Showing posts with label Non-Player Characters. Show all posts
Showing posts with label Non-Player Characters. Show all posts

Saturday, 9 May 2026

Traders of Jaboor

source

Jaboor is a trading town on the east coast of the Emirates of Ylaruam and as such many of its more important and colourful characters are merchants of various types. 

Nabil Paranthi 

Ftr5/Mer2, human male, age 65, align Neutral

Str 12, Int 16, Wis 14, Dex 9, Con 11, Cha 14

Nabil is a native of Jaboor and also patriarch of House Paranthi. As such he finds himself at the forefront of dealing with the faction of over-zealous town guards known as Al-Fassaad. He is fed up with oppressive religion and will refuse to trade in the holy city of Abbashan and is not afraid to use his money and own influence to curb the growth of Al-Fassaad. He personally prefers trade with both Thyatis and Alphatian merchants on the Isle of Dawn. He specialises in food, including fruit, vegetables and grain. He has dabbled in trading in wines and beers but he knows that this could get him into even more trouble than currently. He does a thriving trade in coffee, but even with that some religious conservatives think that this dark brown brew is a mind-altering substance and could be addictive. Nabil Paranthi has refused to compromise here and intends continue to trade in coffee. 


Ressinik Shallowkeel 

Ftr5, human male age 45, align Neutral 

Str 15, Int 12, Wis 10,  Dex 13, Con 13, Cha 14

Ressinik is an Ostlander and has been sailing the Sea of Dawn since childhood. He shifted away from viking raiding to mercantile trade in his 20s and has become quite a businessman, though he keeps his battleaxe nearby at all times. He takes his ship (The Triton’s Triumph) all over the sea of Dawn including the Northern Reaches, Ylaruam (especially Jaboor), the Isle of Dawn and the eastern coast of Thyatis. He has recently stopped trading in Landfall after the invasion of the Heldannic Knights but is now considering trade expeditions to Oceansend. He often recruits new crew who want to move away from a life of crime and find a more peaceful way to make money. He tends to trade in weapons and armour but is versatile and open to other trading opportunities. 


Naanfaelin 

Elf6, elf male, age 340, align Lawful

Str 11, Int 15, Wis 12, Dex 13, Con 11, Cha 12 

Naanfaelin is a recent convert to the Eternal Truth and feels that Jaboor is where he belongs. He comes from the Minrothad Isles and is a Sea Elf, and grew up sailing the northern Sea of Dread from Thyatis City to Jaipur in Sind. He has had a go at piracy and knows the dark side of Ierendi, and even has some contacts in the dangerous port city of Vlaad. However, about a year ago he had a realisation that he was not happy about who he was becoming and decided a radical change of direction, and the Eternal Truth offered a way that Naanfaelin knew was right for him. 


Tarentius Altacor 

Ftr7/Mer3, human male, age 40, align Chaotic

Str 13, Int 14, Wis 12, Dex 15, Con 10, Cha 14

Tarentius is a Thyatian merchant who plies the eastern coast of Brun from his home town of Retebius to Oceansend. He has a polite and friendly exterior but he is ruthless and amoral, doing whatever it takes to make money and protect his business. As with many Thyatians he is capable of duplicity and fraud though he only does outrageous and illegal moves if he is certain he won’t see the target again - for regular suppliers and buyers he needs to maintain a certain trustworthiness. He has dabbled in slave trading (particularly around Ostland and Thyatis) but he deals in a broad range of merchandise including weapons, rare animal parts, fencing pirated loot and illicit drugs including Zzonga fruit from Alphatia. Despite his alignment he is dismissive of the Cult of Chaos (he is far more secular and focused on the here and now) and also once someone proves a worthy crew member on his ship, The Soaring Albatross, he is quite loyal and protective of them. This goes both ways and his established crew respect and fear him. 


Fezzika Daltanpur 

F4/Mer2, human female, age 55, align Lawful

Str 10, Int 12, Wis 13, Dex 12, Con 12, Cha 13

Fezzika is an inland trader and native Ylari who regularly visits Abbashan. Fed up with Al-Fassaad and would prefer to deal with other towns. Fezzika is considering establishing caravan routes across the desert to the south to trade with Hedjazi, Kuznetz and Ctesiphon, bypassing the holy city altogether. However, she also recognises that farmers around the Abbashan oasis produce good food and she is reluctant to abandon this supply of merchandise.  Trading with such farmers outside the city walls would be risky and considered tax evasion by the city rulers but Fezzika is still toying with the idea. 


Dantalla the Swift 

MU13, human female, age 53, align Neutral

Str 8, Dex 10, Con 13, Int 17, Wis 12, Cha 14

Dantalla is a former adventurer of Darokin who in the course of her explorations has acquired a magic flying carpet of unusual size. Dantalla’s carpet is 15ft x 15ft and can carry up to 1000lb of passengers and cargo. Thus she has put it to use ferrying people and small, high-value goods around the Emirates. She typically trades in incense, naptha, silks, gemstones, perfumes and rare books, and passengers willing to pay 100gp per travelling day. She is quite capable of casting powerful spells, and these days it is to fend off aerial monsters. She has become quite familiar with the Emirates of Ylaruam, having lived and worked here for 12 years. Although she does sometimes travel abroad she tends to stay within the Emirates. Being a foreigner, a female and magic-using sorceress she has encountered suspicion and prejudice - however, these days she has a number of trusted contacts in different towns and cities who are happy to do business with her, and she completely avoids the Holy City of Abbashan and anyone else who is more trouble than they are worth. 


