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

Saturday, 12 September 2026

Nehirill’s Tower


 Nehirill's Tower is in the Selenica Pass, just inside the Ylari border. Although now named after its current owner, it is much older than her, constructed by a wizard of Ylaruam who wanted to conduct his research in peace but still have some connection to civilization. On the outside it is a relatively conventional if rather tall and impressive tower standing about 200ft high and with a mostly square base and tower shape. There are known to be 4 human inhabitants although nobody outside the tower knows if there are any more, human or otherwise. 

Travellers who have approached the tower have been warded off by elementals (usually earth or air), sometimes accompanied by a human mage, one of Nehirill’s apprentices. One foolish adventuring band thought that there were riches and magic in the tower to plunder, and tried fighting their way past a pack of elementals. They were stopped in their tracks by a second wave, this time of constructs including a bone golem and a pair of iron living statues. The two survivors (out of an initial six) were escorted back to the main road and informed that next time there would be no survivors. A less violent encounter was had by an enthusiastic merchant of Selenica who wanted to show the wizards her wares. She was informed by an apprentice mage (with two earth elementals at his side) that they did not conduct trade at the tower, but they would meet her at the nearby village of Orstinel if she was serious. She did stay at Orstinel for a few days before deciding her prospective customers were a no-show, and headed back to Selenica. However, before she left, she did talk to locals and found that the apprentice with a scarred face did sometimes turn up, perhaps once a month, for supplies. 

The Human Inhabitants

Nehirill

15th level magic user, human female, align Chaotic
Str 6, Int 18, Wis 10,  Dex 11, Con 13, Cha 11
Equipment: includes Dweomersilk Robe of the Arcane Scholar, Wand of Paralyzation, Dagger +2, Ring of Telekinesis + other items
Nehirill is originally from Glantri, and moved away after falling afoul of a more senior mage (an unfortunate episode involving stealing valuable spell components and attacks on each others’ apprentices). While on her way to Ylaruam she encountered Elshar who had already taken over this tower but was looking for an apprentice, and Nehirill was accepted.  Nehirill is not interested in rules or ethics, and certainly not in society or other people’s welfare. However, she is very interested in spell research as well as the construction of magical servants. Despite her alignment she is not interested in either the cosmic forces of Chaos or the associated cults - being Glantrian she considers all religions and cults to be tedious god-bothering. She simply does as she wishes, which most of the time is continuing her former mentor’s investigations into dimensional magic. She has considered dismissing her apprentices but she realises that she needs some sort of connection with humanity, and she can just about tolerate her apprentices - although there is a selection process and a number of former apprentices could not handle her. 

Vantheen

10th level magic user, human male, align Neutral
Str 10, Int 16, Wis 12, Dex 10, Con 12, Cha 14
Equipment: includes Staff of Summoning Elementals, Dweomersilk Robe of Protection +2, Wand of Illusions
Vantheen is Nehirill’s right hand man and majordomo. He ensures that things run smoothly at the tower, and is often the first to investigate intruders and visitors near the tower. He has been Nehirill’s apprentice for over 10 years and although the relationship has been strained (he is among the first to admit she can be difficult to deal with) he is still loyal and is adept at taking her behaviour in his stride. 
 

Dormith the Scarred

9th level magic user , human male, align Neutral
Str 11, Int 17, Wis 10, Dex 14, Con 13, Cha 9
Equipment: includes Libram of Golem Construction: Bone Golems, Libram of Living Statue Construction: Iron Living Statues. 
Dormith is instantly recognisable by the disfigured left side of his face, a result of an unfortunate encounter with green slime. Dormith hails from Thyatis and is an escaped slave - part of his enthusiasm in learning magic is to make sure he can defend himself from such treatment and never be a slave again. He has taken on the role of cook and provisioner, and is the most likely of the humans here to visit Orstinel, with horse and pack mule, to buy food and other supplies. As such he is also the most socially aware and despite his acid-scarred face he often gets on well with those who he does business with. 

