NPCs, Rogues Gallery

badams30's Labyrinth Lord p=b-p game.

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NPCs, Rogues Gallery

Postby badams30 » Mon Feb 27, 2012 3:15 am

Friends
Owenden: owner of the Lady Luck Inn
Sgt. Schultz: Sgt of the Guard, Daggerford Militia
Sherlen Spearslayer: Fighter, commander of the Militia
"Cookie": Han's friend, cook at barracks
Redeye: Lizard man chieftan of RedPelt clan in Lizard Marsh. Gave the party amulets w/ the tribe's symbol,
Piann: Baroness of Cromm's Hold, adj. the Lizard Marsh, widow of Baron Cromm
Seedius: Magister of Waterdeep. Informed Nahin of his uncle's death and keep inheritance. Office in Red Larch and Waterdeep.
Capt. Slim Eastbrooks: Skinny elf w/ river boat at Zundbridge "Shining Traveller." Friend of Kelson Darktreader. Gave party ride up river towards Red Larch.
Hiram: Old human, approx 70 yrs old. thin white hair, wild white long beard, teamster, hauls veggies/fruit from Goldenfields to Red Larch. Knows forest and roads very well. Has an old horse, Bella. A wagon, and a fat old white cat whom he travels with.
Melvin "The Magnificent" Eccentric old travelling wizard. Has a shop at Red Larch, travels in his cart (painted blue with stars and moons on it)
Braun Halfling teamster, along with his 4 halfling partners, hauls freight in the Waterdeep/Red Larch area.
Delia Buxom barmaid at the Singing Sword in Red Larch (Nahin's one night, uh... friend during the trip to the valley)
Victor Radcliffe, Wizard Right hand of Khelbun Blackstaff, Lord of Waterdeep. Came to the aid of the group in the valley
Cpt. Miles Barton Waterdeep 3rd heavy cavalry. Rode with Victor to the valley to aid the party. Blue plate, accomplished warrior.
Therman and Edith MorganWealthy elderly land owners in Red Larch. They own thousands of acres of farm land all about the north. Looking to hire the party to investigate their manor holding
Isabel Morgan Therman & Edith's beautiful daughter. Blond, early 20's. Sings well, and cooks a mean meal. Quiet and shy otherwise.
James Old man (approx. 80) former warrior of Torm, met in Waterdeep, gave the party a scroll with an old riddle on it.
Winston Grovesman Wealthy merchant of Waterdeep, father of Edwin, wizard rescued from Daltor. Grateful to party.
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Re: NPCs, Rogues Gallery

Postby badams30 » Sun Oct 21, 2012 2:44 am

Red Larch Contacts
Capt. Stem: commander of Waterdhavian garrison at Red Larch
Morty McTaggart: Halfling moneychanger, gem and jewelry merchant, jeweler, silversmith
Hadrick: Gristled armorer, weaponsmith, etc.
Merle: Owner of "Merle's Mercantile" largest outfitter in Red Larch
Bartholemew "Buck": Burly hired hand of the Morgans. 6.5 ft tall, busy beard and hair, magic handaxe and dagger of the north
Harvest Father Samuel: old, hobbled Cleric of Chauntea. From Goldenfields, calls Red Larch home.
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Re: NPCs, Rogues Gallery

Postby badams30 » Mon May 20, 2013 10:59 am

Bad Guys - Definitely NOT friends

Lostafinga Hobgoblins Hobgoblin tribe that killed Nahin's uncle and took his keep. Entire platoon of Hobs was killed, keep reclaimed. Unknown if Lostafingas have any knowledge of the PCs.

Daltor 2nd hand man to "The Master" The party thwarted his plans to raise an army of dead to attack the North. Last seen entering the mine at Morgan Vale which was collapsed by Han and his magical holy symbol.

