Saturday, 20 September 2025

Noteworthy Inhabitants of Luln

 

source

Established NPCs From DDA3: Eye of Traldar

Torstar Malenkov, junior lieutenant in the Iron Ring

Already covered this chap in Chaos in the Black Eagle Barony


Alexi Schelepin

AC 1, HD F2, hp 15, Move 90ft, THAC0 17, Att 1 sword for 1d8 +2, Save F2, Ml 12, Align L
Str 16, Int 13, Wis 9, Dex 16, Con 16, Cha 11
Notable equipment: Chain Mail +1, shield, sword, crossbow, 24 bolts, silver dagger, backpack, potion of healing
Role: Alexi is not actually a native of Luln but originally from eastern Karameikos. He has found himself in Luln while trying to help his elf friends find and retrieve a magical gem, the Eye of Traldar. He is brave and noble, and will try to recruit like-minded adventurers to his cause.


Andrei Sturloi (Unnamed thug leader in shoe shop ambush in Luln)

AC 2, HD F2, hp 9, THAC0 18, att 1 sword for 1d8+1, Save F2, Ml 10, Align C
Str 14, Int 10, Wis 12, Dex 14, Con 10, Cha 13
Notable equipment: Chain mail +1, shield, sword, 2 daggers
Role: Andrei is similar to Torstar, a junior member of the Iron Ring, commanding a small band of thugs for kidnapping, killing and other forms of dirty work. Unlike Torstar, Andrei is more willing to get stuck into combat. His current orders involve taking out a shoemaker who is part of a network opposing the Iron Ring and then dealing with anyone who tries to make contact with the shoemaker.

Morander, proprietor of the Growling Griffon Tavern

AC 9, HD NM, hp 5, Move 120ft, THAC0 19, Att 1 club for 1d4+1, Save NM, Ml 7, Align L
Str 14, Int 12, Wis 10, Dex 10, Con 13, Cha 12
Notable equipment: club, dagger
Morander is not happy about the situation in Luln and is willing to help those who would improve the town, mainly by confronting the Iron Ring slavers. He knows he is not much of a combatant but feels his role is as a networker, introducing people to each other and passing messages on. Although initially he was glad to meet Randallos, he is now becoming increasingly concerned with what is going on with the Fellowship of the White Dove.


Leraith, Cleric of Traladara 

AC 4, HD C3, hp 10, Mv 90ft, THAC0 20, Att 1 mace for 1d6 or spell, Save C3, Ml 10, Align L
Str 10, Int 14, Wis 16, Dex 9, Con 10, Cha 13
Notable equipment: Chain mail, shield, mace, holy symbol, 2 vials of holy water, Staff of Healing, 2 potions of healing
Leraith is one of the independent clerics of the Church of Traladara and a defender of Tralaldaran ideals and culture. He despises both the Black Eagle Barony and the Iron Ring slavers, and will recruit adventurers to combat these where feasible. Although he tries not to be prejudiced, he still has doubts about anyone clearly loyal to Duke Stefan. He knows and trusts a small group of likeminded operatives within Luln.


Warreck 

AC 1, HD F2, hp 15, Move 90ft, THAC0 17, Att 1 sword for 1d8 +2, Save F2, Ml 12, Align L
Str 16, Int 13, Wis 9, Dex 16, Con 16, Cha 11
Notable equipment: Chain Mail +1, shield, sword, longbow, 20 arrows, silver dagger, backpack,
Warreck is an ally of Leraith and Morander, and is willing to help out against the Iron Ring slavers, who he holds responsible for the disappearance of his sister. He is a lay member of the Church of Traladara and knows various parishioners in Luln.


From my own Ideas about Luln

These NPCs are first mentioned in a previous blog post about Luln

Randallos

AC 3, HD E5, hp 20, Move 90ft, THAC0 16, Att 1 sword for 1d8+1 or 1 arrow for 1d6 or by spell, Save E5, Ml 8, Align C
Str 10, Int 16, Wis 12, Dex 14, Con 10, Cha 15
Notable Equipment: Chain mail +1, Sword +1, Dagger, Boots of Levitation, Backpack, shortbow, quiver + 20 arrows, 3 doses of sleeping drug (save vs poison or fall unconscious for 2d6 hours). 
 Notable Spells: Charm Person, Magic Missile, Web, Phantasmal Force, either Hold Person or Lightning Bolt
Randallos is an elf who claims to recruit for the Fellowship of the White Dove and seeks out idealistic kids and young men. He actually works for the Iron Ring and anyone ‘recruited’ will actually be drugged, captured and sold into slavery. He partly does it for the money, but also has a need to dominate and control humans and to prove his superiority over them. He has heard of a band of elves at The tower of Aelarda Starria who may have similar attitudes to himself. 

