• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Urg the Unlikely, Half-Ogre Wizard NPC throughout a lifetime. (complete 12/15/02)

Dr. Zoom said:

I have been following your threads with great enjoyment, Blackdirge. Nice work.

I just wanted to point out that slings are a projectile weapon, and as such do not get the creature's Str bonus to damage.

You may be right, so I switched to javelins and edited the first two stat blocks. A sling is kind of puny for a half-ogre anyway.:)

Dirge
 

log in or register to remove this ad

Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 2/Bbn 1, AL N; CR 4; age 25
HD 2d8+2d4+1d12+15; hp 39;
Init +0; Spd 40 ft; AC 12 (+2 natural)
BAB +3; Atk +8 melee or +3 ranged;
SV Fort +8, Ref +0, Will +5;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (21 points): Concentration +3 (6), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +3 (5), Spellcraft +3 (5), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +9 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of change self, ring of sustenance

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 49, AC 10, Atk (quarterstaff) +11 melee, Dmg 1d6+10

Spells: 4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat

Urg has left the Crack Skull ogres to seek his destiny alone. Too long stifled by the idiotic ogrish way of life Urg left quickly and quietly while the tribe slumbered. He snatched a few choice items from his father’s store of treasure including a magic ring that he had coveted for many years. With no destination in mind, Urg left his home in the Larch Hills and traveled west towards the merchant trading route known simply as the Long Road. When he reached the trading route he headed north to the small village of Red Larch.

Urg’s first encounter with civilization was short and brutal. He had been surviving in the wilds mainly due to his ring but his curiosity and thirst for knowledge led him to the gates of Red Larch. Using a spell to make him appear more or less human, Urg entered the small town to explore and buy supplies. Unfortunately he miscalculated the duration of his spell and needless to say the fruit merchant he was bartering with was more than a little shocked to be suddenly confronted with 8 feet of half ogre. The merchant believing he was being attacked by a shape-changing demon screamed for the guard while Urg fled towards the main gate. At the gate he was confronted by four guards with loaded crossbows, frantically Urg muttered an incantation for a sleep spell as the guards targeted their crossbows on him. The sleep spell caught three of the humans but the fourth was unaffected and managed to get off a shot at the onrushing ogre. The guard’s shot was true and the crossbow bolt caught Urg in the meaty part of the shoulder but failed to slow him down. Urg barreled past the remaining guard and fled through the gates and east into the wilds.

Wounded and angry Urg continued to wander east until he was confronted by the vast green expanse of the Kryptgarden forest. Urg entered the dark wood and decided to make it his home, at least until his wound healed and he figured out where he could go without getting shot on sight. Living in the forest was difficult at first and without his ring Urg certainly would have starved to death in the first few weeks, but his ogrish instincts so long unused took over and Urg survived. The Kryptgarden forest is a dangerous place and Urg had many chances to practice his spells on marauding gnolls and bugbears and even to crack a few skulls with his quarterstaff. Survival became Urg’s first concern and as the days turned into months Urg realized that was getting no closer to his true goal of becoming a better wizard. Urg needed someone to teach him wiardry, but humans and other civilized races considered him nothing more than a rampaging monster. There had been in Urg’s life only one non-ogre who had shown him even the slightest bit of acceptance and even that was only gained through extortion. Urg made the only decision he could and left the Kryptgarden forest heading north towards the town of Longsaddle where a diminutive wizard and former ogre captive by the name of Haldo Halfstaff made his home.
 

BLACKDIRGE said:
Urg made the only decision he could and left the Kryptgarden forest heading north towards the town of Longsaddle where a diminutive wizard and former ogre captive by the name of Haldo Halfstaff made his home.