Dornihaali Aalsta

MU4, human female, age 30, align Neutral

Str 12, Int 16, Wis 12, Dex 14, Con 8, Cha 14

Dornihaali is a native of Jaboor but half-Alphatian. Her father is an Alphatian mage who lives in Dunadale on the Isle of Dawn while her mother is a cosmopolitan Ylari in Jaboor. She has recently been hassled by members of Al-Fassaad, partly because of her parentage and partly because of her magic-use. As suc she has recently become friends with Nabil Paranthi thanks to their mutual problem of Al-Fassaad.  She has also been approached by an Alphatian mage looking for people to gather information about Jaboor, its trade, politics and military and anything involving Thyatian activity. After asking her father about this mage, it turns out he was involved in Alphatia's Imperial spy network, and so Dornihaali agreed to help out the Alphatians. At the moment this is merely a matter of keeping an eye out in Jaboor and she is not ready to take serious risks - Dornihaali considers herself a merchant first and foremost, with intelligence gathering being more of an occasional favour for her father. She also trades between Jaboor and the Isle of Dawn, usually bringing fine timber into Jaboor and taking fruits and spices back to West Portage on her ship The White Porpoise. 


Galbi Ironhoof

Centaur Male, age 35, align Neutral

Galbi is probably the most unusual looking trader in Jaboor bazaar, but he is respected and trusted by other established traders. He comes from a band of centaurs that roams the desert of Ylaruam near the coast and he still visits his home tribe. He has also become a regular trader with the nomads of the desert (both human tribes and other races) and has a knack for finding them in the vast desert. He is very wary of ships and as such he only trades inland. 




Saturday, 4 April 2026

5.5E NPCs #4: Monastery of the Jade Dragon

This monastery is found in the Kenshai Uplands and attracts many who seek peace of mind and spiritual discipline more than monetary wealth or prestige. A wide range of species are welcome, and the monks here focus on internal qualities rather than outward appearance. The monastery is very old and was founded to keep an eye on the sporadic demonic and monstrous incursions from Karzoth’s Castle to the east of the monastery. These days as well as monks there are various adventurers based here who investigate Karzoth’s Castle and confront any monstrous threats emerging from those ruins. There is a particular network of adventurers called The Fiendbane Watchers who take this duty very seriously and although they have other places to gather , the Monastery of the Jade Dragon is one of their regular bases. 

Abbess Batharia

Medium humanoid (Dragonborn (bronze) female), Lawful Good
Based on 12th level Monk (Warrior of Mercy), hermit background
AC 18, HP 60, Speed 50ft, Init +3, Profic Bonus +4
Str 13 (+1), Dex 17 (+3), Con 10 (0), Int 12 (+1), Wis 16 (+3), Cha 11 (0)
Saving Throw Profic: Str (+5), Dex (+7) (see Evasion below)
Skill Profic: Insight (+7), Acrobatics (+7), Medicine (+5), Religion (+5)
Damage Resistance: Lightning
Languages: Common, Draconic
Senses: Darkvision 60ft, Passive Perc: 13
Actions:
Unarmed Strike (2 attacks per turn): melee attack at +5 to hit for 1d10+1 bludgeoning or force damage. Also you can spend a Focus Point to deal 1d10+3 necrotic damage + poisoned condition for 1 turn
Unarmed Shove: Target must make Str or Dex saving throw vs DC 13 or have the prone condition or be moved 5ft away from the monk
Hand of Healing: Expend 1 focus point to touch a creature and restore 1d10+3 hp and remove one of the following conditions: Blinded, Deafened, Paralysed, Poisoned or Stunned
Breath Weapon: Breathe lightning in 30ft line (5ft wide) causing 3d10 lightning damage , Dex save vs DC 12 for half damage.
Bonus Action:
Patient Defence: Expend a Focus point to take both Disengage and Dodge as bonus action and also gain 2d10 temporary hit points.
Flurry of Blows: Expend a focus point to make 3 unarmed strikes as a bonus action
Reaction:
Deflect Attacks. When an attack does bludgeoning, piercing or slashing damage, you may use a reaction to reduce the damage done by 1d10+15 points.
Evasion: When making a saving throw to take half damage, you take no damage if you succeed and only half damage if you fail the saving throw
Monks Focus: Has 12 Focus points per day to spend.
Uncanny Metabolism: Once per day regain 1d10+12 hp and regain expended focus points.
Self Restoration: At the end of your turn you may remove one of the following conditions from yourself: Charmed, Frightened or Poisoned
Equipment: Ring of Protection +2

Description: As the leader of the monastery, Batharia oversees its running and also its defences against the various monsters and evil forces that might threaten it. She is particularly aware of renewed activity in and around Karzoth’s Castle. Batharia was part of the Dragonborn enclave in the city of Mendopolis and she learned the basics of being a monk in Mendopolis where the Order of the Iron Hand, a group of monks aligned to the government, are based. But she left after becoming disillusioned with the overly strict laws and oppression and ended up in the Monastery of the Jade Dragon where she has risen through the ranks over the years. She misses her fellow dragonborn, as they are few and far between in this region and she occasionally returns to Mendopolis to visit here family.  She tolerates the Fiendbane Watchers as long as they do not cause trouble in her place. 

Gengori

Medium humanoid (Aasimar female), Neutral Good 
Based on 7th level Cleric (Light Domain) Acolyte background
AC 17, HP 30, Move 30ft, Init 0, Profic Bonus +3
Str 9 (-1), Dex 10 (0), Con 12 (+1), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
Save Profics: Wis +6, Cha +4
Celestial Resistance: Resistance to necrotic and radiant damage
Senses: Darkvision 60ft, passive perc 13
Languages: Common, Celestial
Skill profics: Insight (+6), Religion (+5)
SpellCasting at 7th level using Wisdom. Spells to hit at +6, Spell save DC 14
Actions
Scimitar, melee attack at +4 for 1d6+2 slashing
Healing Hands: As magic action you can touch a creature and heal it for 3d4hp, usable 1/day
Heavenly Wings: Spectral wings sprout from your back and for 1 min you can fly at 30ft/rnd, usable 1/day
Spellcasting, using Wisdom. Spell to hit at +6, Save DC 14
Cantrip: Light (Aasimar ability), Guidance, Word of Radiance, Mending
1st level (4 slots/day): Bless, Cure Wounds, Sanctuary, Guiding Bolt, Burning Hands, Faerie Fire
2nd level (3 slots/day): Hold Person, Protection from Poison, Silence, See Invisibility
3rd level (3 slots/day): Create Food & Water, Remove Curse, Daylight, Fireball 
4th level (1 slot/day): Banishment, Arcane Eye
Equipment: Half Plate Armour, Shield +2, Scimitar +1 +2 vs Fiends, Holy Symbol

