A half-ogre from the Slums who wants to open his own Tavern.


Grog is ugly, plain and simple. He stands well over 6 feet tall, has pale blue-green skin, a massive beer-belly, a wrinkled, bald pate, shaggy eyebrows, stub nose, thick lips, and one very prominent tusk-like tooth. There is no hiding his ogrish blood, even with his excellently made, fine clothing.

Grog has lived his entire life in Phlan, first in the ruins among the various warring tribes, then in the slums among the beggars and filth. His mother is one of the Kur-Tharsu, the nominal rulers of the ogres of Thar, but that never made much of a difference in his upbringing, other than giving him a natural penchant for magic of a physical nature.

Grog is an accomplished weaver. Much of his free time is spent working the warp and weft of the loom, making lovely tapestries and rugs from the native Ra-Khati sheep’s wool from the Ride. Many of his finer works have been stolen over the years and hang in the homes of Phlan’s elite (both civilized and non), with none the wiser as to the nature of the artist. What not even the thieves are aware of is that each and every work is a spell (or entire books of spells in some cases). Not spells that anyone else could use, but still powerful representations of Oni magic.

Even with his penchant for the fabric arts, his “noble” blood, and his quite-marketable combat skills, Grog has been largely poor and unappreciated his entire life. What he truly desires more than anything else is to start his own business. Not as a weaver, but as a tavern owner. He dreams of opening a tavern in the Slums, not one of the run-down swill shops already there, but a proper Inn, with fine furnishings, good beer, and room on the walls to display his art without fear of thieves.

He has been scrimping and saving money from those few rugs he has been able to sell in the Slums Market, but that barely pays for the costs of his tools and supplies, leaving him with only a few coppers a week to put away. To this end, he has decided to turn to a life of crime (as it seems to work well enough for the scum who keep running off with his spell-tapestries). Once he has enough loot, he will happily retire and build the ‘Happy Half-Ogre Inn’.


Race: Half-Ogre
Homeland: Thar (Kur-Tharsu)
Class: Barbarian / Mage
Kit: Mageweaver
Alignment: Non-Chaotic, Non-Good
Level: 4th / 4th
Experience: 12524
Next Level: 18000 / 20000
Max Level: Unlimited

Ability Scores: ROLLS

Str 16 Stamina 14
Muscle 17 +1 attack and damage, Max Press 330 lbs.
Dex 9 Aim 6
Balance 12
Con 16 Health 14 88% system shock
Fitness 18 +4 hit points per level
Int 14 Reason 12 6th-level spells, 16 spells per level
Knowledge 15 65% chance to learn spells
Wis 16 Intuition 18 +15% experience
Willpower 13
Cha 13 Leadership 16 8 henchmen, +4 loyalty
Appearance 9


  • Initiative: +0
  • Surprise: +0
  • NPC Reaction: +0

Combat Statistics:
Hit Points: 40
Armor Class: 13 (natural, giant fur)
Base Movement: 15
Base Attack Bonus: +3
Saves: 16% Magic Resistance

  • Paralyzation/Poison/Death: 14
  • Rod/Staff/Wand: 11
  • Petrification/Polymorph: 13
  • Breath Weapon: 15
  • Spells: 12
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Axe 3 / 2 rds +5 1d10+3 2d8+3 9 melee two-handed
Sap 1 +4 1d2+1 1d2+1 2 melee non-lethal

Thief Skills: (in armor)

OL HN 15%
F/RT CW 75%
BP 30%

Non-Weapon Proficiencies: General, Warrior, Wizard

Modern Languages (Tharian) 14 Artistic Ability (weaving) 16
Modern Languages (Common) 14 Spellweaving 9
Modern Languages (Jogishk) 14 Weaving 13
Modern Languages (Daraktan) 14 Brewing 14
Reading/Writing (Common) 15 Drinking 16
City Familiarity (Phlan) 14 Bargain 14
Ancient History (Thar) 13 Stewardship 14
Survival (Arctic) 14 Hiding 13
Survival (Urban) 14 Tracking 10
Horde Summoning 11 Animal Lore 14
Waterproofing 13

Weapon Proficiencies:
Two-handed Axe (Specialized)
Cleaving & Crushing Weapons Group
Light Crossbow

Special Powers:

