Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Sunday, June 19, 2011

The Scorned Blade, An all-humanoid NPC rival adventuring party



The Scorned Blade is the chosen name of an adventuring company composed entirely of renegade and outcast humanoids. Lead by the hobgoblin Zarkutz, the Scorned Blade includes, two orcs, Grum and Cazag, a bugbear, Grug, three goblins, Snool, Bugum, and Pulc, and a gnoll called Hykic.

All are exiles, or outcasts from their tribes for one reason or another. This unsavory group is held together by the iron will and discipline of Zarkutz, that plus mutual need, and the fact that no one else will accept them. They are more than a match for the average party of low level characters because they work as a team and use every dirty trick they can muster.

Ambushing travelers has been their bread and butter, but Zarkutz entertains grim dreams of making a name for himself as human adventurers do, and returning in glory to revenge himself on those who forced him from the tribe.

To this end, he gathers what information he can in regards to lost treasures and magic. He also looks for the chance to capture alive any adventurers that may be able to teach skills that the Scorned Blade lacks. Zarkutz especially wants a thief to teach the goblins, and a magic-user to tutor Kazag.


Zarkutz: hobgoblin war-leader.

AC: 2, HP: 25, Move: 9, Int: above average, Alignment: Lawful Evil.
Zarkutz wears a combination of jazerant and plate armor, and carries a falchion, (dmg: 2-8) and hewing spear, (dmg: 1-6).

Having lost a power play within his tribe, Zarkutz was exiled with dishonor. The hobgoblin lusts for command and forged the Scorned Blade from other outcast humanoids he encountered simply to have something to lead.

He speaks common very well, and will be interested in talking with any player character party that doesn’t attack immediately. At least, any party he can't over come easily.

He will be willing to ally with adventurers if it is advantageous, and will adhere to the letter of any agreement made.

Zarkutz will attempt to impress the members of a weak party into the Scorned Blade if he can dominate them. He will, at the least, quickly begin issuing orders to any indecisive appearing allies.


Grug, bugbear.

AC: 4, HP: 30, Move: 9", Int: low, Alignment: Chaotic Evil.
Grug wears heavy bronze chainmail looted from the cairn of a firbolg giant. He carries also a large shield and great sword,(1d10+1 dmg), which he easily wields one handed.

Grug is very large for a bugbear. He is most enthusiastic, and not overly intelligent. Despite his chaotic nature, he applies himself to the strict lessons of Zarkutz, and as a result, he has become both a skillful and an erratic opponent.

If faced with multiple attackers, Grug's first attack will be to bash the closest target with his shield. Opponents of lesser mass must Save VS Crushing Blow or be knocked down, requiring two rounds to get back up.
Grug will use this time to attack the next closest target.


Grum, orc shaman.

AC: 7, HP: 8, Move: 9", Int: average, Alignment: Lawful Evil.
Spells available: cure light wounds, light.

A fanatic devotee of Baghrutu, Grum was driven out of his tribe by the dominant followers of Grumsh for the crime of heresy.
He wears studded leather, and fights hand to hand with gauntlets of ogre power, (18/00 str, +3 to hit, +6 dmg).

Grum will attempt to convert captured opponents to the worship of Baghrutu. He is passionate, but not eloquent.

His favored method of attack is to blind his opponent with his light spell, and then close to pummel with his iron gauntlets.

He would like to challenge Zarkutz for leadership, but secretly fears the ruthless hobgoblin.


Kazag, half-orc magic-user.

AC: 9, HP: 4, Move: 9", Int: very, Alignment: Neutral

Not brutal enough to live among orcs, yet not sensitive enough to live with humans, Kazag is selfish, unpleasant, weak willed, and greedy. He directs his spells as commanded by Zarkutz, but will never expose himself to direct attack. He is not to be trusted, and Zarkutz makes sure the goblins always accompany him. They serve as both protectors, and minders.

Kazag carries a dagger coated with golden adder venom, Save or suffer agonizing hallucinations for 1d4 days which completely incapacitate the victim.

His spell book holds, Burning Hands, Hold Portal, Identify, and Spider Climb, as well as Read Magic.


The goblins: Snool, Bugum, Poolc.

AC: 6, HP: 7, Move: 6", Int: average, Alignment: Lawful Evil.

Large for goblins, these three are brothers who were cast out for the pleasure murder of prisoners which their chief had intended to ransom.