Description: Gengori is responsible in the monastery for hospitality as well as healing and curing. As such she is often found in the monks’ infirmary. Nonetheless she has also sometimes become more proactive in combating evil and has been known to join expeditions investigating Karzoth’s Castle. She has become a member of the Fiendbane Watchers and is sometimes quite zealous, proclaiming it is her divine duty to protect mortals from the fiends and undead that occasionally emerge from Karzoth’s Castle. At one stage she was eagerly recruiting adventurers to investigate and clear out the evil stronghold but when several adventuring bands disappeared completely, presumably killed, she became remorseful, guilt-ridden and far more cautious. 

Veladoon 

Medium Humanoid (Goliath (stone giant) male), Lawful Neutral
Based on 8th level Paladin (Oath of Vengeance),  Guard background
AC 19, HP 52, Move 35ft, Init +0, Profic Bonus +3 
Str 18 (+4), Dex 10 (0), Con 14 (+2), Int 10 (0), Wis 14 (+2), Cha 13 (+1)
Save Profic: Wis +5, Cha +4
Skill Profic: Insight (+5), Athletics (+7), Perception (+5), 
Senses: Passive Perc 10
Languages: Common, Giant
Spellcasting, using Charisma. Spell to hit at +4, Save DC 12
Cantrips: Guidance, Resistance
1st Level (4 slots): Cure Wounds, Detect Evil & Good, Shield of Faith, Thunderous Smite, Divine Smite, Bane, Hunters Mark
2nd Level (3 slots): Zone of Truth, Warding Bond, Lesser Restoration, Hold Person, Misty Step
Actions: 
Greataxe melee attack at +9 to hit for 1d12+6 slashing damage (reroll any 1 or2 on damage dice) + Cleave
Lay on Hands:  Heal up to 40hp per day, or remove Poisoned Condition
Channel Divinity (2/day): Divine Sense: Detect celestials, fiends & undead within 60ft
Vow of Emnity: You get advantage to hit against a single creature you can see within 30ft for 1 min 
Bonus Action:
Large Form: Become Large size and get advantage on Strength checks and movement increases by 10ft
Reactions:
Stones Endurance: 3/day when you take damage, roll 1d12 and subtract that from damage taken. 
Equipment: Plate Armour +1, Greataxe +2

Veladoon is a towering and imposing warrior who believes it is his duty to fight the chaotic demons of Karzoth’s Castle. While some folks see this conflict in terms of Good versus Evil, Veladoon sees it as Law versus Chaos, and the monastery is a bulwark against the lawlessness, havoc and disorder that the demons bring. Veladoon can be quite gruff and unsympathetic , and does not suffer fools gladly. Nonetheless he is extremely brave and loyal to the monastery. He sometimes leads combat patrols to keep the area around the monastery free from monsters. He has become an occasional member of the Fiendbane Watchers but is careful not to commit too much. 

Estalli Shadowshine

Medium Humanoid (Orc female), Chaotic Good
Based on 6th level Warlock (Celestial Patron)
AC 12, HP 38, Move 30ft, Init +1, Profic Bonus +3
Str 8 (-1), Dex 12 (+1), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 17 (+3)
Damage Resistance: Radiant
Save Profic: Wis (+3), Cha (+6)
Skill Profic: Investigation +4, Religion +4
Senses: Darkvision 60ft, Passive Perc 10
Languages: Common, Orc, Celestial 
Spellcasting using Charisma, spell to hit at +6, spell save DC 14
Eldritch Invocations (5): Otherworldly Leap, Repelling Blast (Eldritch Blast pushes targets back 10ft), Armor of Shadows, Mask of Many Faces, Eldritch Spear (Eldritch Blast, +180ft range)
3 Cantrips: Eldritch Blast, Friends, Blade Ward
2 Spell Slots up to 3rd level
Spells prepared (7): Speak With Animals, Spider Climb, Hold Person, Counterspell, Mind Spike, Aid, Cure Wounds, Guiding Bolt, Lesser Restoration, Light, Sacrd Flame, Daylight, Revivify
Healing Light: Can heal 1d6hp with touch up to 7 times/day
Actions: Dagger, melee attack at +4 to hit for 1d4+1 piercing
Equipment: Leather Armour, Dagger +1

Description: Estalli is an orphan outcast from her orc tribe who was rescued by a benevolent cleric and brought to the monastery. Here she has grown up and found herself in the service of a Planetar angel who has become her warlock patron. She is liked and respected in the monastery but is well aware that orcs do not have a great reputation in the region. As such she has taken it upon herself to be an ambassador of sorts, showing that not all orcs are savage raiders. Estalli has a mischievous sense of humour but she is aware that not everybody appreciates it. She keeps a distance from Veladoon who she considers to be rather dour and humourless. Estalli is not particularly interested in the Fiendbane Watchers and generally won’t join in expeditions to Karzoth’s Castle. 