Tormius Sevarak, merchant, agent & cultist

AC 3, HD T7, hp 17, Mv 120ft, THAC0 15, Att 1 shortsword for 1d6+2, Save T7, Ml 8, Align C 
Str 10, Int 15, Wis 10, Dex 16, Con 13, Cha 12
Notable Equipment: Leather armour +1, Ring of Protection +1, Shortsword +2, Potion of Extra Healing
Tormius Sevarak is playing a complex game. He is superficially a merchant who fled Fort Doom after the Baron threatened to seize him and all his assets due to tax discrepancies. He actually passes information about Luln and its traders and economy onto the Black Eagle's spies. But his true loyalty is the Cult of Chaos and he is the leader of a cell of cultists in the town. He and other cultists view the Baron as a melodramatic fool but nonetheless quite a useful ally in bringing Chaos to Karameikos. He is quite adaptable to situations, and most of the time will act as a slightly sleazy salesman, offering special offers on items and paying for any loot the adventurers have, “no questions asked; nudge nudge, wink wink”. 

Eldarii Lightfinger, Gang Leader & Thief

AC 3, HD T6, hp 20, Mv 180ft, THAC0 14, Att 1 sword for 1d8+3, Save T6, Ml 10, Align C
Str 13, Int 13, Wis 11, Dex 18, Con 10, Cha 14 
Notable Equipment: Leather Armour +1, Sword +2, Boots of Speed (base movement doubled)
Eldarii is the head of a small band of thieves, the Luln Street Runners, who take advantage of the disruption and confusion of all the refugees overwhelming the authorities to steal whatever they can by pickpocketting, burglary, swindling and occasional armed robbery. Eldarii has great ambitions and would like to turn her little gang into a proper thieves guild and might well try to recruit those with both the right skills and attitude. She has no time for cultists and she despises slavers, but that does not mean she is one of the good guys either - she is hard, ruthless, greedy and quite amoral. 

Baelwist the Vigilant, Spymaster

AC 4, HD T12, hp 30, Move 120ft, THAC0 14 Att 1 shortsword for 1d6 or 1 arrow for 1d6, Save T12, Ml 10, Align N
Str 8, Int 15, Wis 13, Dex 14, Con 10, Cha 10
Notable Equipment: Bracers of Defence AC 5, Shortsword +1, shortbow, 20 arrows
Baelwist the Vigilant is Mistress Sascia's spymaster but he knows that keeping the enemy spies out of Luln is nearly impossible given the number of refugees. Although he does not trust people easily, he will sometimes ask adventurers to help with simple matters such as street crime or wandering monsters and if they perform well he may use them for more sensitive missions. Baelwist hates the Black Eagle Barony as he holds it responsible for the deaths of his brother, nephew and niece who died trying to flee Fort Doom. He admires any efforts to stop the Black Eagle Barony and its allies, but he is getting suspicious of the Fellowship of the White Dove and its main recruiter Randallos. 

Broston Hardbristle captain of the town guard

AC 2, HD Dw8, hp 50, Move 60ft, THAC0 12, Att 1 battleaxe for 1d8+3, Save Dw8, Ml 10, Align L
Str 14, Int 12, Wis 10, Dex 10, Con 17, Cha 10
Notable Equipment: Plate Mail +1, Battleaxe +2, 2 x Potions of Extra Healing
A former adventurer from Highforge, Broston made a name for himself fighting goblinoids and gnolls in the Black Peaks north of Karameikos, even slaying a marauding hill giant. He has now taken up the role of captain of the Luln guard and as such commands the garrison of 150 part-time soldiers (F1, leather armour, shields, spears, hand axes). However, he feels out of his depth and is not used to organising and managing others - he prefers to be in the front line swinging his axe. Lady Sascia has full confidence in him, and he feels he does not deserve it. He can over-compensate by being very blunt and demanding, thinking that he is asserting his authority, particularly when confused or distressed. When calm he is actually a very decent dwarf.  


