EN World City Project: NPC Contest #1... Final Results!!!!

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.
 
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Kyle the Swampdweller:

Ingredients:
Key Phrase: "Never speak ill of the dead"
Other Ingredients: a silent whistle, an extraordinary rodent, "Do as I say, not as I do"

Other Ingredients:

Background:

Kyle the Swampdweller's life is a sad one indeed. Abandoned by his human father at a young age, he was raised on the outskirts of Mor's End by his elven mother. Her elven connection with nature rubbed off on young Kyle, who took a liking to all things in the natural world. Above all else, his mother taught him to respect life in all its forms, and to never speak ill of the dead. Their spirits feel emotions as much as a living person does, and as such they should not be insulted any more than one would insult a living person face to face. As such, even today Kyle will not converse with anyone who says ill things of the deceased. Whether the departed be friend or foe, Kyle's emotional scarring (see below) causes him to react quite emotionally, and even with hostility, seeing this breach of conduct as an insult to his mother's teachings. Anyone who directly insults his mother is subject to a swift, viscious attack, and will make a nifty treat for his rat Smelly.

Although Kyle had a natural attenuation to the world around him, his mother kept him very protected from the dangerous animals and plants in the surrounding environment. She dissuaded Kyle from accompanying her into the swamps where she occasionally took to hunting small game for food. Of course, Kyle would naturally object, to which his mother would respond "Do as I say, not as I do. There are many dangers in the world that you are not yet ready to face. Allow me to guide you as you mature, and when you are able to face challenges, I will support you. Until then, however, abide by my wishes, son." Unfortunately for Kyle, his mother contracted an illness during a trek through the swamps, and passed away shortly before Kyle's fifteenth birthday.

This had a profound effect on Kyle, who turned even more to nature and the comfort it brought him. As time went on, Kyle's connection with nature showed itself as he gained druidic abilities, even though he was never formally trained in the druidic traditions. He eventually gained the trust of animals in the swamp, including Smelly, a dire rat he befriended and now keeps as a companion. Smelly is intensely loyal to Kyle, for Kyle keeps him safe, warm, and fed. However, Kyle has not made any humanoid friends; he fears the emotional attatchment it would bring, and dreads that anything should happen to anyone he called friend. Scarred by his father's leaving, and his mother's untimely death, Kyle is now a loner, who rarely contacts civilization.

The last time Kyle was seen inside Mor's End, he had commissioned the creation of a special magical item he calls his silent whistle. This whistle functions as the command spell, except it can only be cast on Smelly, and the only command able to be issued is "come." The range of this effect is one mile. Should Kyle activate this whistle, Smelly will hear it and obey his master's call, coming to provide aid, or simply to comfort the druid. For now, Kyle calls the swamp his home, and continues to be a recluse.

Plot Hook:

A disease is spreading amongst the inhabitants of Mor's End, and the PC's are called upon to aid in finding a cure. The PC's could seek out the aid of Kyle, who's knowledge of nature, and medicinal plants in particular, could aid in finding a cure. The PC's will have to overcome Kyle's xenophobia, though, which could prove difficult.

Stat Blocks:

Kyle, male half-elf Drd2: CR 2; ECL 2; Medium-size Humanoid (elf); HD 2d8+2; hp 14; Init +2; Spd 20 ft; AC 17 (+3 hide, +2 large shield, +2 Dex); Melee masterwork club +3 (1d6+1); SA spells; SQ animal companion, half-elven traits, nature sense, woodland stride; AL N; SV Fort +4, Ref +2, Will +5; Str 13, Dex 14, Con 12, Int 10, Wis 15, Cha 8.
Skills and Feats: Wilderness Lore +6, Knowledge (nature) +4, Knowledge (herbalism) +4, Animal Empathy +3; Scribe Scroll.
SQ–Half-Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, elven blood.
Druid Spells Prepared (4/3): (0)-create water, detect poison, mending, purify food and drink; (1)-cure light wounds, obscuring mist, pass without trace.
Equipment: masterwork Club, Hide Armor, Darkwood Large Shield, potion of Blur, scroll of Cure Light Wounds (Caster Level 2) (4), scroll of Endure Elements (2), scroll of Summon Nature's Ally I (Caster level 2) (2), scroll of Know Direction, wand of Cure Light Wounds (30 charges), Component pouch, explorer's outfit, silent whistle, dire rat animal companion.

Smelly, Advanced Dire Rat: CR N/A; Small Animal; HD 2d8+2; hp 11; Init +3; Spd 40 ft, climb 20 ft; AC 15 (+1 size, +3 Dex, +1 natural); Melee bite +5 (1d4); SA disease; SQ Low-light vision, Scent; AL N; SV Fort +4, Ref +6, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4.
Skills and Feats: Climb +13 (2), Hide +9 (2), Move Silently +4 (1); Weapon Finesse (bite).
SA–Disease (Ex): Filth fever--bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dxterity and 1d3 temporary Constitution.
SQ–Scent (Ex): A dire rat can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
**note: Using 3.5e info from Savage Species. Skill points = (2+Int mod) x (HD+3) = 5 total skill points. +8 Racial bonus to Climb.
 

And a flurry of activity just before the bell...

Felix... that was really close. Technically you're over, but I think 2 minutes is forgivable...

Still need to hear from Witch Doctor... 8:13pm is the deadline...

--sam
 

Looks like we lost Witch Doctor...

That concludes Round 1. Results will be posted as soon as possible. Most likely by tomorrow night.

--sam
 



I know there's nobody to judge us against, but can you please post some comments for those of us whose opponents didn't make the deadline? It is always good to have feedback.
 

Let me begin by saying that I'm sorry for being an ass. Spring break and friends from HS are in town, coupled with the fact that my best friend's birthday was Friday as well, it's just led to a lack of time.

Congratulations Merak, you did an outstanding job of character creation, and I have a feeling I would have lost anyway :D

Good Luck to the winners and may the best man (or woman/superhero/alien life form) win!

::EDIT::

What time are we going by, btw? I'm on +8 (PST), but I'm assuming you mean GMT, correct?

Also, I can't spell it seems
 
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Results for Round 1

OK... here are the results for round 1

Winners:
MerakSpielman - advances by default. it should be noted, however, that Merak's NPC had the most points 15.5 of 20.

Mark the Hammer - advances by default. His NPC scored 12.5 of 20.

Felix - advances with a score of 15 of 20... just barely beating ajanders 14.5

Technik4 - advances with a score of 13.5... also barely beating orbitalfreak by 1 point.

Congratulations!!!

If any of the contestants want comments on your individual NPCs... I'll be happy to reply to your request via e-mail. Just send me a note at:

lalato at yahoo dot com

Those of you that didn't make it past round 1 are more than welcome to try again in another contest.


Pairings for Round 2 will be as follows:

MerakSpielman vs. Mark the Hammer
Felix vs. Technik4

You can go ahead and ping this thread so that we can get started with the Round 2.

I'm off to go play some DnD... so I'll be back in a few hours... just in case you're wondering why the ingredients don't come right away. :)

--sam
 


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