Nastrallam Keenith

Small Humanoid (Gnome male), Neutral Good
Based on 6th level Bard (College of Lore), Sage background
Str 10 (0), Dex 16 (+3), Con 13 (+1), Int 15 (+2), Wis 12 (+1), Cha 15 (+2) 
AC 10, HP 29, Move 30ft, Init +3, Profic Bonus +3
Saving Throw profics: Dex (+6) and Cha (+5) & Gnomish Cunning (advantage to Int, Wis & Cha saving throws)
Skill Profic: Arcana +5 (Expertise), History +5, Religion +5, Investigation +5 (Expertise), Perception +4, Acrobatics +6
Senses: Passive Perc 15, Darkvision 60ft
Spellcasting using Charisma, spell to hit at +5, Save DC 13
Cantrips: Mending, Prestidigitation, Vicious Mockery, Minor Illusion, Dancing Lights
1st level (4 slots): Cure Wounds, Detect Magic, Identify, Comprehend Languages, Protection from Good & Evil 
2nd level (3 slots): Enthrall, Zone of Truth, Mirror Image, Knock
3rd level (3 slots): Tongues, Speak With Dead, Dispel Magic
Bardic inspiration, 2x per day using d8
Actions: hand axe, melee attack at +3 to hit for 1d6 slashing
Shortbow, ranged (80/320ft), at +5 to hit for 1d6 piercing 
Equipment: Studded Leather Armour, Hand Axe, Shortbow + quiver of 20 arrows, 

Description: Nastrallam is an investigator of ruins, an archaeologist of sorts. Although some use this as an excuse to plunder ruins for lost treasure, Nastrallam is genuinely interested in history and ancient cultures. He is getting quite good at exploring ruins around the monastery in the Kenshai Uplands and has even gone into the upper structures of Karzoth’s Castle but he does not get involved in the fighting against the demons and other forces of evil that emerge from the bowels of that castle. Similarly he has declined offers to join the Fiendbane Watchers. However, he is happy to advise and offer knowledge where he feels appropriate. 




Saturday, 29 November 2025

5.5E NPCs #3: The Wild Badger Halfling Clan

The Kenshai Hills are an extensive range of uplands that are to the northeast of Caloma. They are not entirely civilized and even when Caloma was a coherent nation rather than a miscellany of city states, these hills were considered borderlands, not exactly part of the kingdom but somewhere to expand into when the hills are made safe enough. Thanks to the Caloma civil war that will not happen for a long time to come. Nonetheless, numerous villages, outposts and other communities dot the hills. There are various tribes and other groups in the Kenshai hills, including a band of rangers, a circle of druids, several barbaric tribes and numerous humanoids, both hostile and benevolent. 

The Wild Badger clan is nearly entirely halflings, and they have a number of villages to the north of Fort Perilous, some on the Shelffur River. They herd sheep and goats and make cheese and woolen garments. 

As noted in my first post on 5.5E NPCs, these NPCs are not perfectly accurate by PHB rules but should be good enough for NPC use. 

Wild Badger Clan of halflings


Matrachi Wolfhunter

Small Humanoid (halfling female), Neutral Good  
source

Based on Ranger 7 (Hunter), Guide background
AC 15, HP 55, Speed 40ft (climb & swim at 30ft), Profic bonus +3, Init +3
Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (0), Wis 12 (+1), Cha 14 (+2)
Saving throw profic: Str (+4) & Dex (+6)
Skill Profic: Stealth (+6), Survival (+4), Animal Handling (+4), Investigation (+3), Perception (+4) 
Senses: Passive Perc 14
Languages: Halfling, Common, Elvish
Can attack twice per round with either shortbow or scimitar
Actions: Shortbow (range 80/320) at +6 to hit for 1d6 piercing + vex (if 1st attack hits, 2nd has advantage to hit)
Scimitar (melee) at +6 to hit for 1d6+3 damage 
Spellcasting is wisdom based, to hit with spells +4, Save DC 12
4 x 1st level: Hunter’s Mark (3/day), Speak with Animals, Cure Wounds, Alarm
3 x 2nd level Animal Messenger, Silence
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Colossus Slayer: If target is already missing hitpoints, one attack of the turn will do extra 1d8 damage if it hits
Escape the Horde: Attacks of opportunity against you are at disadvantage 
Equipment: Scimitar +1 (Light cantrip on command), dagger, studded leather armour, Shortbow, 20 arrows
  
Matrachi is the clan leader of the Wild Badgers and found herself thrust into this responsibility on the death of her brother. She governs with a light touch and prefers to let the rest of the clan to get on without her, only intervening when called to do so. 
She knows the borderlands around her small realm very well and can act as a guide when needed to. She was previously the leader of the scouts that patrolled the clan’s hilly territory. 

Daralo Berrylore 

Small humanoid (halfling male), Neutral Good
Based on Druid 8 (Circle of Land), Farmer background
AC 10, HP 34, Speed 25ft, Profic bonus +3, Init +1
Str 8 (-1), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Saving Throw profic: Int (+4), Wis (+6)
Skill Profic: Animal Handling (+6), Nature (+4), Medicine (+6), Religion (+4)
Senses: Passive Perc 13
Languages: Halfling, Common, Druidic, Sylvan
Spellcasting at +6 to hit, Save DC 14
Cantrips (3): Spare the Dying, Poison Spray, Resistance, Shocking Grasp
1st level (4 slots) Cure Wounds, Goodberry, Speak with Animals, Faerie Fire, Sleep
2nd level (3 slots) Barkskin, Flame Blade, Lesser Restoration, Misty Step, 
3rd level (3 slots) Daylight, Dispel Magic, Summon Fey, Lightning Bolt
4th level (2 slots) Charm Monster, Ice Storm, Freedom of Movement
Wildshape as druid, 3/day, 8 forms (hawk, fox, wolf, catfish, riding horse, tiger, weasel, ape)
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: leather armour, quarterstaff, 2 daggers

Daralo has been the spiritual leader of the Wild Badgers clan for over 40 years and is now quite elderly. He has a handful of junior druids under his tutelage and intends to retire soon. Nonetheless, he was born into the clan and has always been part of it, and he is very loyal and wants what is best for the clan. 
Recently he has found how to Wildshape into a hawk, and now frequently takes to the skies over the clan’s villages. 