Other characters of Luln (new here)


Korgir Blunthammer, refugee & blacksmith, 

AC 5, HD Dw2, hp 10, Move 90ft THAC0 17, att 1 hammer for 1d6+2, Save Dw2, Ml 11, Align N
Str 17, Int 8, Wis 10, Dex 13, Con 13, Cha 10
Notable Equipment: Leather armour/apron & gloves, large hammer, shield
Korgir fled here about 5 years ago when the Black Eagle Barony began persecuting demihumans. He has not decided whether he will stay here long term or move on, perhaps to Highforge. He is very in demand as the most skilled blacksmith in Luln and is proficient at crafting all manner of weapons and armour. He can be quite dismissive of the work of other smiths, particularly that from human smiths, whom he considers amateurish. He knows he can charge high prices for his wares and will do so unless he owes someone a debt of some sort. 

Daelshin, leatherworker and tanner 

AC 5, HD F1, hp 20, Move 90ft, THAC0 18, Att 1 shortsword for 1d6+1 or thrown dagger for 1d4, Save F1, Ml 8, Align N
Str 14, Int 10, Wis 13, Dex 14, Con 10, Cha 11
Notable Equipment: Leather armour+1, shortsword, 4 daggers
Daelshin is a native of Luln and sometimes he can get fed up with all the refugees. He has no love of the Black Eagle Barony. He has been known to help Leraith and Morander in their network trying to counter the Iron Ring slavers. 

Kayno Rissescu, refugee 

AC 8, HD MU3, hp 5, Move 120ft, THAC0 19, Att 1 dagger for 1d4 or by spell, Save MU3, Ml 6, Align C 
Str 8, Int 16, Wis 12, Dex 10, Con 14, Cha 11
Notable Equipment: Wand of Magic Missiles, Robe of Protection +1, 3 daggers, spellbook
Notable Spells: Sleep, Charm Person, Web
Kayno was an assistant mage at Fort Doom, helping out with both administration and minor magical duties, sometimes casting spells such as Detect Magic on suspects, Sleep for crowd control or Charm Person on people for interrogation. She fled when she overheard two of her peers plotting to kill her and her boss not caring. She now ekes out a living in Luln as scribe and minor mage. She is quite mercenary and uncaring about other people - she still has the Black Eagle mindset. However, she also know the geography, the people and the procedures in Fort Doom, at least from 2 years ago when she fled, and for the right price she is willing to help anyone attempting to infiltrate the Barony.  


Piotr Cartalescu, wine and spirits merchant

AC 8, HD NM, hp 3, Move 120ft, THAC0 20, Att 1 dagger for 1d4, Save NM, Ml 6, Align N
Str 10, Int 14, Wis 12, Dex 13, Con 10, Cha 13
Notable Equipment: Dagger
Piotr travels across Karameikos and sometimes further afield to the Five Shires, Ierendi, Thyatis and Minrothad, though his home is in Luln. He is not much of a combatant and he knows it, so he has become used to asking adventurers and mercenaries for help in matters such as guarding caravans.  

Althea Tuntani, Landlady of Duke’s Head Inn 

AC 9, HD MU3, hp 8, Move 120ft, THAC0 18, ATt 1 dagger for 1d4+1 or by spell, Save MU3, Ml 9, Align L
Str 9, Int 15, Wis 11, Dex 10, Con 11, Cha 12
Notable Equipment: Dagger +1, Spellbook, Potion of Healing
Notable Memorised Spells: Charm Person, Hold Portal, Web ( Mirror Image, Detect Magic, Read Magic & Light are also in spellbook)
A widow of a veteran soldier, Althea and her late husband set up the Duke’s Head in Luln after being given a sizeable pension by Duke Stefan Karameikos, and they were grateful enough to name the inn after him. She knows how to deal with tough customers and she also has the support of several regular patrons in the event of serious problems at her establishment. She is welcoming to soldiers and former soldiers, but a little more wary of adventurers, especially those who have no attachment to Luln or Karameikos. She will eject any member of the Black Eagle Barony, whom she holds responsible for her husband’s death. 
 

