, begging to suck him down to join it. The ceiling, over six feet high, did not fill Krie’Sn with the sense of awe or reverence he would expect it to.

“Here he was in Draukari, home to the Watcher, Kurtulmak, God of all Kobolds. His deity. Gnomesmasher. Krie’Sn shuddered openly, the chains rattling in response. Two audible snickers were heard behind him.

“Krie’Sn ignored the jeers; the Kytons had done enough damage already. He was concentrating on the figure slowly melding from the shadows. He knew who it was, but he could not help but stare. Krie’Sn saw his deity’s jaw first. It jutted from behind impossibly dark shadows in an unreadable grin. Kurtulmak stepped slowly from the shadows, or did he let the shadows recede? He was awe-inspiring, standing over five feet tall! Fear-inspiring. He was beautiful.

“Still, in that moment of pious reverence, thoughts of Hiyla steeped his brain. His love for the gnome maiden still peaked. But he had done the unthinkable: he had fraternized with the enemy. Krie’Sn knew he was going to be punished. And he was afraid. Terrified. He just wanted to forget this whole thing had ever happened.

“As if in response, Kurtulmak smiled.”



Krie’Sn, Male Kobold Cleric16: CR 16; Size S; Type Humanoid (Reptilian); HD (16d8)+16; hp 82; Init +8 (+4 Dex, +4 Impr. Init.); Spd 30 ft.; AC 21 [flatfooted 18, touch 14] (+1 size, +3 Dex, +7 armor); Dagger +5 (Bane [Gnome], Unholy) +22/+15/+12 (1d4+5, crit 19-20/x2); SQ DR 5/+1, Evil Domain, Light Sensitivity; AL LE; SV Fort +11, Ref +9, Will +14; Str 10, Dex 18, Con 13, Int 13, Wis 18, Cha 16.

Skills and Feats: Bluff +7, Concentration +20, Craft (Trapmaking) +8, Hide +8, Profession (Mining) +7, Search +7, Spellcraft +20, Empower Spell, Enlarge Spell, Extend Spell, Improved Initiative, Maximize Spell, Weapon Finesse [Dagger].

Special Qualities – Evil Domain (Ex): Character casts evils spells at +1 caster level.
Special Qualities – Light Sensitivity (Ex): Character suffers a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Equipment: Bag of Holding (Type III), Dagger +5 (Bane [Gnome], Unholy), Potion of Alter Self, Potion of Cure Serious Wounds (5), Potion of Fire Breath, Potion of Neutralize Poison, Potion of Remove Blindness/Deafness, Potion of Remove Disease, Potion of Remove Paralysis, Ring of Invisibility, Rope of Entanglement, Scale Mail +3 (Invulnerability), Scroll of Break Enchantment, Stone Salve.

Cleric Spells: 6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1
Cleric Spells Prepared: 0- Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Read Magic, Resistance 1- Bane, Change Self (Trickery), Cure Light Wounds, Curse Water, Magic Weapon, Obscuring Mist, Protection From Good 2- Bull's Strength, Darkness, Find Traps, Invisibility (Trickery), Hold Person, Remove Paralysis, Silence 3- Cure Serious Wounds, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Magic Circle Against Good (Evil), Meld into Stone, Stone Shape 4- Confusion (Trickery), Divine Power, Greater Magic Weapon, Spell Immunity, Status, Unholy Blight 5- Circle of Doom, Dispel Good (Evil), Plane Shift, Righteous Might, Slay Living 6- Animate Objects, Blade Barrier, Harm, Mislead (Trickery) 7- Blasphemy, Resurrection, Screen (Trickery), Unholy Blight (Maximize) 8- Earthquake, Inflict Serious Wounds (Empower, Maximize), Polymorph Any Object (Trickery).


Krie’Sn, kobold cleric of Kurtulmak, performed a transgression of immeasurable effrontery. While leading a warband of his fellow kobolds to scout a new gnomish settlement for weaknesses, they encountered a working patrol of gnomes. Through Krie’Sn’s cunning and Kurtulmak’s blessing, the kobolds were able to overcome most of the gnomes with only half casualties. The remainder of the gnomes took to foot, but were stopped as the rock formed a wall to bar their escape. Krie’Sn sent his brothers in to clean up the mess. As the joyous sounds of slaughter reached his ear, a single piercing, musical note resounded in the cavern. One of the gnomes was singing. And it was gorgeous. The cleric bounded to observe the source of the angelic music. There he saw Hiyla, a gnome bard of infinite beauty, at least to Krie’Sn’s eyes.

