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 (3e) How good are you at winging NPC stats?
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Ozreth
Learned Scribe

188 Posts

Posted - 30 Aug 2011 :  07:51:50  Show Profile  Visit Ozreth's Homepage Send Ozreth a Private Message  Reply with Quote  Delete Topic
When running a 3e game how do you come up with NPC's on the spot? How well do you flesh out their stats? What tricks/books/tables/whatever do you use to make it a smooth experience?

Quale
Master of Realmslore

1757 Posts

Posted - 30 Aug 2011 :  08:05:20  Show Profile Send Quale a Private Message  Reply with Quote
For a balanced fight I have to know the pcs stats well, for the npcs, feats, builds and lots of detail don't matter much, I just make up the numbers. Then add one or two interesting spells or maneuvers the npc focuses on, improve it a bit too add versatility specifically against the party. It's faster this way, similar to 4e.
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Ozreth
Learned Scribe

188 Posts

Posted - 30 Aug 2011 :  08:13:23  Show Profile  Visit Ozreth's Homepage Send Ozreth a Private Message  Reply with Quote
Do you ever feel that by not having stats/feats/spells fleshed out you aren't using the system to it's potential and that your players are worrying about character development and strategy for nothing?
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Ayrik
Great Reader

Canada
7970 Posts

Posted - 30 Aug 2011 :  08:24:22  Show Profile Send Ayrik a Private Message  Reply with Quote
I don't bother preparing character sheets for NPCs unless they're intended to play some important or longterm role. Mostly they're invented on the fly, I'm not especially concerned with all the points adding up as long as things seem to make sense. Sometimes they get more detailed writeups once their importance is elevated, most of my NPC notes focus on the voice/personality/acting elements and only specify things which are somehow unusual or remarkable. Once making up (and thinking like) NPCs became a habit I found that the bulk of their details tend to always turn out the same whether I make them up now or make them up in a few months ... so no need to waste time and paper scribbling down redundancies.

[/Ayrik]
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Ozreth
Learned Scribe

188 Posts

Posted - 30 Aug 2011 :  08:30:10  Show Profile  Visit Ozreth's Homepage Send Ozreth a Private Message  Reply with Quote
Well I was thinking more along the lines of when you need to scrape up an NPC for an immediate fight.

Sure I just wing a personality and some descriptions, maybe a weapon or two for my interacting NPC's, and if it's just a quick bar brawl I'll make up some accurate stats, but when it's a pretty important fight that should be challenging I feel like I am cheating the players when I just make half (or more) of it up as I go. These types of NPCs are typically planned in advance but we all know that can't always be the case.
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Quale
Master of Realmslore

1757 Posts

Posted - 30 Aug 2011 :  08:42:40  Show Profile Send Quale a Private Message  Reply with Quote
They enjoy the unpredictability, there's actually more strategy they have to worry about when I change the rules for e.g for a spell. It also depends if one pc is focused on certain feat tree (e.g. grappling) then I have to worry about fleshing out that part of npcs stats. It's usually the bosses and npcs with whom they develop rivalries that are more fleshed out. The stats for drow and other encounters that will almost certainly end up in fights are much simpler.
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shandiris
Seeker

61 Posts

Posted - 30 Aug 2011 :  09:58:55  Show Profile Send shandiris a Private Message  Reply with Quote
I write most things down, but I wing certain things, like random commoners/experts. But I also like the challenge of challenging the PC's in different ways by just using the rules. If you wing everything except the BBEG, what do you need all those books for anyway? :P
But I try to make my NPC's so that (at the very least in theory) they could as a PC.
One thing I do tend to do: when the PC's do something unexpected (which happens alot in my group), I take an NPC from somewhere in my files (I think I have like 230 fully statted) and change around 2 feats or a race, and their personality and looks. They rarely notice and they the are realistic and consistent. (another problem with winging it)
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Diffan
Great Reader

USA
4429 Posts

Posted - 30 Aug 2011 :  13:34:03  Show Profile Send Diffan a Private Message  Reply with Quote
Hopefully these sites will help you in your campaigns:

FR NPC Generator (Wizards site)

Forgotten Realms NPC generator (Candlekeep.com)

There will probably be some over-lap between the two as I tried to put many of my creations from the Wiz-bro site to here.

