Remnants of the Horde:Back to Myrach...

Now for physical description and personality. History is coming as soon as I incorporate what we all just found out about the world, along with whatever else we find out, and slap something together.

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

Personality: Kurg is a devouted follower of Yeenoghu who truely enjoys his work in the demon's service. He has a definate sadistic streak, and takes great pleasure in hurting others. He prefers ambushes to straight up fights, except against priests of other gods. He relishes in nothing more than killing priests and defiling temples. He is almot always hungry, and will take pieces from his kills to eat, sometimes while they're still alive. He's more capable of working with others than most gnolls, but he's just as self serving. He's just more plotting and quiet than average.
 

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Wekerak Spittlebrow, Male Goblin
Hit Dice: (3d6)+(3d10)+(4d10)+30
Hit Points: 93
Initiative: +9
Speed: Walk 20'
AC: 20
Attacks: *Weeping Blade +14/+9; *Spirit Knife +14; Shortbow +1 (Composite) +18/+13;
Damage: *Weeping Blade 1d4+1; *Spirit Knife 1d4+1; Shortbow +1 (Composite) 1d6+1;
Special Qualities: Defensive Ride 1/day (2), Deflect Attack +1, Evasion, Favored Enemy (Elf), Ride Bonus, Sneak Attack +2d6, Uncanny Dodge (Dex bonus to AC)
Saves: Fortitude: +8, Reflex: +13, Will: +4
Abilities: Str 10, Dex 20, Con 16, Int 14, Wis 12, Cha 8
Skills: Animal Empathy 7; Appraise 2; Balance 6; Bluff -1; Climb -1; Concentration 3; Diplomacy -1; Disable Device 8; Disguise -1; Escape Artist 6; Forgery 2; Gather Information -1; Handle Animal 1; Heal 1; Hide 22; Intimidate -1; Intuit Direction 2; Jump 2; Listen 11; Move Silently 12; Open Lock 12; Perform -1; Pick Pocket 4; Ride 21; Search 10; Sense Motive 1; Spot 11; Swim -3; Tumble 7; Use Rope 7; Wilderness Lore 8;
Feats: Alertness, Ambidexterity, Improved Initiative, Mounted Archery, Mounted Combat, Ride-By Attack, Track, Two-Weapon Fighting, Weapon Finesse (Dagger)
Alignment: Neutral Evil
Possessions: Heward's Handy Haversack; Mithral Shirt; Outfit (Traveler's/Small); Quiver of Ehlonna; Winter Wolf; Weeping Blade (dagger+1, inflicts +1d6 acid damage); Spirit Knife (ghost touch dagger +1); Amulet of Health +2; Slippers of Spider Climbing; Bracers of Archery; Cloak of Elvenkind; Potion (Cure Moderate Wounds) x 3; Ring +2 (Protection); Arrows (20/Masterwork); Shortbow +1 (Composite);

Frostbite, Male Winter Wolf
Hit Dice: (6d10)+18
Hit Points: 63
Initiative: +1
Speed: Walk 50'
AC: 15
Attacks: Bite (Natural/Primary) +9;
Damage: Bite (Natural/Primary) 1d8+6;
Special Qualities: +4 Wilderness Lore when tracking by Scent, +7 Hide in snow and ice, Breath Weapon(Su), Cold Subtype(Ex), Scent(Ex), Trip(Ex)
Saves: Fortitude: +8, Reflex: +6, Will: +3
Abilities: Str 18, Dex 12, Con 16, Int 8, Wis 12, Cha 10
Alignment: Neutral Evil
Possessions: Bite (Natural/Primary); Rations (Trail/Per Day); Saddlebags; Water (Pint); Waterskin; Caltrops; Flint and Steel; Oil (1 Pt. Flask); Rope (Silk/50 Ft.); Saddle (Military); Bit and Bridle;


Background later ... must sleep ...
 
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Uriel_fire_of_Heaven said:
Jeremy, if nobody else minds, I am ok with another bruiser.
I am going to leave out the Netbook of Feats info, so I hope that you can work around that.

As well, as Velenne mentioned, half-Ogre is not a template (not the SS version anyways), so the wood elf mods do not count. Just remedy that and the feats, and he's good to go.

Lastly, it does not seem that he and his 'father' are on good terms. How is this going to reflect if he is travelling with Durgo?
It would be silly if they broke down in to a death match the first post, especially if there area coupleof hundred elves right on their butts, not to mention what else the pointy earned bastards are bringing.

Talk with Velenne and let me know what you both want to do regarding this

thanks, Uriel

Not a problem. What about Gigantic Weapon from Mongoose's Ultimate Feats? I know it is also in the Netbook of Feats, but is published as well. And it's one of the things that defines his character. I'm looking for a replacement to Bonded Weapon. Let you know when I find it.

