EN World City Project: NPC Contest #2... Final Round Ingredients!!!

Round 1: ajanders vs. WayneLigon

Ingredients for ajanders vs. WayneLigon...

Key Phrase: "Good things come in small packages"
Ingredients: an orphaned twin, a midnight rendevous, "A picture paints a thousand words"

You have 48 hours to post your creations. Can't wait to see what you come up with.

--sam
 

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Round 1: Winternight vs. Ashon

Here are the ingredients for Winternight vs. Ashon...

Key Phrase: "All that glitters is not gold"
Ingredients: noises from the cellar, a blind person, "Is this a dagger I see before me?"

You have 48 hours to submit your entries. I hope to see great things from you. :)

--sam
 


*grumble grumble* Don't you mean break a leg?

*looks around and realizes he's not really on a stage, returns to plotting about just the right recipe for the ingredients*
 

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.
 

Jared Krauss, Wiz4
Ingredients::
Key Phrase: "Good fences make good neighbours."
Other Ingredients: An odd birthmark, The greatest threat the town has ever known, or is it...? "You can't judge a book by its cover."


Background:

Jared Krauss is a tall, lanky man of thirty-odd years. His build is slight, but he has a strength beyond what one would expect from his slender frame. Already balding, he wears his blond hair down to his shoulders, neither tied nor braided. His blue eyes constantly dart around, and his slender fingers twitch nervously at every moment. An odd birthmark (see picture below) stains his left cheek.

Jared Krauss is a magician of little reknown, and this suits him just fine. Krauss is what you could call paranoid, though that particular word doesn't quite do justice to the man. He lives in a small shack down by the lake, surrounded by an eight-foot high wooden fence; after all, when you're paranoid, not only do good fences make good neighbours, but they are often the best sort of neighbour to have.

Little is known about Jared Krauss before he came to settle in Mor's End. He was part of a company of adventurers seeking to make a name for themselves, but one of the guides on their last adventure happened to be a turncoat. The scoundrel attempted to abandon the party in the lair of an Allip, intending to come back later to retreive the valuable equipment off of the corpses; Krauss, however, saw through his plan at the last minute. A single sleep spell put the turncoat out of comission, but Krauss and his allies were still set upon by the Allip. Tragically, the entire party was slain, and Krauss barely managed to escape with his life, though his mind was severely affected by the Allip's wisdom draining touch.

This hindered mental state, along with his last interaction with another person ending in treason, has left poor Krauss very untrustworthy of anyone but himself. He has even dismissed his raven familiar, for he suspected it to be plotting to peck out his eyes. No matter what, no matter where he goes, Krauss believes that someone is out to kill him, or to steal his property, or to do other unkind things to him. To compensate for this, Krauss has taken up the study of various types of protective magics; his spellbook contains many divination spells, as well as several from his specialty school of abjuration. These protective measures help him to feel safe, and prevent him from slipping further into madness. In keeping with his paranoia, though, his spellbook is disguised. Not some gaudy, leather-bound, gem-set tome favoured by other magicians, Krauss pens his spells on the pages of a book with the title "History of the Violet Fungus, with Recipes." If nothing else, this shows that one should not judge a book by its cover.

In recent years, Jared Krauss had taken up the study of the silkfish which populate the lake at Mor's End. He has become engrossed with their nature, and now spends much of his time growing these creatures in a small pond on his property. He seeks a way to more efficiently (and safely!) harvest the tentacles of the silkfish, so they may be spun into silk. In his studies, though, he has stumbled upon a discovery that others have failed to see. The silkfish population is diminishing, and is being fed upon by a strange predator: an Ethereal Marauder. Krauss has even seen the beast snacking on a few of his personal silkfish. This could be the greatest threat the town has ever known, and Krauss has attempted to warn the locals.

Of course, Krauss had not been beleived. Really, a monster that appears out of no-where, eats a silkfish of all things, and vanishes without a trace? Surely this is nothing more than the ramblings of a deluded and paranoid mind. Or is it?