Scouts and skirmishers, they will close for combat only if ordered by Zarkutz. Each carries four javelins, short swords and shields, and wears studded leather armor.

If the Scorned Blade should manage to capture a thief, Zarkutz intends to force him to teach the goblins his skills.


Hykic, Gnoll

AC: 5, HP: 14, Move: 9", Int: low-average, Alignment: Chaotic Evil.

There is a strong possibility that Hykic is mad. His sharp barking laugh, which seems to come at random moments, is irritating. He was driven from his clan for, "unwarranted cannibalism".
He is ferocious and reckless in combat, and Zarkutz employees him as a shock trooper to terrify and to herd targets into advantageous positions. He is without fear but obeys Zarkutz for reasons of his own.

Hykic wears armor of horn, leather and metal, and carries a long sword and a halberd.


Mally Goodbin, unfortunate halfling

AC: 10, HP: 4, Move: 9", Int: very, Alignment: Lawful Good.

Mally is a slave and cook to the Scorned Blade. Her ability to turn odds and ends into good food is what saved her life when her traveling party was ambushed. The humanoids had never had cooking of such flavor, and Zarkutz knows a fighting force moves on its stomach.

Hykic would like to eat her, and the goblins would enjoy murdering her, but the bugbear Grug considers her his pet, and to Zarkutz she is a tool to keep the group together.


The Scorned Blade is only slightly above the average of humanoid combatants statistically. The thing that makes them dangerous is the fact that they fight as would a well disciplined human adventuring party.

Zarkutz always attacks, and opens negotiations from a position of strength. He will not commit to a combat that he isn’t very sure of winning. There must also be a definite goal, or prize involved. Though, of course, he enjoys fighting as much as any hobgoblin, Zarkutz has priorities, and is not easily dissuaded.

If the Scorned Blade becomes aware of a PC party before the PCs are aware of them, Zarkutz will first determine the strength of possible foes, or new recruits, and then determine a course of action.

If the PCs are obviously too strong for the Scorned Blade, Zarkutz may either avoid them completely, or begin to shadow them, waiting for an opportunity to present itself.

If the PCs are judged to be on close to equal footing with the members of the Blade, Zarkutz will offer a truce, he speaks common quite well. The hobgoblin will use any conference to gather information about the party and its purpose. If the party is competent and willing, and there is gain in it, Zarkutz may offer an alliance of convenience, for a time. Treachery is possible if the information leads him to reevaluate his first assessment of the PCs. He will, however, abide by the letter of any deal or agreement arrived at in negotiation.

If the PCs are judged to be weak or at a disadvantage, then Zarkutz will most likely attack. Any useful survivors will find themselves conscripted into the Scorned Blade.

If the Scorned Blade attacks with Surprise, or otherwise gets to make the first move, they are coordinated and business like.

The goblins will hurl javelins from a distance, choosing unarmored targets such as magic-users first, clerics second. Grum and Kazgag will cast spells to cause confusion and damage from a distance, before Hykic, Grug, and Zarkutz move in to attack any obvious fighters. Grum will close to attack after expending his magic. Snool, Bugum, and Poolc will move in to melee once they have expended their missile weapons. They much prefer to gang up on a single, wounded opponent if possible.

Zarkutz directs the actions of the others and they obey him without question, at least during combat.

If the melee goes poorly, Zarkutz will order a withdrawal. If Zarkutz is himself killed, the others will flee.



This is a version of an NPC party I sent James at Grognardia for his MegaDungeon project a while back. I’m pretty sure that's dead in the water now, so I thought I’d share it with my blog buddies. You can, of course, easily up rate the Scorned Blade for higher level play. I made them with the intention of providing a thorny problem for experienced players running low level characters.

I think that’s about my favorite gaming scenario. Very good players running low to mid level characters who have to make do with what they’ve got. It just seems to have more juice to it, there’s more at stake somehow. High level play feels a bit too super hero-y to me for D&D.

Not that I don’t love super hero rpgs, mind you. I’ll have to tell you about the time we demolished most of downtown Indianapolis in a brawl with A.I.M. I guess I just don’t like peanut butter in my chocolate.

The top pic is cropped and lightened from the TSR Book of Humanoids, done by Sam Rackland I believe. I like it a lot, it illustrates why Old Schoolers know not to mock the single orc guarding a door.

You all know Erol Otus. Dig.

Wednesday, October 14, 2009

Gyrgieno, the Black Charlatan. An NPC-antagonist to inflict on your players.