As for creating NPCs, it depends on how much effort you want to put into them. On the fly, if I don't have one already created from another source (like from above), I'll usually go from the DMG's section on creating NPCs OR use a source books like Exemplars of Evil, Cityscape, Dungeonscape, etc. I guess it only really matter on how pivotal the NPC is going to be and if he'll be a re-occuring enemy of the PCs.

For starters, I don't adhere to the rule that NPCs play by PC standards. If I want an NPC to have some sort of magical ability but don't want to give him levels in wizard, then I'll just give him a Spell-like Ability and Role-play the reasons why he has it (even if there's nothing mechanical giving him this ability). Though for the purposes of the "Generators" above, I've kept things as legit as I can.

Also, I'll often roll for their abilities though 32-point by is used when dealing with a more strict campaign. As for gear, I'll give them the NPC value listed in the DMG or if they're like an "Adventuring Group" of NPCs then I'll give them the difference between PC and NPC wealth by level.

I also build them like they were PCs, and thus give them spell selections and/or maneuvers-stances (ToB) that will likely be used by my PCs and used with the intent to severly hamper the PCs progress (if that's the NPCs job). These guys, though, often have a bigger spot in the story besides "Random bad-guy #3 in room A13".
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 30 Aug 2011 :  13:57:18  Show Profile Send Bladewind a Private Message  Reply with Quote
I have used the 3rd party (Green Ronin) product Everybody Else statbook extensively; Merchants, Bakers and Farmers are all given appropriate stats. The book is divided into environments and each is given typical NPC's one can encounter there such as the tavern, the market, the road, the woods and the farmland.

From this I had made a quick reference document which I bring to bear whenever I need quick stats.

Here's a small excerpt from it:

The Tavern
Bartender (CR 2)
Male human Commmoner 3
HP: 8 Init: +0 Spd.: 30 AC: 10 Att: +1 (1d6/x3) F:+1 R:+1 W:+3 str 10 dex 10 con 10 int 10 wis 10 cha 12
Skillfocus: Diplomacy and Sensemotive, Iron Will
diplomacy +5, bluff +1, prof. (bartender) +6, spot +2, sense motive +4

Bouncer CR 1/2
Male orc Commoner 1
HP: 5 Init: +0 Spd.: 30 AC: 12 Att: +2 (1d3+2) F:+1 R:+0 W:+0 str 14 dex 11 con 12 int 8 wis 10 cha 8
Alertness
Forgery -1, listen +2, spot +2, sense motive +2

Tavern Boor (CR 1/2)
Male half-elf Commoner 1
HP: 3 Init: +1 Spd.: 30 AC: 11 Att: +0 (1d4) F:+0 R:+1 W:+0 str 10 dex 12 con 10 int 10 wis 10 cha 10
Skill focus (Bluff)
Bluff +4, Diplomacy +4, listen +1, spot +1, Gather Information +3, Kn. (local) +1

Gambler CR 1/2
Male Human Commoner 1
HP: 3 Init: +0 Spd.: 30 AC: 12 Att: +0 (1d3) F:+1 R:+0 W:+0 str 10 dex 11 con 10 int 12 wis 10 cha 10
Alertness, Run
Appraise +1, Bluff +2, Profession (Gambler) +4, listen +2, spot +6, sense motive +2


The Merchants Quarter
Shopkeeper (CR 2)
Female Human Commoner 3
As Gambler except HP: 10 F:+1 R:+1 W:+3 str 10 dex 11 con 10 int 10 wis 12 cha 10
Skillfocus (Appraise, Trade Knowledge, Profession Shopkeeper)
Appraise +5, Prof. (Shopkeep) +8, Knowledge (tradegoods) +5

Mercantile Seaman CR 1/2
Male Human Expert 1
HP: 4 Init: +0 Spd.: 30 AC: 12 Att: +2 (1d3+2) F:+1 R:+0 W:+2 str 10 dex 10 con 10 int 12 wis 10 cha 11
Skill Focus (Profession Merchant, Knowledge Geography)
Appraise +5, Bluff +4, Gather Info +4, Forgery +1, Kn. Geography +7, Kn Nobility +5, Prof. (Merchant +6, Sailor +2), Spellcraft +2

______________________

Just adjust the CR as you please and apply a +1 to all the skills and +1/2 per level to attacks as you increase them.

