| Post/Author/DateTime | Post |
|---|---|
| #1Johnathan_VagabondFeb 17, 2010 8:59:37 | Hero Artisan Contest 7: Urban The city is a marvelously diametric thing. In one city you can have a noble's mansion, a rickety tenement, a glorious temple, a seedy tavern, a military barracks, or an arcane academy. Often, they could be no more than a block away from one another. At the same time, beggars beg from kings coffers, performers perform for craftsmens' crafts, and thieves steal from priests' pantries. Your character will be tied to this urban environment, be they prince or pauper, hustler or hustled. THE RULES Contest Rules The following are rules for the Hero Artisan competition, and are subject to change at any time between competition periods. Do note that the Code of Conduct is in effect for all aspects of this contest, and those who break it will be disqualified, and their post will be reported. |
| #2Johnathan_VagabondFeb 17, 2010 9:00:04 |
J_V's Big List of Entries
|
| #3Johnathan_VagabondFeb 17, 2010 9:05:36 | Answerable Questions and Questionable Answers |
| #4tylara67Feb 17, 2010 17:07:07 | Some of you may be saying to yourselves, "A contest, cool! I should enter! I wonder how it's judged..." It is judged harshly. And by harshly I mean following the vague guidelines below, of course. Or at least, it's how I judge. Thematic Creativity I tend to break this down into two parts. First, worth about 6 points, is how creative you are inside the theme. Note that this is compared against both my initial ideas about the theme and the other entries. The second part, worth about 4 points, is how well your character fits the theme. The theme should either be at the center of the defining moment of your character, or speckled all over your character's past. Background This section is also split up into a number of sub-areas, though without a specific point breakdown. First off, is your character interesting? Did I enjoy reading their backstory? I'm willing to forgive other issues in this category for a character I really like. The other half is, if I was a DM would I want this character in my party? There are a number of things that impact this. Would your character be able to work with a group of other adventurers? Does your character have interesting plot hooks (old allies/enemies) that I can use? How adaptable are those plot hooks? "I don't know what ate my village while I was wandering through the forest, but I'm going to find it and kill it," is a lot easier to work with than an evil duke with his own elaborate backstory, though the duke is likely more interesting, so try to strike a balance. How much does your character's backstory force the DM to adjust the gameworld? If your character comes from a continent-spanning desert, then the DM has to add a desert continent to his world somewhere and explain how you got from there to wherever the campaign takes place. Rules Use In this category everybody starts with 7 points. I then dock a point for each couple errors I find (math mistakes, stuff from disallowed sources, taking feats/power you don't qualify for, overspending, taking Linguist but not listing what languages you speak, etc). I'll also take off up to 2 points for aspects of your character that are very un-optimized (for example, taking feats that don't benefit you at all, pumping a dump stat, wielding weapons you aren't proficient in, etc). The last 3 points are earned by impressing me with how you mechanically represent your character concept; ultimately, I want to feel like you came up with a cool concept for a character that was intended for a fantasy story, and then you decided later to make them a D&D character and had to sit down and figure out how to stat them out. In other words, your crunch should fit your fluff, but it shouldn't look like the crunch came first; Dragoncat's HA4 entry is a fantastic example of this. Note that I will also occasionally take points off for this if you make crunch decisions that don't make any sense based on your fluff (your paladin of Pelor wears abyssal armor? really?). Clarity This is usually based entirely on the crunch portion of your entry. If I could understand your character's story and it wasn't a giant wall of text then I've got no complaints (well, I might have complaints, but I'll keep them to myself and out of your score). While I recommend making your character in the Character Builder if that's an option (remember you can use the Campaign tab to limit sources) as it's a good way to make sure your math is right (it's how I'll check your math, in fact), I really don't want to see the Character Builder's text dump for your crunch. I want to see where you found each feat, power, ritual, and item (source book, that is; page numbers are nice but not required). I want to see how much each item/ritual costs. I'd like to see your bonuses actually listed out so I know how you calculated your AC. The more time your stat block saves me in calculating your Rules Use score, the better you'll do here. Footnote: Again, this is how I judge entries. Other judges presumably have their own criteria and systems involving haruspicy, peyote, trained rodents, random number generators, or whatever else works for them. |
| #5tylara67Feb 18, 2010 10:16:59 | Johnathan, did you remember to send a broadcast to the general Hero Artisan group? Probably wouldn't hurt to put up a note (forum thread? calendar entries?) in that group as well. |
| #6RPJesusFeb 20, 2010 4:51:25 | Is wilden an allowed race? |
| #7tylara67Feb 20, 2010 9:16:35 |
The Wilden article in Dragon was flagged as playtest, and they won't be released in PH3 until after the contest ends (and is judged, hopefully), so no, Wilden are not allowed for this contest. |
| #8MysteriaFeb 20, 2010 9:55:08 | Found it. Now I'm interested to see what people come up with and I hope not to make a mess out of judging. :D |
| #9koradziFeb 20, 2010 13:02:30 | Ooh, I've got a good one. I'm blaming you for the next few days' worth of lost sleep, J_V. ;) |
| #10veokFeb 20, 2010 18:53:52 |
Actually, Wilden had a debut article as well (or rather, a CB / Compendium debut). It happened the same time as either the Ardent or Seeker -- the bottom line is that the version of the Widen in the CB / compendium is the real deal, not a playtest. |
| #11tylara67Feb 20, 2010 19:41:22 |
Can you tell me which issue of Dragon it was in? The one in 374 was definitely flagged as playtest, and that's the only one I've seen. |
| #12veokFeb 20, 2010 21:40:07 | My facebook inbox (...long story, don't ask) dates the Wilden Debut to November '09, the same time the Monk debuted. Unfortunately, beacuse it didn't get an actual article in the magazine (just a note in the compendium / cb) it's not actually listed in the issue archives......... Though now I'm wondering if it's in the update notes for the CB. Let me get back to you on that. Edit: No go on the CB. Searching for old patch notes pointed me to torrents for the CB updates. (whoops?) Anyway, I searched the WotC forums instead, and found this. It's not much, but it's more than I had before. Take it how you will. *shrug*: community.wizards.com/go/thread/view/758... |
| #13wrecanFeb 20, 2010 21:59:05 | No broadcast was sent. One should be. I had no idea this contest began until just now. |
| #14RPJesusFeb 20, 2010 22:31:15 |
Actually a reflavored duergar turned out to be a sexier mechanical fit anyway, so it's kind of a moot point now (Duergars are cool, right?). |
| #15tylara67Feb 20, 2010 23:34:21 | No broadcast was sent. One should be. I had no idea this contest began until just now. *pokes Johnathan* Hop to it, last time I checked you were the only one with the rights in that group. |
| #16tylara67Feb 20, 2010 23:43:00 | My facebook inbox (...long story, don't ask) dates the Wilden Debut to November '09, the same time the Monk debuted. As someone else in the linked thread pointed out, if it was a true preview instead of a playtest we would have gotten feats and presumably a racial PP, like the githzerai got. I'm willing to include it if the other judges want to but if the decision is being left in my hands (which it seems like, as neither of the other judges has put forth an opinion) then I'd say it's playtest material and therefore not allowed in this contest. |
| #17RPJesusFeb 22, 2010 3:39:41 | Lets give this a shot; fluff “What’s that? You want to know about Rosque? Well gather ‘round and pay attention, evening draws near and I’d rather not talk about him after dark. *ahem* They say a farmer on the outskirts of town found a young child drowned in a swamp and brought him home with him, intending to give him a proper burial the next day. However, by morning, the farmer had vanished, along with the child’s body and any vermin in a one mile radius. The legend goes that the child was revived by becoming one with the vermin, at which point he absorbed the farmer into his newfound legion of servants and decided to come to {Town name} in search of more victims. And now he lurks in dark alleyways at night, waiting for those foolhardy enough to brave the night alone to transform into new servants. But take heart, for if you can capture even one of his servants in a bottle that has been touched by light, he will be unable to harm you for as long as that servant is in your possession. And with that, I think I’d best end this narrative, lest I invite misfortune.” – Balthasar the Bladeling Bard. The exact amount of Rosque’s history that’s actually true is unknown, but he is an opportunistic and cold-blooded individual, and he personally revels in his ability to make a living off of his reputation, scaring townsfolk into giving him whatever he asks for, to say nothing of terrifying the occasional small child for fun (Despite his indifference to their well being, he believes that harming a child is the type of thing that would bring the torches and pitchforks, which would likely screw up the reputation he has going quite handily, and thus stops at terrifying them). He joins the party after they find one of his locusts in a bottle and he refuses to leave them until he has an opening to kill them to ensure they don’t pull the curtain open on his masquerade as an immortal boogeyman (Said opportunity never arising for obvious reasons). Or at least this is the story he gives, though it’s also possible that he simply sees the economic advantages of heroism and having a group of people willing to assist you in law-supported removal of potential competition. When questioned about his identity, he generally tells the truth, and is dismissed as some loony with a poor sense of humor (An assumption admittedly reinforced by his overall cynicism and penchant for black humor). His powers all revolve around his mastery of vermin (Grasping Tides being reflavored to a swarm of rats, and Infernal Quills being a mass of fleas). His spirit companion is a swarm of whatever vermin happens to be nearby (usually rats), and his wild shape is a mass of rats, insects, pigeons, etc. He also has a tendency to launch himself at foes with near superhuman speed (The jump charge granted by his armor + Pounce being the primary mechanical representation of such). He’s more than content to follow the party and help with their various machinations “until he gets a chance to strike,” but he takes a special interest in anything involving the Raven Queen (He claims he intends to one day usurp her position as a deity of death and wants to gather as much information as possible before that time). Further, he’s quite adamant about silencing anybody who claims to know anything about his past lest they damage the larger than life reputation he’s acquired. |
| #18Johnathan_VagabondFeb 22, 2010 8:22:26 | No broadcast was sent. One should be. I had no idea this contest began until just now. How strange. I did indeed send a broadcast (I have it open right now) entitled Hero Artisan 7 is up! I'll send it again. |
| #19tylara67Feb 22, 2010 10:44:14 | No broadcast was sent. One should be. I had no idea this contest began until just now. Got it that time, I think we're good. |
| #20MysteriaFeb 22, 2010 15:18:59 | Am I supposed to have gotten that too? If yes, it didn't go through. |
