And here he is....
Ingredients:
Key Phrase: "Good fences make good neighbors"
Other Ingredients: an odd birthmark, the greatest threat the town ever faced... or was it?, "You can't judge a book by its cover"
Dormor Galatha Human Paladin 3/Commoner 1
Faldal’s Fields, one of the small farming communities near Mor’s End, has known it’s share of problems in its day. There was the time a necromancer took up refuge in the local cemetary and plagued the town with undead. There was the time that a gray ooze got into the town well. But pretty much every old fart around the fireplace in the tavern will tell you that without a doubt when the gray render trampled out of the wilderness it was the greatest threat the town ever faced...
Or was it?
Unknown to most of the villagers a simple farmer on the fringe of the town is a little more than he at first appears. He is ugly, squat, misshapen, and possesses some truly unbearable breath that has earned him the nickname “the green dragon” in impolite conversations behind his back. People who bother to get to know him know that Dormor Galatha is truly a decent fellow, intelligent and soft spoken, with a gentleness and concern for the well-being of others that surpasses many of the local priests. And so, despite his appearance and reputation, he has a small group of close friends that hold him in very high esteem. These are the only locals who seem to realize that you can’t judge a book by it’s cover (as the saying goes).
Of these friends, only two know the truth. Several years ago, Dormor Galatha woke up from an extraordinary dream and knew that he had been called by a higher power to serve the cause of righteousness. He had become a paladin, and he took it on as his sacred duty to protect the town he loved and it’s people, however unkind they might be, from harm. To this end he procured a fine suit of full plate armor and weaponry to match, keeping them concealed in his home except in times of great need, appearing to the villagers as a mysterious warrior just when doom seemed inevitable. They always praised their unknown hero, and local legends began to rise up about the mystical Knight in Shining Armor who always came to their aid.
When the necromancer turned up in the cemetery it was Dormor who led the force to drive him away. When the gray render ttacked, it was Dormor who arrived in the nick of time and turned the tide of the battle. When the gray ooze was discovered at the bottom of the well, it was Dormor who boldly leapt down and saved the almost lifeless villager who had gotten pulled in.
But only his closest friends, his farming neighbors, Sald and Marcus, know that the Knight of Faldal’s Fields is truly the outcast, Dormor Galatha.
The greatest threat the town ever faced, however, stemmed from none of these events. One fine morning, the farmer/paladin had a vision during his meditations. He saw in his mind, as clearly as if it were happening in front of him, a yawning pit opening in the forest near the town. Flames leapt forth, and all manner of demonic beings began to crawl out. He saw the beings rush out of the forest and begin to slaughter the innocents in Faldal’s Fields. The dream flashed back in time to the opening of the pit, but this time he was standing above it, holding a flashing jewel, and a mystical field appeared, sealing the infernal opening before any demons could emerge. A voice spoke to Dormor in his dream, “The demons will arrive in five days time. They cannot be driven off, but good fences make good neighbors. The jewel is the key to erect the fence you need. Seek out the man with the spiral mark, for only he can lead you to it.”
The dream faded.
Dormor desperately sought the man with the spiral mark for three days before discovering that Sald, his neighbor, had such an odd birthmark on his hip. He approached Sald and told him everything, showing him the armor and revealing his identity. Sald was difficult to convince, but eventually accepted Dormor’s secret life and told the paladin what he knew about the jewel from the dream. It was located in a cave in the nearby hills where Sald had gone hunting with his friend Marcus. They had discovered the cave by accident, and seen the jewel within, but were suddenly attacked by a beast that frightened them so much that they swore to never speak of the adventure again. Sald was certain that with Marcus’ help, they could find the cave again.
So Marcus was allowed into the secret, and together the three unusual companions set out to retrieve the jewel. The deeds that were done that day will never be sung by any bard, but were more heroic than anything most people will ever witness. Without any one of them the remainder would have perished, and they forged a close bond of companionship before they finally emerged triumphant.
As dawn arrived on the day of the portended disaster, Dormor stood with his erstwhile companions at the brink of the demonic portal, and invoked the jewel. Just before the fiends emerged, a magical shield covered the pit, trapping them within. Sald and Marcus sprinkled dirt and grass over the magical shield, making the area look like nothing had ever happened. Then the three retired to their mundane lives, waiting for the time that their heroism would again be needed.
~Plot Hooks~
1) The jewel that sealed the portal has been stolen, and Dormor, in full Knight outfit, has gone to nearby Mor’s End to seek adventurers to help him recover it before something disastrous occurs.
2) The jewel has been stolen, but Dormor has fallen under some sort of enchantment and Faldal’s fields is under attack by demons. Sald and Marcus travel to Mor’s End to find somebody willing to put on the armor and pretend to be the Knight. This will inspire the people to victory.
3) As #2, but the party is hired to find the cure for Dormor’s enchantment so he can save the town.
4) The mayor of Faldal's Fields hires adventurers from Mor's End to investigate a strange, sealed portal he has found in the forest. Perhaps there is some sort of treasure within? Dormor will not take the opening of the portal well...
~Stat Blocks~
Dormor Galatha, male human Pal3/Com1
HD 3d10+6 + 1d4+2; hp 32; Init +0; Spd 30 ft.; AC 22; Attack +7 (1d8+3) (+2 longsword); SV Fort +5, Ref +3, Will +3; AL LG; Str 13, Dex 10, Con 14, Int 11, Wis 15, Cha 13.
Skills: Diplomacy +5, Disguise +2, Heal +7, Hide +0, Knowledge (religion) +5, Listen +6, Move silently +0, Ride +2, Spot +2, Swim +5;
Feats: Combat reflexes, Lightning reflexes, Power Attack, Cleave, Weapon focus (longsword).
Equipment: +2 Full Plate, Large Steel Shield, +2 Longsword.
Sald, male human Com2/Ftr1
HD 2d4+6 + 1d10+3; hp 19; Init +1 (+1 Dex); Spd 30 ft.; AC 14; Attack +4 (1d6+2) (+1 rapier); SV Fort +5, Ref +1, Will +0; AL LG; Str 13, Dex 12, Con 16, Int 7, Wis 11, Cha 14.
Skills: Craft +2, Handle animal +7, Hide +1, Jump +6, Listen +0, Move silently +1, Ride +5, Spot +0;
Feats: Combat reflexes, Point blank shot, Power attack, Track, Weapon focus (rapier).
Equipment: Leather Armor, buckler, +1 rapier.
Marcus, male human Com2/Ftr1
HD 2d4+6 + 1d10+3; hp 22; Init -1 (-1 Dex); Spd 30 ft.; AC 14; Attack +7 (1d10+6)(greatclub); SV Fort +5, Ref -1, Will +3; AL LG; Str 18, Dex 9, Con 16, Int 12, Wis 13, Cha 4.
Languages Spoken: Common, Elven.
Skills: Appraise +2, Balance +1, Concentration +5, Handle animal +2, Hide -1, Knowledge (arcana) +3, Knowledge (nature) +5, Listen +3, Move silently -1, Pick pocket +0, Spellcraft +3, Spot +3, Wilderness lore +2;
Feats: Combat reflexes, Iron will, Power Attack, Skill focus (Knowledge (Nature)), Weapon focus (greatclub).
Equipment: +1 Chain shirt, Greatclub.