Crunch Time
Sorry that this is incomplete, Ive been working 12 hour nights last 2 nights. This is mostly complete, I'll be editing to finish stat block details (if thats legal).
Ingredients:
Key Phrase: "Never Speak Ill of the Dead"
Other Ingredients: Silent Whistle, Extraordinary Rodent, "Do as I say, not as I do"
NPC:
Jelder Scheppen
Other Important Figures:
Wendra Scheppen (Jelder's Wife, deceased. Gnome Cleric 1.)
Tink Scheppen, Heft Scheppen, Mindy Scheppen, and Leeloo Scheppen (Jelder's Kids Com0.)
Molly (Female Beaver, Jelder's Animal Companion Advanced to 4 HD.)
History:
Jelder has always been unusual for a gnome. He was the clumsiest of his clan to learn tricks and illusions, and would find himself alone in the woods speaking to animals. He felt more at home with animals than other gnomes, and this growing affinity led to his becoming a druid. For a long time he wandered, but he stopped in the vicinity of Mor's End upon meeting a most extraordinary rodent, a giant beaver.
He and the beaver befriended each other, she told him her name was Molly, and he saw her work. She had been building a large dam when she had been attacked by several poachers, she managed to scare them off, but they had inadvertantly destroyed part of the dam and killed her kits. Beavers are greatly valued for their hides and not much else. Jelder went into the town seeking aid and retribution, but few heeded his words.
Wendra, a gnome cleric listened to his story though. She was intrigued by his love of animals, and managed to arrange for a small party to accompany him in search of the poachers. When they found the poachers they were arrested, and after a small fight, subdued. They may still be rotting in Mor's End's prison for all Jelder knows, but he hasnt forgotten them. In their hovel there was a whistle with a gem stuck on the end, which appeared to not play a single note.
Jelder considered it an oddity and showed his newlywed wife, Wendra. She took it to be identified, as it radiated magic but nothing could be determined as to its properties. Wendra decided to do a test of her own, and blew the whistle. Although no sound came out, she was thrilled by pursing her lips to it. She became obsessed with the whistle, and found herself blowing it outside when Jender wasnt around.
Years passed, and the Scheppen family was steadily growing. All the kids were born within a couple years of each other (Tink and Heft were twins), and it was a happy home. However, the whistle's seeds came to frutition and one day Wendra disappeared. Later her body was found by Molly in the woods, with no apparant cause of death. She was buried, and life went on.
Jelder went to lengths to allow his children the same freedom he had enjoyed as a young gnome, the freedom to make their fortune as they see fit. 20 years of life near a city and no wandering was starting to take its toll on the small druid, wanderlust was creeping in. Despite his teaching of responsibility for ones actions, Jelder left the tikes in the care of a friend and began wandering again. In this way, he wanted his children to do as he said, not as he did.
He didnt travel far from Mor's End, as Molly was unwilling to leave, but he roamed around. One day he received such a shock that he was frozen in place. In a particular part of the woods, the trees were blackened and seemed as if they were sucked dry of life. He had seen a circle of figures in black, and in the center had been Wendra. A pale Wendra, with the most obsidian eyes in place of her former soft blue ones.
He had made his way back to town and once again appealed to the city for aid in this menace. Unfortunately, due to his previous ravings about poachers (which had turned out to be nothing if a bother as far as the city's administration was concerned) he was turned away. He has told his children many times to never speak ill of the dead, yet he finds himself compelled to do so, no matter his company (except his kids, if he can help it).
Plot Hooks
-Obviously the main hook is the party meeting Jelder and hearing his story about the death cult in the woods. He has coined many terms for them, from death druids to tree eaters. He has a rough map of the woods in possession, and will accompany the party if they wish his help (with Molly).
-Perhaps the PCs had been tracking a mysterious evil cleric who led them to the cult in the woods. In this case they meet Jelder in the field, as he does a lot of reconnaisance trying to figure out the cult's motives and goals. Jelder has encountered some skeletons in the woods lately.
Heroes:
Jelder Scheppen, male gnome Drd2: CR 2; ECL 2; Small-sized Humanoid (gnome); HD 2d8+6; hp 18; Init +1; Spd 30 ft; AC 14 (+2 Leather, +1 Dex, +1 Size); Cudgel +1 (1d6); SA spells; SQ animal companion, gnome traits, nature sense, woodland stride; AL N; SV Fort +6, Ref +1, Will +5; Str 10, Dex 13, Con 16, Int 10, Wis 15, Cha 8.