A gleeful murderer, a pitiless robber, a wine guzzler, a cad, and a ruiner of women, Gyrgieno the Black Charlatan is a thief of no small skill, and greater than average affinity for magic.
Though he hasn't enough talent to actually cast spells, he can decipher magical writings and utilize scrolls with only a 5% chance of failure, rather than the standard 25% chance of most other thieves.
Long, if unguided, study of pilfered tomes and alchemical manuals has allowed Gyrgieno to learn to compound weak potions of limited duration and effect.
His self-taught arcane dabblings are dangerous to the user, and unpredictable in effect, but, as he himself never imbibes his own experimental concoctions, but instead slyly administers them to unknowing dupes and pawns, his lack of procedural rigor concerns him not at all.

Gyrgieno often carries with him potions he has made, and will attempt to sell them to any who appear gullible enough to fall for his artful presentation.
On his person he currently carries, a potion of Haste, which will affect only one of the drinker's legs. Which will cause him to run in circles, or into walls. A potion of Growth which will affect only the drinker's head, causing it to grow to three times normal size. And a potion of Nightsight, which will give the drinker excellent night vision, but which does so by permanently transforming their eyeballs into fixed rod-shaped owl eyes. The drinker must then turn his head to see and can only perceive what he directly faces.

One potion which he does not sell is his favorite. He refers to it as, "the cur-bringer". This potion inflicts a weak form of were-wolfery upon the drinker. Upon the rising of the next crescent moon, the victim becomes a wretched, hairless wolf-man, totally under the control of Gyrgieno.
The Black Charlatan employs this potion in a particular manner. Frequenting taverns, inns, and bawdy halls, he begins conversations by asking for tales of adventure, and news of abroad of travelers and strangers. Once the conversation has gone on long enough for those present to have forgotten that he himself instigated it, Gyrgieno will tell a tale of the rumors he has heard concerning the fearsome werewolf bandits who have begun to prey on night travelers on the local roads. He will be most descriptive of the horrors visited upon the werewolves victims, and will relate the rumor that only by flinging to the lycanthropic robbers all valuables and fleeing in haste, might the worst be averted.
He will tell this story several days in a row to be sure the tale has made the rounds before he spikes the drink of a chosen pawn with the cur-bringer and waits for the crescent moon.

A potion-cur can do only 1-4 points of damage with bite or claw and attacks twice per round. The cur is armor class 9 and retains it's normal hit point total. In the thrall of the potion, the victim is unthinkingly obedient to Gyrgieno. The cur-bringer will work for one month only per dose. At sunrise, the cur reverts to normal form and is unaware of the night's events.

In the mean time, Gyrgieno will pick out likely targets, and when the chance arises, he will send the potion-cur to rob them, preferably on the road and alone. When confronted by the dread werewolf bandit, most victims flee in terror after throwing their gold to the ground. Should one find his spine and the potion-cur be slain, it is of no matter to Gyrgieno. New dupes can always be created.

Class: thief
Race: human
Level: 10
Alignment: Neutral Evil
Armor class: 8
Hit points: 41
Str: 13
Int: 16
Dex: 11
Con: 7
Wis: 12
Chr: 13

Gyrgieno is tall, spare, hook-nosed, and lank-haired, but he is an engaging speaker. Bumpkins will think him well traveled, and the sophisticated will consider him harmless local color.
He is armed with a cut-and-thrust sword he calls Fortune Filch. The blade is +1 and on a hit it siphons luck from it's target and transfers it to it's wielder. This takes the form of a two point bonus for the wielder's next saving throw, and a two point penalty on the victim's next save. This can only happen once to a particular opponent per fight.

Gyrgieno will also carry, or have available to him, all the standard items which a thief may favor.

He will not engage in direct personal combat unless escape is impossible.


* This pic is by Boris Dolgov and from a 1947 issue of Weird Tales. Courtesy of Mr Door Tree at Golden Age Comic Book Stories.

Wednesday, July 22, 2009

Meet the Fool Hammers! A party of NPCs to bedevil your players!

The Fool Hammers are an NPC adventuring party who specialize in preying upon their fellows. They consider those who risk their hides fighting monsters for gold to be fools and deserving of being plucked like chickens. The Fool Hammers employ many stratagems. Ambushing weary adventurers returning to civilization, weakened by hard fighting, and burdened with treasures, is their bread and butter.