| #21tylara67Feb 23, 2010 9:56:12 | Am I supposed to have gotten that too? If yes, it didn't go through. You haven't joined the Hero Artisan group (*glares daggers at Mysteria*), so no, you weren't supposed to get it. |
| #22MysteriaFeb 23, 2010 10:12:23 | *blink* Whoops, I hadn't even realized that the hero artisan contest and hero artisan judges groups were two different things. *goes off to remedy to that oversight* |
| #23Johnathan_VagabondFeb 26, 2010 9:51:06 | My judging teeth are aching, I need some entries to sink them into. |
| #24tylara67Feb 26, 2010 14:04:32 | My judging teeth are aching, I need some entries to sink them into. We do have one entry, which should probably on the big list of entries. |
| #25olandewFeb 28, 2010 13:13:19 | I never actually got a broadcast from the Hero Artisan group. I am glad I went digging on my own though because I might actually be able to come up with something for this one. |
| #26wrecanMar 01, 2010 14:36:41 | Daschel, the DuelistPersonalityDaschel is a rake. His public persona is of a care-free sword for hire. He can turn on a considerable amount of charm when he needs, but he can also turn that wit against his opponents if they fail to treat him with the proper respect. Although he outwardly treats life as an arbitrary joke, internally, he craves the acceptance of his peers. His need for acceptance has led him to a succession of lovers, and he has trouble turning down a pretty face. HistoryDaschel was unfortunate enough to be born to a lesser nobleman and lesser noblewoman from different noble families in his home city of Charismastos, neither of which approved of the union. He was also the second child of this union, meaning that his family could not afford to leave him any significant inheritance, but at the same time, the rigid social hierarchy of the city meant there were few opportunities available to him to make his own way. Like many second children, Daschel joined the army. Sadly, the city was doing very poorly. Once a shining city in the Nerathi Kingdom, when the kingdom fell to marauding humanoids almost a century prior, Charismastos was far from the front lines. Still, they sent their best and brightest soldiers to the final battle. Very few returned. As a result, Charismastos’ army was a mere shell of its former glory. Daschel was given basic officer training and then given a position protecting merchant wagons bringing iron and silver from the dwarven mines to the east. The position was comfortable, and the dwarves kept the roads relatively free of monsters, so he saw little action. Daschel liked the dwarves well enough, and learned their language, but he found both their rigid social structure, and his own military’s honor-bound restrictions too confining for his taste. Moreover, his poor parentage left him outcast by his fellow officers. He quickly realized that promotions were based more on your filial connections (of which he had none) than competency. His contempt for his so-called superiors was difficult to conceal over time, and he quickly saw many less able peers being promoted past him. Seeing the writing on the wall, Daschel did not re-enlist when his initial term was up. Bereft of options, Daschel fell into a disreputable crowd. He worked as muscle for a safe-cracking ring, and picked up some of their skills. But he quickly found this profession to distasteful, and he got out of it before he brought shame to what little cache his name still had. Daschel discovered that his poor parentage could be put to good use as a professional duelist. Investigating his own family connections, he realized that he had filial connections to four of the nine noble families of Charismastos. His military record gave him an entrée into the parlors of his “cousins”. Charismastos was a city of strict social custom, and one of those customs was honor dueling. Most duelists were personal to a family, or related to two or three families at the most. With connections to four families, he had no dearth of patrons willing to hire him, and with no connections to the other five, he had no death of opponents for his blade. Courting patrons required him to frequent the places where his patrons socialize. He became a fixture at many of the genteel social gatherings of the day, and also frequented the theatre, a passion for much of Charismastos. There, Daschel learned that he had a knack for writing. What’s more, he enjoyed writing poetry much more than he enjoyed fighting, a profession at which he had much skill, but little love. He befriended numerous poets and playwrights. He earned some coin by teaching stage-fighting to some actors. Soon, he began soliciting patrons for his poetry as much as for his rapier. Unfortunately, his reputation as a duelist was well-established. It was well-known that few who were not professional duelists could match his skill. But his reputation as a blood-letter interfered with his reputation as a man of letters. Despite his best efforts, he still has not gathered any patrons for his poetics. Now, Daschel is considering a change of scenery may be needed. His blade can get him some work anywhere, but in a new city, perhaps he can start again as a poet without the baggage of his history in Charismastos. While he contemplates his future, he continues his career as a blade for hire. Allies and EnemiesEliostros: An eladrin from the Feywild who is a celebrated playwright in Charismastos. His plays about fantastical tales of romance and fantasy taking place in the Feywild are wildly popular. He and Daschel have become fast friends and kindred spirits, because Eiostros claims that he is of a minor noble court and exiled from the Feywild. Kalina: A true cousin of his on his mother’s side. She is a friend and occasional rival, as she too is an accomplished duelist. They have not had to face each other scross the field, but both know it is a mater of time. Darrestel: Daschel’s older brother and holder of what is left of their parents’ estate. Their relationship is strained. Darrestel believes Dashcel’s mercenary ways are hurting the family name. Daschel suspects Darrestel is withholding a portion of his inheritance. The brothers may still work together, in order to recover lands they believe were inappropriately taken from their estate by rival families. Malia: One of the Daschel’s earliest lovers, a gardener who tends to some noble family gardens. She found him after an early duel went very bad. She nursed him to health, and they became lovers. But she felt the relationship was going to go farther. When Daschel ended the relationship, she felt spurned, and Daschel fears she is using her connections among some families to hamper his careers. StatisticsAll Backgrounds are from PHB2. All other mechanics come from the PHB unless indicated with a number in postscript: 1“Class Acts: Rogue”, Dragon Magazine 381, pp. 68-70 2Players Handbook 2 3Martial Power 4Adventurers Vault 5Adventurers Vault 2 6“Ecology of the Rust Monster”, Dragon Magazine 376, pp. 23-33 7“Art of the Kill”, Dragon Magazine 373, pp. 5-23. Name: Daschel Level: 8 Race: Human Class: Rogue Build: Trickster Rogue Rogue Tactics: Artful Dodger Primary Background: Human - Ancestral Holdings (History Class skill) Secondary Backgrounds: Society - Noble, Occupation - Military, Geography - Urban Languages: Common, Dwarven Alignment: Unaligned (but with appropriate counseling would become good) ABILITIES (starting scores in parenthesis) Str: 13 Con: 10 Dex: 20 (16 +2 race, +2 level) Int: 11 Wis: 8 Cha: 18 (16 +2 level). DEFENSES AC: 24 (10 +4 level +5 Dex +2 armor +2 enh +1 two-weapon defense) Fort: 18 (10 +4 level +1 race +1 Str +2 enh) Reflex: 25 (10 +4 level +1 race +2 rogue +5 Dex +2 enh +1 TWD) Will: 21 (10 +4 level +1 race +4 Cha +2 enh) HEALING HP: 57 (12 rog +10 Con +35 level) Surges: 6 Surge Value: 14 TRAINED SKILLS Acrobatics +14 (+4 level +5 training +5 Dex) Athletics +10 (+4 level +5 training +1 Str) Bluff +13 (+4 level +5 training +4 Cha) History +9 (+4 level +5 training) Stealth +14 (+4 level +5 training +5 Dex) Streetwise +13 (+4 level +5 training +4 Cha) Thievery +14 (+4 level +5 training +5 Dex) FEATS Human: Weapon Proficiency (Rapier) Level 1: Flash of the Blade1 Level 2: Weapon Expertise (Light Blade)2 Level 4: Two-Weapon Fighting Level 6: Two-Weapon Defense Level 8: Slaying Action3 POWERS Attacks
Unless otherwise indicated, all attacks are Dex vs. AC, 1[W]+Dex modifier damage. At-Will
Gear
TacticsAs a duelist, Daschel tends to choose a formidable opponent, separate it from the pack, and then concentrate on that opponent until the opponent is dead. Unless Daschel thinks the fight is unremarkable, he will use his first action to choose one of his two daily stances. (If he is not spotted, he'll first activate his Lashing Blade power so he doesn't have to do it later.) He chooses Sidestep if he wants to be defensive and Prowess if he wants to be aggressive. If he thinks the combat will be extraordinarily difficult, he will then use Clever Riposte. Otherwise, he follows with Opening Move and then Trickster's Blade. If his enemy is not bloodied by this point, he'll begin thinking about escape. (If he is bloodied by this point, he will definitely think about escape!) First, though, he will invoke Lashing Blade, if he hasn't already, and then use an action point, if he has one, to take advantage of Veteran's Armor and Slaying Action. After that, he relies on his at-wills: Piercing Strike for accuracy, Sly Flourish for damage, Lashing Blade for defense, and Duelist's Flurry for maneuvering (or if he cannot use his Flash of the Blade feat to sneak attack). He will use his Parrying Dagger power against any melee attack that threatens to impose a debilitating condition or more than a quarter of his hit points, or his Lucky Charm against any close, area or ranged attack that imposed a debilitating condition requiring a save. Daschel is a resourceful and clever opponent. He enjoys improvising with whatever materials are available, pulling drapery down on opponents, leapng onto tables, swinging from chandeliers, and leaping through windows. Keeping his opposnents off-guard is both a diversion for him as well as a strategy. |
| #27Johnathan_VagabondMar 04, 2010 8:27:45 | There's less than a week left in Hero Artisan 7: Urban. Get your entries in soon folks! |
| #28cogwheelMar 04, 2010 13:04:21 | Conflabbit, I have a background I love... but no knowledge of 4E. And no real way to make the character outside of gestalt. Blarg. |
| #29Johnathan_VagabondMar 04, 2010 13:31:02 | This is a 4E contest, so you'd need to use that ruleset. If you want, there is an online flash character builder. It's not going to give you all the information, but it should grant you a method by which to at least enter. Also, visiting the 4e CharOp boards can give you a good idea of what your feats/equipment/class powers do in general, without giving too much away. We want to see your entry! |
| #30koradziMar 05, 2010 3:33:55 | Warning: outrageously long entry incoming. I went maybe a little bit overboard. |