Talnek Aganthi, Vicar of the Church of Karameikos 

AC 2, HD C4, hp 12, Move 60ft, THAC0 17, Att 1 mace for 1d6 or by spell, Save C4, Ml 10, Align L
Str 9, Int 12, Wis 16, Dex 10, Con 14, Cha 13
Notable Equipment: Plate mail, shield, mace, holy symbol, 2 vials of holy water
Talnek has been sent to Luln by his superiors to establish a presence of his church in town after his predecessor died in suspicious circumstances. He has gathered a small parish with a variety of parishioners and 5 acolytes (1st level clerics). However, he is careful not to conflict with the Church of Traladara, and has had good conversations with Leraith on this matter. He has also decided to ally with Lady Sascia and support her decisions in his sermons which has usually gone down well. After all, the Church of Karameikos is the church of the establishment. 

Herlla Millanu, Knight of the Order of the Griffon 

AC 1, HD F4, hp 24, Move 60ft, THAC0 16, Att 1 sword for 1d8+2, Save F4, Ml 12, Align L 
Str 14, Int 9, Wis 12, Dex 10, Con 14, Cha 12
Notable Equipment: plate mail, Shield +1, Sword +1, dagger 
Herlla has been assigned to protect Talnek Aganthi by her order, the Order of the Griffon. She has another 4 junior knights (2 x F2, 2 x F1) to assist her in this matter. Herlla does not think much of Luln - it is dirty, poor and disordered, and although part of her would really want to sort this messy town out, she also understands it is not her job. Nonetheless, she has expressed her views to Broston Hardbristle, Captain of the Guard, who really did not seem to know how to reply. But then again he’s just a dwarf. 

Friday, 12 September 2025

The City of Titans and the Gifts of the Scions

 

source
Deep in the far north of Norwold amidst biting cold and rugged peaks there is the City of the Titans. Once a metropolis of the Arvorian Empire, this place is now abandoned on the surface, but still very active underneath. It is much further inland than its nearest neighbour the City of Madness


Based on original by 6inchnails, source

The Arvorians call this place M'wagthar - the name City of the Titans was given by the sole human to have visited it and returned alive, an Alphatian mage called Zelthius. In his fevered and possibly insane ramblings he said that although the Arvorians were the most numerous inhabitants, there were powerful and huge creatures trapped deep under the city that he described as titans. The exact nature of these beings is unknown but apparently the resident Arvorians both greatly respect these creatures and seek to free them - these titans have been trapped by unknown forces opposed to the Arvorians and their chaotic masters. They are big - bigger than the mammoths that roam the tundra, even bigger than the dinosaurs of Davania. And according to the bas-relief on the walls of Arvorian temples they are truly monstrous to behold. Their unleashing will usher in a new age of glory for the Arvorians as the titans smash and destroy the puny human and demihuman enemies who stand against the Arvorians and the Great Old Ones. It is fortunate for the rest of the world that the bindings that hold the titans are strong indeed, both physically and magically. 

The architecture above the ground is covered in ice and very few Arvorians are encountered on the surface. Those that are on the surface need to be well protected from the intense arctic cold. The surface structure is quite different from the City of Madness - while that city has lots of individual buildings on a relatively flat ground, the City of Titans resembles some massive ice-covered palace, with fewer but gargantuan shapes. Similar to the City of Madness, the vast majority of activity happens underground where the Arvorians have their habitation levels, their agricultural levels and the orc and kobold shanty towns where the humanoid minions are kept. There are also caverns containing fungal forests where white apes roam wild although some are captured and domesticated by the Arvorians. There is even a variant race of particularly large and ferocious white apes with six limbs called Girallons - these are tamed only by the most powerful and strong-willed Arvorians. Apart from Zelthius’ rather limited visit, the city is unexplored by humans, and there may be major features that are completely hidden. Zelthius did mention that there is a temple to the titans below the surface, and that eldritch crusaders of different patrons gathered there in apparent harmony in their common task of freeing the titans. 