Duggoon MacCraddock

9th level magic user, human male, alignment Chaotic
Str 14, Int 18, Wis 9, Dex 10, Con 12, Cha 13
Equipment: Wand of Magic Missiles, Ring of Protection +2, Amulet of Construct Control
Duggoon is from Glenmoorloch in Glantri and has known Nehirill for a long time, having fled Glantri together after an attempt to acquire spell components did not go to plan. He has a remarkable affinity for constructed beings, particularly golems and living statues, and Nehirill appreciates this (fewer humans for her to deal with). He understands Nehirill well, and sometimes can cope with her character quirks better than Vantheen or Dormith.  He has also helped  Vantheen deal with intruders (monstrous or humanoid),  and can bring his bone golems to assist alongside Vantheen’s elementals. 

Dimensional Magic and the Tower

Nehirill’s mentor was Elshar the Explorer, a leading researcher into Dimensional Magic, and she put this into practice in the renovation of the tower when she took it over. The first two floors are relatively conventional (for a wizard’s tower) but the higher up one goes, the stranger the architecture becomes. Selected visitors who have been allowed onto the third floor say that it is bigger on the inside than the outside while the fourth floor is utterly bizarre, with infinite staircases that loop back on themselves and gravity acting in odd directions, built with the help of a Glantrian architectural mage, Maurice Esher. In the centre is incredibly weird shifting cube that Nehirill calls a tesseract - she hopes to create a whole new laboratory based on this tesseract shape. According to Dormith (while drunk in a tavern in Orstinel) the fifth floor has numerous rooms that are actually pocket dimensions that, if in just 3 dimensions, would overlap and conflict with each other. The top floors are locked and even the apprentices are only rarely allowed in by Nehirill. Here are the World Portals, somehow made permanent by Elshar the Explorer. The exact number of portals are unknown but at least 3 have been confirmed by the apprentices, with signs over the portals bearing the names Tekumel, Kaelaross and Dying Earth. There may be many more portals as the top floors are considerably more expansive and convoluted than the outer walls of the tower would suggest. 

Player Characters and the Tower

Under normal circumstances the tower is somewhere to be left alone - Nehirill prefers it that way. However, the PCs may well want access to either things within the tower, or perhaps the portals that lead to other worlds. The two main ways through to the tower are by brute force or by negotiation: brute force would require enough combat power to overcome golems, elementals and high level mages - possible at Companion level (14th level +) but not ideal. Negotiation is far more interesting, and although Nehirill is not happy dealing with greedy, stupid adventurers, there are possible situations where she would consent. 

  • Nehirill wants the adventurers to do something beyond the portals for her that she is not happy doing herself or even delegating to her apprentices. This could be something very risky, or something that mages are not good at. 
  • Nehirill has gone through one of the portals and has not returned as expected. The apprentices could seek out adventurers to find and rescue or retrieve Nehirill while they maintain the tower. 
  • Nehirill wants something done in the rest of Mystara (eliminating a threat from Glantri, retrieving a valuable tome from Norwold, or finding a rare spell component in Alphatia). In return she will grant the PCs a one-time use of one of the World Portals (return trip optional). 

It is unlikely that simple bribery with gold or gems will persuade Nehirill to allow adventurers in to her precious, private abode. An unexpected offer of a powerful magic item or spellbook might change her mind, but she is wary enough that unless she has dealt with these adventurers before, she won’t trust them. Approaching via an apprentice such as Vantheen is possible and the apprentices will do their own investigating and divination to assess whether the request is in good faith or treacherous. Even if Nehirill trusts the adventurers, using the world portals will not be a free gift. 


Image by M C Escher, source



Saturday, 29 August 2026

Out of the Abyss Svirfneblin and Derro NPCs

Art by Russ Nicholson from
AD&D 1st Edition Fiend Folio

 I’ve written up the following stat blocks for Svirfneblin and Derro NPCs who are tougher, more capable or more talented than the average of their race. 