  • Because of their magical nature and familiarity with many ancient arts, the Kar-Thursu have some resistance to magical effects. They gain 4% magic resistance per level (multi-class Kur-Tharsu use their lowest level to calculate their magic resistance). This resistance applies to beneficial magic as well, but not to their innate spell-like abilities.
  • Half-ogres are large creatures and can carry 50% more than a human of similar strength.
  • A half-ogre’s tough hide grants him +2 to his natural AC. As with all creatures with natural armor, this is superseded by (does not stack with) actual worn armor. Armor that grants an armor bonus of +2 or less grants a +1 bonus to the half-ogre’s AC (this does stack).
  • Half-ogre infravision enables them to see up to 60 feet in the dark.
  • When engaged with large numbers of weak enemies (less than 1 HD each), the warrior gains double his normal number of attacks per round (including doubling attacks with off-hand weapons). Starting at 11th level, this applies to any foe with 10 fewer HD than the warrior’s levels (so a 12th level warrior can do this against 2HD creatures).
  • Back Protection: The barbarian has a chance of detecting an attack from behind, made by any character or creature. If the barbarian successfully detects the attack, he avoids it. Additionally, the barbarian is entitled to counter-attack the attacker immediately, even if the barbarian already attacked that turn. All of this occurs in the attackers place in initiative.
  • Each Barbarian must choose a home terrain (Urban). Once selected, this homeland terrain never changes. The Barbarian automatically has the Survival proficiency in his homeland terrain. In addition, a barbarian can move with such stealth in his homeland terrain that opponents suffer a -2 penalty to their surprise die rolls. To move stealthily, the barbarian must be alone, or his party must consist entirely of barbarians, elves, or halflings (or similar characters with the ability to impose surprise penalties), none of whom are wearing metal armor.
  • Mageweavers are able to cast spells only through their weaving. They have learned to trap magical energies within the warp and weave of silken scarves and tapestries and use those energies to cast spells. Mageweavers may never learn to cast spells above the sixth level. The complexity of such spells are so high that it is impossible to hold them in the tangible form necessary for the mageweaver to cast them.
    To compensate for this, mageweavers gain additional low level spells to make up for their lost higher powers. For each 7th-level spell that would normally be gained, the mageweaver may cast an additional 1st-level and 2nd-level spell. For each 8th-level spell that would be gained, the mageweaver may cast an additional 3rd-level and 4th-level spell. And for each 9th-level spell, the mageweaver may cast an additional 5th-level and 6th-level spell. This gives the mageweaver a larger number of lower-level spells than any other wizard, as well as a wider variety. This applies to bonus spell slots gained from specialization as well—the additional lower level slots must also be used on spells from the mageweavers school of specialization.
    In order to prepare their spells, a mageweaver needs to have time alone to weave the spells into the silk. This requires six square inches of silk for every level of a spell. It takes an hour to weave every level of a spell. Different spells are woven into different items, which are kept in scroll tubes or other protective casings. The silk is normal in every regard, though the patterns contained within it are extraordinarily complex and seem to shimmer with an iridescent sheen. They are as vulnerable to fire, water, and other sorts of damage as normal silk. Mageweavers must take care to protect their woven spells from such dangers. Once the spell has been cast, the silk remains (though it loses its magical potency). It may be picked out and woven again for a new spell, or sold (as it is still a beautiful work of textile art).
    Mageweavers must gain and learn spells as do other wizards. Their spellbooks are huge tapestries with intricate patterns woven into them. These tapestries are hung in a place of prominence, so that visitors are sure to see the wondrous workmanship.
  • Leaping and Springing: The barbarian is skilled at making leaps (horizontal jumps) and springs (vertical jumps). To make a running leap or spring, he must have a running start of at
    least 20 feet in a straight line; less than this, and the best he can do is a standing leap or spring. Standing leaps and springs are made from stationary positions.
Jump Type Distance (in feet)
Running Leap 3d6 +5
Standing Leap 1d6 +3
Running Spring 2d4 +3
Standing Spring 1d4+1


  • Half-Ogres take damage as Large creatures.
  • Dwarves and Gnomes gain a +4 bonus to AC against Half-Ogres.
  • Humans and demihumans living in the north fear few things more than the resurgence of the ogre kingdoms. Any bonuses that a human or demihuman character possesses that specifically target ogres (such as a dwarf’s AC bonus or a ranger’s favored enemy) are increased by 50% when battling Kur-Tharsu.
  • Kur-Tharsu have relatively poor health compared to other ogres. They suffer a -1 penalty on all saving throws against paralyzation, poison, or death magic.
  • As noted before, mageweavers may not learn or cast spells of 7th level or higher.
  • As noted above, mageweavers require a much larger amount of time and resources to prepare their spells.
  • Mageweavers are constantly in danger of having their spells destroyed accidentally, or of having them lost or stolen (as the priceless works of art they are).
  • Most outworlders sense immediately that there’s something different about barbarians. They look strange. They behave unconventionally. They speak odd languages. Some of them are dirty and smell bad. Because of their peculiar appearance and manner, all barbarians suffer a -2 penalty to their encounter reactions with outworld NPCs.

Priest Spells: as 4th-level Wizard

1st 2nd 3rd 4th 5th 6th 7th
3 2

Paths: Alchemist’s Path, Artificer’s Path, Chef’s Path, Giant’s Path, Path of Shifting Sands, Veiled Path

Spell Book:

  • 1st level: Bugman’s Mug, Firewater, Frost Shroud, Giant Fur, Masque Magic, Mending, Metamorphose Liquids, Plungesoil, Tipple, Troll Repellent, Turtle Soup
  • 2nd level: Blandness, Blur, Charge, Cloak from Undead, Dust Curtain, Filter, Protection from Poison, Strength, Thundaerl’s Universal Taster
  • Prepared Spells:
    • 1st: Firewater, Giant Fur, Plungesoil
    • 2nd: Dust Curtain, Strength

Advancement Notes

Armor Allowed: Non-Metal Armor and Shields.