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders

Edited by - Bladewind on 30 Aug 2011 14:06:15
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 30 Aug 2011 :  18:08:18  Show Profile Send Bladewind a Private Message  Reply with Quote
The above were all for use in my Cimbar citystate campaign. Off coarse the players were all ranging from level 1 till 4. As they advanced I sometimes raised the level of the bulk NPC's to provide some more challenge or if it seemed appropriate: Usually +2 hp per level, +1 to most skills per level, +1 to saves per 3 levels and +1 to attack per 2 levels

Here are some more:
The Court
Customs Agent (CR 1/2)
Male Human Expert 1
HP: 4 Init: +0 Spd.: 30 AC: 12 Att: +0 (1d6) F:+0 R:+0 W:+1 str 10 dex 10 con 10 int 10 wis 12 cha 11
Skill Focus (Appraise, Profession Accountant)
Appraise +6, Intimidate +4, Diplomacy +4, Kn. Engineering +4, Prof. (Accountant +7), Search +4, Sense Motive +5

Judge CR 6
Female Human Expert 7
HP: 25 Init: +0 Spd.: 30 AC: 10 Att: +3 (1d3+2) F:+2 R:+2 W:+6 str 10 dex 10 con 10 int 12 wis 12 cha 10
Skill Focus (Diplomacy, Kn. Local, Kn. History, Sense Motive)
Diplomacy +14, Intimidate +10, Kn. Local +13, Kn. Nobility +10, Kn. Geography +6, Kn. History +13, Prof. (Judge +10), Sense Motive +13, Listen +11

Court Legionaire
Female Human Fighter 1
HP: 8 Init: +5 Spd.: 20 AC: 16 Att: Reach +2 (1d10+1) F:+3 R:+1 W:+0 str 12 dex 12 con 12 int 11 wis 10 cha 10
Alertness, Improved Initiative
Climb +2, Jump +2, Intimidate +2, Swim +2
Possesions: Breastplate, shortsword, 3 javelins, dagger, Glaive or
Breastplate, shortsword, 3 javelins, dagger and towershield AC 20

Scribe/Constable/Deskhelp CR 3
Male human Noble 1 /Expert 3
As judge except HP 24 AC: 14 Att +1 (1d4-1) Ranged +3 (1d4) F:+3 R:+5 W:+5 Str 8 dex 13 con 14 int 14
Diplomacy +7, Local Kn. +5, History Kn. +8, Sense Motive +7, Listen +7, Prof. Judge +7


My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders
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Ozreth
Learned Scribe

188 Posts

Posted - 30 Aug 2011 :  20:12:37  Show Profile  Visit Ozreth's Homepage Send Ozreth a Private Message  Reply with Quote
Some good stuff in here, thanks guys : ) unfortunately I can't find that green ronin book anywhere on the web. I check their product list on wikipedia and see nothing of the sort. Perhaps a different title or publisher?

edit: Found it! It's called Everyone Else and is a PDF by ENWorld publishing. Sweet!

Edited by - Ozreth on 31 Aug 2011 00:45:52
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Kentinal
Great Reader

4685 Posts

Posted - 31 Aug 2011 :  01:15:05  Show Profile Send Kentinal a Private Message  Reply with Quote
Well there are NPC generators on the web, should you need one within secounds. Some of course better then others.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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Ayrik
Great Reader

Canada
7970 Posts

Posted - 31 Aug 2011 :  03:46:03  Show Profile Send Ayrik a Private Message  Reply with Quote
There is also Diffan's Forgotten Realms NPC Generator scroll. From time to time I unashamedly steal some interesting characters to immerse into my game.

[/Ayrik]
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Diffan
Great Reader

USA
4429 Posts

Posted - 31 Aug 2011 :  16:10:56  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by Ayrik

There is also Diffan's Forgotten Realms NPC Generator scroll. From time to time I unashamedly steal some interesting characters to immerse into my game.



And your welcome . But I need to start making up new NPCs. I sorta got carried away with other projects and what-not. So, of course, feel free to use whatever you like from my threads, change them to suit your needs, etc.