The Master Little is known about this shadowy figure, other than he is a direct emissary of the Zhentarim/Black Hand and is raising an army to conquer (presumably) the North. It is assumed that the Master fought Victor Radcliffe to a draw and flew away after the battle at the vale. His present whereabouts is unknown to the group.
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Re: NPCs, Rogues Gallery

Postby badams30 » Fri May 09, 2014 3:44 pm

PC name: Tidake
Race: Dwarf
Sex: M
Class: Cleric
Level: 1
Age: 253
Alignment: LG
XP: 0/1565
HP: 8
AC: 5

Str: 14 (+1 To hit & Dam)
Int: 11 (0)
Wis: 15 (+1 Save, 2 additional spells)
Dex: 8 (+1 AC, -1 Missle and Init)
Con: 12 (0)
Chr: 12 (0)

Armor & Equipment (-- indicates contained within non-indented item above)
Backpack 2gp 2lb
--Bedroll and blanket 6sp 8lb
--Waterskin 1gp 4lb
--5 days trail rations 25sp 5lb
Mace 5gp 3lb
Shield 10gp 10lb
Chainmail 70gp 30lb
Holy Symbol (Worn round neck) 1lb
Light Trousers 3sp 2lb
Cloth Shirt 3sp 3lb
Cloth Cloak 5sp 3lb
Leather Belt 4sp
Soft Leather Boots 15sp 1lb

Total Spent : 94gp 1sp (Rolled 100gp)
Total weight : 69lb 60'/20'/60'

Spell Book
Level 1:
Cure Light Wounds
Command
Protection From Evil

Coin & Treasure
5gp 9sp

Other Information
Infravision 60'
Detect hidden traps, false walls, hidden contruction and sloping floors on 1-2 out of d6

Languages (can read and write)
Common
Lawful Good
Dwarvish
Goblin
Gnome
Kobold

Saving Throws
Breath Attacks: 18 (16)
Poison or Death: 15 (11)
Petrify or Paralyze: 18 (14)
Wands: 16 (12)
Spells/Spell-like Devices: 20 (15)

Background

Three months ago Tidake woke up in a small village inn, clutching the holy symbol of Tyr tight in his hand. When he opened the hand to remove the Symbol he discovered it had burned a mark into his palm. He had no memory of how he got there or of anything beyond his name. As he wandered round the village trying to gather his thoughts and get his bearings a villager came crashing out the woods with a child cradled in his arms. "Help me!" The villager shouted, "He's been mauled by the wolves!"

Tidake ran over to help and was taken aback by the savagery of the wounds. Instincts taking over a prayer escaped Tidake's lips as he grasped the holy symbol. Moments later the child's wound healed over and the child was able to manage a weak smile at Tidake, who instantly realised at that moment that whilst he might not know why he was here there must be a higher reason behind it and he would dedicate the rest of his life to finding that reason.

Hailed as a hero in the village, Tidake didn't stay long, within a few days he left and since then he's been travelling where his whim takes him. However, the mystery of his previous life remains as clouded as ever.
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Re: NPCs, Rogues Gallery

Postby badams30 » Fri May 09, 2014 3:44 pm

Name: Han Overfist, Augur of Tymora
Race: Human
Sex: Male
Class: Cleric
Secondary: Butcher
Patron: Tymora
Level: 2
Age: 25
Alignment: NG
XP: 2490 (3rd 3,125)
HP: 20 (using HD HP...1st 11, 2nd 9)
AC: 03

Str: 16 +2 hit/damage
Int: 13
Wis: 18 +3 magic save
Dex: 14 -1 AC
Con: 18 +3 HP
Chr: 12

Height: 6' 8"
Weight: 280lbs

Saves:
Breath 16
Poison/Death 11(8)
Petrify 14(11)
Wands 12(9)
Spells 15(12)

Spells:
Cure/Cause Light Wounds 1D6+1
Create Water
Purify/Spoil Food and Water
(scroll)1 remove paralysis
(scroll)1 slow poison
(scroll)1 protection from evil

Gold:
100

Armor:
Banded mail 85 gp 4 35 lb.