| #31koradziMar 05, 2010 3:45:53 | Haegan "The Executioner" MontblancIntroductionWednesday, 10:30am Lieutenant Archie Miles of the City Watch had a knack for hunches. He'd worked a beat for close to fifteen years before the higher-ups had ever seen fit to promote him to management, and you didn't survive for that long without a certain brand of instinct. Right now, his instincts were telling him that he was in for a bad day. He hadn't even had time to get his coat off before he'd gotten the message that Chief Rademacher was looking for him, and it didn't take a sixth sense to guess what the man in the corner office wanted to talk about. Archie's suspicions were confirmed the moment that he entered the Chief's office. Instead of his usual sour and pensive look, Rademacher had the faintly smug expression that he always wore when he'd devised a solution to a particularly vexing problem. More often than not, this consisted of making it somebody else's problem. Archie stood stiffly at attention, trying not to betray his impatience, as the Chief collected his thoughts. When Rademacher finally spoke, it was in his usual style: terse, and without introductions. "It seems that we recieved a delivery last night," Rademacher began. "It was discovered by one of the night watchmen during the morning shift change. A severed head, with copper coins placed over its eyelids." Miles acted surprised, but the Chief didn't seem to notice. Archie got the feeling that this speech had been rehearsed in detail before he'd even arrived. "The coroner confirmed that the remains were those of Kathik the Slaad," the Chief continued. "A fugitive from justice, as I'm sure you're aware. This was found next to the package." The Chief handed Archie a hastily scrawled note, which he obligingly made a show of reading. Not surprisingly, it contained drop instructions for Kathik's bounty. He kept his expression neutral, aleady knowing how this conversation was going to end. "How much do you know about the Executioner?" Rademacher asked at last. "What everybody knows," answered Miles, allowing himself a patronizing tone. "Nothing. Unless you count the rumors, I guess. He's supposed to be some kind of bounty hunter, but with a thing for theatrics. Supposedly nobody's seen him and lived, but somehow everyone knows what he looks like. Wears some kind of costume, apparently." Archie chuckled. "He came out of nowhere about a month ago," Archie continued, "and already he's knocked three names off of the 'Most Wanted' list - four now, I guess. Leaves the targets' heads on our doorstop, but never shows up in person to collect the reward. The coins over the eyes I'm not sure about, but apparently it has something to do with outdated burial customs. Other than that? Identity unknown, everything about him unknown." Miles knew a great deal more than that, but he kept it to himself. He knew, for instance, that posting bounties for dangerous fugitives had been the Chief's idea, but that Rademacher had since decided that he didn't like mercenaries getting too popular and stealing his department's thunder. He also knew that - for the past month - crime rates had dropped for the first time in a decade. This did not seem like the best time to bring any of these facts up. He tried to return the note to the Chief, but it was refused. "You'll be needing that," Rademacher announced. "You are to placed at at the head of an investigation..." "To learn the Executioner's identity," Miles interjected, trying to keep the resignation out of his voice. "Check up on him, see if he's involved in any criminal activity. Rattle the skeletons out of his closet. Understood, sir." The Chief gave a curt nod, and then returned to his paperwork without another word; Archie excused himself from the office, cramming the note into a pocket as he went. Two years, thought Archie. Two more years, and I'll be up for my pension. Wednesday, 3:00pm There are guys like Benny the Rat in every city: people who make it their business to know everybody's else business. Benny was a special case - a man who had elevated duplicity to an art form. He worked the day shift for the City Watch, and moonlighted as an information broker for the Thieves' Guild; the former thought of him as an informant, and the latter as an inside man. Both factions were well aware that he was playing to both sides, but he managed to be just valuable enough to get away with it. For most Halflings, "Rat" was a perjorative; Benny wore the title like a badge of honor. It was Benny in his capacity as a Guild operative that Arlo Belcamp was interested in at the moment. He'd dropped in on Benny at home, much to the Rat's chagrin; these were tough times all around, though, and Benny would have to deal. For his part, Arlo wouldn't normally have risked walking around the city in broad daylight; the last few weeks, however, had been anything but normal. "Was a time you ran this city," Benny was reflecting, a hint of mockery in his voice. "Hard to believe you're just up and leaving after all these years." "Yeah, well, things have changed," Arlo muttered. "Guy can't stay in one place forever. Feels like time for a change. You got something for me or not?" Benny sorted through a collection of papers, making a great show of taking his time. Arlo glanced in the direction of the window again, sweat beginning to bead on his brow. At last, Benny held up a shipping manifest. "When have I ever failed you?" asked Benny, grinning in a way that was calculated to infuriate. "We've got an arms shipment going out tonight; full security, of course. They're heading out from Sami's in the Half-Orc Quarter at ten o'clock tonight; pretty sure they could find room for you in one of the wagons. Tell 'em Benny sent you." Arlo snatched the papers from Benny's hand and whisked out of the front door without a word. Benny watched after him for a moment, then chuckled to himself. Honestly, what was this town coming to? Wednesday, 8:30pm Archie muttered curses to himself as he trudged up the hallway to his office. He'd wasted a whole day grilling the usual suspects, and had gotten exactly what he'd expected for his trouble. Either they didn't know anything, or they weren't talking; either way, they were of no use to him. Like most long-time professionals, Archie had a very clear sense of what his responsibilites were and were not. Chasing after bogeymen fell squarely into the second category. Miles threw the door to his office closed behind him, collapsed into his chair, and allowed himself a moment to let his head rest on the desk. A few seconds had passed before a polite cough startled him to attention. He'd somehow missed the black-robed man sitting in the corner chair, apparently awaiting his return. Miles nearly shouted an admonishment, but checked himself at the last moment. The man was thin and pale, with an expressionless face and eyes that seemed to unravel their surroundings, cataloguing every detail. His most remarkable feature, however, was the small sigil on the lapel of his robes, which Miles recognized instantly, and responded to just as quickly. Archie sprang from his seat, offering a hand. "I don't believe we've met," blurted Miles. "Mister..." "Delacroix," the man responded evenly, not bothering to stand. Miles let his hand sink to his side. "Special Investigator Delacroix, liason to the secular authority." Miles didn't fail to notice the hint of contempt with which the last two words were spoken, nor the strange accent in the Investigator's speech. It was obviously foreign, but he couldn't quite place it. "You've come a long way, I gather," Miles cautiously remarked. "What brings you to our city?" "Church business," was the short reply. Miles could read the subtext loud and clear: none of his business. He shivered slightly, despite himself. Whatever doubts he may have had were gone; the "Special Investigator" title was fluff. Delacroix was an Inquisitor. Still, Miles wasn't about to let himself be pushed around in his own office. He drew himself up a bit, and managed to affect an attitude of indifference. "And is there something I can do you for you, Investigator?" Miles drawled. "It is my understanding," intoned Delacroix, "that you have been placed in charge of a certain investigation. The church seeks merely to offer its assistance." "Supposing that I refuse that offer?" Miles snapped, his patience fraying. "That would be..." Delacroix paused momentarily, and then broke into an utterly humorless smile "My apologies, as I am somewhat inexpert in the use of your language. To refuse would be, as I believe you would say... profoundly unwise." Miles felt a chill, despite himself. If half of what he'd heard about the Inquisition was true, then Delacroix had just delivered the understatement of the century. Still, a man had to have some dignity. "That may be so. But this is my town," Archie growled, "and it's my investigation. That means we do things my way. Understood?" Again, Delacroix grinned that horrible, sharklike grin. "If you say so," purred the Investigator. "In any case, we will begin tomorrow morning. In the meantime, I would suggest that you retire for the evening. Your wife and two sons miss you, no doubt." Delacroix rose from his seat and swept from the room, leaving Archie staring at the open door. The thing about bad days was that they always seemed to get worse. Thursday, 1:15am Arlo Belcamp stumbled out of an alley, cursing passionately, and tried to collect his bearings. He'd taken off from Sami's in a panic, and had somehow gotten lost in an unfamiliar part of the Half-Orc Quarter. This whole area seemed to be a rat's nest of tiny, uncobbled streets and criss-crossing backalleys, with no frame of reference for him to latch on to. The streets, usually crowded at this time of night, were eerily vacant. They had been, lately. As confused as his impressions were, it was clear to Arlo that something had gone very wrong, and that stowing away in the arms shipment was no longer an option. He closed his eyes, trying to block out his memories of the scene. There was nothing for it but to go back into hiding, to try to wait this thing out. He chose a direction at random, and found himself running in it as fast as his feet would carry him. He'd made it a few blocks before he lost his footing and collapsed in the street, panting and shaken. Struggling to his feet, Arlo found himself staring down yet another alley. At first he was sure his eyes were playing tricks on him, but a second glance revealed a darker shape within the shadows. A harsh, grating sound began to echo from the alley, at once alien and familiar: the grind of a whetstone on the edge of a blade. Arlo shrieked, sprang to his feet, and began running - knowing, somehow, that it wouldn't be fast enough. Thursday, 5:30am Archie always knew he was getting desperate when it was time to talk to the Rat. Anyone who'd spent any time in the department knew that Benny was crooked, and Miles suspected that even the Chief didn't know just how crooked. Even if Miles had liked getting information from a source like that, it wasn't every day that he could afford it. Still, there was one thing you could say for Benny: what he lacked in loyalty, he made up for in predictablity. That's the one nice thing about a man who'll do anything for the right price, Miles thought. You know exactly where you stand with him. "You know as much as I do," Benny was saying. "Heads showing up on the doorstep, with the coins over the eyes and all. But identity? Guy's a ghost; nobody knows anything, and I'd know if they did. You remember Arlo Belcamp?" Miles nodded. "Too well," Archie replied. "I worked his case, remember? Probably know him better than anybody." "Well, maybe you can give his eulogy," Benny quipped. "Word is he tried to skip town last night. You didn't hear it from me, but he missed his ride. And that's not all he's missing these days, if you follow my meaning." "Get to the point, Benny," Archie growled. "Do you know anything or not?" Benny appeared to consider this momentarily, staring theatrically at the coins in his palm as he did so. Miles sighed, and then tossed a few more sovereigns into the rapidly growing pile. "You're far too kind," Benny crooned. "Come to think of it, there've been a lot of curious folks bringing me questions about your suspect lately. The Guild, sure, but not just them. Seems there've been a lot of new arrivals in town lately, with a lot of questions about our newest celebrity. I don't know where this guy comes from, but it looks like he's pretty famous there." Miles considered this for a moment, and then turned to leave. Benny stopped him before he could reach the door. "I've heard some rumors," said Benny, as if this should come as a surprise. "Word is you're planning to stake out the cash drop on your guy's latest bounty. Of course it's not my place, but I've been thinking. I know everyone who's worth knowing in this town, and a lot such as aren't. If anybody's gonna recognize your guy, it'll be me." Miles chuckled, surprised that he hadn't seen this coming. Not knowing the city's juiciest secret must be killing Benny, especially given what the Guild would be willing to pay for the information. Still, there was probably no harm in it, and it would mean that Benny would owe him a favor. "Suit yourself," sighed Archer. "One thing, though. This operation needs to go smoothly, or the chief is gonna have me over a spit. I don't want my men tripping over Guild boys down there. They've got instructions to arrest anyone who gets in their way. Pass the message along." "If I happen to meet