EDIT: addendum
@ Bladewind: Those NPCs are going to be great in the new E6 campaign I'm running. Thanks for posting them.

Edited by - Diffan on 31 Aug 2011 16:13:36
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Copper Elven Vampire
Master of Realmslore

1078 Posts

Posted - 03 Sep 2011 :  11:43:17  Show Profile Send Copper Elven Vampire a Private Message  Reply with Quote
I have the most fun, rogue, stick-in-the-mud NPC ever!!! try this one on for size.

Curudin Ahmaquissar: "The Mischiefmaker of Silverymoon".

Male Trickster-Touched Moon Elf; Rogue 5/ Cleric 7/ Mischiefmaker 4/ Divine Disciple 5 of Erevan Ilesere:

CR 21; medium size humanoid (elf)(outsider- chaos); HD 5d6+10, plus 7d8+6, plus 4d6+8, plus 5d8+10; HP 135;
Init +8; Spd 30'; AC 25 (touch 18, Ff 20);
Atk +20/+15/+10 melee (1d8+6 plus 2d6 chaotic/ 17-20, +3 elven keen, chaotic longsword *Hidden Smile*), +19/+19/+14 melee (1d6+5/17-20, +2 elven keen shortsword of speed *Little Sneak*), +18/+13/+8 ranged (1d4+6 plus 1d6 elemental/ 18-20, +3 daggers of Elemental aura);

SQ: spells, spell-like abilities, moon elf traits, rogue abilities, cleric abilities, mischiefmaker abilities, divine disciple abilities.
AL CG; SV Fort +14 (+18 versus poison), Ref +14 (+22), Wil+14; Str 17, Dex 26, Con 13, Int 21, Wis 20, Cha 19.

Age: 102, Height: 5'10", Eyes: Blue, Hair: Short sapphire-blue & silver, Skin: Pale white with blue tints.

Spell-like abilities:
Imbue with spell ability/1'st and 2'nd level spells known
Protection from Law/(Transcendence) Free action.
Mock law, Improved pass without trace, Alter appearance, Knock, Mislead, Polymorph other/ 2x day.
Detect Law, Detect Magic/ 3x day.

Skills: Knowledge (religion)(arcana) +11/+8, Spellcraft +17, Heal +13, Bluff +16, Disable devise +15, Hide +31, Move Silent +31, Open lock +20, Listen +14, Pick pocket +18, Tumble +13, Sense motive +15, Intimidate +12, Spot +17, Search +17, Disguise +30, Balance +10, Escape artist +25, Gather info +10, Innuendo +10, Read lips +6, Use magic devise +17, Perform (buffoonery +5, dance +15, prank +20);

Skill Tricks: Acrobatic Backstab, Conceal Spellcasting, Escape Attack, False Theurgy, Hidden Blade, Quick Escape, Spot The Weak Point, Sudden Draw, Never Outnumbered, Swift Concentration, Twisted Charge, Walk The Walls, Second Impression.

Feats: TwF, Weapon focus (longsword/shortsword), Dodge, Lucky Fingers, Quick draw, Magical Fortune, Tempting Fate, Twin sword style, Freerunner (see below).

Special Qualities: Moon elf traits- immune to magic sleep spells, +2 save vs. enchantment spells, low light vision, +2 bonus on listen, search, and spot checks. Divine Disciple abilities- New domain, Divine emissary, Sacred defense +2, Imbue with spell ability, Trancendence, Spells. Mischiefmaker abilities- Mock law, Improved pass without trace, Alter appearance, Knock, Thwart magic trap, Sneak attack, Mislead, Polymorph other, Spells. Rogue abilities- Trapfinding, Trap sense, Uncanny dodge, Sneak attack +4d6, Evasion. Cleric abilities- Turn/rebuke undead, Aura, Spontaneous Casting, Spells.

Trickster Touched abilities:
Resist: Trickster-touched creatures are undaunted by poison or poison traps. He gains a +4 racial bonus on Fortitude saving throws against poison.

Spell-like Abilities: Trickster-touched creatures can often sense the presence of too much order and structure, as well as magical auras. He gains the ability to detect law or detect magic as the spells cast at his total character level in any combination a total of 3/day.