Draalden 

Small Humanoid (halfling male), Chaotic Good
Based on Barbarian 4 (Wild Heart), Guide background 
AC 15, HP 27, Speed 30ft, Profic Bonus +2, Init +1 
Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 7 (-2), Wis 12 (+1), Cha 10 (0)
Saving Throw profic: Str (+5), Con (+4) + Danger Sense
Skill Profic: Survival (+3), Stealth (+3), Nature (0), Athletics (+5)
Senses: Passive Perc 11
Languages: Halfling, Common (not entirely fluent in Common, prefers talking in Halfling)
Action: Battleaxe melee attack at +5 to hit for 1d10+3 slashing + topple (creatures hit must make Con save vs DC 13 or be knocked prone)
Shortbow ranged (80/320) attack at +3 to hit for 1d6+1 piercing damage.
Rage (3/day): damage resistance to slashing, piercing and bludgeoning damage
    +2 to to melee damage while raging
    Advantage to strength checks
    Lasts for as long as you are making attack rolls or use bonus action to extend rage duration. 
Danger Sense: Advantage on Dexterity saving throws
Reckless Attack: when used you have Advantage on first attack roll but attacks against you have advantage.  
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: Battleaxe, Chain Shirt +1, Shortbow, 20 arrows & quiver, 

Draalden is part of the clan’s defenders and will often help out when danger threatens the clan. He is one of the more widely travelled halflings in the clan, having visited Fort Perilous and nearby city states such as Kormarin and Malkaropolis. He is something of a free spirit, not wanting to be tied down to important responsibilities but instead wandering where he wants to. He always ends up returning to the Wild Badger clan.  

Relliquan 

Small Humanoid (halfling female), True Neutral
Based on Commoner, Merchant background
AC 10, HP 6, Speed 30ft, Profic Bonus +2
Str 9 (-1), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 10 (0), Cha 12 (+1)
Skill Profic: Animal Handling (+2), Persuasion (+3)
Senses: Passive perc 10 
Actions: Short Sword melee attack at +2 to hit for 1d6 piercing
Brave: Advantage to saves vs Frightened condition
Lucky: Reroll any natural 1s (once per d20 roll)
Naturally Stealthy: Take Hide action even when only obscured by medium or larger creature
Equipment: Leather armour, Short sword

Relliquan is a travelling merchant who frequently trades between Malkoropolis and the Wild Badger clan. She is originally from Venthoris but fled that dreadful place 15 years ago when things were starting to get bad for non-humans. She buys wool and knitted items from the halflings and buys luxury food and drinks from the city and makes a decent living. However, she is getting more worried about monsters and bandits threatening merchants like herself and will often hire bodyguards to escort her cart and wagon.  


source


Friday, 14 November 2025

The Subversion of Clan Rungorth

Of the seven great clans of Rockhome, Clan Hurwarf is the most isolationist, distrusting other nations and non-dwarves. Most of the time this is kept in check by the rest of dwarven society welcoming foreign traders and diplomats, but every now and then it can spiral out of control into paranoid madness.  

source

Clan Rungorth is a minor clan that has split off from Clan Hurwarf because Clan Hurwarf was not being isolationist enough.  It was always on the periphery of dwarven society, with its stronghold (Torrag Ikkorn)  in the southern mountains, but in the last fifty years it has fallen under the sway of an evil dwarf cleric who has fallen from grace and is now in league with the powers of Chaos. This dwarf, Multheid the Pure, has whipped Clan Rungorth into a frenzy of paranoia, and has denounced the rest of dwarven society as being corrupt and decadent as a result of prolonged contact with such wicked and despicable races such as humans, halflings, gnomes and worst of all, elves. Now the clan is hostile to any non-dwarf, and even other dwarves from outside the clan are treated with deep suspicion.  

Multheid's most loyal followers call themselves The Protectors of the Pure, and wear black cloaks and tabards, and have shaved their heads (though not their beards). These Protectors of the Pure are believed to number about 20 and include a number of very dangerous and experienced dwarf warriors. They act as Multheid's enforcers within the clan. The Protectors of the Pure trust Multheid absolutely and think that Rockhome as a society and nation is going to collapse and Rungorth will be the last bastion of true dwarves. Draxor Tunnelwalker is the leader of the Protectors of the Pure and is Multheid’s right-hand dwarf - he is both fanatically loyal and a brutal killer. 

However, there are others in the clan who have their doubts, but they have learned to their bitter cost to keep quiet and keep their heads down, as the most outspoken skeptics have been executed on Multheid’s orders. There is a small network who call themselves the Unbelievers but they are in no position to make any effective change, but should outsiders challenge Multheid’s grip on Rungorth, there will be some who will help. To compound the situation the clan leader, Gurnor Ironhammer, believes Multheid and has all but ceded rulership to the chaotic cleric. This seems to be more a lack of leadership and backbone rather than deliberate handing over of authority.  

Clan Rungorth has one major stronghold, Torrag Ikkorn, with 230 dwarves, and several smaller outposts with about 50 dwarves in each, for a total of 450 dwarves. They strive fervently to be self-sufficient in everything and assume anything from the outside world (traded, given or even stolen) is somehow tainted. This has resulted in food shortages and even some cases of malnutrition in the clan, but any food from outside, especially from those weird Wyrwarf clan farmers, is assumed to be poisoned or drugged or diseased. 

The clan leader of Hurwarf (Lord Duric) wants to reestablish contact with Clan Rungorth, and hopefully ascertain the situation. He insists that any party doing so should be entirely composed of dwarves - he believes non-dwarves would worsen the situation. He would like any problems to be resolved as diplomatically as possible, without bloodshed. However, he is worried about a hostile reception as one messenger he sent has not returned and he fears dark forces may be at work. 

Multheid the Pure has some sort of end-game but it is not clear what it is. Perhaps he just wants rulership over a clan. It is possible that he wants to establish a long-term cult of chaos among the dwarves of Rockhome though some would say there are better candidates, particularly among the Underside of Dengar city, and better ideologies (the greed for gold and the militarism in other clans could easily be taken too far).  It is also possible that he genuinely believes what he is preaching, but if he is worried about what is happening to dwarven society, then allying with the forces of Chaos is a mad way of countering this. And this may be the truth of the matter - Multheid is mad, and is preaching his insanity to Clan Rungorth, many members of whom were already nearly as paranoid as him. His fall into the clutches of Chaos may be because lawful and neutral immortals would not accept someone so divisive and hateful as their servant and representative among mortals, but to the darker powers of Chaos that thrive on fear, hostility and madness Multheid is a useful tool. 