Krie’Sn ordered the bard’s capture, and he himself carried her back to their lair. Over the course of the next few months, he kept careful watch over his prisoner. He made clear his advances from the output, but his love was scorned. Still, he chose not to abate, nor to force himself on her. Hiyla eventually warmed to his attentions. A half year after her capture, she finally professed her love for her captor. Krie’Sn was so overjoyed he immediately bedded the gnome maiden. Afterwards he took her out for a tour of his tribe’s lair, so that she might see what lay outside the prison she had inhabited for six months. Near the outskirts of the lair, she blind-sided him with a vicious blow.

Hiyla attempted to take his holy dagger of Kurtulmak, but it burned her hand and her soul. She screamed a pure note, dropped the dagger, and sped into the cavernous darkness. Krie’Sn staggered to his feet, tears streaming from his reptilian eyes. He watched his love flee from him. He only half-watched as his brothers took up chase, but he had already resigned to let her go.

Kurtulmak was not pleased when a subordinate priest of Krie’Sn, one by the name of Daig’Hg, reported in prayer what had transpired. Kurtulmak sent two Kyton assassins to apprehend his most foul betrayer. Krie’Sn posed no threat for the assassins, for Kurtulmak had taken back his granted powers and his weapon’s might. The Kytons brought Krie’Sn back to Draukari, the domain of Kurtulmak. There, the kobold god decided to curse Krie’Sn in punishment. He would strip him of memories and abilities. He would further damn the traitor by placing a geas on him: Krie’Sn would seek out his own bastard child (Hiyla had borne his child and kept it only after much debate) and slay it without the knowledge that it was even his. Krie’Sn’s torture would be completed by the Law laid down by Kurtulmak – he may never harm a kobold. Thus, Kurtulmak had doomed Krie’Sn to failure, an unwitting failure at that.

Krie’Sn was deposited on the surface, the overworld, several miles above his former home. Although he didn’t know that. He didn’t know anything. He had lost his abilities, lost his lover, and lost his religion. His meandering eventually found him stumbling across a camp of scores of hobgoblins. A hobgoblin sentry, by the name of Okarl, seized the amnesiac kobold and threw him in with the rest of the slaves. The other slaves, goblins only, gave him raiment to cover his naked body. He treasured the new clothing, his first possession in his new life. Upon discovering he had no name, they called him Cretin. Cretin found his name fitting somehow. He asked the goblins about a gnome-kobold boy, but he only received angry snarls in response.

The days dragged by, Cretin felt sick compulsions to find a gnome-kobold boy warred with his mind. After a few weeks of heavy slave work, his overseers discovered his work was on par or better than the rest of the goblin slaves. They decided to promote him to front line battle fodder. Cretin did not object. His first battle was against a small human hamlet, Mari’s Blood, or some silly name like that. He was given a small, rusty dagger, and chains to connect his legs. He detested those chains. As a wave of humans rushed to meet the line of goblins and Cretin (the hobgoblins stood back, of course), Cretin used all of his might to impale a stocky, blonde human. He leaped on the human’s fallen body and repeated stabbed downward into the man’s chest.

Some forgotten survival ability allowed Cretin to see the potential killing strike before it fell. A human had a short-sword aimed to lop of Cretin’s head. Cretin felt rather attached to his head. His raised his dagger to block the strike and closed his eyes. The force jarred his arm, and he opened his eyes to discover he had diverted the blow and now had an opportunity to strike. Cretin seized the opportunity and stabbed the attacking human in the heart. He grabbed the human’s fallen blade and struck at his own chains until the broke in two.


Krie’Sn, Male Kobold Fighter2: CR 2; Size S; Type Humanoid (Reptilian); HD (2d10)+2; hp 18; Init +8 (+4 Dex, +4 Impr. Init.); Spd 30 ft.; AC 15 [flatfooted 11, touch 15] (+1 size, +4 Dex); Shortsword +3 (1d6-1, crit 19-20/x2); SQ Light Sensitivity; AL LE; SV Fort +4, Ref +4, Will +3; Str 8, Dex 18, Con 13, Int 13, Wis 16, Cha 16.