While in the City of Madness the two Arvorian classes, the Eldritch Crusaders (Fighter/Clerics) and Arcane Knights (Fighter/Mages), are considered to be about equal in status, in the City of Titans the Eldritch Crusaders seem to have the upper hand - partly because at least some of them are in psychic contact with the titans deep below the city - maybe not proper conversations but certainly an awareness, perhaps amplified by powerful dreams. This is because the titans are supernatural servants of the Scions of the Outer Dark. The Eldritch Crusaders have received messages from their Scion patrons as to how to free the titans and, similarly to freeing the Scions of the Outer Dark, this involves large quantities of eldritch crystals. There are certain cults of eldritch crusaders who are particularly intent, even fanatical, about this task, and they, rather than any noble houses or arcane schools, hold the balance of power in the City of Titans. These Arvorian cults will compete with each other and any others who would seek out eldritch crystals - they have even been known to skirmish with Arvorians from the City of Madness and elsewhere over this precious resource. 

The total population of the City of the Titans is unknown but human scholars estimate it to be perhaps two thirds that of the City of Madness. The City of Madness certainly holds more authority and influence over Arvorians outside these cities though the City of Titans perhaps has more religious significance. 

Gifts of the Scions

These cults that are intent on freeing the titans beneath the city are sometimes given gifts by their terrifying patrons particularly once they have proven their loyalty and competence. Such gifts depend on the Scion they follow but they are rarely entirely beneficial - sometimes they can be as much of a curse as a boon. Some Arvorians have likened these gifts to the mutations that can occur with continued contact with certain eldritch crystals but these gifts tend to be less random and more thematic to the Scion granting them. Occasionally these gifts are granted to non-Arvorian servants of the Scions, so an orc, human or ogre who has served the Scion well may be gifted this way. Such gifted creatures are granted more respect than others of their species by the Arvorians but are still not really considered equals - Arvorians can be quite snobbish and bigoted about such things. Human scholars who have heard Zelthius’ account do not understand why these gifted followers are mainly found in the City of Titans, not the City of Madness where the same scions are followed. Maybe the presence of the titans plays a part here. 

Suggested gifts from each of the Scions are given below. Note that these do not happen all at once but one at a time as the follower of the Scion progresses in their career and their devotion to their dark masters. DMs are encouraged to come up with their own gifts suitable for each Scion. 

E’hillit (insanity)

  • Bonus to saving throws against externally inflicted insanity, fear and charm
  • Immunity to Confusion spells
  • Prolonged talking to someone (more than 10 minutes/1 turn) can cause them minor forms of insanity
  • Phobias
  • Delusions
  • Paranoia
  • Bouts of Catatonia

Vergillos (secrets & knowledge)

  • Comprehend Languages
  • Detect Magic at will
  • Detect Traps
  • Bonuses when researching new magic spells or items
  • Bat wings sprouting from back (small wings allow Feather Fall at will, medium wings fly at 120ft, large wings fly at 180ft).
  • Bat-like facial features
  • Extra-sensitive hearing (both good and bad effects)
  • Tends to overthink and overanalyse things and end up reaching very strange conclusions. 

Tallassia (undead)

  • Sense undead
  • Control undead, bonus to rolls to do so
  • Can create more powerful undead at higher levels (3rd Edition D&D Create Undead spell)
  • Allowed saving throws against level drain by undead
  • Start looking rather corpse-like
  • Smell of death surrounds them
  • Living animals will try to avoid them.

Skeereet (disease)

  • Bonuses to save vs all forms of disease
  • Can sense disease in others
  • Touch can cause disease
  • Not immune to lycanthropy but can control it much better
  • Smells bad. Can also cast Stinking Cloud 1/day
  • Appearance becomes distinctly unhealthy
  • Rat tail, mostly cosmetic, not suitable for combat
  • Can talk to rats
  • Rat-like facial features
  • Improved sense of smell

Belthag'uur (violence)

  • Bonus to hit and damage with two-handed weapons
  • Bonuses to save vs fear
  • Immune to fear
  • Aura of Animosity - creatures around you become more likely to start fighting each other
  • Empathically encourage orcs, ogres & other chaotic humanoids to attack
  • Prone to berserk rages, unable to disengage or accept surrender
  • Increasingly short temper, more prone to violence.  

Mohosskith (stealth & spiders)

  • Can see in the dark (infravision 120ft)
  • Can move silently as if a thief. If already a thief then they get +20% chance to succeed. 
  • Invisibility
  • Spider legs emerge from the side of their torsos, allowing perfect climbing up walls but making them look monstrous
  • Bite becomes mildly venomous, with spider-like pedipalps extending from their mouths. 