Deep Gnome Svirfneblin

The basic Svirfneblin stat block is from the 5E Monster Manual (2014) and these are my variants. 

The Burrow Warden and Burrow Warden captain are the elite soldiers and guards of deep gnome society. Although now few in numbers in Blingdenstone after the drow attack, they are recruiting new members. 

The Stonespeaker and Elder Stone Speaker are the clerics of the deep gnomes and in Blingdenstone most of them follow Entemoch. 

Svirfneblin Burrow Warden

Small Humanoid (Gnome), Neutral Good

AC 16 (Chain Mail), HP 21 (3d10+6), Speed 20ft, Base Profic Bonus +2

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 10 (0), Cha 9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: 120ft Darkvision, Passive perc 12

Languages: Gnomish, Undercommon, Terran

Challenge 1 (200xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Gear: Chain Shirt, War Pick, Dagger, 2 poisoned darts

Actions: 

War Pick, melee attack at + 4 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +4 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute

Bonus Actions: 

Second Wind. The svirfneblin burrow warden can regain 1d10+2hp, usable 1/day 

Dagger, melee attack at +4 to hit for 1d4 +2 piercing damage (offhand) 



Svirfneblin Burrow Warden Captain

Small Humanoid (Gnome), Neutral Good

AC 16 (Chain Mail), HP 52 (7d10+14), Speed 20ft

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 12 (+1), Cha 10 (0)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: 120ft Darkvision, Passive perc 14

Languages: Gnomish, Undercommon, Terran

Challenge 3 (700xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Gear: Chain Mail, War Pick, Dagger, 2 poison darts

Actions: Multi-attack - burrow warden Captain can attack twice per turn with war pick

War pick, melee attack at + 5 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +5 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute

Bonus Actions: 

Second Wind. The burrow warden captain can regain 1d10+6hp, usable 1/day 

Dagger, melee attack at +5 to hit for 1d4+2 piercing damage (offhand) 


Svirfneblin Stonespeaker

Small Humanoid (Gnome), Neutral Good

AC 15 (Chain Shirt), HP 16 (3d6+6), Speed 20ft, Base Profic Bonus +2

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 9 (-1)

Skills: Investigation +3, Perception +2, Stealth +4

Senses: 120ft Darkvision, Passive perc 12

Languages: Gnomish, Undercommon, Terran

Challenge 1 (200xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Clerical Spellcasting, using Wisdom (Save DC 12, +4 to hit with spells):

(spells here are the default and can be changed to other clerical spells as needed

1/turn Cantrips: Guidance, Sacred Flame, Light 

1/day 1st level: Cure Wounds, Bless, Create Water

Gear: Chain Shirt, War Pick, 2 poison darts, holy symbol

Actions: 

War Pick, melee attack at + 4 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +4 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute 


Svirfneblin Elder Stonespeaker

Small Humanoid (Gnome), Neutral Good

AC 15 (Chain Shirt), HP 33 (6d6+12), Speed 20ft, Base Profic Bonus +3

Str 15 (+2), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 14 (+2), Cha 9 (-1)

Skills: Investigation +3, Perception +4, Stealth +4

Senses: 120ft Darkvision, Passive perc 14

Languages: Gnomish, Undercommon, Terran

Challenge 2 (450xp)

Stone Camouflage: Svirfneblin has advantage to Stealth checks when in stony terrain

Gnome Cunning: Svirfneblin has advantage to Intelligence, Wisdom & Charisma saves vs magic 

Innate Spellcasting: Svirfneblin can cast the following 

At Will: Non-Detection (self only)

1/day: Blindness/Deafness, Blur, Disguise Self

Clerical Spellcasting, using Wisdom (Save DC 12, +5 to hit with spells):

(spells here are the default and can be changed to other clerical spells as needed)

