When I started this blog in 2010, I mentioned
why I chose Asshat Paladins as a blog name. One of the characters from that D&D 3.5e game was a paladin, one of three brothers, the Balrog Brothers.
The party, including the Balrog Brothers and a few of their friends, were given the opportunity to homestead a wild countryside just outside of a kingdom. The rules were simple: the frontier was open for colonization and if anyone carved out a section of it and kept it under control for six months, then the king would grant that land to the holder(s). A large number of prospective homesteaders spread out across the frontier and the PCs joined them.
The PCs wandered through the wilderness for about a week. One night, they spotted a fire in the distance. The next day in that direction, they found a ruined tower. The first floor was empty. On the second floor, they found a wounded bandit, filled with terror, not of the PCs, but of the thing in the tower above him.
The bandit quietly explained that his crew left him there to die after they fled the tower and the horrible monster on the top floor. He'd been stuck there for nearly a week, trying to remain quiet and begged the PCs for help. They healed him, left a sword for him to use, and proceeded up the stairs to fight the monster.
On the top floor, they found a flaming giant spider. Combat was long and intense. To the players surprise, the bandit charged up to help the PCs out, striking a definitive blow and the party killed the beast.
After the defeat of the spider, the party moved into the tower and started repairing it. The bandit remained as their first follower and the group passed their first hurdle to securing their own section of land.
The game was a lot of fun and it was only a one-shot. There was a plan of continuing it but unfortunately, we never got back to it.
Here are the three Balrog Brothers, one human wizard named Richard, a half-orc paladin named Vrilg and a half-elf ranger named Willow.
Richard Balrog
Human; Wizard, Level 2; Alignment: Neutral Good; Abilities: Strength 12, Dexterity 14, Constitution 16, Intelligence 18, Wisdom 14, Charisma 12. Armor Class: 12 (+2 Dex); Hit Dice: 2d4+6, Hit Points: 13. Attacks: dagger (+2, 1d4+1, 19-20/x2), longbow (+3, 1d8, x3, range inc. 100 ft); Initiative: +2; Fortitude: +3, Reflex: +2, Will: +5; Languages: Common, Elvish, Gnome, Orc, Sylvan; Feats: Martial Weapon Proficiency (longbow), Skill Focus (Spellcraft); Skills: Concentration +5, Decipher Script +9, Knowledge (arcana) +9, Knowledge (architecture) +6, Knowledge (dungeoneering) +9, Knowledge (history) +7, Knowledge (nature) +5, Knowledge (religion) +5, Knowledge (planes) +5, Profession (cheesemaker) +3, Ride +4, Spellcraft +14, ; Special Abilities: Spells (4 0-level, 3 1-level per day prepared), Wizard (Scribe Scroll).
Vrilg Balrog
Half Orc; Paladin, Level 2; Alignment: Lawful Good; Abilities: Strength 18, Dexterity 16, Constitution 14, Intelligence 14, Wisdom 12, Charisma 16. Armor Class: 18 (half plate & shield); Hit Dice: 2d10+4, Hit Points: 22. Attacks: longsword (+6, 1d8+4, 19-20/x2), dagger (+6, 1d4+4, 19-20/x2), longbow (+5, 1d8, x3, range inc. 100 ft); Initiative: +3; Fortitude: +8, Reflex: +6, Will: +4; Languages: Common, Orc, Bugbear, Draconic; Feats: Point Blank Shot; Skills: Diplomacy +5, Handle Animal +4, Heal +6, Knowledge (religion) +6, Ride +8, Sense Motive +4; Special Abilities: Orc (Darkvision), Paladin (Aura of Good, Detect Evil, Smite Evil, Divine Grace, Lay on Hands).
Willow Balrog
Half-Elf; Ranger, Level 2; Alignment: Neutral Good; Abilities: Strength 14, Dexterity 16, Constitution 18, Intelligence 14, Wisdom 12, Charisma 12. Armor Class: 16 (+3 Dex, leather, buckler); Hit Dice: 2d10+8, Hit Points: 23. Attacks: longsword (+4, 1d8+2, 19-20/x2), dagger (+4, 1d4+2, 19-20/x2), longbow (+5, 1d8, x3, range inc. 100 ft); Initiative: +3; Fortitude: +7, Reflex: +6, Will: +1; Languages: Common, Elvish, Orc, Sylvan; Feats: Point Blank Shot, Rapid Shot; Skills: Climb +3, Concentrate +5, Diplomacy +3, Gather Information +3, Handle Animal +3, Heal +3, Hide +8, Jump +4, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Listen +4, Move Silently +5, Profession (woodsman) +2, Ride +8, Search +6, Spot +5, Survival +4, Swim +3, Use Rope +4; Special Abilities: Half-Elf (Immune to magical sleep, Low-light vision), Ranger (Favored enemy: Orc, Track, Combat Style, Wild Empathy).