Skills and Feats: Bluff +5, Craft (Trapmaking) +3, Intimidate +5, Jump +0, Move Silently +5, Profession (Mining) +5, Search +4, Spot +4, Dodge, Improved Initiative, Weapon Focus [Shortsword].

Special Qualities – Light Sensitivity (Ex): Character suffers a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Equipment: Goblin raiment, Shortword.


Now liberated from his imprisonment, Cretin attacked with new-found fury. In total, he killed six humans, at one point saving a hobgoblin from death. The hobgoblins noted his skill in battle. He then took part in every battle, gaining skill and notoriety within the hobgoblin platoon. They soon treated him as a near-equal. He kept asking them about the baby he was to seek, but he was met with shrugs or anger at his request to leave on his quest.

When an opening came, he jumped on it. The leader of the platoon, Ragzog, insulted Cretin based on his diminutive size, kobold race, and obsession with an impossibly bred boy. Cretin challenged Ragzog to combat and ferociously jumped to the attack. After a brief battle, Cretin placed his clawed toes on Ragzog’s corpse and retrieved the former leader’s buckler. He now led the hobgoblin platoon.


Krie’Sn, Male Kobold Fighter6: CR 6; Size S; Type Humanoid (Reptilian); HD (6d10)+6; hp 38; Init +8 (+4 Dex, +4 Impr. Init.); Spd 30 ft.; AC 16 [flatfooted 12, touch 15] (+1 size, +4 Dex, +1 buckler); Shortsword +7/+2 (1d6+1, crit 19-20/x2); SQ Light Sensitivity; AL LE; SV Fort +6, Ref +6, Will +5; Str 9, Dex 18, Con 13, Int 13, Wis 16, Cha 16.

Skills and Feats: Bluff +6, Climb +0, Craft (Trapmaking) +3, Intimidate +7, Jump +1, Move Silently +5, Profession (Mining) +5, Search +5, Spot +5, Dodge, Improved Initiative, Leadership, Mobility, Spring Attack, Weapon Focus [Shortsword], Weapon Specialization [Shortsword].

Special Qualities – Light Sensitivity (Ex): Character suffers a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Equipment: Buckler, Goblin raiment, Shortword.


Adorned in his goblin raiment still Cretin decided to remain with his first possession, and have the hobgoblin shamans enchant it with powerful sorceries. He now looked the part of the hobgoblin leader, cloaked in black raiment made by a goblin, enchanted by a hobgoblin, worn by a kobold. Cretin led his platoon into the cavernous deeps of the world under. His quest pressed his troops on with furious fervor. He assimilated tribes of kobolds into his platoon as engineers, teaching them to utilize their craft for full warfare. He searched for gnome encampments to seek out new information regarding his hunt. One such encampment yielded him Little Prick, his new shortsword that left nasty wounds behind in Cretin’s wake.

Still, he never forgot nor failed to pursue his quest, despite anything that stood in his way. He was forever trying to locate the boy he knew he must kill, ignorant of the Law that prevented him from doing so.


Krie’Sn, Male Kobold Fighter10: CR 10; Size S; Type Humanoid (Reptilian); HD (10d10)+10; hp 75; Init +8 (+4 Dex, +4 Impr. Init.); Spd 30 ft.; AC 19 [flatfooted 15, touch 15] (+1 size, +4 Dex, +2 goblin raiment, +2 buckler); Shortsword +12/+7 (1d6+2, crit 17-20/x2); SQ Light Sensitivity; AL LE; SV Fort +8, Ref +7, Will +6; Str 10, Dex 18, Con 13, Int 13, Wis 16, Cha 16.

Skills and Feats: Bluff +8, Climb +1, Craft (Trapmaking) +3, Intimidate +9, Jump +2, Move Silently +5, Profession (Mining) +5, Search +6, Spot +6, Dodge, Expertise, Improved Critical [Shortsword], Improved Initiative, Leadership, Mobility, Spring Attack, Weapon Focus [Shortsword], Weapon Specialization [Shortsword], Whirlwind Attack.