Ludovir and Eilisceenia frequent taverns, inns, stews, or any other place where they might find likely marks. The other members of the Fool Hammers are less able to pass themselves off as trust worthy good fellows.

They befriend those who speak of planed expeditions and use drink and flattery to learn more. Depending on their assessment of the competence of the marks, they may offer to join the party, as full members, or as hirelings. They may bide their time until the moment comes to betray their comrades and escape with the treasure, or they may simply gather the other Fool Hammers and trail the party to their destination. There they wait for the fools to face the dangers and garner the loot and then, rob those that survive their adventure.



Ludovir the Gracious.

Race: human, suel
Sex: male
Alignment: Chaotic evil
Class: fighter
Level: 4/8/12
Hit points: 28/43/65
Armor class: 5
Strength: 16, +1dmgadj, +350 WA, 1-3 open doors, 10% BBLG
Intelligence: 13
Dexterity: 14
Constitution: 15, +1hpadj, 91%SSS, 94% RSS
Wisdom: 12
Charisma: 17, 10 max henchmen, +30% LB, +30% RA


Ludovir the Gracious is tall, handsome, and strong. His is an open face with a ready smile, and no man goes thirsty in his company. Ludovir is hale and hearty, a man’s man, and also much admired by women. He is in all ways, just the sort of man whom an adventurer in a tight spot would want at his side. Right up until the very moment when Ludovir puts a crossbow bolt into his comrades back.
Never is there any hint in Ludovir’s frank and easy manner, but when the time comes that betrayal and murder are to his advantage, Ludovir the Gracious will kill with a smile
Ludovir leads the Fool Hammers due to his overwhelming charm and his ability to simulate those qualities which make for a good leader of men.
Ludovir wears chainmail +2, and carries a dagger and broad sword in addition to his crossbow and quiver of 24 bolts. Also, a potion of Heroism
Ludovir, and all the other Fool Hammers can be assumed to own, or be carrying all standard adventure equipment.
In adjusting his statistics for higher levels, the DM may grant him magical weapons of greater power, potions, or rings, to what ever degree is needed to make him an appropriate threat.




Dahktur Gambarodus


Race: human, oeridian
Sex: male
Alignment: Neutral evil
Class: Healer/fighter
Level: 3/6/9
Hit points: 20/37/49
Armor class: 8
Strength: 12, +100 WA, 1-2 open doors, 4% BBLG
Intelligence: 15
Dexterity: 14
Constitution: 18, +2 hit point adj, 99% SSS, 100% RES
Wisdom: 10
Charisma: 15, 7 max henchmen, +15% LB, +15% RA


During the recent Great War, as in all wars, many more peasants and other non-combatants died of disease and famine, than there were warriors slain for glory. Dahktur, an old oerdian word which once meant, "mender", and referred to the wandering tinkers who repaired damaged metal pots for farm wives, came to be attached to those pox healers who bravely strove to hold back the plagues without benefit of clerical magic.


Gambarodus was one such pox healer, and more successful than most in his use of ancient and arcane sciences in the curing of disease.


So good was he, at recovering those who stood at Death’s door, that he eventually drew the bleak gaze of Incabulous, god of disease and ill sendings. Incabulous determined to turn Gambarodus to his own service, and commenced to whisper in his ear all the long weary hours of his work. He spoke of the natural order of things, the beauty of disease, the sweet release of death. In time, Gambarodus was won over to the ways of Incabulous.
Or, it could be that he simply went mad. Perhaps the god never really spoke to him at all. Incabulous only knows.


Gambarodus now marauds with the Fool Hammers in order to gather the wealth he needs to raise a shrine to his new patron deity. He hopes that if the god is pleased, he may grant clerical powers to his convert.
Dahktur Gambarodus still wears his black, waxed greatcoat, his physicker’s broad hat, and his beaked plague mask at all times. The beak of the mask is stuffed with strong, aromatic herbs and flowers, and sweetly scented airs accompany the dahktur wherever he goes.
The good dahktur also carries a bronze censor which hangs from a chain. The censor is filled with burning incense and Gambarodus is capable of employing it as a ball and chain flail, doing 1-6 dmg on a hit. He also carries a rod of wounding, 1-8 dmg, wounds will not heal with out magical aid.



Bloodpig Hawpcins.