Skills and Feats: Animal Empathy +4, Handle Animal +4, Knowledge (nature) +5, Wilderness Lore +9; Skill Focus (Wilderness Lore).
SA Spells: Cast dancing lights, ghost sound, and prestidigitation each 1/day.
SQ Gnome Traits (Ex): Low-light vision, +2 save vs. illusions, +1 attack vs. kobolds and goblinoids, +4 dodge vs. giants.
Druid Spells Prepared (4/3): Create Waterx2, Cure Minor Woundsx1, Detect Magic, Cure Light Wounds, Entangle, Shillelagh.
Equipment: Map of the Woods, Leather Armor, Cudgel.
Molly
Large Animal (Advanced Giant Beaver)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 30ft, swim 20 ft
AC: 12 (-1 Size, +1 Dex, +2 Natural)
Attacks: bite +5 melee
Damage: bite 1d6+3
Face/Reac: 5 ft by 10 ft/5 ft
Saves: Fort +6, Ref +2, Will +2
Abilties: Str 17, Dex 13, Con 14, Int 2, Cha 8
Skills: Listen +4, Spot +4
Feats: -
[Note: I did not come up with this animal myself, it was snagged from Book of Beasts, a pdf I found online. Book of Beasts was written by Robert J Hall.]
Villains:
Wendra Scheppen, female vampire (undead) Clr1: CR 3; ECL 3; Small-size Undead (gnome); HD 1d12; hp 12; Init +1; Spd 20 ft; AC 11 (+1 Dex); Melee Slam +4 (1d4+4); SA rebuke undead, spells; AL NE; SV Fort +2, Ref +3, Will +5; Str 19, Dex 12, Con -, Int 12, Wis 17, Cha 16.
Skills and Feats: Bluff +8, Concentration +4, Diplomacy +7, Hide +13, Knowledge (arcana) +5, Listen +13, Move Silently +9, Search +9, Sense Motive +11, Spot +13, Spellcraft +5. Combat Casting, Alertness, Improved Initiative, Lightning Reflexes.
SA–Rebuke Undead (Su): 6/day, Wendra Scheppen can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20-4)/3 HD. Each attempt, she rebukes 2d6+8 total HD. Undead with 1/2 or fewer HD are commanded instead. Death Touch 1/day. Energy Drain, Blood Drain. Children of the Night, Create Spawn. Damage Reduction 15/+1, Turn Resistance +4, Cold and Electricity 20. Gaesous Form, Spider Clumb, Alternate Form, Fast Healing.
Cleric Spells Prepared (3/2): Detect Magicx2, Virtue, Protection from Good, Divine Favor
Domain Spells: (Evil and Death) Cause Fear
Items: Gem Whistle
Gem Whistle
This magic item radiates as magical but unless a spell level 3 or higher is used to identify it, its abilities are not revealed. It is one of the creations of a mad sorceror. He wanted a way for cults to "spring up" without it getting back to who was really involved. The whistle makes the blower feel in ectasy when it is blown, and after enough uses the user cannot stop whistling at least 1/day. Depending on the will of the user (DC 17, over a period of a week must fail every save), eventually they will turn to evil. Afterwards they will eventually succumb to vampirism, involving a self-inflicted ritual. The vampire template is not quite the same as in the MM, as instead of a Domination ability, they get the ability to create minor undead 1/week. The undead created are zombies or skeletons (vampire's choice). All other vampiric abilities are intact. While wearing the whistle the vampire will not radiate as evil, neither will the whistle. The whistle also adds a +4 bonus to rebuke undead, regardless if the wielder is a vampire or not.
Villain Tactics:
Wendra still has some sense of her former life, and she will try to resist killing her husband Jelder. She is still mostly unaware of some of her powers, and she did not have enough dexterity to qualify for Dodge or Combat Reflexes. If engaged she will leave her skeletons to fight and try to escape, hanging on to her unlife. If she is not dealt with, however, the whistles influence will cause a large cult to be her primary goal, fighting off the adventurers and guards could allow her to gain levels quickly, but Jelder will always stay 1 level higher, as he is now roaming the forests avidly again.