Weapons:
Stonebow, light 16 gp 4 lb.
Stones (40) 6 ep 1d6 2 lb.
Dagger 3 gp 1d4+2 1lb.
Flail, heavy* 8 gp 1d8+2 10 lb.

Equipment:
Backpack 2 gp 2 lb.
Candles (10) 10 cp.
Flask 3 cp 1 ½ lb.
Flint and steel 2 gp.
Garlic (2 cloves) 3 gp...gotta be a typo...surely it is 3-5cp
Hammer 5 sp 2 lb.
Holy water (flask) 25 gp 1 lb.
Ink (1 oz. Vial) 8 gp.
Quill pen 1 sp.
Oil (1-pint flask) 1 sp 1 lb.
Spikes, iron (12) 1 gp 8 lb.
Cooking pot/spoon
Crock filled with spicy/sweet pickles

Sack, large 2 sp ½ lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Crowbar 2 gp 5 lb.
Rope, hemp (50 ft.) 1 gp 10 lb.

Waterskin/Wineskin 1 gp 4 lb.
Boots, high soft leather 3 ep 2 lb.
Long Shirt
Leggings
Woodland Cloak

Background:
Born into an enclave of Tymora, Han is a third generation cleric. His time was split between tracking, hunting, and duties related to service to Tymora.

He acts much like he looks...a bit rough around the edges, leathery, tough...but he is also loyal, trustworthy, holds himself and others to their words and actions.

Most of those he would call friends are barbarians, druids, rangers, and others that walk outside the walls of proper society...his best friend was a half-orc...rules were meant to be broken after all.

Bathing is welcome when available.

Speaks, reads, writes common...speaks (read & write?) orc...speaks (read & write?) chaotic good.

Cooking and eating are passions.
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Re: NPCs, Rogues Gallery

Postby badams30 » Fri May 09, 2014 3:45 pm

DAK

Race: Half-Orc
Class: Fighter
Level: 2
XP: 2885
XP Bonus: +10%
XP needed for next level:

STR: 16 +2 ToHit/Dmg.
DEX: 16 -2AC / +2 ToHit Missiles
CON: 18 +3hp/HD
INT: 5 ~ Cannot read or write
WIS: 9 ~/~
CHA: 7 +1 Reaction, 3 Retainers / 6 Morale

HP: 20/20
AC: 2 (4)
THACO: 17 (19 unmodified)

Saving Throws:
15 ~ Breath Attacks
12 ~ Poison or Death Ray
14 ~ Petrify or Paralyze
13 ~ Wands
16 ~ Spell or Spell-like Devices

Special Abilities/Skills:
Infravision 60'
Hidden/Secret Doors 1-2/d6 *if actively searching

Languages:
Common, Orc, and Alignment - but cannot read or write any.

Coins, Jewelry & Gems:
PP: 10
EP:
GP: 1
SP: 1
CP:

GEMS:

JEWELRY:

MAGIC ITEMS:

Weapons and Armor:
Armor:
Finely Crafted Banded Mail (17#)

Weapons:
Two Handed Sword (15#) d10+2
Hammer (2#) d4+2

Range Weapon:
Sling & Stones x15 (7.5#) d4

Equipment:
Standard clothing
Belt with 2 small pouches (coins, flint & steel)
Winter Blanket (3#)

BACKPACK:(2#)
Preserved Rations x |||||||| (8#)
Waterskin (4#)
Flint & Steel (-#)
Sack, Large x2 (1#)
Bone Scroll Case (1#)


Encumbrance:
w/o pack:

Movement:
w/o pack:

Mount(s):

Character background:
Dak cannot read or write and is hideously ugly; despite his lack of intelligence, he does (fluently) speak Common & Orcish. His skin is grey with a mild flesh tone in the light, and if the light is just right his skin tone is even "fleshy" - for what it's worth. The hair on his head is patchy and thinning even though he is only a couple of decades old. He grew up in a tribe comprised of orcs and humans - bandits for the most part - frequently raiding small towns and villages. Dak hated the lifestyle, but really had no alternative.

