Into the Weird Blue Yonder: Some NPCs

Here are some NPCs to find wandering the Veiled Wood in the Weird Blue Yonder.

1- Father Fyodor Karamazov (Treat either as a level 2 Cleric with the Miracle as an added ability or use the following statblock)
+0 Mace (1d6), 12 HP, 15 AC, 3+1 HD. Saves: +3 Con, +3 Pers.
Spells: Lay on Hands, Bless

Miracle: Through Laurence’s Door: Saint Laurence has blessed Father Karamazov with the ability to create a door that leads to a random location within 12 miles. There is a 1 in 20 chance that this door instead leads to another dimension of the GM’s choice. Karamazov often mutters something about “Meat Demons.”

Stuff: 2 Bottles of Vodka, 3 Rations, a Blank Prepared Scroll, a Mace, and a Decorated Chain Mail, a beautifully illustrated booklet containing his patron Saint’s work.

Knows: Nothing, really. He has seen a bunch of weird baby growths from the mud but that’s about it. He doesn’t really know where he is or how he got here.

Wants: A chance to put himself in mortal peril. He will join the party with little convincing but likely vanish after a session.

A follower of Saint Laurence, wielding a wooden holy symbol in the shape of an arched door, Father Karamazov is a drunken priest in black robes with a cylindrical hat and a strange set of highly decorated chain mail.  He is very fond of vodka and dancing, swearing that this once saved him from a “Meat Demon.”

2- The Grim Skull Mercenary Company
17th Century French Armor Shared by Samwise Seven RPG
Grim Skull Mercenary: +3 Deathmetal Polearms (1d8+1), +2 Crossbow (1d6), 11 HP, 17 AC, 3+1 HD. Saves: +3 Str, +3 Con.

Isaia Kemmler, Captain of the Grim Skulls: +4 Mortal Cutlas (1d8+1), 16 HP, 17 AC, 4+1 HD. Saves: +4 Str, +4 Con.

Stuff: Each Mercenary has their stated weapons plus Banded Mail Armor (+6 AC), 3d6 gp, and some cards and dice.

Knows: Upon first meeting, all they know is that people have been wandering into the forest as if controlled. After their first meeting, they know that strange white automatons and a hideous slimy black vaguely female creature stalk the wood.

Dressed in skull-styled helms with the designs of death upon their arms and armor, these grim mercenaries do the bidding of the high bidders of the rich and royal.

Timeline: If the PCs don’t radically alter the course of these characters, this is what will happen to them.

1st Meeting: They were hired to retrieve a noble’s son, Elroy Fenris, who wandered off into the forest. Upon first meeting, they are a confident and professional party of 20 plus the Captain who are determined to complete their mission.

2nd Meeting: Upon the second meeting with these Mercenaries, they will be no more than ten, due to some encounters with droids and the Crone and focused on escape. Their terrible encounter with the Crone broke the Captain’s mind and he believes that the wood is cursed and that he alone knows the strange way out. His remaining men dutifully follow.

3rd Meeting: Another member of the group has died. Supplies are running low and doubt in the Captain’s ability is starting to cause uneasy whispers.

4th Meeting: Another death. Supplies are desperately low. The Company will attack if they are refused rations. The Captain’s madness is more evident and mutiny is imminent. (-1 HP to all Mercenaries).

5th Meeting: The Captain is killed. The remaining men eat his corpse. Supplies are next to nonexistent. They will attack on sight to take rations or to eat bodies. (-3 HP to all Mercenaries). There is a 1 in 6 chance that they are on the right path out of the forest. Otherwise, they will remain this way one dying each additional time they meet the party until none remain.

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