Sorry that this is incomplete, Ive been working 12 hour nights last 2 nights. This is mostly complete, I'll be editing to finish stat block details (if thats legal).
Ingredients:
Key Phrase: "Never Speak Ill of the Dead"
Other Ingredients: Silent Whistle, Extraordinary Rodent, "Do as I say, not as I do"
NPC:
Jelder Scheppen
Other Important Figures:
Wendra Scheppen (Jelder's Wife, deceased. Gnome Cleric 1.)
Tink Scheppen, Heft Scheppen, Mindy Scheppen, and Leeloo Scheppen (Jelder's Kids Com0.)
Molly (Female Beaver, Jelder's Animal Companion Advanced to 4 HD.)
History:
Jelder has always been unusual for a gnome. He was the clumsiest of his clan to learn tricks and illusions, and would find himself alone in the woods speaking to animals. He felt more at home with animals than other gnomes, and this growing affinity led to his becoming a druid. For a long time he wandered, but he stopped in the vicinity of Mor's End upon meeting a most extraordinary rodent, a giant beaver.
He and the beaver befriended each other, she told him her name was Molly, and he saw her work. She had been building a large dam when she had been attacked by several poachers, she managed to scare them off, but they had inadvertantly destroyed part of the dam and killed her kits. Beavers are greatly valued for their hides and not much else. Jelder went into the town seeking aid and retribution, but few heeded his words.
Wendra, a gnome cleric listened to his story though. She was intrigued by his love of animals, and managed to arrange for a small party to accompany him in search of the poachers. When they found the poachers they were arrested, and after a small fight, subdued. They may still be rotting in Mor's End's prison for all Jelder knows, but he hasnt forgotten them. In their hovel there was a whistle with a gem stuck on the end, which appeared to not play a single note.
Jelder considered it an oddity and showed his newlywed wife, Wendra. She took it to be identified, as it radiated magic but nothing could be determined as to its properties. Wendra decided to do a test of her own, and blew the whistle. Although no sound came out, she was thrilled by pursing her lips to it. She became obsessed with the whistle, and found herself blowing it outside when Jender wasnt around.
Years passed, and the Scheppen family was steadily growing. All the kids were born within a couple years of each other (Tink and Heft were twins), and it was a happy home. However, the whistle's seeds came to frutition and one day Wendra disappeared. Later her body was found by Molly in the woods, with no apparant cause of death. She was buried, and life went on.
Jelder went to lengths to allow his children the same freedom he had enjoyed as a young gnome, the freedom to make their fortune as they see fit. 20 years of life near a city and no wandering was starting to take its toll on the small druid, wanderlust was creeping in. Despite his teaching of responsibility for ones actions, Jelder left the tikes in the care of a friend and began wandering again. In this way, he wanted his children to do as he said, not as he did.
He didnt travel far from Mor's End, as Molly was unwilling to leave, but he roamed around. One day he received such a shock that he was frozen in place. In a particular part of the woods, the trees were blackened and seemed as if they were sucked dry of life. He had seen a circle of figures in black, and in the center had been Wendra. A pale Wendra, with the most obsidian eyes in place of her former soft blue ones.
He had made his way back to town and once again appealed to the city for aid in this menace. Unfortunately, due to his previous ravings about poachers (which had turned out to be nothing if a bother as far as the city's administration was concerned) he was turned away. He has told his children many times to never speak ill of the dead, yet he finds himself compelled to do so, no matter his company (except his kids, if he can help it).
Plot Hooks
-Obviously the main hook is the party meeting Jelder and hearing his story about the death cult in the woods. He has coined many terms for them, from death druids to tree eaters. He has a rough map of the woods in possession, and will accompany the party if they wish his help (with Molly).
-Perhaps the PCs had been tracking a mysterious evil cleric who led them to the cult in the woods. In this case they meet Jelder in the field, as he does a lot of reconnaisance trying to figure out the cult's motives and goals. Jelder has encountered some skeletons in the woods lately.
Heroes:
Jelder Scheppen, male gnome Drd2: CR 2; ECL 2; Small-sized Humanoid (gnome); HD 2d8+6; hp 18; Init +1; Spd 30 ft; AC 14 (+2 Leather, +1 Dex, +1 Size); Cudgel +1 (1d6); SA spells; SQ animal companion, gnome traits, nature sense, woodland stride; AL N; SV Fort +6, Ref +1, Will +5; Str 10, Dex 13, Con 16, Int 10, Wis 15, Cha 8.