One day, while walking out on his own (he was supposed to be 'scouting' a village for an up-coming raid), a farmer out tending his crops was attacked by bandits of an opposing faction to Dak's. The farmer was down and about to be killed (because he fought back), but Dak stepped in and killed all 6 of the bandits.

The farmer figured he was next, but - instead - Dak picked him up, brushed off the dirt and stalks stuck to the man, picked up the farmer's sickle and handed it back to him. Dak said, "I hate bandits. They made me hungry too."

The farmer was shocked but deeply moved. Seeing through Dak's ugliness, the farmer offered Dak work (for food) around the farm, and a place to live with his animals and livestock in the barn. Dak was thrilled! Over time, Dak proved to be very valuable helping the local blacksmith pounding with the hammer and hauling ore. Soon, other locals wanted to borrow Dak's labor skills with cutting timber (where he was told to cut), holding up heavy beams and pounding in spikes and dowels (where he was told to pound), and even with cutting and hauling stone back to the village for the masons.

Years later and in his mid-twenties, Dak is an accepted member of his small town... by the majority anyway. Despite the acceptance of most, he still tends to wear his heavy shirt with a very large hood (even under his armor) and has the hood pulled up over his head... unless he's laboring or fighting, of course. Recently, the farmer suggested that Dak had "gone as far as he could go, here." and put him in contact with his old friend, Cromach in Daggerford.

Despite Dak's appearance, Cromach welcomed him in, and while he didn't have the space in his home to lodge Dak, he has allowed Dak to sleep at the shop till he can find a place of his own or decides what to do. Cromach is a quiet man, but very righteous. He has went out of his way to introduce Dak to people around town, and Dak has benefited by getting extra side jobs here and there - move this, help raise a barn, change wagon wheels, etc. Helping Cromach with his work - Cromach makes useful implements such as farm and animal items, but he acknowledges that he is not a weaponsmith - that is the art that Derval (a local dwarf) does. Cromach's pots and household ironwork are like works of art though, treasured for their fine beauty as much as their utility.
Cromach has suggested (since residing in Daggerford) that Dak join the milita; it's required for all residents, but not hard duty as such. Mostly infrequent training, duty guarding the wall once a month, etc. And if available, the Duke occasionally sends members on small errands or missions. Dak hasn't signed up yet, but is seriously considering it. And Cromach suggests that it would be a great way to earn the trust and respect of the populace.

Before leaving the farm, the farmer thanked Dak for his hard work and kindness, and he took him to the barn, up in the loft, hidden in hay and wrapped in oilcloth, he pulled out a fine suit of banded armor, nondescript, but obviously of fine construction, it is finely crafted, and only weighs half as much as a normal suit of banded armor. It was his father's armor, and since he never took up arms, he never used it, and he wanted Dak to have it and make use of it. It is his prized possession and even with Dak's "slowness," he can tell the farmer is very proud of Dak and to be able to pass it on to him. He tells Dak to take care of himself, and stop in to see him when Dak has a chance.

Dak is Neutral and follows a Neutral God named Gond, the God of blacksmiths, artificiers, crafts, and construction. He does not perform any rituals to his God, per se, as Dak is a simpleton. His God allows him to build wonderful things, and craft useful items; he even forged his own two-handed sword - a rather odd looking blade with a large handle. Dak enjoys simple pleasures and tends to have an over simple outlook on life... If you're nice to Dak - Dak would die protecting you; if you're mean to Dak - he tries to avoid the mean-ness... or kills it.