As for the half-ogre thing, the presented half-ogre is half-human half-ogre. I was trying to rig up a half ogre-elf variety from the backstory, but that's ok. I nixed the mechanical pos's and neg's. Can I keep the physical description of being elf born instead of human born?

While he hates his dad, and his dad doesn't care much for him, he's not going to kill him, and he doesn't have what it takes to replace him. So he just kinda resents him like many other teens. He might not take orders well, but if Durgo smacks him around, he'll just take it. Durgo is intimidating enough that Bargo backs down when he barks at him. But Velenne and I will work it out.

Not interested in disrupting the game, we want to add to it. :)
 

I don't have the Ultimate Feats book, so why don't you cut/paste the bonded weapon & gigantic weapon rules and I'll have a look. It shouldn't be a problem, especially since I love Mongoose, and their stuff is usually top notch.

Sure he can still have the same description etc...

And, as I mentioned to Velenne, I am allowing Str as the stat fr intimidation in the proper situations <HULK SMASH!!!>, so go ahead and list a value for it, even if you don't have ranks.
 

And finally, we arrive at something resembling a backstory. Enjoy and point out any major consistancy errors.

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

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

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

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

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

Uriel,

A question about spells. I'm thinking of having two spell books, One of Valrack's spells he knows (0th-4th) and another of necromantic spells he stole from out of his masters stuff after he died, which would have spells higher then he is able to cast. How do I construct and price thoose spell books? do I just price the spells like scrolls and add them up? or do you have a better idea?
 

I think that the book would be like any other treasure, with a cost similar to inscribing sells into your book <pg 155 PH, 100GP/Page, with 2 pages per spell level.
That is how it would be priced as a treasure item (which, essentially, it is).Providing you survive/we play long enough, we can keep adding spells <the scribing cost paid representing supplies/sacrifices etc... to learn the books secrets, as well as your 2 spells/Level coming from it for 'free'.

All: Work just called and asked me to come in several hours early <I am the floor manager for a Nightclub here in San Francisco>, so I am goingto have to wait a bit to post my reconstructed Info packet and others tidbits.

As well, this will be a fairly <who am I kidding, it's going to be a slugfest game> combat intensive Game, you might consider leadership as a Feat, as there will be stragglers everywhere looking for someone able to get them to safety. Who knows, perhaps some enterprising PC could set up a stronghold somwehere once you get away from the Aruthian Legions <hehe, like you are going to escape :D >. I am having all sorts of SS mini-campaign ideas.

Anyways, keep working on those despicable characters, and get ready to eat, because, as Zuregath said on that fateful day when you marched South to meet the Legions:
'Tonight we dine on Elf-Flesh!'
 

Uriel_fire_of_Heaven said:
I don't have the Ultimate Feats book, so why don't you cut/paste the bonded weapon & gigantic weapon rules and I'll have a look. It shouldn't be a problem, especially since I love Mongoose, and their stuff is usually top notch.

NP. They are both OGL.

GIGANTIC WEAPON [General]
You are proficient at wielding extremely large weapons.
Prerequisite: Str 15+, Base attack bonus +3 or higher
Benefit: You can wield a weapon two sizes larger than you with two hands, suffering a -2 penalty on all attack rolls when doing so.
Normal: You normally can only wield a weapon one size large than you with two hands.

BONDED WEAPON [General]
You have used a single weapon so much that you have formed an almost spiritual bond with that specific weapon.
Prerequisite: Base attack bonus +8 or higher, Improved Critical (with weapon), Proficient with Weapon, Weapon Focus (with weapon), Weapon Specialization (with weapon)
Benefit: Choose a single unique weapon. For one month you train exclusively with that weapon, learning how to best wield that specific weapon most effectively. During the training period, you may use no other weapons or you must repeat the process. After the month of training, give the weapon a name to symbolize your intimate knowledge of the weapon. You gain an additional +2 to all attack rolls and +1 to damage with your named weapon (this stacks with the weapon focus and weapon specialization bonuses). You do not gain the bonuses or penalties of this feat when wielding a weapon of the same type, and suffer a -2 to all attack rolls with all other weapons.
Special: If ever your named weapon is destroyed or taken from your possession for more than a week, you must repeat the process of naming a weapon and continue to suffer the -2 to attack rolls with all weapons of a different type. You may never have more than one bonded weapon.

Uriel_fire_of_Heaven said:
Sure he can still have the same description etc...

And, as I mentioned to Velenne, I am allowing Str as the stat fr intimidation in the proper situations <HULK SMASH!!!>, so go ahead and list a value for it, even if you don't have ranks.

Great on the description. And as for intimidation, heh heh heh, that should be fun! Unfortunately, I don't have any way to resist his intimidate either. :) And he gets extra bonus points for me due to the number of thrashings he's given me. Larger in Bargo's mind's eye than in reality. ;)
 


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