Friday, 5 September 2025

Sample 5.5E NPCs #1

Introduction

Following on from a previous post about creating NPCs for 5.5E D&D, I have put together 7 NPCs, all of whom are found in my new world Xerros, specifically the town of Fort Perilous. I hope that these illustrate my way of creating such characters, and perhaps they could be useful to you in your campaigns - just change the name of the town and I’m sure these could be dropped into the Forgotten Realms or your homebrew world. The sharp-eyed among you may notice things that have not been done thoroughly but I’m not that bothered. This is about quick and usable NPCs who can easily be run in a game, rather than complete breakdowns of all subclass, race and background benefits and modifiers. 

Nurina Greenstaff

Medium Humanoid (High Elf female),  Neutral
Based on 14th level sorcerer (Clockwork Sorcery), Sage background
AC 12, HP 33, Speed 30ft, Init +0, Profic Bonus +5
Str 8 (-1), Dex 10 (0), Con 10 (0), Int 14 (+2), Wis 13 (+1), Cha 18 (+4)
Saving Throws : Con +5, Cha +9 
Skills: Arcana (+7), History (+7), Insight (+6), Religion (+7), Persuasion (+9)
Senses: Darkvision 60ft, Passive Perception: 11
Languages: Common, Elvish, Sylvan
Challenge Rating: 14 (11,500xp)
Fey Ancestry: Advantage on saves vs Charmed condition
Spellcasting: +11 to hit with spells, DC 18 to save against her spells, 14 sorcery points
17 prepared spells 
Cantrips (6): Mage Hand, Blade Ward, Fire Bolt, Shocking Grasp, Mending, True Strike, ( + Acid Splash & Light as Magic Initiate, + Prestidigitation as High Elf)
1st Level: 4 slots Disguise Self, Feather Fall, Alarm, Protection from Good & Evil, Shield (+ Identify as Magic Initiate, + Detect Magic as High Elf)
2nd Level: 3 slots Cloud of Daggers, Aid, Lesser Restoration, Hold Person (+ Misty Step as High Elf)
3rd level: 3 slots Dispel Magic, Protection from Energy, Tongues, Fireball
4th level: 3 slots Freedom of Movement, Summon Construct, Charm Monster, Polymorph
5th level: 2 slots Wall of Force, Greater Restoration, Teleportation Circle, Creation
6th level: 1 slot Chain Lightning, True Seeing
7th level: 1 slot Etherealness, Prismatic Spray
Actions: Quarterstaff melee attack at +4 to hit for 1d8–1 bludgeoning damage
Notable Gear: Boots of Levitation, Medallion of Thoughts, Ring of Greater Protection (+2 to AC), Quarterstaff

As the most powerful resident spellcaster in Fort Perilous, Nurina is consulted on many magical matters, and for the most part she is quite happy to help. Although she has standard fees, she is willing to waive them if a reciprocal service is rendered, like finding a magic item or spell component. She has had several awkward situations with the local church of St Jovia and may decide to not get involved with them or other religions. 

Saurgrath the Blunt

Medium Humanoid (Human male), Chaotic Neutral 
Based on 7th level Fighter (Champion), Soldier background 
AC 20, HP 50, Speed 20ft, Init +0, Profic Bonus +3
Str 19 (+4), Dex 10 (0), Con 16 (+3), Int 9 (-1), Wis 10 (0), Cha 8 (-1)
Saves: Str +7, Con +6
Skills: Athletics +7 (with Advantage), Intimidation +2, Animal Handling +3, Survival +3  
Senses: Passive Perception 10
Languages: Common
Challenge Rating: 7 (2900xp)
Great Weapon Fighting: When using maul any damage roll of 1 or 2 is treated as a 3
Weapon Mastery: Topple when using Maul (target hit must make con save vs DC 15 or be knocked prone)
Savage Attacker: Once per turn in combat, roll dice twice for damage and keep the higher score
Improved Critical: Critical Hits on a natural 19 or 20
Actions: Maul Melee attack at +11 (+13 vs spellcasters) for 2d6+7 (+9 vs spellcasters) bludgeoning damage (also see above)
Notable Gear: Plate armour +2, “Magebane” Maul +3, (+5 vs spellcasters, Dispel Magic 1/day as if 10th level)
Saurgrath has ended up in Fort Perilous having annoyed too many people in various city states. He seems to have a knack for getting into trouble, or maybe trouble just finds him. He is hoping to lay low here until the City Guard of Malkoropolis calm down a bit after the misunderstanding about that drunken bar brawl. And then there was the incident in Senthopolis where he had rescued a fair maiden from those thuggish soldiers, only to later find out she was wanted for robbing the mayor. Still, there is always mercenary work available around the borderlands, and if there is one thing Saurgrath is good at, it's cracking skulls. He is currently staying at the Drowned Boar Inn. 