Cool a halfling with a Half-ogre apprentice - Can youu say 'Send in Master/Blaster"
 
Last edited:

Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 3/Bbn 1, AL N; CR 5; age 28
HD 2d8+3d4+1d12+18; hp 44;
Init +0; Spd 40 ft; AC 12 (+2 natural)
BAB +3; Atk +8 melee or +3 ranged;
SV Fort +9, Ref +1, Will +5;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (25 points): Alchemy +2 (4) Concentration +4 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (6), Spellcraft +3 (5), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant

Armor: none
Weapons: Quarterstaff: Atk +9 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of change self, ring of sustenance

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 56, AC 10, Atk (quarterstaff) +11 melee, Dmg 1d6+10

Spells: 4/3/2 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat
2nd – alter self, protection from arrows

Wary after his first brush with civilization ended in disaster, Urg approached the gates of Longsaddle with much more caution. Altering his appearance with a spell again he strode to the main gates and inquired where he might find the residence of Haldo Halfstaff. The guard on duty was reluctant to speak to the large stranger at first but a few gold pieces quickly changed his mind. Urg discovered that Haldo owned and ran a small shop in the market district where he sold potions and other magical trinkets; his home was above the shop. Knowing he had precious few minutes before his spell expired Urg made haste to Haldo’s abode.

Haldo’s shop was a humble two-story building with the bottom portion consisting of a modest storefront and the upper story serving as the wizard’s home. When Urg reached the store he was relieved to find that the shop was devoid of customers and contained only Haldo himself. Urg entered the shop and was cheerfully greeted by Haldo who hoped Urg was a potential customer. The halfling was just as Urg remembered if a little gray around the temples and he told Haldo that he must speak with him about a matter of great importance. The halfing, curiosity piqued, bade Urg to speak on, and with perfect timing Urg’s spell expired and he resumed his normal appearance. Poor Haldo nearly fainted at being confronted by one of his former captors; he still had terrible nightmares about his time in the Crack Skull lair. Before Urg could calm the shaken halfling Haldo quickly uttered an incantation and a wave of magical energy washed over Urg holding him completely immobile. Unable to speak and explain himself Urg watched helplessly as the guard was summoned. One of the guards, taking no chances, bashed the paralyzed half-ogre over the head with the butt of his pike, and as the world faded to black Urg wondered if humans ate their prisoners too.

Urg awoke not in an ogre sized cooking pot, but in a prison cell. His head was throbbing and he had been stripped of all his possessions including his spell book and components pouch. He stood and walked to the front of his cell to peer out through the bars. He was in a long stone hallway that had over a dozen other prison cells, most appeared to be empty but his keen nose caught the scent of other unfortunates a few cells down from his. Urg hung his head in complete misery, his dreams were shattered and it seemed he was destined to spend the rest of his days caged like an animal or if he was fortunate there would be the short walk to the headsman’s block and oblivion. Urg’s self pity was interrupted by the metallic jangle of keys and heavy footsteps from outside his cell. He looked up to see Haldo Halfstaff flanked by two human guards. Haldo dismissed the guards with a wave of his hand and turned a scrutinizing gaze on Urg. After a few moments Haldo began to speak and told Urg that he remembered him and that he was thankful for the kindness Urg had shown him in the Crack Skull lair. He also told Urg that the town elders was planning to execute him in the morning for crimes his tribe had perpetrated on the town as well as Haldo himself. Haldo urged Urg to tell him why he was here and if his story was plausible enough he might be able to convince the town elders to spare Urg’s life. Urg told his entire story from the time he left his tribe, to his problems in Red Larch; to the months he spent alone in the Kryptgarden forest and finally his arrival in Longsaddle. Urg explained that all he wanted was to learn magic and he had hoped that Haldo might take him as an apprentice. Haldo listened to Urg’s story intently and when Urg was finished he stood and told Urg he would return in the morning with the towns decision.

As good as his word Haldo returned early the next morning with two guards and an older human in shining full plate with the symbol of Tyr, god of justice on his breastplate. Haldo introduced the armored human as Harkam Bayle, head priest of the local temple of Tyr. Haldo told Urg that Harkam was here to determine if Urg was telling the truth and if he posed any threat to the community of Longsaddle. Two hours went by as Harkam interrogated Urg; he answered truthfully to all the clerics queries and willingly submitted to any detection spells the cleric wished to cast to further prove his sincerity. When the interrogation ended, Harkam pulled Haldo aside and spoke at length to him in hushed tones. Urg watched through the bars of his cell with grim anticipation, finally Harkam and the guards left and Haldo turned to Urg a tiny smile creasing the corners of his mouth. Haldo told Urg that Harkam found no deception or evil within Urg and that his life was to be spared. Urg was still guilty of participating in the various crimes his tribe had committed against Haldo himself and would be placed in the halflings custody to serve the wizard in whatever capacity Haldo wished for the term of five years. If Urg committed any crimes during this time his life would be forfeit. Urg could hardly believe his fortune and stood in dumbfounded shock as Haldo opened Urg’s cell to release his new apprentice.
 

Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 4/Bbn 1, AL NG; CR 7; age 32
HD 2d8+4d4+1d12+21; hp 49;
Init +0; Spd 40 ft; AC 13 (+2 natural, +1 bracers)
BAB +4; Atk +9 melee or +4 ranged;
SV Fort +9, Ref +1, Will +6;
Str 20, Dex 10, Con 16, Int 15, Wis 14, Cha 10
(4th level stat bump, +1 to Int)

Skills (29 points): Alchemy +3 (5) Concentration +4 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (6), Speak Language (2), Spellcraft +4 (6), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +11 melee, Dmg 1d6+8, crit x2
Javelin: Atk +4 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat

Special Attacks:
Rage 1/day, 8 rounds: Str 24, Con 20, hp 63, AC 10, Atk (quarterstaff) +13 melee, Dmg 1d6+11

Spells: 4/4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength

For four years Urg has served Haldo Halfstaff as an able apprentice. Urg has proven to be a quick learner and has developed a talent for potion brewing that rival’s Haldo’s own. The small shop that Haldo runs has thrived mainly due to the curiosity the massive half-ogre has generated as many of the town folk are drawn to the shop simply to get a look at the worlds most “unlikely” wizard. Urg has grown to love the small community of Longsaddle and in the four years he has lived there the towns people have in turn grown rather fond of their local anomaly. Urg can often be found lending a hand around town, whether helping Milo Stoutale, the proprietor of the Inn of the Great Green Gargoyle, unload 50 gallon barrels of ale from his wagon or carrying huge loads of lumber for local construction efforts, Urg is happy to lend his great strength wherever it is needed. Urg is also a frequent visitor to the modest temple of Tyr and he has chosen the deity as his patron. Urg is very thankful that Tyr saw fit to spare him and give him a renewed chance at life.

First and foremost in Urg’s life is the magic he lives for. Much of his time is spent in Haldo’s small library reading volumes of arcane lore or scribing scrolls and brewing potions. Urg and Haldo make a modest living from their wares and make an annual trip to Waterdeep to sell higher priced items and buy supplies unavailable in Longsaddle. Haldo also allows Urg to freely copy spells from his own Spellbook into Urg’s own and his repertoire of spells has grown considerably. Urg has recently become fascinated with the construction of magical items and has begun experimenting with the creation of various minor trinkets.

Haldo has grown very fond of Urg and treats the half-ogre like family. Urg’s keen mind and endless curiosity lead to hours of discussion of magical theory that both wizards enjoy immensely. Haldo is growing old and has no children or living relatives; he plans to leave all of his worldly possessions to his apprentice.

Urg is in the prime of his life and he literally glows with health and vigor. He often dresses in a modest tunic of either black or dark blue and still wears his hair in a long braid. His massive figure is unmistakable as he wanders through the marketplace or enjoys a few pints at the Great Green Gargoyle. Visitors to the town are typically warned in advance of Longsaddle’s most unusual residence to prevent any mishaps with trigger-happy adventurers and the like. Urg is happier than he has ever been and finally feels that he is among those who respect and understand him.
 

Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 4/Bbn 1, AL NG; CR 7; age 35 (middle age, -1 Str, Dex, Con; +1 Int, Wis, Cha)
HD 2d8+4d4+1d12+14; hp 42;
Init -1; Spd 40 ft; AC 12 (-1 Dex, +2 natural, +1 bracers)
BAB +4; Atk +8 melee or +3 ranged;
SV Fort +8, Ref +0, Will +6;
Str 19, Dex 09, Con 15, Int 16, Wis 15, Cha 11
(4th level stat bump, +1 to Int)

Skills (29 points): Alchemy +3 (6) Concentration +4 (6), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +4 (7), Speak Language (2), Spellcraft +4 (7), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +10 melee, Dmg 1d6+7, crit x2
Javelin: Atk +3 ranged, Dmg 1d6+4, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat

Special Attacks:
Rage 1/day, 8 rounds: Str 23, Con 20, hp 56, AC 10, Atk (quarterstaff) +12 melee, Dmg 1d6+10

Spells: 4/4/3 DC = 13 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength

Urg has served his term of five years to Haldo Halfstaff and is know a true citizen of Longsaddle. His life has been peaceful and filled with friendship and acceptance. The town considers him a valuable part of their community and the town folk feel just a little bit safer with the knowledge that a half-ogre wizard makes his home among them. Urg and Haldo continue to produce magical scrolls and potions for sale, and Urg has continued his studies in magical item creation. Urg and Haldo have also started construction a modest stone tower at the edge of town, which they plan to move into once construction is complete.