Multheid has had an underground extension to Torrag Ikkorn excavated, where he now resides and works, creating an army of undead (mostly reanimated dwarf corpses but any suitable humanoid body will suffice). Other dwarves, even the leader Gurnor Ironhammer, are not permitted here and it seems he has done a good job of hiding his true loyalties from Clan Rungorth. It is possible that exposing Multheid’s Chaos worship and his desecration of dwarf corpses will shock enough clan members that a sizeable rebellion against Multheid will rise up. Of course, his fanatical dwarf followers, particularly the Protectors of the Pure, will rationalise and excuse these revelations, saying that it is all necessary to protect the clan and that strange alliances (even with the forces of Chaos) are sometimes needed when the enemy (everybody else in Rockhome) is overwhelming. Which way the clan leader Ironhammer will swing could prove crucial: for him, the reanimation of dwarf bodies as zombies would be the breaking point. And if the clan chief turns against Multheid, other dwarves may do likewise, perhaps out of traditional loyalty to the clan leader or perhaps they will reconsider what is really going on in the clan. 

Just to complicate matters, the Rusty Razor tribe of goblins is causing trouble in the area, and taking advantage of Clan Rungorth's internal problems to seize territory, establish hideouts and raid caravans and small settlements. Multheid claims that these goblins are being hired and encouraged by the corrupt and decadent dwarves of Dengar, who are too cowardly and coniving to confront Clan Rungorth directly. 

A little further away is another minor clan, Clan Dursten, who are allied with Clan Everast. These dwarves are a lot more sane and reasonable, and have seen more of Rungorth's descent into madness than most other outsiders. Indeed, until about a year ago there was still some trade and military cooperation between Dursten and Rungorth but relations deteriorated when Clan Dursten's leader, Sargenford the Gnollslicer, denounced Multheid and his vile views on the rest of Rockhome's dwarves. At this point all friendly contact between Dursten and Rungorth ceased, and Clan Dursten has had to deal with a resurgent goblin menace (particularly the Rusty Razor tribe) on their own. Sargenford will listen to those sent to deal with Clan Rungorth, particularly if they are polite and reasonable. He hates and despises Multheid and would like to see him removed, but he does not want bloodshed of other dwarves - he feels that Clan Rungorth has fallen under the evil cleric’s spell and that if Multheid is removed the rest of the clan will come to their senses. 

Notable NPCs

Multheid the Pure

Str 14, Int 14, Wis 16, Dex 10, Con 16, Cha 15
AC 2, HD DwC7, hp 40, Move 60ft, THAC0 15, Att 1 mace for 1d6+2 or 1 spell, Save C7, Ml 11, Align C,
Equipment: Plate Mail, Shield, Mace +1, unholy symbol, potion of invisibility, potion of gaseous form 
Spells: (3/2/2) Cure Light Wounds, Darkness, Rage, Aura of Shadows, Bless, Cause Disease, Paranoia

Gurnor Ironhammer

Str 16, Int 8, Wis 8, Dex 12, Con 14, Cha 13
AC 1, HD Dw7, hp 41, Move 60ft, THAC0 11, Att 1 axe for 1d6+4,  Save Dw7, Ml 10, Align N 
Equipment: Banded Armour +1, Shield +1, Hand Axe +2 +4 vs giants, trolls & ogres, potion of extra-healing

Draxor Tunnelwalker

Str 16, Int 9, Wis 10, Dex 10, Con 14, Cha 15
AC 2, HD Dw6, hp 27, Move 60ft, THAC0 13, Att 1 battleaxe for 1d8+3, Save Dw6, Ml 12, Align C
Equipment: Plate Mail +1, Battleaxe +1, 3 daggers

Sargenford the Gnollslicer

Str 13, Int 12, Wis 10, Dex 10, Con 14, Cha 16
AC 1, HD Dw7, hp 46, Move 60ft, THAC0 12, Att 1 battleaxe for 1d8+3, save Dw7, Ml 10, Align L
Equipment: Plate Mail +2, Battleaxe +2, Amulet of Lie Detection

Saturday, 11 October 2025

Sample 5.5E NPCs #2: Caldaropolis

 Caldaropolis is a city state on the coast of Caloma, with a population of 120,000, of whom about 80% (97,000) are humans, 15,000 are tieflings and the rest are other various races. 

Caldaropolis is rough and lawless, with crime a constant factor and violence never very far away. Numerous pirates who ply the seas to the west will often stop here. 

The government of Caldaropolis is run by Lord Daschnar, a powerful wizard who is utterly ruthless in holding onto the top spot in the city. He is supported by both the Circle of the Purple Sapphire (an order of wizards and sorcerers) and the Bloodied Blades, a mercenary company that has now become the de-facto city guard. Lord Daschar is not really interested in law and order, and certainly not welfare or justice, but simply maintaining the current status quo. The rest of the city can do as it pleases.

Lord Daschar, Despot of Caldaropolis 

Medium humanoid (human male), Neutral Evil
source
based on 16th level wizard enchanter
AC 11, HP 59, Speed 30ft, Init +1, Profic Bonus +5
Str 9 (-1), Dex 13 (+1), Con 11 (0), Int 18 (+4), Wis 13 (+1), Cha 15 (+2)
Saves : Int +9, Wis +6
Skill Profic: Arcana (+9), History (+9), Investigation (+9)
Senses: Passive Perception 11 (Advantange on Perception + Darkvision & Truesight 120ft when wearing Robe of Eyes)
Languages: Common, Infernal, Elvish
Challenge: 16 (15,000 xp)
Spellcasting: +9 for spells to hit, Save DC 18
Cantrips (5): Mage Hand, Ray of Frost, Friends, Message, Light
1st level (4): Detect Magic, Feather Fall, Fog Cloud, Charm Person
2nd level (3):Alter Self, Cloud of Daggers, Hold Person
3rd level (3): Dispel Magic, Lightning Bolt, Sending
4th level (3): Charm Monster, Confusion, Ice Storm
5th level (2): Cone of Cold, Modify Memory
6th level (1): Mass Suggestion
7th level (1): Project Image
8th level (1): Dominate Monster
Actions: Dagger melee attack at +11 to hit for 1d4+2 piercing damage
Hypnotic Gaze: 1 creature within 5ft must make wisdom save vs DC 18 or be dazed (speed drops to 0 and cannot take any actions) for that turn. 
Reaction: Instinctive Charm. If an opponent within 30ft makes an attack roll against you, you can use a reaction to divert it towards another creature within range of the attack and closest to the attacker. The attacker must make a DC18 wisdom saving throw or attack the new target.
Notable Gear: Dagger +2, Enduring Spellbook, Ring of Spell Turning, Robe of Eyes. 