Huson Volderas, Lord of Fort Perilous

Medium Humanoid (Human male), Lawful Good 
Based on 4th level Wizard (illusionist),  Noble background
AC 10, HP 13, Speed 30ft, Init -1, Profic Bonus +2
Str 10 (+0), Dex 8 (-1), Con 9 (-1), Int 16 (+3), Wis 16 (+3), Cha 13 (+1)
Saves: Int +5, Wis +5
Skills: History (+7), Persuasion (+3), Insight (+5), Investigation (+5)  
Senses: Passive Perception 13
Languages: Common, Elvish
Challenge Rating: 4
Spellcasting: Attack with spells at +5 to hit, DC 16 for target saves, Intelligence as spellcasting ability
Cantrips (5): Minor Illusion, Dancing Lights, Light, Ray of Frost, Blade Ward
1st level (4 slots): Colour Spray, Disguise Self, Silent Image, Magic Missile, Mage Armour
2nd level (3 slots): Invisibility, Magic Mouth, Mirror Image, Hold Person
Improved Illusions: can cast illusion spells without verbal components  
Actions: Dagger melee attack at +2 to hit for 1d4 piercing damage
    Wand of Magic Missiles: missile attack, automatic hit for 1d4+1 per missile, 3 missiles per attack
Notable Gear: Wand of Magic Missiles, Robe of Protection, Dagger  

Huson is the grandson of the nobleman who held onto Fort Perilous during the War between the Cities, and he has since inherited the title of Lord of Fort Perilous. He is not a fighting man, preferring to leave violence to other people. He has dabbled in magic, especially illusion, enough to defend himself, but his real strengths are in administration, laws and finance. As such, he makes sure that Fort Perilous is efficient, lawful and well-governed. He personally sponsors the Fort’s library, and keeps weekly meetings with the important members of the fort. As such, most residents are content with his administration. 

Telebrin Valamon, Chaplain of Fort Perilous 

Medium humanoid (Human Female), Lawful Good
Based on 3rd level cleric (Light Domain), Acolyte background
AC 16, HP 18, Speed 30ft, Init +0, Profic bonus +2
Str 10 (+0), Dex 11 (+0), Con 14 (+2), Int 13 (+1), Wis 16 (+3), Cha 12 (+1)
Saves: Wis+5, Cha +3
Skills: Insight (+5), Religion (+3), Persuasion (+3), Medicine (+5)
Senses: Passive Perception 14
Languages: Common, Celestial
Challenge Rating: 3 
Spellcasting: Wisdom as spellcasting ability, +5 to hit with spells, DC 16 for targets’ saves
Cantrips (3): Guidance, Light, Word of Radiance,  
1st level (4 slots): Bless, Cure Wounds, Detect Magic, Burning Hands, Faerie Fire,
2nd level (2 slots):  See Invisibility, Scorching Ray, Lesser Restoration, Zone of Truth
Actions: Mace melee attack at +3 for 1d6+1
Notable Gear: Mace +1, Breastplate, Shield, Holy Symbol (spell focus)

Telebrin is a tough, brave woman who is a strong believer in St Jovia and her ideals. However, she is familiar with healing the injured and burying the dead, and has no misconceptions about violence. As such she often advises caution and defensiveness. She is also a staunch supporter of the Fort’s current ruler, Huson Volderas. However, she has found herself in arguments with Nurina Greenstaff about how to deal with monstrous humanoids roaming the hills to the east. 