Race: half-orc
Sex: male
Alignment: Lawful evil
Class: fighter-sage/alchemist
Level: 4/8/12
Hit points: 22/51/65
Armor class:4
Strength: 11, 1-2 open doors, 2% BBLG
Intelligence:14
Dexterity: 10
Constitution: 12, 80% SSS, 85% RES
Wisdom: 13
Charisma: 6, 2 max henchmen, -15% LB, -10% RA


Bloodpig is intelligent and very well spoken, in fact, a veritable fountain of information, and, also a compulsive cannibal. He yearns to impress others with the depth of his learning, but in combat, he must save vs poison at the first blow struck, or fall into a blood frenzy, complete with swinish squealing. Once his foes have fallen, he will be somewhat embarrassed by his behavior, and will engage in a scholarly monolog on various pet subjects whilst he prepares select cuts of the slain with favha beans, and a nice dry wine.


Bloodpig specializes in the mixing and compounding of potions and carries with him potions of Strength, Healing, Speed, and Heroism. He also supplies the other Fool Hammers with concoctions suitable to their temperaments


Bloodpig wears a rough woolen robe over his mail. He carries a medium shield, war axe, and two daggers in addition to a short bow and a quiver of twelve arrows.




Sljumker the Snaggle-toothed.


Race: Grugach elf?
Sex: male
Alignment: Chaotic evil
Class: thief
Level: 3/6/9
Hit points: 15/27/40
Armor class:5
Strength:9, 1-2 open doors, 1% BBLG
Intelligence: 10
Dexterity: 17, +2 Re adj, -3 def adj
Constitution: 13, 85% SSS, 90% RES
Wisdom: 6
Charisma: 4, 1 max henchmen, -25% LB, -20% RA


Sljumker is most likely a grugach elf, or at least, mostly a grugach. His parentage is uncertain, and none dare ask him. He is foul, coarse, and of a disposition most vile. Indescribably crass, Sljumker may even fling his own feces at foes if given the chance, and he "goes bar-arss" when he may.


He is a thief of consummate ability, however, and skilled in woods lore, as well as a creature without moral boundaries. This makes him most useful to the others of the Fool Hammers.


Sljumker is near feral, and prefers to forage for his food. He gleefully devours birds, rodents, insects, and whatever else he can catch. He is an expert at setting traps and snares.
One of his favorite tricks is to hurl a badger he has cruelly mistreated into the midst of a sleeping party’s encampment.


When naked, Sljumker smears himself with a musky black grease which Bloodpig provides for him. The grease acts as, "oil of slipperiness " and also confers a +2 ac bonus.
Sljumker carries a sling and thirty bullets, a short sword, and three daggers.




Eilisceenia the Hint


Race: High elf
Sex: female
Alignment: Neutral evil
Class: Magic-user/thief
Level: 4/8/12
Hit points: 11/26/34
Armor class:8
Strength: 9
Intelligence: 16, 65% chance to know spell, 11 max spells/lvl
Dexterity: 15, -1 def adj
Constitution: 6, -1 hp adj, 50% SSS, 55% RES
Wisdom: 14
Charisma: 17, 10 max henchmen, +30% LB, +30% RA


Eilisceenia is totally self serving, a paragon of narcissism. This nature, combined with her stunning beauty and ability to divine the motives of others, and willingness to tell them exactly that which they most wish to hear, nearly always results in her coming out ahead in any non-combat exchange.


Eilisceenia is without scruples, but she has a keen sense of self-preservation. Though she will sacrifice others for her own personal gain without compunction, she will not put them in a situation where they might turn on her to save themselves.


She is usually accompanied by one or two charmed, or simply besotted bravos who serve as both her body guards and entourage.


Eilisceenia carries a dagger, and four darts hidden beneath her cloak. She will also have a philter of love, and a ring of protection +2.


The DM may choose spells appropriate for what ever level Eilisceenia is being portrayed at. She will favor magic which allows her to control or influence others, and to protect herself.


Bravos; 2, ac 7, hp 13, 10. Studded leather and longswords. Elite moral.




Credit where credit is due.



The illustration I used for Ludovir is by Jeff Jones, a sketch from Reality magazine.

The Plague doctor is used by gracious permission of Evan Shipard. His art blog is Ev's Place.
http://evsplace.blogspot.com/

Bloodpig Hawpcins is a melding of a wild boar and Anthony Hopkins that I found on Worth1000

Sljumker is represented by the elf album cover, creepy little bastard isn't he?

Eilisceenia, I'm afraid I don't remember where I found, there's all kinds of crap on my drive.