Abilities: Trickster-touched creatures are nimble, clever, and amiable. His abilities gain a bonus Increase as follows: Dex +6, Int +6, Cha +4. Special Qualities: Trickster-touched creatures seem unable to keep their noses out of trouble, and thus collect stray bits of lore from wherever their adventures take them on topics as varied as local personalities, the history and powers of artifacts, and the traits of monstrous races just as a bard can with bardic knowledge. This ability functions like the bardic knowledge class feature, except that the bonus for the check equals the Trickster-touched creature’s racial bonus + her Int modifier. Trickster-touched creatures have a base +1 racial bonus to their check, which increases by +1 for every 5 HD or class levels of the base creatures. This ability stacks with a bard’s bardic knowledge and similar abilities such as a Harper agent’s Harper knowledge or a loremaster’s lore class features. (Curudin's Trickster-Touched Knowledge: +13)

Feats: Trickster-touched creatures seem to have an endless supply of tricks up their sleeves. If the base creature has 5 or more HD or levels or upon gaining 5 HD or levels, the base creature gains Cool Head CS, Freerunner CS, Sure Hand CS, or Sweet Talker CS as a bonus feat, regardless of whether or not the base creature meets the prerequisites for the feat. The base creature must still meet the prerequisites for its chosen bonus skill tricks.

Cleric Spells per day: 6/7/7/7/6/6/5/5/4. Base DC = 15 +spell level. Deity: Erevan Ilesere. Domains: Trickery, Chaos, Luck. Caster Level: 16

Current Spells:
0 level- Create water, light, read magic, detect poison, detect magic, guidance.

1st level- Divine favor, doom, entropic shield, protection from law, shield of faith, Change self, Random action, Healers vision.

2nd level- Spell shield, invisibility, Hold person, Curse of ill fortune, cure moderate wounds, Shatter, Sound burst, Manifestation of the deity.

3rd level- Searing light, bestow curse, dispel magic, nondetection, Bladebane, Negative energy protection, Magic circle against law.

4th level- Weapon of the deity, Chaos hammer, Confusion, spell immunity, Know vulnerabilities, Freedom of movement.

5th level- Flame strike, Pixie dust, Crawling darkness, Dispel Law, Teleport, False vision.

6th level- Animate objects, Mislead, Heal, Suppress glyph, Greater dispelling.

7th level - Word of chaos, Spell turning, Screen, Regenerate, Fortunate fate.

8th level - Cloak of chaos, Polymorph any object, Greater planar ally, Symbol of spell loss.

Possessions: +3 elven keen chaotic longsword (Hidden Smile), +2 elven keen shortsword of speed (Little sneak), +3 ring of protection, Ring of invisibility, Boots of elvenkind, Cloak of elvenkind, Gloves of dexterity, Amulet of natural armor +2, Vest of disguise, +2 elven Deathward studded leather armor, Four +2 daggers of Elemental Aura, Ring of disease immunity, Moonfire salve, Fanged mask, Belt of priestly might and warding, The Tricksters Lucky Dice (Treat as Rod of Wonder)

Personal Info: Curudin Ahmaquissar is the leading cleric of Erevan Ilesere in Silverymoon and Everlund and master of the secret elven Rogues guild known as "The Rogues of the Laughing Twilight" in the same cities. He is known throughout the city as "The Mischiefmaker of Silverymoon" but none know that he is also the leader of the elven thieves guild. Curudin is extremely handsome even in the eyes of other elves. He is quick, witty, clever, charming, intelligent, alluring and has a completely chaotic disposition on life.

He is a hedonist in every sense of the word and thoroughly enjoys debauching others. He hardly ever has his eyes shut. Quick to laugh and even quicker to prank and trick everyone and anyone from the very powerful to the poor. He is very good in melee combat and has a tremendous amount of luck on his side. It is said by other elves who meet him that he is highly favored by his god Erevan, as his eyes gleam with otherworldly asymmetrical stars whenever he dons a sardonic grin or wry smile. Curudin is the consummate trickster, and the perfect, living mortal example of mischief incarnate! Change and excitement are the spices of his life, and he is always trying to reinvent himself and others, playing pranks that both amuse and enlighten. He has been blessed a special and rare gift from Erevan Ilesere and is known as Trickster-Touched.