Special Qualities – Light Sensitivity (Ex): Character suffers a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Equipment: Buckler +1, Goblin Raiment of Protection +2 (Shadow), Shortword +1 (Keen).
 



Ah, me and deadlines, always rushing towards the end. Anyways, here we go. And good luck Torx! I'll be heading to read the competition in a moment.

Torx vs. theRuinedOne

NPC Levels: 2, 6, 10, 16
NPC Race: Small-sized, ECL <= 1

Ingredients:
- Golden Raiment
- Hobgoblin Platoon
- Ignorance of the Law
- Jilted Lover
- Kyton Kidnapper
- Lost Religion

Horace Silverfell, the Annointed of Yondalla

The first twenty years of Horace Silverfell’s life were spent in the quiet hillside village of Tumbledown. Horace’s father was a vintner, and he was expected to follow the tradition, much like his younger brother and sister would. The young halfling had other interests however, and found himself spending more and more time with the local priests of Yondalla. When he announced his decision to his parents to follow the calling, he expected disapproval and talk of familial responsibility. Instead, he found that his parents were greatly pleased and supportive of his decision. Soon, he entered service to Yondalla and bore no regrets.

Most of Horace’s time was spent learning doctrine and the arts of healing. He excelled at his studies when he applied himself, but he was not as rigid as some of the elder priests that had served Yondalla since time immemorial. Horace occasionally shirked his responsibilities within the church to pursue paths he found of greater worth. He was more likely to be found in the town, tending to the sick and wounded, instead of pouring over gilded tomes in church halls. When he could arrange it, sometimes he would satisfy his wanderlust by accompanying traveling adventurers or mercenaries to nearby locales. His services as a healer would rarely go unwanted.

Horace Silverfall, male halfling, Clr2: HD 2d8+2; hp 14; Init +2; Spd 20 ft; AC 17 (scale mail, +2 Dex, +1 size); Melee short sword +2 (1d6/crit 19-20/x2); SA spells, turn undead; SQ halfling traits; AL NG; SV Fort +5, Ref +3, Will +7; Str 10, Dex 15, Con 13, Int 14, Wis 17, Cha 15.
Skills and Feats: Climb +2, Concentration +4, Diplomacy +5, Jump +2, Heal +7, Hide +6, Knowledge (religion) +6, Listen +7, Move Silently +4, Sense Motive +4, Spellcraft +4, Spot +6; Alertness.
Cleric Spells Prepared (4/3): 0–cure minor wounds, detect poison, guidance, read magic; 1–cure light wounds (2), magic weapon.
Domain Spells (Yondalla, Good and Protection): 1–Protection from Evil.
Equipment: masterwork short sword, scale mail armor, healer’s kit.

Horace’s irresponsibility eventually caused him more problems than needed within the priesthood. Called before Maester Godfrey, he was chastised and given a mandate to correct his ways. After lengthy discussions, a compromise was met between Horace and the Maester – Horace would travel abroad and apply his lessons in new towns following the path of the wanderer. It was not unheard of for younger halfling priests to tread this path and accomplish great miracles for their faith.

After saying his farewells to family and friends, Horace headed West towards human settlements. The first major city he arrived at was Heartsvale, a major buyer for his family’s wines. The roads were thick with local travelers moving towards town, some speaking of marauding bandits and hobgoblins. Horace’s first night within the city nearly became his last when a drunken man singled him out for no reason and tried to kill Horace with his blade. Horace defended himself well with his short sword, the chosen weapon of Yondalla. Horace left the man beaten and bleeding, but alive, yet when the guards came, both he and the man were arrested. Horace had no forewarned knowledge of this, but drawing weapons to fight, even in self-defense, was strictly prohibited within the walls of Heartsvale.

Horace guessed that they would keep him overnight and then release him with a small fine. He learned otherwise the next morning, as he was carried to the local militia unit. Within short order, he was conscripted into service under the standing militia until a year had passed. Horace railed against this decision, but only earned himself beatings and warnings of greater sentences. Horace had little time to speak against these orders, as the militia moved out in two days’ time to fight the threat of approaching enemies.

Horace saw much of the surrounding countryside over the next few months. His unit fought a number of skirmishes against smaller goblinoid enemies. He found many opportunities to exercise his abilities as healer and priest to the wounded human militiamen. He also found more than enough chances to hone his skills in battle. Respect was earned among many of his fellow soldiers, and ones that had mocked him when he first joined the unit now came to him seeking advice and solace.