For the despotic archmage ruling a large city, Lord Daschar is surprisingly even-tempered. He seems calm and logical about nearly everything, particularly around dealing with problems in Caldaropolis. However, he can get very vengeful and vindictive. Should someone cross him personally then his evil nature will show itself, possibly dragging their friends and family into his punishment. Those around him suddenly get worried when his voice turns from a well-spoken oration to a sibilant hiss (his angry voice). If he had a French accent he would sound like the Merovingian from the Matrix films. 
Lord Daschar is finding the governing of Caldaropolis to be quite a job, and unlike some despotic rulers he has no intentions of taking over more cities or land - that would involve even more administration and people to deal with. Some say that the relative lawlessness of Caldaropolis is due to his lack of enthusiasm about governing the city he now has, and that he really only took over so that he could live comfortably and conduct his magical research with plenty of resources. 

Vanthaine, leader of the Circle of the Purple Sapphire

Medium humanoid (Tiefling female),  Neutral Evil 
source

based on 13th level wizard necromancer, .
AC 10, HP 49 , Speed 30ft (30ft fly with Winged Boots), Init 0, Profic Bonus +5
Str 10 (0), Dex 11 (0), Con 13 (+1), Int 16 (+3), Wis 14 (+2), Cha 13 (+1)  
Saves: Int +8, Wis +7
Resistance to Necrotic Damage
Skill Profics: Arcana (+8), Insight (+6)
Senses: Darkvision 60ft, passive perception 12
Languages: Common, Orcish, Abyssal
Challenge: 13 (10,000 xp)
Spellcasting: +8 for spells to hit, Save DC 16
Cantrips (5): Chill Touch (Cthonic Tiefling), Acid Splash, Toll the Dead, Chill Touch, Fire Bolt, Mage Hand
1st level (4): False Life (Cthonic Tiefling), Burning Hands, Grease, Ray of Sickness, Mage Armour
2nd level (3): Ray of Enfeeblement (Cthonic Tiefling), Darkness, Web, Melf's Acid Arrow, 
3rd level (3): Animate Dead, Vampiric Touch, Fear
4th level (3): Confusion, Greater Invisibility, Summon Aberration
5th level (2): Scrying, Cone of Cold
6th level (1): Create Undead
7th level (1): Finger of Death
Grim Harvest: Any creatures killed by your spells gives you 2hp per spell level , or 3hp per spell level for necromancy spells.
Undead Thralls: Skeletons and zombies animated by you get  +16hp and gets +5 to weapon damage rolls. 
Inured to Undeath: Resistance to necrotic damage, and maximum hit points cannot be reduced. 
Actions: Staff of Striking melee attack at +8 to hit for 1d8 +3 (two-handed) bludgeoning (+ optional 1d6 force damage 10 times per day). 
Notable Gear: Staff of Striking, Wand of Paralysis, Winged Boots

Vanthaine is in many ways Lord Daschar’s right-hand woman. She is the leader of the Circle of the Purple Sapphire, the order of wizards and sorcerers who keep some semblance of normality in Caldaropolis, and she is beginning to see herself as Lord Daschar’s heir. Unlike her master, Vanthaine can be evil just for the sake of it and some of her necromantic experiments are quite horrific. She moved to Caldaropolis from Venthoris about 20 years ago just as Lord Daschar was emerging as the front-runner in the power struggle to rule the city. She has seen horrible things happen to her tiefling family at the hands of human supremacists and although she does not begrudge humans as a species (plenty of members of the Circle are humans), she will not tolerate bigotry about her tiefling ancestry.  

General Alstaron, Master of the Bloodied Blades. 

Medium humanoid (half-orc male), Lawful Evil 
source

based on 15th level Fighter (Champion), 
AC  18, HP 110 , Speed 30ft, Init 0 (with advantage), Profic Bonus +5
Str 16 (+3), Dex 10 (0), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 12 (+1)
Saves: Strength +8, Constitution +7
Skill Profic: Animal Handling (+6), Insight (+6)
Senses: 120ft Darkvision, Passive Perception 16
Languages: Common, Orcish
Challenge: 15 (13,000 xp)
Action: Battleaxe melee attack at +8 to hit for 1d8+3 slashing damage + Topple (target must make DC 16 Constitution save or be knocked prone).
Handaxe melee attack at +8 to hit for 1d6+3 damage
Action Surge: Take an additional action once per short rest 
Bonus Action: Second Wind, regain 1d10+15hp, usable once per short rest
Two extra attacks
Improved Critical: Critical hit on 19 or 20
Two-Weapon Fighting Style: add strength modifier to off-hand weapon damage
Defence fighting style: +1 to AC when wearing armour
Relentless Endurace: When reduced to 0 hp but not killed outright you can drop to 1hp instead, useable 1/day
Remarkable Athlete : Advantage on Initiative rolls and Athletics check
Notable Gear: Splint Armour +2, Battleaxe, Handaxe, Ring of Regeneration

General Alstaron commands 1,200 mercenary troops who form the Bloodied Blades, a combination of city watch, tax collectors and military defence force. He answers directly to Lord Daschar and he thinks Vanthaine is a bit weird and creepy, though he does not say so to her face. Unlike some other higher ups in the city, Alstaron has a strong sense of law and order (though not necessarily justice or mercy) and he and his Bloodied Blades try to stop the city from tearing itself apart in rioting, gang warfare and possibly even civil war. Vanthaine sometimes teases him about this but Lord Daschar lets him get on with it - Alstaron gets involved in small and local problems that Lord Daschar really is not interested in but knows ought to be resolved. 
General Alstaron is quite good to his troops. Those that serve him well are treated well, with pay, housing and possible promotions - Alstaron got rid of paying for promotions and made sure it happened on merit and job performance. But he does expect loyalty and those who compromise their loyalty (typically bribes but sometimes other temptations) can feel his wrath. 