any members of the Thieves' Guild, I'll be sure to let them know," Benny replied, feigning indignation. Miles scoffed and made to leave again, but something seemed to occur to him at the last moment. He turned back to Benny, who was beaming visibly over his latest opportunity. "What do you know about this guy Delacroix?" Miles asked. Thursday, 11:45pm For a Half-Orc with no shortage of battle scars, Hadrik "Pretty Boy" Finn did a fairly good job of being inconspicuous when he wanted to be. A few questions around town had been enough to find the cheapest ale in the city; half a tankard of the stuff went down his gullet, and the other half was carefully dumped down the front of his filthiest selection of rags. He'd taken a position on a park bench, and people were going out of their way not to notice him. As if he were invisible, he thought, silently congratulating himself. His place on the bench gave him a good view of the garbage bin across the street, where his contact in the local Thieves' Guild had assured him that the Executioner's next money drop was scheduled to take place. This city's Guild was unusually xenophobic, he thought; not like the ones back home, who were always on the lookout for outside talent. Fortunately for Finn, there were guys like Benny in every city; he'd come too far for a chance at this score to have it all come to nothing. It was all going to be worth it soon, though, and not just for the money; a catch like this could make a man's career. Maybe he could find himself a sponsor in the private sector after all this was over - some cushy security job where he could relax and cash in on his reputation. Finn smiled at the thought of good fortune to come, his eyes following the Halfling who was even now approaching the garbage bin. Hadrik frowned as the Halfling struggled momentarily to reach the edge of the bin; he couldn't put his finger on it, but the little rat seemed familiar somehow. He dismissed the sense of deja vu as the Halfling finally gave up and tossed a jingling sack up and over the bin's rim, then walked away - actually whistling, Finn noted with a chuckle. Collecting his senses, he began scanning the area for any sign of suspicious behavior. Seeing nothing on the first pass, Finn risked a glance at the park behind him. Immediately, the couple resting at the edge of the path caught his attention. They seemed to be straining to look at absolutely anything besides the dumpster across the street; to trained senses such as Finn's, they reeked of cop. Hadrik swore under his breath, and then started quickly running through emergency contingencies in his mind. Having settled upon a favorite, he lurched to his feet and began staggering towards the two plainclothes watchmen, singing what he could remember of a particularly offensive Dwarven drinking chant. Thursday, 12:00pm Benny stepped out of his position in the alley, his attention drawn by the sound of shouting from across the street, where Officer Guiterrez appeared to be cuffing an unruly vagrant. Benny ran across the street, and slowed to a stop as he recognized the drunkard struggling under both officers. Benny winced inwardly, prayed to anyone who might be listening that the Half-Orc wouldn't remember his face, and raised his voice above the din. "What's going on?" he demanded, his voice shrill. "Did you miss the part of the briefing where they explained what 'undercover' means?" "This guy was causing a disruption," Guiterrez explained, still struggling to hold the Half-Orc down. "Probably with the Guild, trying to distract us." "Well, it's worked, hasn't it?" Benny snapped. Cursing, he ran across the street, stopped a moment to catch his breath, and then pulled himself up to the rim of the dumpster. A few moments later he was back in the park, where the two officers had finally managed to restrain their assailant. "The money's gone," Benny wailed. "We must've missed the guy." Benny stared for a moment at the struggling Half-Orc, then kicked Finn once in the ribs, mostly for dramatic purposes. "Get this clown back to headquarters," Benny snarled. "Lieutenant Miles is gonna want to have a talk with him, I think." The two plainclothesmen started wrestling Finn to his feet, and Benny allowed himself a private smile. At least part of what he'd said had been true: the money was no longer in the dumpster. Benny patted the small, jingling bulge in his jacket pocket contentedly, and then followed after his company. Thursday, 2:00pm Finn blinked into the light as the door to the interrogation room opened, and managed to pull off a fairly convincing sneer in the direction of the two men who had entered. The one on the left looked like your average cop, but the one on the right was wearing some kind of weird black robes; Hadrik was sure he'd seen them before, but he didn't immediately recognize them. Whoever the robed character was, Finn could sense that the other officer was uncomfortable in his presence. At least you could tell which one was supposed to be the bad cop. As always, Archie spent a few moments quietly sizing up the suspect. The Half-Orc seemed to have had a few fresh bruises added to the collection of scars on his already unpleasant face. The overall effect was fairly striking. "I can see why they call you Pretty Boy," Archie deadpanned. Finn growled slightly, but didn't speak. After a moment, both men seated themselves opposite the table from Finn. "Hadrik Finn," Archie said, his voice calm. "My associate tells me that you're a bounty hunter, Hadrik, and that you're a long way from home. Care to tell me what brings you to our neck of the woods?" Something about the way the cop had said the word "associate" made Finn take a second look at the black-robed figure, who had yet to say a word. Recognition hit him at last, and Archie could see the color draining from Finn's face. Hadrik laughed mirthlessly, and then responded. "Your associate, huh?" Finn chuckled. "Maybe you ought to ask him what I'm doing here." Hadrik's laughter died off, leaving an uncomfortable silence behind it. Delacroix was the first to speak. "I think, perhaps, that it would be preferable were I to speak to mister Finn in private," said Delacroix. The Investigator's voice had been perfectly smooth and level, but there was something in the way that he'd said those words that made Archie turn to look at him. Delacroix's expression, as still as the grave at the best of times, had assumed an even more rigid cast. Meanwhile, those pale eyes seemed to be burrowing into Finn's, probing for any sign of weakness. Dissecting him with his eyes, Archie thought. Finn glanced at him imploringly, seemingly shaken from his composure to the point of panic. Miles made a decision. "No," he said. The word didn't seem to register at first. After a moment, Delacroix turned those same eyes towards Archie; somehow, Miles remained resolute. "He hasn't done anything that we can charge him with," Miles lied smoothly. "Sorry, but the law's the law. We've got to let him go." Trying to keep his cool, Archie turned his gaze to Finn; the bounty hunter was visibly relieved. "This is the only warning you're gonna get, pal," Archie said. "I want you out of my town by sunset. Understood?" Finn nodded enthusiastically, and an officer entered to take the suspect away. Archie and Delacroix sat for a moment in a tense silence before Miles spoke again. "He's worth more to us out there," Miles explained, trying to keep his voice from shaking. "I'll have him tailed; my money says he leads us right to the suspect." Delacroix didn't relax in the slightest. "I pray that you are correct, of course," Delacroix purred. "It would be a terrible pity, were I forced to report that you had interfered with my investigation. A terrible pity." Miles considered this for a moment before replying. "Finn knew something," he murmured, "and so do you. Something you haven't seen fit to share with me, if I'm not mistaken. This guy we're looking for... he's one of yours, isn't he?" Delacroix hesitated for only a moment, but it was long enough to confirm Archie's suspicions. When Delacroix spoke again, his voice was ice. "Those in my profession have a saying," Delacroix said. "We ask the questions." Thursday, 9:30pm It had been a long day for Benny the Rat, and there was plenty of paperwork left to do before he could think about getting any sleep. He'd been running himself practically ragged over the past few weeks, and the stress was starting to take its toll. No rest for the wicked, Benny reflected, pouring a generous shot from the crystal decanter next to his inbox. A small and sudden noise caught Benny's attention, and he looked up from the papers scattered across his desk. His eyes happened to land on a patch of shadow in the corner, where he was almost certain he had seen a glint of light. After a moment's silence, a sound filled the room - that unmistakable grind of a whetstone on the edge of a blade. "Oh, knock it off," Benny snapped. The figure in the shadows seemed to hesitate for a moment, and the sound stopped. Reaching into his desk, Benny tossed a jingling sack into the corner. "The standard bounty," Benny said, "minus my usual finder's fee, of course." The figure in the corner stooped, picked up the bag, and began silently counting out coins. "You weren't around back then," Benny mused, "but Arlo was a giant in this town, once upon a time. It's almost a shame to see him go." The figure, still counting, did not reply. "You've been getting a lot of attention lately," Benny continued, his brow creasing in a disapproving scowl. "Bad for business, attention. Not that you'd care, I'm sure, but a man in my line of work draws quite enough attention without this sort of thing." An almost palpable silence emenated from the corner. Benny, obviously accustomed to this, continued unabated. "Got a hot tip for you, as it happens," Benny remarked. "Seems that Bane Vargus is hiding out at the docks, waiting for his ride out of town. Word is he's holed up in the warehouse at 1055 Wharf street." The figure turned to leave, but Benny had more to say. "The guy who gave me the tip was here yesterday," Benny remarked. "Asking about you, as I recall. Half-Orcish chap, ugly as hell. Friend of yours? Professional acquaintance, maybe?" There was still no reply; Benny hadn't really expected there to be. "It's a trap, of course," Benny supplied. "But I suppose you're gonna go anyway, aren't you?" The figure turned; for a moment, Benny thought he could make out the shape of a face beneath the man's black hood. He wasn't sure, but it seemed to be grinning. Friday, 2:15am Arhie's thoughts were once again dwelling on retirement. Stakeouts were absolutely the worst; you sat all night in the cold, waiting for something to happen, and nine times out of ten nothing did. With a task force this size in a town this dirty, it was a safe bet that someone was going to tip the bad guys off. It was bad enough in pleasant company, and Delacroix was anything but. The Special Investigator had hardly spoken a word since the interrogation; Miles couldn't tell whether he was meditating, praying, or just sulking. Either way, Archie preferred it this way. It was something that his wife had never pieced together in twenty years of marriage, and apparently neither had Delacroix. Secretly, Archie relished the silent treatment. One thing was for sure, in any case. With half a dozen plainclothes cops inside of the warehouse and another twenty surrounding the building, they'd get their guy if he was dumb enough to show up. Even the possibility that all of this effort might not be utterly wasted gave Archie some comfort. The comfort turned out to be short-lived. Archie jerked to his feet as the sounds of a heated scuffle came from within the building, lasting only a matter of moments before fading into an echoing silence. Miles cupped his hands around his mouth, preparing to shout out the order to advance, when a hand descended upon his shoulder. Even before he had turned, the chill in Miles' blood told him that it was Delacroix's. "You and your men will hold your positions," Delacroix murmured, seeming preoccupied. "Not a soul is to leave the building. Do I make myself clear?" Miles gaped as Delacroix strode forward towards the warehouse's gated entrance. "Not