Horace Silverfell, male halfling, Clr5/Ftr1: HD 5d8+1d10+12; hp 49; Init +6; Spd 20 ft; AC 18 (scale mail +1, +2 Dex, +1 size); Melee short sword +7 (1d6/crit 19-20/x2); SA spells, turn undead; SQ halfling traits, 25% chance critical hits and sneak attacks against Horace are negated; AL NG; SV Fort +9, Ref +4, Will +9; Str 10, Dex 15, Con 14, Int 14, Wis 17, Cha 15.
Skills and Feats: Climb +3, Concentration +7, Diplomacy +6, Jump +2, Handle Animal +3, Heal +8, Hide +6, Knowledge (religion) +9, Listen +7, Move Silently +4, Ride +4, Sense Motive +5, Spellcraft +5, Speak Language +1, Spot +6; Alertness, Expertise, Improved Initiative, Weapon Finesse (short sword).
Cleric Spells Prepared (5/4/3/2): 0–cure minor wounds, detect magic, detect poison, guidance, read magic; 1–cure light wounds (2), magic weapon, obscuring mist; 2-cure moderate wounds (2), sound burst; 3-daylight, inflict serious wounds.
Domain Spells (Yondalla, Good and Protection): 1–Protection from Evil, 2-Shield Other, 3-Magic Circle against Evil.
Equipment: masterwork short sword, scale mail of light fortification +1, 2 potions of cure light wounds, healer’s kit.

As Horace’s year of impressed service neared an end, his unit found itself in dire straits. They had moved into position at a set of old ruins to spy upon a small group of hobgoblins massing to the South. Their intelligence had been wrong, and soon their force found itself surrounded by a platoon of hobgoblin marauders. It was only a matter of time before the great numbers of hobgoblins learned of the soldiers’ position and wiped them out, and so they waited, trying to concoct a plan.

A member of Horace’s unit brought an item to him – a sealed clay bottle with a chain design criss-crossing it. The bottle had been found hidden within the ruins, and the men had been unable to open it. Horace examined it and noted ancient runes of questionable meaning. If he had more time, he wanted to study the bottle, but soon enough the hobgoblins discovered the soldiers and began to descend on their position. As the battles began, Horace discerned that the ancient bottle was magical, and the runes mentioned something of a servant. Deciding that there could be no wrong done in their final hour, Horace voiced the runic words, causing a thick grey cloud to issue from the bottle. A supernaturally deep voice asked what service Horace required. Thinking quickly, he asked the apparition to stop the advancing army. What happened next was a nightmare.

A figure emerged from the smoke, demonic and wrapped in chains. This creature, a deadly kyton, proceeded to slaughter hobgoblins as they approached, ripping them to shreds with barbed chains. The hobgoblins were not the only casualties, as the deadly chains killed any humans that were near. Horace watched in horror as this creature decimated the battlefield, destroying the hobgoblin platoon and a number of his own forces. When the carnage was done, the kyton simply disappeared from the battlefield. What was worse, Horace no longer felt the comforting presence of Yondalla in his heart. He spent many days in constant prayer and vigil, trying to return to the grace he once held, but to no avail. In one grand misstep, he had forsaken the path he walked for years on end.

Returning to Heartsvale in bloody triumph, Horace was freed from his conscription and allowed to leave. Surprising even himself, he chose to stay with the militia. Now that he no longer felt a connection to Yondalla, there was no need for him to continue his pilgrimage or to return to Tumbledown. A solemn halfling, Horace returned to life as a soldier and focused on the teachings of his fellow warriors.

