Login or register. (You can now login/register with your social networks.)

NPCs
Minor
Technical
2
8 Votes

0xp


Hits: 4299
Comments: 9
Ideas: 0
Rating: 2
Condition: Normal
ID: 1095

Submitted:

Updated:
August 29, 2009, 9:43 pm

Vote Hall of Honour

You must be a member to use HoH votes.
Author Status

Options


Print Friendly and PDF

Hucken Fyreb'lls

By:

An quirky Gnome with little patience and much skill with a flame.

Little HuckSpecial Equipment:

Gloves of the Fyreb’lls: The wearer can produce flames in their hands at will, the flames harm neither the wearer or their equipment. The flames can be hurled at people for some rather low fire damage. These gloves were make by his Great, Great, Great Grandfather Tawssin and have been passed down from father to son ever since.

Appearance:

2’10’’ 40lbs. Really short but with well tones muscles. Completely bald except for a small patch of black facial hair on his chin. His eyes are dark blue and his skin is a light tan and seems to have multiple burn scars and is always slightly singed around the face, chest and forearms. He wears a pair of dark red pants that can only be described as ‘parachute pants’ held up by a silk rope, he also wears a blacksmiths apron, magical chain mail gloves and he has a ‘F.’ tattooed in black on the right side of his chest.

Background:

A proud member of the Fyreb’lls Clan, Young Huck is also a member of the Gnomish Elite Fire Squad. His Life Quest, given to his clan apron their formation, is to master fire to a degree where is can be used to sustain life. So far none of the Fyreb’lls clan have come close. All they have managed to do is gain a reputation as skilled pyromancers and make some interesting magic items involving fire.

Roleplaying Notes:

Young Huck and his father Chuckyn can be found in the City of Govenheim, not far from the Gnomish Highlands. They talk to a lot of adventurers, especially pyromancers, and try to get information regarding their experiences with magical fire, fire elementals, and the like.

The Gnomish Elite Fire Squad specializes in controlling and extinguishing the frequent fires that pop up in a gnome’s laboratory. Young Huck spends most of his time pretending to be on the lookout for fire or trying to fulfill his life quest. He isn’t really interested in either of these things and would prefer to go adventuring.

A party of adventurers with an interest in Huck’s skills may be able to convince the Gnomish Council of Elder Masters to let him go and fulfill a dream, especially if they promise to help him find some sort of fire-using artifact (Like the "Hearth of the Earth" or something like that).



Additional Ideas (0)

Please register to add an idea. It only takes a moment.

Join Now!!



Gain the ability to:
Vote and add your ideas to submissions.
Upvote and give XP to useful comments.
Work on submissions in private or flag them for assistance.
Earn XP and gain levels that give you more site abilities.
Join a Guild in the forums or complete a Quest and level-up your experience.
Comments ( 9 )
Commenters gain extra XP from Author votes.

Ancient Gamer
March 15, 2005, 20:28
0xp
Pyromaniacal gnomish engineer, huh? While such characters are commonplace in ADnD and similar systems, they are hardly something new.

This is the idea guild, a place for fresh thoughts. I did not find your gnome inventor a novel concept, fireballs or not. 2/5

I am not the roleplaying police. Play whatever game you want, but this idea was too old to receive a better score from me.
Solagan
March 15, 2005, 22:40
0xp
This is a little cliche, but not bad. If the gnome was played well, with a spunky personality, the PC's could have some fun with him...as long as the GM doesn't overdo it with such characters. Perhaps he could be hired to build something for the PC's, or decide to follow their group around for awhile.
MoonHunter
March 15, 2005, 23:49
0xp
This is not a "minor" character. It has an impact upon its world is notable. It needs work. Alot of work. The write up does nothing to answer the questions that immediately come to mind when you read this.

Not enough detail or interesting elements to make it more than a cliche. Sorry.
Pieh
April 3, 2008, 20:51
0xp
Updated: Meh, i did the best I could with this old sub. Did some major revisions, please revote if it's any better.
Voted Golanthius
June 23, 2008, 16:33
0xp
D&D Gnomes BAH!!!
Pieh
August 29, 2009, 21:40
0xp
Update: Added an image
Wow... -1 XP for this one? Is it that bad that I need to be penalized for it?
Voted manfred
August 31, 2009, 7:11
0xp
Low votes amount to that. It is not that horribly bad, just apparently stepped on many people's sensitivities. Could be better, now it is a so-so.
manfred
August 31, 2009, 7:15
0xp
I see, 2.0 gives it another minus. Didn't want that but there it is. To me it's not really sub-2, but 2 sounds about right. Sorry Pieh, you know I like much of your work.
Voted valadaar
July 2, 2014, 12:09
0xp
Amusing if not revolutionary.

Codex

  • A collection of related role playing submissions.
  • Add Codex

Link Backs

Freetext

  • Associated ideas.
  • Gnome


Random Idea Seed View All Idea Seeds

       By: Monument

THE COVEN
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.

To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.

It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.

The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.

It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.

GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).

Encounter  ( Forest/ Jungle ) | July 14, 2005 | View | UpVote 1xp


Creative Commons License
Individual submissions, unless otherwise noted by the author, are licensed under the
Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License
and requires a link back to the original.

We would love it if you left a comment when you use an idea!
PayPal
Powered by Lockmor 4.1 with Codeigniter | Copyright © 2013 Strolen's Citadel
A Role Player's Creative Workshop.
Read. Post. Play.
Optimized for anything except IE.
0.0308