a chance, pal," Miles shouted. "This is my investigation, and it's my collar." Delacroix looked back over his shoulder for a moment, and Archie found his objections dying in his throat. The man's eyes had taken on a different cast, somehow even worse than the one before. They seemed somehow distant, as if they were looking into a different world. "Mine," Delacroix mumbled, his voice barely audible. "He is mine." Archie stared as the Investigator entered the building, and then shook his head. After a moment, he began silently relaying the order to hold positions. Friday, 2:20am Finn had kept to the shadows, familiarizing himself with his target's strengths and weaknesses, while the black-clad figure had subdued the guards within the building - subdued and not killed, he noted with interest. It was tough to get a good look at the target as he flitted in and out of the shadows, but Finn was able to get a general impression. The man wasn't as tall as Finn had expected, nor was his physique as impressive; the man's choice of attire did live up to the rumors, though. Black robes, a black hood, and an executioner's axe. Finn supressed a laugh, but with difficulty. The guards had fallen easily, and now the target was locked in fierce combat with another black-cloaked figure; after a moment, Finn recognized the Inquisitor from before. It was an impressive display, he had to admit. The eye could barely follow the target as he flickered in and out of sight, disappearing into one shadow only to reappear from another, covering impossible distances in the blink of an eye. As fast as he was, though, and as unpredictable as his attacks were, the Inquisitor seemed to be anticipating his every move - readying to parry before the strike even came, as if those weird eyes were looking into the future. Two things began to become clear to Finn at this point. The first was that these two had fought one another before; many times, perhaps. The second, and more obvious, was this: that his bounty was losing the fight. Friday: 2:30am Delacroix stared into the darkness, silently measuring the seconds since the last attack. From behind him came the barely perceptible patter of rushed footsteps; right on cue, he thought. Smiling, he spun in place, bringing his staff around in a sharp arc; the blow connected squarely with his quarry's ribs, rewarding Delacroix with the satisfying crunch of breaking bones. His opponent collapsed, gasping for breath; triumphant, Delacroix crouched, grinning, before his foe. "Haegan, my dear friend," Delacroix rasped, adopting his native tongue. "How could you think that these tricks would work against me? I, who have known you all these years?" The hooded figure attempted to stand, still clutching at his side. Delacroix brought his staff around for a smart blow to the other side, and the figure crumpled once again. "You cannot imagine my sadness, dear Haegan," Delacroix cooed. "To think of all that you once were! It pains me more than you can know to see you reduced to this condition." Delacroix struck again, for good measure. The figure groaned feebly, and then lay still. "Saddenned though I am," Delacroix murmured, "much time has passed since those days, and you have caused me no small amount of trouble. You shall cause me no more." Cackling, Delacroix raised his staff above his head, readying the final stroke; a moment later, the staff slid from his numb fingers, clanging on the concrete floor. His pale eyes rolled back, and he sank to the floor in a heap. Behind him stood Hadrik Finn, wielding a blackjack and a self-satisfied expression. Finn took a moment to spit on the Inquisitor's fallen body before returning his gaze to his target's body. Or, rather, to the place where his target's body had been, only just a moment ago. Friday: 2:35am Pretty Boy Finn turned slowly in place, scanning the shadows in every direction for any sign of movement. His sword hung almost slack in his hand as he adopted a posture of relaxed alertness, ready to strike in any direction at a moment's notice. The silence was oppressive; fortunately, it didn't last long. A voice echoed from the shadows, startling him slightly. "Thanks are probably in order," it said simply. Finn scoffed, and then shouted back into the darkness. "I wouldn't bother," he replied. "See, I'm after the price on your head. Nothing in it for me if the church catches you themselves." "A bold move," the voice answered, sounding impressed. "But, as a friend of mine would have said... profoundly unwise, I'm afraid." A sound began echoing from the darkness; Finn recognized it immediately as the sound of a whetstone on steel. He continued circling, determined not to be distracted, as the voice continued. "Did you know," it began, "that in the old days - long ago now, before they had machines to do the job - that it was customary to tip your executioner?" "Is that right?" Finn answered. Keep him talking, he thought to himself. Just keep him talking. "Oh, yes," the voice replied conversationally. "If somebody's going to chop off your head - heaven forbid - you certainly wouldn't want him doing it with a dull axe. Tipping the executioner gave him an incentive to keep his tools well-maintained." Finn chuckled. "Probably not a bad idea," he replied jovially. Finn's plan had worked; the voice was definitely coming from the shadows to his left, at the ten o'clock position. All he needed now was to buy a little more time... slowly, still watching the shadows, he reached into the coinpurse at his hip, playing along with his target's game. His fingers closed on air, where he was sure there had been an abundance of coin. Swearing, he upended the purse, which spilled its contents upon the ground at his feet. Two copper coins stared back at him. "Alas, no," said a voice from behind him, shockingly close. "Those aren't for me." Friday: 2:40am Archie was preparing to give the order to move in when Delacroix came limping out of the front door, a scowl on his face and a nasty bump on his head. Miles ran forward to meet the Investigator, curses on his lips, but Delcroix silenced him with a curt gesture. "He's gone," Delacroix growled. Miles paused for a moment, seemingly thunderstruck. "Are you sure?" he asked. "Quite," Delacroix replied, wincing. "The element of surprise has been squandered, I'm afraid. By morning, he will be well on his way to another city. Your worries are at an end, it seems." "We could set up a roadblock," Archie offered. "Try to catch him making a run for it." "A futile exercise," muttered Delacroix. "No, Lieutenant, I am afraid that your part in this investigation has reached its end." Miles couldn't help but feel deflated. "And you'll keep looking for him, I suppose?" he asked. "For as long as I must. He does not make himself difficult to find," Delacroix murmured; for the first time, and to Miles' great surprise, the Investigator's smile seemed almost human. "I think, perhaps, that he enjoys the sport." Delacroix turned and began to stalk off into the shadows; after a moment, he paused. Archie waited expectantly. "Your cooperation in this matter has been..." Delacroix considered for a moment. "Has been sufficient. The Office of the Inquisition thanks you for your assistance." "Don't mention it," Miles mumbled sourly. The Investigator walked away, then, without another backward glance; Miles stared, transfixed, as the early morning fog enveloped the Inquisitor's departing form. For a moment, Archie was sure that he'd seen a flicker of movement in the shadows, trailing behind the Investigator. Miles briefly considered shouting a warning, but changed his mind at the last moment. Instead, chuckling to himself, he turned to the half-circle of guardsmen staring dumbly at him. "Pack it in, boys," he barked. "Time to call it a night." BackgroundThe following transscript contains excerpts from the Wealthy Street Players' off-Broad Way production of "Rise of the Executioner." Both the song-and-dance segments and the superfluous romantic subplot have here been omitted. Whether the play does indeed present a more-or-less accurate (if highly sensationalized) account of the Executioner's origins is subject to debate. It is worth noting, however, that the play ran for less than a week before being censored by the Office of the Inquisition. ACT 1 PRESENT DAY. EXT - ROOFTOP : NIGHT (Dramatic fanfare from orchestra. Curtain opens on the EXECUTIONER, who stands, brooding, upon a rooftop.) NARRATOR: "Wherever evil goes unpunished! Wherever the innocent fall prey to the wicked! Wherever the downtrodden cry out for help... one man rises to answer their call!" (EXECUTIONER holds aloft his axe.) EXECUTIONER: "Evildoers beware! You stand condemned, and I come to deliver the sentence! Prepare to face... your Executioner!" (EXECUTIONER leaps from the rooftop.) NARRATOR: "But who is this lone paragon of unforgiving justice? What inspires him to fight alone against the iniquities of this world? Who knows what wickedness resides in the hearts of humanoids? Journey with us back... to the beginning!" (Close curtain; open on...) FLASHBACK. EXT - BACKALLEY : NIGHT (Enter YOUNG HAEGAN, FATHER, and MOTHER, stage left.) MOTHER: "A fine play, indeed. To think that the lady Gorbash was the Princess of the Trolls all along!" FATHER: "The Wealthy Street Players have done it again!" MOTHER: "Truly. Still, do you think it wise to travel through this district, and at this hour?" FATHER: "I'm sure that nothing could possibly go wrong." (Enter VAGRANT, stage right.) FATHER: "Hark! A vagrant!" VAGRANT: "Beware! I am driven to desperation by poverty." MOTHER: "Poor soul. Let me give you a shilling." VAGRANT: "I'll have more than that." (VAGRANT draws a dagger, and strikes down both FATHER and MOTHER. VAGRANT grabs MOTHER's purse, and then exits stage right. YOUNG HAEGAN weeps over the bodies, and then experiences a revelation.) YOUNG HAEGAN: "I'm going to become a vigilante!" (Close curtain; open on...) FLASHBACK. INT - WAREHOUSE : DAY (CRIMINALS 1 through 5 ransack a number of crates.) CRIMINAL 1: "Truly, a fine haul." CRIMINAL 2: "These goods - which do not belong to us, and which we are stealing - are indeed of high value." CRIMINAL 3: "We flaunt the law with no fear of repurcussions!" HAEGAN (voiceover): "Not for long, you dont!" (HAEGAN descends from above; a battle ensues. All criminals are quickly subdued.) HAEGAN: "Now to deliver you to the proper authorities." MARTINE (voiceover): "A fine display." HAEGAN: "Who goes there?" (Enter MARTINE stage right.) MARTINE: "You may call me Martine de la Crux. I have watched your progress with some interest." HAEGAN: "Explain yourself, lest I attack!" MARTINE: "I represent an organization dedicated to bringing justice to such as these. We have heard tell of your exploits, and are rightly impressed with your commitment to justice." HAEGAN: "That has nought to do with me." MARTINE: "Think you that you can set right the evils of the world one sad lot of brigands at a time? Come, let us talk awhile." (Exit MARTINE and HAEGAN stage right. Close curtain. End of ACT 1.) Editor's note: the whole of ACT 2 has been omitted for brevity's sake. Having agreed to join the Inquisition, Haegan participates in a montage of training sequences, wherein Martine teaches him to refine his skills. At the end, Haegan is sworn in as a Witch Hunter, first class. ACT 3 FLASHBACK. INT - TEMPLE: DAY (Curtain opens on MARTINE, sitting in contemplation. Enter HAEGAN stage left.) MARTINE: "Ah, there he is! Word of your many triumphs has preceeded you, my dear friend." HAEGAN: "All of them greatly exaggerated, no doubt." MARTINE: "You're too modest. You have only just completed your vows, and yet have already become a blight upon evildoers everywhere." HAEGAN: "Truly. Moreover, I am in no way conflicted by inner turmoil, given the moral ambiguity of my duties." MARTINE: "That's a good lad. Come, let us take dinner together." HAEGAN: "I have no time, I'm afraid. I've been given another assignment, and must take my leave immediately. I have come for one reason. Should some unthinkable and unforeseen circumstance prevent my return, I wish for you to know that you are my fondest friend." MARTINE: "And you mine, dear Haegan. Now, away with you! Surely evil does not rest for the sake of such