Horace Silverfell, male halfling, Clr5/Ftr5: HD 5d8+5d10+20; hp 86; Init +6; Spd 20 ft; AC 18 (scale mail +1, +2 Dex, +1 size); Melee short sword +12/+6 (1d6+1/crit 17-20/x2); SA none; SQ halfling traits, 25% chance critical hits and sneak attacks against Horace are negated; AL N; SV Fort +9, Ref +4, Will +9; Str 11, Dex 15, Con 14, Int 14, Wis 17, Cha 15.
Skills and Feats: Climb +3, Concentration +7, Diplomacy +7, Jump +2, Handle Animal +5, Heal +9, Hide +6, Knowledge (religion) +9, Listen +7, Move Silently +4, Ride +7, Sense Motive +6, Spellcraft +5, Speak Language +2, Spot +4, Swim 1; Alertness, Expertise, Improved Initiative, Weapon Finesse (short sword), Weapon Focus (short sword), Weapon Specialization (short sword).
Cleric Spells Prepared: Unavailable to Horace until atonement.
Domain Spells: Unavailable to Horace until atonement.
Equipment: keen short sword +1, scale mail of light fortification +1, 2 beads of force, healer’s kit.

After a number of years, Horace had become one of the most accomplished swordsmen within his ranks. He could no longer use grace to heal his fellows, but his teachings from the priesthood still served him well as a medic when needed. Eventually the countryside settled down, and there was little need for a large military arm. Horace took this as a sign and decided it was time to return to Tumbledown and see what he could make of life.

His friends and family were thankful to see the errant son return, although many were saddened to see him no longer a priest of Yondalla. He joined his family to work as a vintner, work he found very dull and unsatisfying. One facet of life did improve for him, as he began to court a girl named Lorna that he knew from his childhood. She did her best to fill in the gaps in Horace’s heart, and their love blossomed. Within a year, a date was set for a Silverfell wedding. Horace’s streak of unfortunate luck would continue to haunt him.

The day of Horace’s wedding, Lorna was nowhere to be found. Rumors abounded, but no one had seen her leave that morning or the night before. Horace despaired, unable to guess why she had left him with no warning, but there was little he could do. Three days later, a message arrived at the Silverfell house, demanding that Horace come forth with a grand ransom if he wished to see Lorna alive. Gathering what moneys he had brought back from Heartsvale and a good amount of the Silverfell supply, Horace went forth to meet with the kidnapper.

At the caves where the instructions led him, Horace found Lorna chained up by the very kyton that he had released years before. By some cruel desire, the devil had chosen to find the one who released it and torture them. Horace attempted to fight it, but the creature used Lorna as a distraction until it could capture Horace. The creature taunted him, seeming to know the great loss Horace had suffered after he had freed the kyton. The devil tortured and tempted Horace for hours on end, but did not break him. It did not release Lorna as promised, using her as additional leverage against Horace.

As Horace faded in and out of consciousness, chained up in the cave, he had an epiphany. It was not the careless freeing of the kyton that had caused Horace to fall from Yondalla’s favor. Instead, it was that he had allowed the kyton to exist and not correct the situation. A wellspring of faith opened itself to Horace, lending him the strength necessary to combat this devil. While the kyton was unprepared, Horace pulled his sword to himself and used it to sunder his bonds. A great battle between the two ensued, deadly chains against a blade imbued with holy might. The kyton attempted to flee once the battle turned against him, but Horace used the energy available to bind the devil and vanquish it from the world.

Lorna survived the encounter, and the two soon returned to Tumbledown. They did not marry immediately, as Horace requested time to re-enter the priesthood and set his affairs straight. News of his battle spread, and within a few months, Horace was called forth to meet with the (high priest). Godfrey was growing older and had neared the point where he needed to step down from his position. He warned Godfrey of the appearance of more infernal creatures in the area, and that they would need someone to stand vigilant. To Horace’s surprise, Godfrey wanted him to take the post. With the town and visiting priests watching, the mantle and golden raiment of high priest was passed down to the youngest halfling to ever old the position.

Horace spends most of his time in Tumbledown, coordinating the efforts of junior priests and communicating with other temples father away. He stands ever-vigilant against the threat of outsiders, and has led groups on more than one occasion to confront and exorcise demons from the lands. To temper this grim duty, Horace and Lorna were married in a small ceremony, and they currently are at work on building a family. This has breathed more life into the priesthood, and the ranks are beginning to grow in number.