NOTES:
(original stat rolls: str.12/dex.16/con.17/int.9/wis.7/cha.11) (racial adj. +1str/+1con/-2cha) (prime stat "2:1" point swap option = -4int for +2str AND -2cha for +1str) (starting Gold = 8, 6, 6 = 20(10) = 200gp)
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Re: NPCs, Rogues Gallery

Postby badams30 » Sat Apr 25, 2015 1:18 am

Theosophy “Theo” Lucent

Human Cleric, Neutral Good worshiper of Selune
Age: 23

STR 11
INT 11 read/write/speak Common
WIS 16
DEX 14 -1 ac, +1 missile, +1 initiative
CON 13 +1 hp
CHA 12

LEVEL 1
THAC0: 19 (Melee 19 / Missile 18)
XP: 0/1565 (+10% due to high prime ability score)
HIT POINTS (D8+1) 8+1= 9
AC
SAVES (adjusted by WIS bonus of +2 vs magic): Breath 16/ Poison 11/ Petrify 14/Wands 10/Spells 13

Weapons—Silver bastard sword, 1d8/2d4
Heavy crossbow, 1d8


Spells: (2 bonus 1st level spells due to high WIS)

Cleric Spells:
Protection from Evil
CLWx2

GEAR:
Studded Leather AC7, 10#
Quarterstaff, 4#
Silver bastard sword (gift from the Church of Selune), 6#
Heavy Crossbow, 8#
10 silver quarrels w/ case, 1#
Backpack, 2#
Candles (10)
Map case, 0.5#
Parchment, 10 sheets
Ink and quill pen
Flask of oil (1), 1#
Iron rations (4 days), 4#
Torches (1), 1#


Belt pouch, small,
Flint and Steel
Garlic, 3 cloves
Wineskin w/ 2 pint wine, 4.5#
Leather belt
Boots, high, soft leather, 2#
Cloak, cloth, 3#
Shirt, cloth, 0.5#
Trousers, light, 4#
Holy Symbol, silver

STARTING COIN: 100gp REMAINING COIN: 7gp
ENC: 59.5#

BACKGROUND: Theosophy Lucent was born a child of wealth. His father was a prominent bureaucrat in the employ of a minor noble. His mother was the daughter of a wealthy guildmaster. Theo was destined to become a man in his father's image. At the age of eight, while on a visit to one of the noble's landholders, Theo's parents were brutally attacked. Theo fled for his life. He fled into the night pursued by a ravenous man-beast. The Goddess Selune took pity on the boy, offering a protective circle of moonlight which the beast could not cross. Theo gained divine insight that night and devoted his life to serving the Moon Goddess as he wanders throughout the realms seeking out allies to vanquish his foes.
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Re: NPCs, Rogues Gallery

Postby badams30 » Sat Apr 25, 2015 1:21 am

Character Name: Elrohir (goes by Rory) Cúthalion


Race: Half-elf (of Moon Elf descent)
Class: Magic-user/Thief
Alignment: Chaotic neutral (with burgeoning good tendencies)
Deity: none, except for maybe Lady Luck, who he suspects has been cheating on him of late
Age: 43 (late adolescence)

Level: 2/3
XP: 4658/4512
XP Bonus: +10%/+5%
XP needed for next level: 5001/5001

HP: 11
AC: 7

Ability Scores
STR: 9
DEX: 13 -1 AC, +1 to Missile fire to hit, +1 initiative
CON: 14 +1 HP, Survive Resurrection 92%, Survive Transformative Shock 90%
INT: 18 +3 Languages, Spell learning probability 90%, Minimum spells per level 7, No maximum
WIS: 10
CHA: 14 -1 Reaction adjustment, Maximum retainers 5, Retainer morale 8

Saving Throws
Breath Attacks 16
Poison or Death Ray 13 (favor MU)
Petrify or Paralyze 13
Wands 13 (favor MU)
Spells or Spell-like Devices 14

THACO: 19

Racial abilities
60 feet infravision
detect secret and hidden doors 2 in 6 when actively searching
+4 on saving throws versus ghoul paralysis