fond reminiscences!" (Both laugh heartily. Exit HAEGAN stage right. Close curtain; open on...) FLASHBACK. INT - SHRINE: NIGHT (CULTISTS 1 and 2 are engaged in performing a diabolical ritual.) CULTIST 1: "Let us make an offering to the Dark Lord!" CULTIST 2: "Yes, because we are disciples of the occult!" HAEGAN (voiceover): "Not for long, you aren't!" (HAEGAN descends from above.) CULTIST 1: "An Inquisitor! All is lost!" CULTIST 2: "Pray leave us be, servant of the Order! Our observances harm no one!" HAEGAN: "Your pleas fall upon deaf ears, evildoers!" (HAEGAN slays both CULTISTS. Enter CHILD stage right.) CHILD: "Mother? Father? What has happened?" (HAEGAN experiences a revelation.) HAEGAN: "I have come to embody all that I detest!" (Exit HAEGAN stage left. Close curtain; open on...) FLASHBACK. INT - HAEGAN'S ROOM: NIGHT (HAEGAN hastily tranfers his posessions from a chest to a traveling case. Enter MARTINE stage right.) MARTINE: "Haegan? I'd not recieved word that you had returned. What are you doing?" HAEGAN: "Leaving here, friend. I have suffered a crisis of conscience, and can no longer have any lot with the Inquisition." MARTINE: "This is foolishness. Our Order does not tolerate apostates; you know this." HAEGAN: "Be that as it may, I am leaving." (MARTINE draws a dagger and advances upon HAEGAN.) MARTINE: "Then your fate is sealed." (HAEGAN turns towards MARTINE, but makes no move to defend himself.) HAEGAN: "And will you truly strike down your dearest friend unarmed?" (MARTINE considers this, and then sheathes the dagger.) MARTINE: "It seems not. Nor will I inform the High Inquisitor of your departure, at least until sunrise. But know this: your betrayal wounds me to my core, and I myself will lead the pursuit against you. Do not let me find you unarmed when next we meet." (HAEGAN nods, and then gathers his posessions; exit stage right. Close curtain; open on...) FLASHBACK. INT - HAEGAN'S LAIR: NIGHT (HAEGAN sits alone in the darkness, locked in contemplation.) HAEGAN: "And now I myself am a fugitive from the Inquisition. Still, I find myself compelled to seek justice against the wicked - justice on my own terms, but justice no less. Still, without the symbol of the Inquisition behind me, how will my enemies know to fear me?" (HAEGAN experiences a revelation.) HAEGAN: "Of course! I will remake myself in the image of that which every criminal most fears: the inevitability of righteous punishment, the justice of the gallows. I shall become... the Executioner!" (HAEGAN drapes a black hood over his head, and becomes the EXECUTIONER. Curtains close. Open on...) PRESENT DAY. EXT - ROOFTOP: NIGHT (EXECUTIONER stands, brooding, upon a rooftop.) NARRATOR: "Hunted by his own brethren! Branded an outlaw! Cursed and condemned by all - and still, this righteous crusader stands vigilant against the evils of the night!" (EXECUTIONER holds aloft his axe.) EXECUTIONER: "Evildoers beware! You stand condemned, and I come to deliver the sentence! Prepare to face... your Executioner!" (EXECUTIONER leaps from the rooftop. Close curtain.) END OF ACT 3 Personality TraitsWhen he's not in-character, Haegan practices impeccable manners. He is unfailingly polite, has a tendency to be self-effacing, and believes strongly in chivalry. He is, one might say, extremely mild-mannered; this may come as a result of his affluent upbringing. Given his apparent love of theatrics, Haegan's personality is decidedly low-key. Through focus and discipline, he has learned to keep his emotions under control; as a result, he tends to make a first impression as a bit of a cold fish. Once he becomes more comfortable with his company, a lighter side to his personality may begin to emerge. In particular, he may use his singular knack for understatement to comedic effect, this betraying a wry sense of humor lurking beneath his inscrutable facade. Haegan is extremely self-sufficient, but will gladly throw in his lot with other adventurers for the sake of fighting a great evil. He will just as likely take his leave of them without a parting word once the ultimate threat is defeated, however. While he enjoys having temporary acquaintances, he has difficulty forming long-term emotional connections to others. He doesn't like to talk bout his past, but it's possible that his experiences of loss and betrayal have left him with a fear of commitment. Haegan is extremely driven, perhaps even to the point of self-destruction. He does what he does not because he chooses to, but because he is compelled. He doesn't allow himself anything resembling a personal life; instead, his passionate need to see justice done is slowly consuming him. At the same time, he finds himself conflicted by deep dissatisfaction. At the end of the day, he doesn't get a clear sense that his actions are making a positive difference in the world. A chance to fight evil on a broader scale - perhaps as part of a group of adventurers on an epic quest of some sort - might help to give his life deeper meaning. Friends and FoesNote: since many campaigns will see characters traveling frequently from one location to another, I've tried to steer away from giving Haegan allies that would tie him down to a specific location, and would cease to be relevant if the party ventured elsewhere. Instead, his allies and enemies tend to be people like Benny the Rat - after all, there are guys like Benny in every city. The following are less profiles of specific characters, and are more broad overviews of character types that are likely to be found wherever Haegan's travels take him, and of whom he is likely to make temporary allies and enemies. As Haegan's arch-enemy, Delacroix is the exception: a persistent character who is likely to pursue Haegan wherever he goes. The Information Broker Example: Benny the Rat (Unaligned Male Halfling) In any city, there are people who make a living by selling other people's secrets. The most proficient gain a certain degree of fame (or notoriety), and these are the types that Haegan seeks out as contacts. Being unscrupulous is part of the job, and most Brokers are happy to sell out other members of their fraternity in exchange for a cut of the bounty. Haegan relies on his Broker to find his targets, but makes use of his services reluctantly and with no small amount of suspicion - knowing full well that the Broker's loyalty will only last as long as the profits gained from a partnership with Haegan remain greater than the price on his own head. The Lawman Example: Lieutenant Archie Miles (Good Male Human) In most cities, the Watch is happy to look the other way when Haegan steps in to start cleaning up their streets. In others, politics or local customs may lead to Haegan being branded as an outlaw. In the latter case, the Lawman steps in to lead the hunt for the Executioner; he may take up the task reluctantly or with great enthusiasm, depending on his ownpersonality. In some ways, the Lawman is potentially Haegan's most dangerous opponent. After all, he has made a career of tracking criminals, which gives him a wealth of experience and insight to draw from. In addition, he is most likely intimately familiar with a city that Haegan has had less time to learn the ins and outs of, giving him a considerable homefield advantage. The Hunter Example: Hadrik "Pretty Boy" Finn (Unaligned Male Half-Orc) In theory, the Hunter is a bounty hunter; that's what it says on his business cards, metaphorically speaking. In actuality, he's not particularly concerned with whether or not the prices on his targets' heads come from a legal source. He's not necessarily an evil person, but he's certainly only as good as the world lets him be. Hunters tend to be both world-wise and tenacious; more experienced Hunters take no chances, preferring to lure their quarry into unwinnable fights. On the whole, they are canny and merciless opponents. Special Investigator Martine Delacroix (Evil Male Human) Delacroix is Haegan's nemesis. The two were comrades and confidants during Haegan's days as a manhunter for the Inquisition; Delacroix sees Haegan's apostacy as a personal betrayal, and has sworn to slay Haegan by any means necessary. Delacroix is the sort of man who has been fighting monsters and staring into the abyss for far too long, and he's become unhinged and fanatical as a result. He is an extremely dogged pursuer, and would far sooner die than allow his quarry a moment's rest. Delacroix represents what Haegan could become if he continues to drift through life without a greater sense of purpose to give his struggle meaning. _____________________________________________________________________ Inquisitor General Martine Delacroix Level 13 Solo Controller Medium Natural Humanoid (Human) XP 4,000 _____________________________________________________________________ Initiative: +10 Senses: Perception +15 HP 655; Bloodied 327 AC 29; Fortitude 25; Reflex 27; Will 28 Immune Illusion Saving Throws +5 Speed 6 Action Points 2 _____________________________________________________________________ -Staggering Blow (Basic - Standard; at will) +18 vs AC; 1d10+6 damage, and the target is knocked prone. -Prescient Sense (Move; at-will) Delacroix does not grant Combat Advantage until the start of his next turn. -Canny Defense (Immediate Interrupt, when an adjacant enemy makes an attack against Delacroix; at will) Delacroix makes a Staggering Blow attack against the triggering enemy. -Vicious Strike (standard, Recharge 4 5 6 requires Combat Advantage; +18 vs AC; 4d10+6 damage. -Word of Authority (Minor; encounter) * Psychic Close Burst 3; +17 vs Will; target is Stunned (save ends). _____________________________________________________________________ Alignment: Evil Languages: Common Skills: Insight, Intimidate, Perception, Religion Str 17 (+9), Dex 19 (+10), Wis 22 (+12), Cons 19 (+10), Int 18(+10), Cha 17 (+9) Equipment: Robes, Staff Notes for the DM: About the InquisitionIf you're the sort of DM that doesn't mind hand-waving a fairly influential organization into your game for the sake of a character background, the Inquisition can be played as described in the story above. They're most likely a small and secretive sect within a Lawful Good church, primarily responsible for hunting down Evil cults within Good lands. While this may sound benign enough, they've gained a somewhat sordid reputation, and may even blur the line between "failure to comply with an investigation" and "aiding and abetting the enemy." In addition, the Inquisition most likely operates with little oversight - a fact that allows bad eggs like Delacroix to remain active. If you're less willing to make ad hoc additions to your setting, the Inquisition's sphere of influence can reasonably be toned down. Perhaps the Inquisition exists solely for the purpose of tracking down Paladins and Avengers who've forsaken their vows and started playing for Team Evil. In this case, the organization is a fairly low-impact addition to any setting. In any case, all such decisions are subject to the DM's discretion. Stat Block_____________________________________________________________________ Personal Stats: Name: Haegan "The Executioner" Montblanc Level: 8 Class: Avenger Race: Elf Size: Medium Age: 36 Gender: Male Height: 5'9" Weight: 160lb Alignment: Good Deity: Lawful Good (by setting) Backgrounds: Urban, Wealthy, City Elf (+2 to Streetwise Checks) _____________________________________________________________________ Ability Scores: At First Level: Str: 10 Con: 12 Dex: 16 | 14 (base) + 2 (Racial - Elf) Int: 12 Wis: 18 | 16 (base) + 2 (Racial - Elf) Cha: 12 Stat Bumps: 4th Level: +1 Dex, +1 Wis 8th Level: +1 Dex, +1 Wis At Eighth Level: Str: 10 (+0) Con: 12 (+1) Dex: 18 (+4) Int: 12 (+1) Wis: 20 (+5) Cha: 12 (+1) _____________________________________________________________________ Defenses: AC: 23 | 10 (Base) + 4 (Half Level) + 4 (Dex) + 2 (Magic Armor +2) + 3 (Armor of Faith Class Feature) Fort: 17 | 10 (Base) + 4 (Half Level) + 1 (Con) + 1 (Magic Neck +1) + 1 (Item: Cloak) Reflex: 20 | 10 (Base) + 4 (Half Level) + 4 (Dex) + 1 (Magic Neck +1) + 1 (Item: Cloak) Will: 21 | 10 (Base) + 4 (Half Level) + 5 (Wis) + 1 (Magic Neck +1) + 1 (Item: Cloak) _____________________________________________________________________ Hit Points: Max HP: 68 | 14 (Base) + 12 (Con