Tavvix Shufflefoot, Innkeeper of the Drowned Boar Inn

Small Humanoid (halfling male), Neutral
Based on Commoner, Merchant Background
AC 12,  HP 10, Speed 25ft, Init +2, Profic bonus +2
Str 8 (-1), Dex 14 (+2), Con 10, Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Saves: Int (+3), Cha (+4)   
Skills: Persuasion (+4), Insight (+2), Animal Handling (+2)
Senses: Passive Perception 10
Languages: Common, Halfling
Brave: Advantage to saving throws vs Frightened condition
Luck: Reroll any natural 1 on a D20 - second roll must be kept
Naturally Stealthy: Hide even when obscured by a medium or larger creature
Challenge Rating: 1/8 (25xp) 
Actions: Dagger melee attack at +4 to hit for 1d4+2 damage
Notable gear: 2 daggers

Tavvix is a simple innkeeper, providing a place to stay and socialise in Fort Perilous. His inn, the Drowned Boar, is not the only such place in Fort Perilous but is probably the best in quality (though the proprietor of The Ploughshare would disagree). Tavvix caters to a variety of clients including adventurers, merchants, officials and explorers. Tavvix is not a strong combatant and instead will try to get help from one of the more powerful residents of Fort Perilous, such as Nurina Greenstaff. As with many in Fort Perilous, Tavvix is businesslike and professional - courteous and honest to his guests but also expecting good behaviour and prompt payment in return. 

Glabralas Corolon, Captain of the Guard

Medium humanoid (half-elf male), Neutral Good
Based on 9th level fighter (Battle master), Guard Background
AC 16, HP 61, Speed 30ft, Init +5 (Alert feat), Profic Bonus +4
Str 16 (+3), Dex 13 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 16 (+3)
Saves: Str (+7), Con (+5)
Skills: Animal Handling (+4), Athletics (+7), Perception (+4), Insight (+4)
Senses: Passive Perception 10, Darkvision 60ft
Languages: Common, Elven
Challenge Rating: 9
Fey Ancestry: Advantage on saving throws vs Charmed condition
Ring of Free Action: Difficult terrain does not slow you down. Cannot be slowed, paralyzed or restrained by magic. 
Second Wind: As bonus action can regain 1d10+9hp, usable 3 x per day
Great Weapon Fighting: any roll of 1 or 2 on a damage dice is treated as a 3
Graze: On a miss with greatsword you still do 3 slashing damage
Fighter's Maneuver Options: Commanding Presence + Rally
Actions: Multi-Attack: can attack twice with greatsword per turn
Greatsword melee attack at +9 to hit for 2d6+5 slashing damage + Great weapon fighting + graze if misses
Notable Gear: Greatsword +2, Ring of Free Action, Half-Plate Armour 

Glabralas is a competent, experienced warrior and the Captain of the Guard at Fort Perilous. He is also more charismatic and flamboyant than his boss, Lord Volderas, and a few soldiers reckon he should be lord of the fort. However, Glabralas has no patience for bureaucracy or accounts, so he quite happily leaves the day-to-day work to Huson. Glabralas regularly leads patrols around the fort, and he knows the area well. Glabralas is brave and will often charge at evil monsters on sight.

Borthor Hammerhand, Blacksmith

Medium humanoid (dwarf male), Lawful Neutral
Based on 1st level fighter, artisan background 
AC 14, HP 10, Speed 25ft, Init +1, Profic Bonus +2
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (0), Wis 10 (0), Cha 8 (-2)
Saves: +5 Str, +4 Con
Skills: Animal Handling (+2), Insight (+2)
Tool Proficiency: Smith’s Tools (+10 when in smithy)
Resistance to Poison damage, advantage to saves vs Poisoned condition
Senses: 60ft darkvision, passive perception 10
Languages: Dwarvish, Common
Challenge Rating: 1/2 (100xp)
Actions: Smithing Hammer melee attack at +5 to hit for 1d8 +3 bludgeoning + Push
Bonus Action: Second Wind. As a bonus action you can use this to regain 1d10hp, usable 2/day
Notable Gear: Smithing hammer (as Warhammer), leather apron & gloves (as leather armour)

Borthor is difficult to get on with. It seems that he has more than his fair share of dwarven gruffness, terseness and short temper. However, his skills as a blacksmith are very much in demand and he can shoe a horse in record time. Some wonder why a dwarf has settled in a predominantly human settlement such as Fort Perilous, rather than a dwarven city such as Kormarin. He keeps this reason to himself though he has suggested in conversations that he is in self-imposed exile after the death of a family member.