Horace Silverfell, male halfling, Clr11/Ftr5: HD 11d8+5d10+32; hp 130; Init +6; Spd 20 ft; AC 21 (scale mail +1, robe of protection +3, +2 Dex, +1 size); Melee short sword +17/+8 (1d6+1/crit 17-20/x2); SA spells, turn undead; SQ halfling traits, 25% chance critical hits and sneak attacks against Horace are negated; AL N; SV Fort +15, Ref +9, Will +16; Str 11, Dex 15, Con 14, Int 14, Wis 18, Cha 16.
Skills and Feats: Climb +3, Concentration +9, Diplomacy +11, Jump +2, Handle Animal +5, Heal +12, Hide +6, Innuendo +5, Knowledge (religion) +11, Listen +7, Move Silently +5, Ride +7, Scry +7, Sense Motive +8, Spellcraft +7, Speak Language +2, Spot +6, Swim 1; Alertness, Combat Casting, Expertise, Improved Initiative, Scribe Scroll, Weapon Finesse (short sword), Weapon Focus (short sword), Weapon Specialization (short sword).
Cleric Spells Prepared (6/5/5/4/2/1): 0–cure minor wounds, detect magic (2), detect poison, guidance, read magic; 1–cure light wounds (2), detect evil, magic weapon, obscuring mist; 2-bull’s strength, cure moderate wounds (2), lesser restoration, sound burst; 3-cure serious wounds, daylight, invisbility purge, summon monster III 4-dimensional anchor, divination; 5-scrying.
Domain Spells (Yondalla, Good and Protection): 1–Protection from Evil, 2-Shield Other, 3-Magic Circle against Evil, 4-Holy Smite, 5-Spell Resistance.
Equipment: keen bane (evil outsiders) short sword +1, scale mail of light fortification +1, golden robe of protection +3, healer’s kit.
 

I have chosen a winner, but have to go to brunch :D

So, you'll just have to wait until I post a full judgement-post to hear who & why.

-- Nifft
 

Round 1, Match 2 JUDGEMENT

In order of posting:

Torx:

What was GOOD:

Hobgoblin Platoon: They acted just like I imagine hobgoblins acting. Cruel and harshly regimented. I imagine plenty of people will be borrowing your conception of their tactics.

Jilted Lover: Poor Krie'Sn! I felt for him.

Lost Religion: Man, what a way to lose your religion. Again, I felt for Krie'Sn.

Personality: This is a kobold with a story -- if he ever figures out what it is. His personality is great, but hard to discover.

What was BAD:

Golden Raiment: Did you misread this as Goblin Raiment? Even that felt tacked-on, given that goblins don't have tails, so kobolds wouldn't wear goblin clothes well.

Kyton Kidnapper(s): Great image, but inaccessible.

Ignorance of the Law: If "the Law" is the word of a God, sure. But this seemed not so much a devine restriction as a simple curse. Given that you dropped a kobold into a Hobgoblin Platoon, I'm sure there were plenty of laws (secular, hobgoblin laws) that the kobold didn't know.

Utility: HOW am I ever going to get PCs to talk to this guy?! He'll last three rounds of combat at high level -- while the party may be slightly puzzled that one of the ash-shadows is short and has a tail, they probably won't even notice that. His story begs for a charitable party of PCs to rescue him (from his amnesia) and re-unite him with his love, but his personality forbids it.


theRuinedOne:

What was GOOD:

Golden Raiment: Nice. Since it's a badge of office, he can drop references to it throughout his early career, so later (when the party meets him and he's powerful) they'll know what him wearing it means.

Ignorance of the Law and Hobgoblin Platoon: These are nicely used as turning points in Horace's life.

Kyton Kidnapper: Perfect. The first Kyton Kidnapper is long dead -- whoever bound the kyton into the flask -- and the second is the kyton itself.

Lost Religion: Very well done, and especially nice that he gets it back in the end.


What was BAD:

Jilted Lover: Horace wasn't jilted by his love. Stood-up, perhaps.




Final Judgement:

Torx

- Golden Raiment: 0 -- possible misreading?
- Hobgoblin Platoon: 8
- Ignorance of the Law: 5
- Jilted Lover: 7
- Kyton Kidnapper: 5
- Lost Religion: 9

Personality: 13
Utility: 6

theRuinedOne

- Golden Raiment: 7
- Hobgoblin Platoon: 6
- Ignorance of the Law: 8
- Jilted Lover: 0
- Kyton Kidnapper: 10
- Lost Religion: 9

Personality: 15
Utility: 13


Final Scores:

Torx: 53/100

theRuinedOne: 68/100

Congradulations, theRuinedOne!

-- Nifft
 

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