Kantheri, Gang Leader

Medium Humanoid (human female), Neutral Evil
Based on 10th level Rogue (Arcane Trickster),
AC 17, HP 35, Speed 30ft, Init +3, Profic Bonus +4
Str 14 (+1), Dex 17 (+3), Con 10 (0), Int 14 (+2), Wis 15 (+2), Cha 14 (+2)
Saves: Dex +7, Int +4
Skill Profic: Stealth (+7), Acrobatics (+7), Perception (+6), Deception (+6) (Expertise in all, double bonuses)
Tool Profic: Thieves Tools, Forgers kit
Senses: Passive perception 12
Languages: Common, Thieves Cant
Challenge: 10 (5,900 xp)
Spellcasting: +6 for spells to hit, DC 14 to save vs spells
Cantrips: Mage Hand, Minor Illusion, Shocking Grasp
1st Level (4): Charm Person, Disguise Self, Expeditious Retreat, Feather Fall
2nd level (3): Darkness, Knock, Levitate
Actions: Shortsword melee attack at +10 to hit for 1d6+5 piercing damage + vex (if you hit and damage a creature you have advantage on next attack roll before end of next round) + wounding (+2d6 necrotic damage, and DC 15 Con save or be unable to regain hit points for 1 hour)
Shortbow: Ranged (80ft/320ft) attack at +8 to hit for 1d6 piercing damage
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim
Bonus action: Cunning Action. You may take one of the following as a bonus action: Dash, disengage or Hide. 
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Notable Gear: Leather Armour +2, Shortsword +2 of Wounding (“Raggedtooth”), shortbow, Quiver of Endless Arrows (hold up to 40 arrows, generates 1 arrow per hour until quiver is full)

Kantheri is in it for the money. She dislikes violence, although if she is attacked or cornered she is quite capable of fighting. But she considers her best work is done when nobody else notices until the following morning. She prefers either burglary or confidence tricks - armed robbery seems rather crude and risky (particularly if the intended victim can fight back). 
Kantheri has gathered a collection of fellow rogues who she is teaching the tricks of the trade. She has heard of thieves guilds but she thinks that is rather old-fashioned and not her style. So she runs this small informal band of 22 criminals from the back streets of Caldaropolis. She is on good terms with the landlord of the Welcoming Warthog tavern and she will meet up with fellow gang members and fences in the wine cellars under the Welcoming Warthog. 

Heruune, Leader of  Venom Blade syndicate

Medium humanoid (tiefling female), Chaotic Evil
Based on 10th level Rogue (Assassin)
AC 14, HP 52, Speed 30ft, Init +3 (and with advantage), Profic Bonus +4
Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 12 (+1), Wis 10 (0), Cha 12 (+1) 
Saves: Dex +7, Int +5
Skill Profic: Acrobatics (+7), Stealth (+7), Intimidate (+5), Investigation (+5). Expertise in all (double all bonuses)
Tool Profic: Disguise Kit, Poisoner's Kit
Senses: Darkvision 120ft, Passive Perception 10
Languages: Common, Thieves Cant, Abyssal
Challenge: 10 (5,900 xp)
Spell-like abilities (Abyssal Tiefling): Resistance to Poison damage, Poison Spray, Ray of Sickness, Hold Person
Actions: 3 attacks/turn Scimitar melee attack at +8 to hit for 1d6+4 damage
Hand Crossbow range 30ft/120ft for 1d6 piercing + poison (2d6 poison damage, target must make DC 15 Constitution save or be poisoned)
Sneak Attack: If you have advantage on an attack, you may add 5d6 damage. Note this can be combined with weapons with Vex quality (such as shortsword) or Steady Aim or Surprising Strike
Steady Aim: When standing still for the whole turn you get advantage on your attack roll. 
Surprising Strike: During first round of combat, you have advantage on attack rolls against any creature that has not taken a turn. If your sneak attack hits any target during that round the target takes extra +10 damage. 
Reaction: Evasion: If subjected to an effect that requires a Dex saving throw to only take half damage, you only take half damage on a failed save, and no damage on a successful save.
Notable Gear: leather armour, Scimitar +1 +2 vs creatures of Good alignment, Scimitar +1 +2 vs orcs, Hand Crossbow, 20 bolts, Poisoner's kit, Disguise kit.

Heruune is a killer for hire, and the leader of other like-minded assassins. She and her gang (currently numbering 40), are the premiere killers in the city, particularly if a target needs to be taken out quietly without warning or fuss. The Venom Blade Syndicate actually spans a number of cities in Caloma, and Heruune has met her counterparts in the Venom Blade Syndicate in Venthoris, Mendopolis and Senthopolis. 
Heruune is quite emotionless and sometimes seems robotic in her tone. She rarely does hits on short notice, preferring time to study and plan. However, every now and then (perhaps once per month) she will let her hair down and go out for a drink. Thats when a whole lot of pent-up emotions flood out, whether it be rage, sorrow, joy - during these binges she can be very volatile and unpredictable, killing on a whim or giving passers by hugs. She was popular at the Caldaropolis Comedy Club for a while when she did a hilarious routine while drunk. But then her popularity there plummeted two months later after an incident involving two murdered bar maids.  

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, 5 September 2025

Sample 5.5E NPCs #1: Fort Perilous

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.