Curudin has never been caught at anything involving thievery, pranking, tricking, games, wenching, scouting, shadowing, hiding, etc... etc... He runs the Midnight Gambol of Erevan every month and invites all who happen upon it. He is wild, mischievous, independent, and utterly unpredictable, playing pranks on others for the sheer joy of it, and can be found deep in sylvan glades among the fun-loving subjects of the Seelie Court.

In the city of Silverymoon and Everlund his guild of elven rogues steal only from other thieves and give back to the proper owners half of what was initially stolen from them. They run out of town those thieves, and will even fight other rogues who try to set up shop in the city. So far they have never failed. He owns 3 taverns in Silverymoon. One is for elves only, another is for mixed crowds, and the last is a brothel which fronts as a winery. Curudin is known by Alustriel Silverhand and others of high rank in the city, but leave him alone for the most part for his efforts to run out other thieves entering the city. His tricks and pranks on the other hand push all who encounter him to the very edge of sanity and reason... even becoming violent! But not a single person can point a finger directly at him for anything linking him to these pranks and tricks.

He is also a well known adventurer and hero in the northlands, having spent most his life so far in absolute danger and peril. He is never one to be scared or frightened and usually laughs in the place of fear. His career has a long list of very worthy accomplishments, including stealing from Fzoul Chembryl, Semmemmon, The Vampire manshoon, Storm Silverhand, Mintipur Moonsilver, Alustriel Silverhand, Mirt the Moneylender, and countless other kings, warlords and the like. All of them have never been able to catch him as of yet.

He is most famous, or infamous, for his risky and daring thefts of other churches, temples and faiths, including those of Bane, Shar, Tyr, Helm, Talona, Auril, Mask, Torm, Grazz't, Beshabba, Tymora and others. Just recently (1374-75) he was hired by Khelben Arunsun and The Moonstars to go on a extremely difficult mission to sneak into Shade Enclave and steal a item of invaluable price and power from the city of Shade and its leaders. The mission was successful and the item was stolen and laid into the hands of Khelben, but not without its losses. Curudin, being a Divine deciple of Erevan Ilesere couldn't help but play a wicked deadly trick on Prince Clariburnus and Prince Yder before making his daring escape in which he lost his prized dice almost at the cost of his life!

And to add to all this... as well as he is known, he is also just as unknown it seems, and he prefers to keep it that way as long as possible. He is quick to laugh and has a very healthy sense of humor... sometimes light and frivolous, and other times dark and sardonic.

As of 1375 he has been seen moving between Silverymoon and Waterdeep, and has been spotted spending a great deal of time with Elaith "the serpent" Craulnober and Fox-at-Twilight as of late. Last night, Khelben Arunsun, having seen them at the Hidden Dagger tavern, quietly said to himself that Elaith would do well to frequently check his belongings, and to never underestimate the chaotic power of a wicked Prank or Trick; Especially one performed by Curudin Ahmaquissar!!

Here's the guild members in short... "The Rogues of the laughing Twilight"

Curudin Ahmaquissar: Male Moon elf (stats above)

Laeirlefain Starleaf: Male Copper elf, Rogue 5/ Swashbuckler 8/ Combat Trickster 3

Mitzlevexven Leafbower: Male Moon elf, Rogue 5/ Wizard 5/ Magical Trickster 3

Azdeim Insilnarufen: Male Quickling (fey), Rogue 5/ Wizard 5/ Daggerspell mage 3

Seareghade Shimmerstar: Male Moon half elf, Illusionist 13/ Arcane Devotee 2 of Erevan Ilesere

Terrindill Shaelarra: Male Gold elf, Rogue 6/ Shadowdancer 6 (Shadow walker template)

Cepheus Nightsong: Male Star elf, Bard 16/ Uncanny Trickster 1

Shen-Shen Lhundlar: Female Gold half elf, Rogue 5/ Infiltrator 10

Quintillis Iliathor: Male Moon elf, Rogue 10/ Thief Acrobat 5/ Divine Seeker 2

Nym Nightsong: Male Star elf, Rogue 5/ Wizard 5/ Shadow Adept 5

Saffrathila Winterbough: Female Copper elf, Rogue 5/ Sorcerer 5/ Fortune's Friend 2