Score) + 42 (7 Levels * 6 HP/Level) Bloodied: 34 | 68 (Max) / 2 Surge Value: 17 | 68 (Max) / 4 Surges per Day: 8 | 7 (Base) + 1 (Con) _____________________________________________________________________ Miscellaneous: Initiative: 8 | 4 (Dex) + 4 (Half Level) Speed: 7 | 7 (Base: Elf) Passive Insight: 19 | 10 (Base) + 9 (Skill Bonus: See below) Passive Perception: 26 | 10 (Base) + 16 (Skill Bonus: See below) _____________________________________________________________________ Attacks and Damage: (Note: all of Haegan's attacks - including Melee Basic, thanks to Melee Training - use Wis for both Attack bonuses and Damage bonuses, where applicable.) Weapon Attack Bonus: +13 | 4 (Half Level) + 5 (Wis) + 2 (Proficiency) + 2 (Magic Weapon +2) Implement Attack Bonus: +11 | 4 (Half Level) + 5 (Wis) + 2 (Magic Implement +2) Damage Bonus w/ Wis: +7 | 5 (Wis) + 2 (Magic Weapon / Implement +2) Damage Bonus w/o Wis: +2 | 2 (Magic Weapon / Implement) Weapon Crit Bonus: +1d12, 2d6 | High Crit Weapon (1d12 Weapon Damage); +2 Weapon @ 1d6/plus Implement Crit Bonus: +2d6 | +2 Implement @ 1d6/plus Execution Axe: +2 Proficiency, 1d12 Damage - High Crit, Brutal 2 (Adventurer's Vault) _____________________________________________________________________ Racial Abilities: Ability Scores: +2 Dex, +2 Wis Vision: Low-Light Languages: Common, Elven Elven Accuracy Elven Weapon Proficiency Fey Origin Group Awareness Wild Step _____________________________________________________________________ Class Features: Armor of Faith Censure of Pursuit Channel Divinity Oath of Enmity _____________________________________________________________________ Feats: Melee Training (Wisdom) | Level 1 (PHB2 - Use Wis instead of Str for Melee Basic Attacks) Weapon Proficiency (Execution Axe) | Level 2 (PHB / AV - Proficient with Execution Axe) Defensive Mobility | Level 4 (PHB - +2 AC vs Opportunity Attacks) Skill Training: Intimidate | Level 6 (PHB - Gain training in Intimidate) Connected | Level 8 (Dragon 373 - Roll Twice on Streetwise Checks) _____________________________________________________________________ Skills: Trained: Religion (Automatic: Avenger), Perception (1/3 @ Lev1) Stealth (2/3 @ Lev1), Streetwise (3/3 @ Lev1), Intimidate (Feat) Acrobatics: 8 | 4 (Half Level) + 4 (Dex) Arcana: 5 | 4 (Half Level) + 1 (Int) Athletics: 4 | 4 (Half Level) + 0 (Str) Bluff: 5 | 4 (Half Level) + 1 (Cha) Diplomacy: 5 | 4 (Half Level) + 1 (Cha) Dungeoneering: 9 | 4 (Half Level) + 5 (Wis) Endurance: 5 | 4 (Half Level) + 1 (Con) Heal: 9 | 4 (Half Level) + 5 (Wis) History: 5 | 4 (Half Level) + 1 (Int) Insight: 9 | 4 (Half Level) + 5 (Wis) Intimidate: 10 | 4 (Half Level) + 1 (Cha) + 5 (Training) Nature: 11 | 4 (Half Level) + 5 (Wis) + 2 (Elf) Perception: 16 | 4 (Half Level) + 5 (Wis) + 5 (Training) + 2 (Elf) Religion: 10 | 4 (Half Level) + 1 (Int) + 5 (Training) Stealth: 13 | 4 (Half Level) + 4 (Dex) + 5 (Training) Streetwise: 12 | 4 (Half Level) + 1 (Cha) + 5 (Training) + 2 (Background) Thievery: 8 | 4 (Half Level) + 4 (Dex) _____________________________________________________________________ Powers: At Will -Bond of Pursuit (PHB 2) -Overwhelming Strike (PHB 2) Encounter -Second Wind -Elven Accuracy -Oath of Enmity -Channel Divinity (Abjure Undead / Divine Guidance) -Whirlwind Charge (PHB 2) -Deadly Stride (Divine Power) -Excoriating Call (Divine Power) Daily -Oath of the Final Duel (PHB 2) -Executioner's Cloak (PHB 2) Utility -Encounter: Distracting Flare (PHB 2) -Daily: Oath of the Relentless Hunter (PHB 2) By Level -1 Encounter: Whirlwind Charge -1 Daily: Oath of the Final Duel -2 Utility: Distracting Flare -3 Encounter: Deadly Stride -5 Daily: Executioner's Cloak -6 Utility: Oath of the Relentless Hunter -7 Encounter: Excoriating Call _____________________________________________________________________ Equipment: -Level 9 Execution Axe of Oaths Fulfilled +2 (AV2 - Functions as an Avenger Implement) - 4200g -Level 9 Robes of Contingency +2 (AV) - 4200g -Level 8 Heroic Bracers Of Bold Maneuvering (AV) - 3400g -Level 5 Cape of the Mountebank +1 (AV) - 1000g -5 sets Fine Clothing -2 pairs basic shoes -1 Adventurer's Kit -1 Crowbar -1 Glass Cutter -1 Grappling Hook Total Cost: 12,800g _____________________________________________________________________ |
| #32tylara67Mar 05, 2010 9:35:08 | Wow, you may have actually broken Dragoncat's record for longest entry. |
| #33koradziMar 05, 2010 10:12:17 | Needless to say, I got a little bit carried away. >.> |
| #34DragoncatMar 05, 2010 11:49:22 | Wow, you may have actually broken Dragoncat's record for longest entry. THERE CAN ONLY BE ONE! (Well, technically, there can be many. The forum has a post limit, so there isn't a way to cram more story in afterwards without using multiple posts. I know the limit was an annoyance for me (had to actually cut out a few bits), and judging from the length, this one probably hit it as well. Most vexing, those limits be.) |
| #35MysteriaMar 06, 2010 2:50:47 | I've just tried it - copying his entry twice, the second copy only goes up to about the third paragraph of the introduction before being cut off. |
| #36BarmpMar 06, 2010 18:12:36 | Needless to say, I got a little bit carried away. >.> Thank you for not making that your Paragon Path contest entry. :P |
| #37koradziMar 06, 2010 19:12:41 |
And now you know why my XDMC entry felt rushed! >.> |
| #38Johnathan_VagabondMar 08, 2010 11:46:17 | Two days, only two days! Step right up and take a swing at the greatest contest on earth! |
| #39noneedforanameMar 10, 2010 21:15:56 | Myra Hildegarde (crazy cat lady) Background For a halfling orphan growing up on the streets of The City (I made it generic for easy insertion into campaigns) life can be rough, you are too small to be put to labor in feild or factories and people tend to assume you are a thief. Unless you're willing to take the life of a servant or a devotee of some human god your options are somewhat limited. Nine year old Myra was a bit too wild and free to be tied down after her mother, a war refugee, died from disease, so she ran around the alleys scrounging what she could and sleeping where ever she found warmth. She was not alone, the recent wars had left the city with a large refugee population, no small amount were young orphans, but as her freinds grew older and got bigger, Myra stayed small. They found jobs or got hauled off to jail or the miliatary and she got left behind in the alleys. Amongst the hidden places and crawl spaces she found allies in the other denizens of the streets, the alley cats. She and her feline brethren shared much in the way of attributes. They were all fiesty little sneaks who while not taking part in the civilized world, but were happy to live off its scraps. She adopted many of the mannerisms of the cats and created a bond with them not normally scene among city folk. As much as anyone could command a cat she directed the actions of her closest freinds and in time could even speak with a select few. They looked out for one another and in the darkest hours of the night they prowled the rooftops chasing off muggers and burglers, destroyed slimes that bubbled up from the sewers and dispatched the ghosts that had made her neighborhood infamous. Few of the other tenants really knew the good things she had done, but they reaped the benefits of her work and the area improved. Myra is not completely unknown, of course, many of the shop keepers have traded with her and she has a knack for rescuing children from all the calamities that kids find themselves in. But her reclusiveness and peculiar habits have gotten her the nickname, "crazy cat lady." She's also known by another nickname, "the singing ghost," as she will often sing songs in the dark alleys at night but so far, few have made the connection that she is the owner of such a lovely voice. She also still has more than a few freinds who were among the streetkids she grew up with. One young man, got an apprenticeship with a tinkerer who specialized in musical instruments and thus created her a special muerta-phone, A unique musical instrument that doubles as a weapon (see stats for a better description). He and a few other friends make up an adventuring group that occasionally calls on Myra for help (a more detailed description of her allies are in the freinds and enemies section). It was on one of these adventures that she encountered a male bobcat that was fighting an owlbear. She was impressed with his bravery and went to his aid. Together they chased off the creature and she made a close freind in the wild creature. He is now her companion but she is careful to keep him hidden away from the wary eyes of the city folk who'd probably try to kill it if they ever saw him. Because of his big white paws she named him Mittens and he is her closest freind. Mittens tends to wander off from the city but somehow always knows to come home when he's needed. He has also sired more than a few litters of kittens around the city so the cats have become much bigger and feircer in that neighborhood. Myra makes her home in one of the many hiding spots she's found that is unknown among the city folk who don't happen to be cats. To get there you must hop a few fences climb a tower and squeeze through a tiny window to find her little nest in a warehouse room that the owners don't even know exists. She also has little caches hidden all around the area though and can be almost impossible to track down when she doesn't want to be found. Mannerisms and appearance Myra is an excedingly shy little thing that only shows herself when she wants to be seen. But because of all the cats that prowl the neighborhood she generally knows when someone is seeking her out and will show up if she wishes to. She is finicky but affectionate to her friends and has no fear whatsoever when it comes to a fight, she tends toy with her enemies drawing them into foolish attacks and laughing as they bumble around. She dresses quite frumpily and due to living a life mostly outdoors, she wears piles of clothing and has the wrinkles of a woman twice her age. But in her movements she is as quick and lithe as any of the cats that surround her at all times. The extent of her companionship is rather amusing to behold. She often carries around kittens hidden in her clothing and bags and she has no reservations about where her cats will perch, including on her head and shoulders. Myra will not generally put her family (what she calls the cats) in harms way if not neccessary but since they are cats she doesn't feel the need to coddle them or take constant care of them. When she goes on adventures she only takes Mittens and Hunter (her familiar) but sometimes other cats will come along if they feel like it. In an adventuring group she tends to play more of a leadership role, playing toward her maternal nature but can be an effective striker when necessary. Freinds and Enemies Most of Myra's neighbors know her by reputation if not personally and most think her a harmless little bitty. Most of the children know her well and take kindly to her curious ways. Some of her former playmates have gone on to careers of their own. Jacobi, the lad who was apprenticed to a tinker is an accomplished artificer now, and his wife Kay, a freind who was sometimes more of an enemy went off to join the local thieves guild. They come together from time to time, when there is a threat they must fight off. In addition, she has a friendship with a Shifter Warden who complains when she treats him like one of her kitties but still shows up at her doorstep from time to time. Myra doesn't consider anyone to be her enemy really but there are some folks around the neighborhood who'll make themselves more of a nuisance than she'd like. The local constable, a lazy fat bully who takes sole credit for the decrease in murders in the area, is a constant source of irritation. He can't stand cats and thinks of Myra as little more than a beggar and thief. He and his pet dobberman Bowser are engaged in a constant battle at the behest of the Neighborhood Homeowner's Association to round up all the strays, so much of Myra's time is spent disarming traps and leading his men on wild goose chases. Some of the more menacing enemies she's made though are with the former gang that used to run around The City. They haven't forgotten how often she foiled their more nefarious gambits and some have been lurking around waiting for the chance to get their revenge. They aren't likely to attack her until more of thier members are released from prison though. Stats Myra Hildegard, 30 year old female Class Features Hybrid Ranger: Hybrid Ranger Reflex (+1)