Class skills
Pick Locks: 27%
Find and Remove Traps: 20%
Pick Pockets (includes +10% racial bonus): 40%
Move Silently: 30%
Climb Walls: 89%
Hide in Shadows (includes +5% racial bonus): 25%
Hear Noise: 3 in 6

Languages: Elvish, Gnoll, Hobgoblin, Orcish, Common, alignment +3

Spell book (an asterisk indicates the spell is currently memorized)
Level one:
Read magic
Magic missile *
Allure
Sleep **
Shocking grasp *
Shield
Unseen servant
typical spells for one day: magic missile, shocking grasp and 2 sleep spells

Level two:
Web
Levitate

spells per day: 2 1st level + 2 1st level for high INT score = 4 1st level spells

Weapons and armor
Leather Armor (15#)
Crossbow, light (4#) (80'/160'/240)
3 cases of Light quarrels (10 each) (2#) 1d6 dmg xxxxx xxxxx xxxxx xxxxx xxxx
2 daggers (2#) (10'/20'/30') 1d4 dmg
Sword, bastard +1, +2 vs ogres and giants, and upon command, the blade can illuminate or be commanded to go dark. The illumination is as per a continual light spell (3#) 1d8/2d4
5 darts +5 (1.5# [magic darts weigh half, right?]) (15'/30'/45') 1d4 dmg xxx/ 0 0

Equipment
Backpack (2#) (total weight 40#)
--Bedroll (5#)
--Blanket, winter (3#)
--Spell book (3#)
--8 days trail rations (8#)
--Sack, large (0.5#)
--Torches (10) (10#)
--Flint and steel (-)
--Waterskin (4#)
--Shirt, cloth (0.5#)
--Trousers, light (2#)
--Flasks of oil, 2 (2#)
Belt, leather (-)
--Pouch, large belt (18 sp) (0.5#)
--Thieves' tools (1#)
Boots, low hard leather (2#)
Cloak, cloth (3#)
Wolverine signet ring

Magic Items
Potion of Invisibility
Potion of Healing
Scroll with Web spell
Scroll of Wall of Fog, Magic Missile and Web. (all are cast at 8th level).

Treasure
PP:
GP: 758 (includes 750 GP gift in Waterdeep)
EP: 1
SP: 1
CP:

Gems:
Jewelry:

Encumbrance: 87.3#
w/o pack: 37.3#

Movement: 30' (10')
w/o pack: 120' (40')

Mounts: Riding horse, w/saddle & 2 saddle bags (each holds 30 pounds)

Character background
My father is a great wizard; I'll say that about him. My mother would have given anything to learn magic, and she gave him the only thing she had: herself.

That's where I came from. A burden on my mother, an embarrassment to my father. He's a diplomat in Waterdeep. My mother? Well, turns out she had no aptitude for magic after all, so she did what she had to to get by. My father's father was kind to me. He recognized my talent, and let me come around and visit. He showed me the ways of the elves, and their magic. Taught me how to speak three languages, too, bless him. Never got on with the rest of them, though. Grew up too fast, they said. Told me I was a bad influence. So I took to the streets.

My mother, rest her soul, taught me how to survive. "Use that head of yours," she'd say, "or someone else will." So, I went into business for myself. Theft, robbery, blackmail, extortion, you get the idea. No one who couldn't afford it, and didn't have it coming. Led a little gang of miscreants, too. I was the brains. They were the muscle.

My father, if he taught me anything, taught me this. Diplomats. They can't do a thing without money. So, me and my pals spent quite a bit of time on ambassador row. Follow them out to the taverns, and the brothels. Either we'd rob them blind, or shake 'em down for hush money. Those were the days.

But those days are over. My associates all grew up and got respectable. Or dead. Except me. They called me a bad influence. The elf who never grew up.

A bad influence. It was the one thing everyone could agree on. And where's the fun in that? So I left town, and here I am. Looking for the next big thing.
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