Skills and Feats: Animal Empathy +4, Handle Animal +4, Knowledge (nature) +5, Wilderness Lore +9; Skill Focus (Wilderness Lore).
SA Spells: Cast dancing lights, ghost sound, and prestidigitation each 1/day.
SQ Gnome Traits (Ex): Low-light vision, +2 save vs. illusions, +1 attack vs. kobolds and goblinoids, +4 dodge vs. giants.
Druid Spells Prepared (4/3): Create Waterx2, Cure Minor Woundsx1, Detect Magic, Cure Light Wounds, Entangle, Shillelagh.
Equipment: Map of the Woods, Leather Armor, Cudgel.
Molly
Large Animal (Advanced Giant Beaver)
Hit Dice: 4d8+8 (26 hp)
Initiative: +1 (Dex)
Speed: 30ft, swim 20 ft
AC: 12 (-1 Size, +1 Dex, +2 Natural)
Attacks: bite +5 melee
Damage: bite 1d6+3
Face/Reac: 5 ft by 10 ft/5 ft
Saves: Fort +6, Ref +2, Will +2
Abilties: Str 17, Dex 13, Con 14, Int 2, Cha 8
Skills: Listen +4, Spot +4
Feats: -
[Note: I did not come up with this animal myself, it was snagged from Book of Beasts, a pdf I found online. Book of Beasts was written by Robert J Hall.]
Villains:
Wendra Scheppen, female vampire (undead) Clr1: CR 3; ECL 3; Small-size Undead (gnome); HD 1d12; hp 12; Init +1; Spd 20 ft; AC 11 (+1 Dex); Melee Slam +4 (1d4+4); SA rebuke undead, spells; AL NE; SV Fort +2, Ref +3, Will +5; Str 19, Dex 12, Con -, Int 12, Wis 17, Cha 16.
Skills and Feats: Bluff +8, Concentration +4, Diplomacy +7, Hide +13, Knowledge (arcana) +5, Listen +13, Move Silently +9, Search +9, Sense Motive +11, Spot +13, Spellcraft +5. Combat Casting, Alertness, Improved Initiative, Lightning Reflexes.
SA–Rebuke Undead (Su): 6/day, Wendra Scheppen can attempt to rebuke undead creatures. She can rebuke undead with no more than (1d20-4)/3 HD. Each attempt, she rebukes 2d6+8 total HD. Undead with 1/2 or fewer HD are commanded instead. Death Touch 1/day. Energy Drain, Blood Drain. Children of the Night, Create Spawn. Damage Reduction 15/+1, Turn Resistance +4, Cold and Electricity 20. Gaesous Form, Spider Clumb, Alternate Form, Fast Healing.
Cleric Spells Prepared (3/2): Detect Magicx2, Virtue, Protection from Good, Divine Favor
Domain Spells: (Evil and Death) Cause Fear
Items: Gem Whistle
Gem Whistle
This magic item radiates as magical but unless a spell level 3 or higher is used to identify it, its abilities are not revealed. It is one of the creations of a mad sorceror. He wanted a way for cults to "spring up" without it getting back to who was really involved. The whistle makes the blower feel in ectasy when it is blown, and after enough uses the user cannot stop whistling at least 1/day. Depending on the will of the user (DC 17, over a period of a week must fail every save), eventually they will turn to evil. Afterwards they will eventually succumb to vampirism, involving a self-inflicted ritual. The vampire template is not quite the same as in the MM, as instead of a Domination ability, they get the ability to create minor undead 1/week. The undead created are zombies or skeletons (vampire's choice). All other vampiric abilities are intact. While wearing the whistle the vampire will not radiate as evil, neither will the whistle. The whistle also adds a +4 bonus to rebuke undead, regardless if the wielder is a vampire or not.
Villain Tactics:
Wendra still has some sense of her former life, and she will try to resist killing her husband Jelder. She is still mostly unaware of some of her powers, and she did not have enough dexterity to qualify for Dodge or Combat Reflexes. If engaged she will leave her skeletons to fight and try to escape, hanging on to her unlife. If she is not dealt with, however, the whistles influence will cause a large cult to be her primary goal, fighting off the adventurers and guards could allow her to gain levels quickly, but Jelder will always stay 1 level higher, as he is now roaming the forests avidly again.
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