ABILITY SCORES
HP: 61 (hybrid 6 bard/ 6 ranger + 5/ level=35+ con 14) TRAINED SKILLS UNTRAINED SKILLS (+1 for being bard for all untrained skills) FEATS POWERS ITEMS (75 gp left over) mAGIC ITEMS Sylvan Leather Armor +2 (3400gp) RITUALS BEAST COMPANION STATS Mittens the Bobcat, Level 8 Str 16 (+2, level 4&8) Size: small (supposed to be medium, I reflavored) (-1 all defenses due to hybrid talent) HP 78 Surge: 19 (2/day) Basic Attack: Melee 11 (level+4-1 for hybrid) vs AC 1d8+dex(4) dmg Hunter, small tabby cat TACTICS Myra tends to stay back from combat and use her crossbow to pick off enemies while staying hidden. Her Beast Companion is usually close at hand and tends to sit and watch combat with bored detachment until something passes by that he can swipe at. Generally speaking he is used mainly for opportunity attacks from Myra's atwill Staggering Note. But he will also skulk around the area waiting to ambush the groups enemies. Myra is very protective of her family and has many powers that work toward that she can use Majestic word to heal him or Ode of Sacrifice to transfer a status effect to her. This is not to say that she would only heal him, she treats any travelling companions as defacto members of her pack. Myra makes an excellent scout because she can effectively in three areas at once, her familiar can roam as far as he likes and speak with her telepatically up to 50' and her beast companion can share perception checks with her while scouting with the utility power Pack Alertness. And she's pretty stealthy on her own. When she finds the enemy she and Mittens can stay hidden while Hunter goes back to lead the party to the enemies. If she is ever in serious trouble she can use her Horn of Summons to alert Mittens (and any other animals in the area) of her exact location and status. |
| #40noneedforanameMar 10, 2010 22:00:19 | Here's a picture I doodled of Myra and the Meurto-phone as viewed from the underside. The little circles on the side are for changing notes and there is a button where the horns connect that can change it from one horn to the other or play both at the same time. She blows into the little hole that's protruding from the bottom. I neglected to finish the image of Mittens at her side but you can get a feel for about how big he is, and yes she does walk around with cats on her head. |
| #41Johnathan_VagabondMar 11, 2010 8:15:47 | Ahh, the final last minute rush entry. This contest is officially closed (and has been since midnight yesterday. Let the judging commence! |
| #42tylara67Mar 11, 2010 11:31:12 | Four entries, eh? A quick four rounds of single elimination rock-paper-scissors should get this whole judging thing sorted out nicely. Now, to find a suitably large rock... |
| #43MysteriaMar 13, 2010 12:13:52 | Fluff's done, now to the crunch. And already a comment on the entries: Show I wouldn't put mechanical comments into your background (e.g. I reflavoured this to that, or I took this and this, or see mechanics for details, etc.) Each time, such a line just completely kicked me out of the story. In my opinion, it would be better in the mechanics section of the entry. And if you do have DDI access, including the character builder output in addition to your normal stat block would make my life that much easier. |
| #44noneedforanameMar 18, 2010 13:31:10 | what's going on here people, if this thread dies does that mean I win? |
| #45koradziMar 18, 2010 14:29:55 | what's going on here people, if this thread dies does that mean I win? In the event of thread death, the seldom-invoked "Koradzi wins all ties" rule comes into play. |
| #46MysteriaMar 18, 2010 15:35:22 | What's going on for my part is loads and loads of work interfering with getting done with the last bit of judging. Right now I feel like this if you replace the smiley with this one instead: ![]() |
| #47MysteriaMar 18, 2010 16:07:25 | Done and scores sent in. |
| #48Johnathan_VagabondMar 18, 2010 20:41:26 | I have scores in from Mysteria and am waiting on Tylara. But he/she hasn't been on in a while (based in his/her) profile. If I don't have them by Sunday, we'll run with two judges scores instead. |
| #49MysteriaMar 20, 2010 10:51:33 | comments on characters Rosquel: A vermin bogeyman? I like the idea, but I feel like you didn't develop it in enough detail. You background left more questions open than it answered. I also didn't get a very urban feeling from him. It didn't really help either that I'm not really into the 'vermin's icky' vibe, although your powers do match what you wanted to do with him. The biggest problem I have with him is that I'd not want a backstabbing PC in my party, even if I were running an evil-aligned campaign. Daschel: Solid execution, although the duelist is not that original, imho, if we're talking about an urban setting. Also very easy to integrate into a party. Myra: Solid execution too, more original than Daschel, but has some elements that I didn't really fancy - like the singing: I don't feel that that really adds much to the character. The bobcat that keeps hiding away was also stretching things, if its so big, it's rather difficult to imagine it never being spotted. Finally, I feel that she'd work better as an NPC than a PC. Haegan: I really liked the background, although the captain of the watch reminded me an awful lot of Captain Vimes from the Discworld novel by Terry Prattchett. I'm not much of a fan of the "play" part either, but it does the job just fine. What disappointed me somewhat is the mechanical part - I got neither an elf, nor an invoker image from the background. Still, it works out all right. (What I though of reading the background was a human assassin, but as you're not a DDI subscriber, I can hardly blame you for not making him an assassin. ;) Still, I feel maybe a rogue or ranger would have been a better fit. What I did like however was the fact that you included a monster stat-block for Delacroix. |
| #50koradziMar 20, 2010 11:26:04 | I got neither an elf, nor an invoker image from the background. You mean "Avenger," right? Invoker woulda been pretty lame, but I thought Pursuing Avenger was a pretty good fit - especially given the "hunt target enemy 'til the ends of the Earth, if necessary" feel of one or two of the Utility Powers. I actually would've Multiclassed Assassin if I'd thought of it - good thinking there. ![]() |
| #51RPJesusMar 20, 2010 16:17:17 | You background left more questions open than it answered. That's kinda what I was going for. Even this guy's not sure what his actual backstory is (Kinda like the Joker, though the similarity didn't cross my mind when making this). Also, I'd like to clarify that he is not a backstabbing PC. He's simply an amoral cynic who's motivations seem unclear even to himself. Something of a sheep in wolf's clothing really (Not that he would think twice before murdering the hell out of the villain of the evening). |
| #52MysteriaMar 20, 2010 19:41:28 | btw, I spoiler-blocked my comments so as not to influence the other judges. answers Koradzi: Sorry, yes, avenger (my brain seems to have stopped working momentarily when I posted that). I'd still have taken assassin or rogue. RPJesus: Well, he comes across as a backstabbing PC, whether you intended that or not as you say that: He joins the party after they find one of his locusts in a bottle and he refuses to leave them until he has an opening to kill them to ensure they don’t pull the curtain open on his masquerade as an immortal boogeyman |
| #53noneedforanameMar 21, 2010 13:45:25 | @mysteria: Thank you for taking time to comment and judge my entry, I'm sure you've got a lot going on in your life and I truly appreciate you volunteering. It seems like this contest may be losing steam and I hope it stays alive because I really like making these characters and came kind of late to the game. Just to respond to some of the comments (without being too defensive, i hope) I aggree that the singing was a little unneccessary, it was a part of a larger story describing how she got her bard powers that I edited out because, like you said it didn't really add anything interesting, and it felt like I was just trying to explain every power she had and I was trying to think of her as if I were making her a new class, instead of a hybrid. I don't know if that really makes sense but thats how it is for now. As far as her companion being able to sneak around town, it's a fair criticism, but I should point out that bobcats do get spotted in urban areas all the time, even mountain lions are a big problem in los angeles. I also made him a small creature (if a DM wanted to change the stats due to size I'd point out that being a hybrid already nerfs the companion to some degree) if you consider that a halfling is about 3' and the cat comes halfway up that's a pretty small creature. A big cat for sure, but not a monster. The only other thing is the comment about her being a better NPC than PC, I got the same criticism for my last Hero Artisan entry and I'm not really sure what it means. I really tried to make this character good at being in a group and not acting as a loner or solo. Maybe it's because I often DM so maybe I think more like a DM. I don't know, maybe if you have a chance to read this you could extrapolate on how the character would make a better NPC than PC so I can take that into account when I make my next character. |
| #54MysteriaMar 21, 2010 15:54:07 | You're welcome. (And I do have more time now, work's slowed down once more. ;))answer On the bobcat you wrote: she is careful to keep him hidden away from the wary eyes of the city folk who'd probably try to kill it if they ever saw him - which runs rather counter to what you just described. If you'd said that he tries to keep out of sight but that people whisper about her companion or something like that, I'd have felt it more believable. Hm. Let's see. In a nutshell I'd say I find her too tied down and rather hard to attach to a party. First off, you kind of already give her an adventuring group she knows of that, unless the PCs ARE the adventuring group, which they might not want to be. Then she seems very attached to the place she is right now - to her cats, her living space, her friends, ... and unlikely to leave before those local problems are set right. So, unless adventure comes right onto her doorstep, she'd not just be up and gone on a quest or other. Which means that she'd very likely be the hook for the first adventure. And while I think it's fine fore personal motivations to play a role, I'd rather see them as side quests and not as the main theme when starting an adventure. I guess I'd say: your hooks for starting adventure and hooking up with other PCs are too specific, she sounds more like a plot hook herself, than somebody who'd take a plot hook. Compare that with Haegan and Daschel who're both not tied down anywhere specific and can join a party for any number of reasons, from just looking to work, to a chance meeting, to having and interest in the same person/item/place ... and whose backgrounds may influence the story, but don't need to be in the foreground right at the start of the adventure. I guess that means that a PC for me: - is free to move around (Myra seems tied down too much) - is likely to take a number of plot hooks (Myra has a few very specific plot hooks to get her started) - has plot hooks in his background that may or may not come into play later (Myra's plot hooks would work best at the very start of the adventure) Anyway, that's just my opinion, others might disagree. ![]() |
| #55noneedforanameMar 21, 2010 17:38:37 | thank you, that's all very insightful and appreciated. |
| #56RPJesusMar 21, 2010 17:58:49 |
|
| #57MysteriaMar 22, 2010 2:38:25 | Show With the aleas of adventure, I'd be rather cautious of affirming that said occasion never arises. What if it does after all? Anyway, my opinion is that this is not a character that is easy to play with. |