Urg has been dubbed “the Unlikely” by the townsfolk a moniker he secretly enjoys, for even he must admit that he is very likely the only Half-Ogre wizard in Faerun. Urg is proud of his unique abilities and takes great pleasure in surprising visitors to the town with his intellect and erudition. Urg has also gained a bit of fame in his part of the world and occasionally wizards from Waterdeep will travel to his small town to see if the rumors of a friendly “ogre mage” are true. Urg enjoys these visits immensely as it gives him a chance to talk shop with other wizard and occasionally trade potions and scrolls for items he cannot make himself or obtain in Longsaddle.

There is one black spot marring Urg’s peaceful existence; Haldo, his friend and mentor, has taken ill. The halfling wizard is well into his nineties and his body has been slowly deteriorating for the last ten years. Haldo’s mind is still sharp and he urges Urg not to worry about him, but Urg knows that his friend is gravely ill. A coughing sickness has taken root in Haldo’s lungs that has progressively gotten worse. Harkam and the temple of Tyr have been unable to cure the halfing’s ailment but Urg is still hopeful that a remedy might be found.

Urg has entered middle age but has lost next to none of his great strength and vigor. His hair has grayed a little around the temples and the lines of wisdom and experience are visible on his face. Recently Urg’s pleasant demeanor has been strained with worry over his tiny friend and he spends many hours in research, forsaking sleep, in an attempt to find a remedy for Haldo’s illness.
 
Last edited:

Urg the Unlikely, Half-Ogre
Medium Humanoid; Wiz 5/Bbn 1, AL NG; CR 7; age 37 (middle age)
HD 2d8+5d4+1d12+16; hp 46;
Init -1; Spd 40 ft; AC 12 (-1 Dex, +2 natural, +1 bracers)
BAB +4; Atk +8 melee or +3 ranged;
SV Fort +9, Ref +1, Will +7;
Str 19, Dex 09, Con 15, Int 17, Wis 15, Cha 11
(8th level stat bump, +1 to Int)

Skills (34 points): Alchemy +5 (8) Concentration +5 (7), Climb +2 (7), Intimidate +2, Listen +2 (6), Spot +2 (6), Read/Write (2), Knowledge (arcana) +5 (8), Speak Language (2), Spellcraft +5 (8), Wilderness Lore +2 (4)
Feats: Weapon Focus (quarterstaff), Spellcasting Prodigy, Scribe Scroll, Brew Potion, Craft Wondrous Item
Languages: common, giant, elven, dwarven, draconic

Armor: none
Weapons: Quarterstaff +1: Atk +10 melee, Dmg 1d6+7, crit x2
Javelin: Atk +4 ranged, Dmg 1d6+5, crit x2, range 30ft
Other Gear: scroll of mage armor, scroll of enlarge, scroll of protection from arrows, ring of sustenance, bracers of armor +1, quarterstaff +1, potion of change self (2), potion of cat’s grace, potion of expeditious retreat, cloak of resistance +1, hat of disguise

Special Attacks:
Rage 1/day, 7 rounds: Str 23, Con 20, hp 62, AC 10, Atk (quarterstaff) +12 melee, Dmg 1d6+10

Spells: 4/4/3/2 DC = 14 + spell level
Spell Book:
0 – all
1st – mage armor, color spray, sleep, enlarge, cause fear, magic missile, change self, expeditious retreat, reduce, shield
2nd – alter self, protection from arrows, melf’s acid arrow, cat’s grace, bull’s strength
3rd – fireball, haste, fly

Haldo Halfstaff has finally succumbed to the coughing sickness that has ailed him for the past five years. His death was a great blow to Urg, who felt as if he had lost the only real family he had ever known. Urg’s misery is compounded by the fact that try as he may he could do nothing to arrest the illness that claimed his dear friend’s life. All of Haldo’s possessions, including the newly finished tower he and Urg had built together, were left to the grieving half-ogre. Urg had a small tomb built for Haldo next to the tower and the entire town turned out to bid farewell to the kindly halfling who had shared their lives for so long.