1/turn Cantrips: Guidance, Sacred Flame, Light 

1/day 1st level: Cure Wounds, Bless, Create Water

2nd level: Hold Person, Prayer of Healing, Silence

3rd level: Dispel Magic, Daylight, Meld Into Stone

Gear: Chain Shirt, War Pick, 2 poison darts, holy symbol

Actions: 

War Pick, melee attack at + 5 to hit for 1d8+2 piercing damage

Poison Dart: missile attack (range 30ft/120ft) at +5 to hit for 1d4+2 piercing and target must make DC 12 Con save or be poisoned for 1 minute 


Derro

Derro don’t really have a society, more of a mob mentality twisted by various forms of insanity. The basic derro is described on p224 of Out of the Abyss, and their sorcerous spellcasters, the Derro Savants, are on p225. The Derro Stabber and Derro Murderer here are talented in stealth and ambush tactics rather than sorcery, and will try to sneak attack any opponents. They have no formal training, but hone their vicious skills by trial and error, and by killing anyone they think they can get away with. 

Derro Stabber 

Small Humanoid (derro), Chaotic Evil

AC 13 (leather armour & dex bonus), HP 13 (3d6+3), Speed 30ft, Basic Profic Bonus +2

Str 9 (-1), Dex 14 (+2), Con 12 (+1), Int 11 (0), Wis 5 (-3), Cha 9 (-1)

Skills: Stealth +6

Senses: Darkvision 120ft, passive perc 7

Languages: Dwarvish, Undercommon

Challenge: ½  (100xp)

Insanity: Derro has advantage on saves vs charmed or frightened

Magic Resistance: Derro has advantage on saves against spells & magical effects

Sunlight Sensitivity: Derro has disadvantage on attack rolls and perception checks while in sunlight

Sneak Attack: Once per turn if derro stabber has advantage on to hit roll or an ally of the derro is within 5ft of target and the derro stabber does not have disadvantage, it can do extra 2d6 damage (same damage type as weapon being wielded), 

Gear: Leather armour, shortsword, light repeating crossbow, 10 bolts

Actions:

Shortsword: melee attack at +4 to hit for 1d6 +2 piercing damage

Light Repeating Crossbow: Ranged attack (40ft/160ft) at +4 to hit for 1d8 +2 piercing damage

Bonus Action: Cunning Action. Derro stabber can take a bonus action to make a dash even if in combat, or to Disengage. 


Derro Murderer

Small Humanoid (derro), Chaotic Evil

AC 14 (leather armour & dex bonus), HP 27 (6d6+6), Speed 30ft, Basic Profic Bonus +3

Str 10 (0), Dex 16 (+3), Con 12 (+1), Int 11 (0), Wis 5 (-3), Cha 9 (-1)

Skills: Stealth +9

Senses: Darkvision 120ft, passive perc 7

Languages: Dwarvish, Undercommon

Challenge: 2  (450xp)

Insanity: Derro has advantage on saves vs charmed or frightened

Magic Resistance: Derro has advantage on saves against spells & magical effects

Sunlight Sensitivity: Derro has disadvantage on attack rolls and perception checks while in sunlight

Sneak Attack: Once per turn if derro murderer has advantage on to hit roll or an ally of the derro is within 5ft of target and the derro stabber does not have disadvantage, it can do extra 3d6 damage (same damage type as weapon being wielded) , 

Gear: Leather armour, shortsword, light repeating crossbow, 10 bolts

Actions:

Shortsword: melee attack at +6 to hit for 1d6 +3 piercing damage

Light Repeating Crossbow: Ranged attack (40ft/160ft) at +4 to hit for 1d8 +3 piercing damage

Bonus Action: Cunning Action. Derro murderer can take a bonus action to make a dash even if in combat, or to Disengage. 


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 such 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

Str 16, Int 12, Wis 10, Dex 9, Con 14, Cha 13

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.