Plot Hooks

1: Hearing tales of a madman predicting the doom of one of the main exports of Mor's End, the PC's attempt to seek out information to disprove the rumour, or to stop the tragedy if the rumours turn out to be true.

2: Krauss takes a more direct role in stopping the Ethereal Maurauder. Approaching the PC's in disguise, he tells them of the troubles he has seen, and personally asks them to hunt the Marauder. Jared Krauss, acting like he hasn't acted in a dozen years, offers to accompany the PC's on this quest. If the experience goes well, Krauss may become more trusting of others in the future, and could even become a permanent travelling companion of the PC's.

3: A person has gone missing, the locals say. His name is Jared Krauss, a paranoid wizard who lives by the lake. Lately he had been warning the populace of a beast terrorizing the silkfish population, but they ignored his warnings, attributing them to the man's paranoia. However, the people are concerned about the mage, for though he was a little crazy, he never hurt anyone. Maybe his warnings of a creature were real, and the thing claimed Krauss as a victim? Or did Krauss take it upon himself to exterminate the beast, and is now in need of assistance, where ever he is? The PC's are offered a small reward (a few gold pieces, and a nice dinner) if they manage to discover the fate of Jared Krauss.

Stat Block:

Jared Krauss, male human Wiz4: CR 4; ECL 4; Medium-size Humanoid (human); HD 4d4+12; hp 23; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee unarmed strike +1 (1d3+1); SA spells; SQ summon familiar; AL NG; SV Fort +4, Ref +3, Will +2; Str 12, Dex 14, Con 17, Int 19, Wis 6, Cha 10.
Skills and Feats: Listen -1, Spot -1, Heal -1, Spellcraft +11, Knowledge(arcana) +11, Disguise +3, Knowledge (nature) +10; Scibe Scroll, Skill Focus (Knowledge [arcana]), Skill Focus (Knowledge [nature]), Craft Wonderous Item.
Wizard Spells Prepared (4/4/3): (0)-Dancing Lights, Detect Magic, Detect Poison, Mending, Prestigitation, Resistance; (1)-Alarm, Alter Self, Hold Portal, Obscuring Mist, Tenser's Floating Disk;(2)-Arcane Lock, Detect Thoughts, Obscure Object, Rope Trick.
Equipment: Potion of Intelligence, hat of Disguise, Dust of Tracelessness, Dust of Illusion, Quall's Feather Token (tree).
 

Both of those entries are excellent... tough decisions lie ahead for the judges.

Awesome work orbitalfreak and MerakSpielman... :D

--sam
 

Looks like both ajanders and WayneLigon are no shows for their deadline. Was this website down last night? I wasn't here throughout the night... so I'm not sure what's up.

ajanders... WayneLigon please post as soon as possible. I need to know if both of you are withdrawing from the competition.

--sam
 

Posting

I thought I was not quite late yet: I seem to have been wrong. Submission is posted here, if I need to forfeit, I understand.

Elements:
Key Phrase: "Good things come in small packages"
Ingredients: an orphaned twin, a midnight rendevous, "A picture paints a thousand words"

Stat Block:
Tessa Leyte, Female Half-Elf Cleric 4 CR 4
Hp 28; Init +0; Spd Walk 30';
AC 10 (flatfooted 10, touch 10)
SA: Elven Blood,Immunity to sleep,save +2 vs enchantment spells,Spontaneous casting,Turn Undead 4/day; Vision: Low-light,Normal
AL: NG; Sv: Fort +5, Ref +1, Will +7;
Str 10, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Skills:Craft (Carpentry) +3, Diplomacy +4, Heal +15, Knowledge (Religion) +8, Listen +4, Profession (Cook) +5, Profession (Herbalist) +9, Search +2, Spot +4
Feats:Armor Proficiency (Heavy) (1x),Armor Proficiency (Light) (1x),Armor Proficiency (Medium) (1x),Scribe Scroll,Shield Proficiency,Simple Weapon Proficiency,Skill Focus (Heal)
Domains: Healing, Protection

Description
Tessa Leyte looks like a tiny little blond blue-eyed girl, five feet tall and 100 pounds. She is actually a thirty year old devout cleric of a god of healing and protection. Tessa usually wears white robes with a holy symbol of her god embroidered on the right breast and a pendant consisting of a single large opal around her neck.
She spends her time feeding the hungry, healing the wounded, clothing the naked, sheltering the homeless, and teaching the ignorant. She can usually be found at her hospice in Mor's End, where she preaches universal peace and love.