After Haldo’s death, Urg traveled extensively in a vain attempt to leave his grief in Longsaddle. His travels took him to Waterdeep and even as far as Silverymoon where he either sold his potions and scrolls or sought further instruction from the mage guilds in the two cities. Urg’s hid his true identity with a hat of disguise he had created himself and he traveled under the name of Thedrick Tallstaff a traveling mage from the far north. Urg learned much about the creation of magical items and returned to Longsaddle after months on the road with a new purpose. He reopened the shop he and Haldo had ran for so long and renamed it “Urg’s Unlikely Artifacts” and set to work filling its shelves with potions, scrolls and other magic paraphernalia. Word of a well stocked magic shop traveled quickly as Longsaddle was a popular stop for merchant caravans and adventurers heading to Waterdeep. Urg’s business thrived, and he soon found himself overworked and under stocked. Urg’s salvation came in the form of Milo Stoutale, the dwarven proprietor of The Great Green Gargoyle, pushing Kaylek, his oldest son, through the doors of Urg’s shop. Milo explained that his son had no talent for brewing but was very interested in magic, which although odd for a dwarf, was a rare talent that Milo wished to encourage. Milo offered Kaylek as an apprentice to Urg and after a bit of haggling over an apprentice fee Kaylek took up residence in Urg’s tower as his apprentice.

Urg set to teaching his new apprentice with a will and found that Kaylek was truly gifted in the arcane arts. Like Urg, Kaylek had a natural talent for magic and Urg felt an immediate kinship to the young dwarf who shared his somewhat unique situation, being from a race not normally known for magical aptitude. Kaylek learned the basics quickly and was soon assisting Urg with potion brewing and running the magic shop. The reputation of “Urg’s Unlikely Artifacts” continued to grow and Urg found himself with more coin than he knew what to do with. A large portion of his excess largess he donates to the town, the rest he uses to continue his magical experimentation and to fund his growing business.

Urg lives in a squat three-story tower on the outskirts of town. The tower has living quarters for Urg and Kaylek as well as two smaller guest bedrooms. A large library and magical laboratory take up the entire third floor and this is where Urg and Kaylek spend most of their time when away from the shop. Urg employs two servants, both children of poor townsfolk, to do the cleaning and cooking. He pays them far too well for their menial labors but is happy with the knowledge that the money will keep their families warm and well fed.

Urg is well into middle age but is still a healthy specimen of a half-ogre. The recent loss of his friend had aged him a bit and the lines of worry and grief are evident on his face. Urg’s Magical prowess continues to grow but he constantly strives to improve and learn as much as he can.

The peaceful life that Urg has known is about to come to end, for to the south in the Red Larch hills the Crack Skull ogres have begun to stir. Urg’s former adopted father Blog Braineater has been searching for his wayward child for years and has finally tracked him to the small town of Longsaddle.
 
Last edited:

How old is Blog Braineater now? If he was Cheiftan when Urg was born (25 maybe) then he is 62 now. I'm suprised he is able to maintain dominance over the tribe in his "old age". Unless he has a top notch magic item or weapon of course.
 

MavrickWeirdo said:
How old is Blog Braineater now? If he was Cheiftan when Urg was born (25 maybe) then he is 62 now. I'm suprised he is able to maintain dominance over the tribe in his "old age". Unless he has a top notch magic item or weapon of course.

There is no aging rate given for ogres and I used the human rate for Urg. I am assuming that ogres and other giants have a slightly longer life span than humans, say maybe that of a half-elf. So, Blog would be middle age and still quite potent. Besides, as cheiftain he would most likely be bit more powerful than the average ogre, higher strength, maybe a few warrior levels, and therefore able to maintain his dominance even into middle age.

Hope that helps.

Dirge
 

Love the series you are doing. Now I am thinking of doing one myself. What I'd really love to see is the stat blocks for the other people in your tales- Blog Braineater, Haldo, etc.

But anyway, great job and looking forward to seeing the rest!
 

Remove ads

Top