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<blockquote data-quote="orbitalfreak" data-source="post: 803397" data-attributes="member: 1669"><p>Kyle the Swampdweller:</p><p></p><p>Ingredients:</p><p>Key Phrase: "Never speak ill of the dead"</p><p>Other Ingredients: a silent whistle, an extraordinary rodent, "Do as I say, not as I do"</p><p></p><p>Other Ingredients: </p><p></p><p>Background:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>The last time Kyle was seen inside Mor's End, he had commissioned the creation of a special magical item he calls his <em>silent whistle</em>. This whistle functions as the <em>command</em> 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.</p><p></p><p>Plot Hook:</p><p></p><p>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. </p><p></p><p>Stat Blocks:</p><p></p><p><strong>Kyle, male half-elf Drd2:</strong> 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.</p><p><em>Skills and Feats:</em> Wilderness Lore +6, Knowledge (nature) +4, Knowledge (herbalism) +4, Animal Empathy +3; Scribe Scroll.</p><p><em>SQ–Half-Elven Traits (Ex):</em> Sleep immunity, +2 save vs. Enchantment, low-light vision, elven blood.</p><p><em>Druid Spells Prepared</em> (4/3): (0)-<em>create water</em>, <em>detect poison</em>, <em>mending</em>, <em>purify food and drink</em>; (1)-<em>cure light wounds</em>, <em>obscuring mist</em>, <em>pass without trace</em>.</p><p><em>Equipment:</em> masterwork Club, Hide Armor, Darkwood Large Shield, potion of <em>Blur</em>, scroll of <em>Cure Light Wounds</em> (Caster Level 2) (4), scroll of <em>Endure Elements</em> (2), scroll of <em>Summon Nature's Ally I</em> (Caster level 2) (2), scroll of <em>Know Direction</em>, wand of <em>Cure Light Wounds</em> (30 charges), Component pouch, explorer's outfit, <em>silent whistle</em>, dire rat animal companion.</p><p></p><p><strong>Smelly, Advanced Dire Rat:</strong> 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.</p><p><em>Skills and Feats:</em> Climb +13 (2), Hide +9 (2), Move Silently +4 (1); Weapon Finesse (bite).</p><p><em>SA–Disease (Ex):</em> Filth fever--bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dxterity and 1d3 temporary Constitution.</p><p><em>SQ–Scent (Ex):</em> A dire rat can detect approaching enemies, sniff out hidden foes, and track by sense of smell.</p><p>**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.</p></blockquote><p></p>
[QUOTE="orbitalfreak, post: 803397, member: 1669"] 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 [i]silent whistle[/i]. This whistle functions as the [i]command[/i] 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: [b]Kyle, male half-elf Drd2:[/b] 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. [i]Skills and Feats:[/i] Wilderness Lore +6, Knowledge (nature) +4, Knowledge (herbalism) +4, Animal Empathy +3; Scribe Scroll. [i]SQ–Half-Elven Traits (Ex):[/i] Sleep immunity, +2 save vs. Enchantment, low-light vision, elven blood. [i]Druid Spells Prepared[/i] (4/3): (0)-[i]create water[/i], [i]detect poison[/i], [i]mending[/i], [i]purify food and drink[/i]; (1)-[i]cure light wounds[/i], [i]obscuring mist[/i], [i]pass without trace[/i]. [i]Equipment:[/i] masterwork Club, Hide Armor, Darkwood Large Shield, potion of [i]Blur[/i], scroll of [i]Cure Light Wounds[/i] (Caster Level 2) (4), scroll of [i]Endure Elements[/i] (2), scroll of [i]Summon Nature's Ally I[/i] (Caster level 2) (2), scroll of [i]Know Direction[/i], wand of [i]Cure Light Wounds[/i] (30 charges), Component pouch, explorer's outfit, [i]silent whistle[/i], dire rat animal companion. [b]Smelly, Advanced Dire Rat:[/b] 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. [i]Skills and Feats:[/i] Climb +13 (2), Hide +9 (2), Move Silently +4 (1); Weapon Finesse (bite). [i]SA–Disease (Ex):[/i] Filth fever--bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dxterity and 1d3 temporary Constitution. [i]SQ–Scent (Ex):[/i] 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. [/QUOTE]
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