History
Tessa Leyte doesn't really know very much of her history, which saddens her greatly.
Mother Leyte found a little half-elf baby on her doorstep one night wrapped in a wool blanket and an opal pendant. There was no letter or any sort of identifying marks on the blanket or the pendant. Mother Leyte promptly adopted the little child and cared for her as though she were her own.
Tessa grew up helping Mother Leyte care for her adoptive brothers and sisters and wondering what her real parents were like. It was, after all, pointless for Mother Leyte to pretend she was her own child, since neither she nor her husband were elves. Young Tessa wrote stories about her mother and father: sometimes they were heroes tragically slain by their treacherous enemies, other times star-crossed lovers held apart by racial hatred. She keeps perhaps a dozen pages of these stories still, passionately bodice-ripping descriptions of midnight rendezvouses written up as only an half-elven adolescent can. They are safely hidden in a box under her bed with her supply of emergency healing scrolls.
As she grew older, she became more aware of the gifts Mother Leyte had given her: shelter, food, and love.
When she reached the age of majority, she became an acolyte at the local temple, working to help the poor. She has continued to do so to this day.
Now she has a small hospice in what used to be Mother Leyte's home, Mother and Father Leyte having died and her adoptive siblings having their own separate establishment. She is well-loved in the area because she grants healing, food, and shelter to any who ask it, no questions asked. Her nickname among the rougher folk of the area (which is most of them) has become "Small Package", "loike whut a good thing commen in." None of them would lay a hand on her.

Adventure Hooks
1. Adventurers can always go to Tessa for healing. She does not charge for her spells or care, but has a way of looking at people that makes most of them feel guilty until they make some kind of donation.
2. Tessa always needs money for her hospice. Anyone feeling inclined to make a charitable contribution is likely to be directed to her, where it is recieved with grateful thanks and a friendly hug. (Tessa's hugs have been known to make paladins and monks rush off to take long ice-cold baths and think about combat tactics.)
3. One of the jewelers in Mors End offered to clean Tessa's opal pendant gratis and found out it is both more and less than it appears. The immense opal is perhaps an inch and a half across, set in a heavy gold circle with a sturdy chain. Tessa usually wears this inside her robe, because it's rather gaudy for her tastes. But the opal is not really an opal stone:it's an opal triplet, a thin slice of opal covered by a heavy cabochon of rock crystal. It's a fake.
However, the pendant is actually a locket: it will open when a cleverly concealed catch is triggered. Opening the locket reveals an enameled picture of an elven man, a human woman, and two babies. One of the babies is undoubtedly Tessa. The other baby looks like her twin brother and the family is perfectly identifiable -- indeed-- worth a thousand words of description. The jeweler would like to surprise Tessa with a family reunion: he can spare a little money for expenses if someone wants to do a little detective work with Gather Information or Bardic Knowledge. The status of the rest of her family is left up to individual game masters.
Creative DM's may take this opportunity to give a character more family than they knew they had.
4. Tessa is a tiny half-elven cleric who has forsworn weapons and violence. She has been known to give her own bed and meals to those that need them. It's hard to imagine someone in Mor's End being nasty enough to come up behind her, beat her unconscious, and take her money, necklace, and emergency healing scrolls.
It's hard to imagine, but someone was. Even the criminal organizations of Mor's End are embarrassed.
There's a substantial reward offered, so parties may want to go hunt the thieves.
After they find the thief, a creative DM may make them stop the lynch mob that's forming.
 

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