  • Multi-class Wizards cannot cast spells when wearing non-magical armor. They may cast spells in Elven Chainmail or any armor that has a magical “plus” to its AC bonus. Multi-class Wizards may use shields without restriction.

Weapons Allowed: Any weapons.

  • The various tribes of orcs, goblins, and ogres in Thar have great respect for the Kur-Tharsu, and dream of conquest as only these great ones can bring. Kur-Tharsu can use the Horde Summoning proficiency starting at 7th level (instead of 10th). The Kur-Tharsu can substitute humanoid monsters of the appropriate hit dice (typically ogres, orogs, trolls, or giants) for higher-level members of the horde, if he so desires.
  • Similarly, Kur-Tharsu that would attract followers based on their class do so two levels earlier than a typical member of their class (7th level for Barbarian).
  • Half-Ogre Kur-Tharsu have traces of ogre-magi blood in them. They may become mages (but not specialist wizards) up to 7th level, and may become multiclass warrior/mages.
  • Because of the unique nature of their magical and its connection to tangible, physical crafts, Mageweavers are unlimited in their level advancement, regardless of normal racial level limits.
  • Starting at 5th level, a wizard’s lifespan is extended by his constant exposure to the arcane. The wizard’s maximum lifespan increases by an amount equal to five times his level. He still suffers the effects of aging at the same rate as other members of his race. This can be further extended through the use of certain spells and magic items.
  • Once he reaches 9th level, a wizard can pen magical scrolls and brew potions. He can construct more powerful magical items only after he has learned the appropriate spells (or works with someone who knows them). Your DM should consult the Spell Research and Magical Items sections of the DMG for more information.
  • All warriors gain the ability to make more than one melee attack per round as they rise in level. At 7th level, they can make 3 attacks every 2 rounds. At 13th level and up, they can make 2 attacks per round.


  • Argyle Vest
  • Satin Shirt
  • Breeches
  • Soft Boots
  • Blue Elk Ceremonial Moneybelt (3cp)
    • Wampari of this type are symbols of the understanding found in a truly wise person. They grant a +1 bonus to their wearer’s Wisdom score (up to a maximum of 18) while in place. Anyone other the Grog wearing the belt suffers a -1 penalty to Wisdom.
  • Sap
  • Two-handed Axe
  • Carpetbag Backpack (hand-woven)
    • Spellbook Tapestry (room for 1 more 1st-level spell)
    • Fine “Spell” Rug (3-ft. × 5-ft., can hold 60 levels of prepared spells)
      • 7 levels pre-loaded (see above)
    • 10 Skeins of Yarn (1000 ft)
    • Clay Mug
    • Scissors
    • Quarrel of Illusionist Slaying
      • This is a +3 crossbow bolt. If the bolt is employed against any wizard or lone wolf specialized in Illusions, the missile kills it instantly, if it hits the target creature.
    • Parchment of Monster Holding
      • When this 1-foot square parchment is unfolded and laid on the ground, a bullywug appears, as if summoned by a monster summoning I spell. The creature remains active for the normal duration of the spell and obeys the person who unfolded the parchment as the summoner. After the monster is released, the parchment crumbles to dust. The parchment also crumbles if it is torn or defaced in any way. The item is magical but does not radiate a dweomer upon the casting of a detect magic spell.
    • Potion of Sobriety
      • The consumer of this potion becomes instantly sober, no matter how intoxicated at the time.
    • Potion of Frost Resistance
      • This potion grants immunity to the ill effects of all forms of normal cold down to -100° F. Partial resistance to magical cold is also granted; saving throws vs. cold spells are made at +4 on the die, and damage from cold attacks is reduced by 2 points per die of damage, down to a minimum of one point per die. If only half a dose is consumed, the potion’s benefit against magical cold is halved (-2 on saves, -1 on each damage die), but the protection from normal cold is unchanged. A full dose lasts one turn (10 rounds); a half dose lasts five rounds.
    • Staff of Air and Water
      • This staff is really just a stick (about 2 feet long). When held in hand, it provides the ability to breathe water, and its effects on the Elemental Plane of Water automatically extend to a 10-foot radius.
  • Poor-quality Home in the Slums (paid 12 months in advance)
    • Poor Lock on the Door
    • Spinning Wheel
    • Brass Lamp
    • Looms (2-ft., 4-ft., and 8-ft.)
    • Bolt of Raw Silk (10 sq yards)
    • Bolt of Raw Wool (10 sq yards)
    • Keg of Bitter Black Ale


Ruins of Adventure Brand_Darklight Andre_The_Great