Zallathel Amarillis: Male Moon elf: Rogue 5/ Wizard 7/ Mage-killer 5

Filanelendil Winterbough: Male Copper elf: Rogue 7/ Tempest 5/ Temple Raider of Erevan Ilesere 3

Pheyloo Winterbough: Male Copper elf: Rogue 5/ Master Thrower 5/ Assassin 5

All are followers of Erevan Ilesere and are very devoted to each other, mischief and the city of Silverymoon and Everlund. Their pranks range anywhere from making livestock talk, giving a bad stench to someone, turning somebody the colors of Erevan, freezing the bath water of a noble while they were bathing, animating objects to dance and sing, subtly cutting the belt of a warrior so it falls when they reach for their weapon, turning a persons wine or ale into milk or sand, Altering the appearance of someone to look like a Satyr, casting a spell to make a Bard sound like a bugbear, etc... etc.. But also, they are called upon to search and locate ancient elven artifacts and treasures long lost before falling into the wrong hands. And if powerful elven artifacts do fall into the wrong hands then they are also called upon to act as elven assassins to search, find and destroy these wizards and sorcerers who would weild the ancient elven magic. But keep in mind, they do so their own way, on their own terms, for their own reasons, which always lead back to Erevan Ilesere, and the ways of his dogma. As of early 1375 they are in the employment of Khelben Arunsun and working with the Moonstars towards major events soon to come in the year. They have found "The Shattering Swords of Coronal Ynloeth" along with his Bracer, as well as The ancient Dwarven weapon "Twinblades Alight".
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Tyranthraxus
Senior Scribe

Netherlands
423 Posts

Posted - 03 Sep 2011 :  12:43:50  Show Profile  Visit Tyranthraxus's Homepage Send Tyranthraxus a Private Message  Reply with Quote
quote:
Originally posted by Diffan
@ Bladewind: Those NPCs are going to be great in the new E6 campaign I'm running. Thanks for posting them.



Agreed. They'll come in handy, thanks for sharing. Saves me the trouble if (not so) new players start randomly attacking citizens again.

I usually don't give stats to my NPCs unless the PCs are meant to fight 'em. If an unstatted NPC does get involved in combat I make up his/hers/its stats on the fly based on class(es), level, and equipment.

Back when I started DMing I remember I once winged a complete dungeon and the players had no clue.
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Bladewind
Master of Realmslore

Netherlands
1280 Posts

Posted - 03 Sep 2011 :  14:15:59  Show Profile Send Bladewind a Private Message  Reply with Quote
It's my pleasure, fellow scribes!

I'll sprinkle a few more to round out the collection. Most are handy in a city-based campaign. I like the Quack but my players hated him!

The Alley
Street Urchin (CR 1/4)
Small Male Human (child) Expert 1
HP: 2 Init: +2 Spd.: 20 AC: 13 Att: -1 (1d4-1) F:-1 R:+2 W:-1 str 6 dex 14 con 8 int 11 wis 9 cha 11
Skill Focus (Sleight of Hand), Run
Appraise +2, Intimidate -3, Hide +6, Move Silently +6, Kn. local +1, Open Lock +2, Sleight of Hand +9, Spot +1, Listen +2

Courtesan (CR 1/2)
Female Human Commoner 1
HP: 4 Init: +1 Spd.: 30 AC: 11 Att: +0 (1d6) F:+0 R:+0 W:+1 str 10 dex 10 con 10 int 10 wis 10 cha 11
Skill Focus (Diplomacy, Profession Courtesan)
Appraise +1, , Diplomacy +4, Prof. (Courtesan +6), Perform +1, Sense Motive +1

The Fence (CR 2)
Male Human Commoner 2/ Rogue 1
HP: 7 Init: +5 Spd.: 30 AC: 12 Att: +1 (1d4/19-20) F:-1 R:+3 W:+0 str 10 dex 12 con 8 int 12 wis 11 cha 12
Run, Skill Focus (Bluff), Improved Initiative
Appraise +3, Bluff +8, Intimidate +3, Kn. Local +4, Listen +2 Spot +2, Use Rope +5

The Upperclass district
The Mason (CR 1/2)
Male Human Expert 1
HP: 5 Init: +0 Spd.: 30 AC: 10 Att: +1 (1d4+1/x3) F:+0 R:+0 W:+1 str 12 dex 10 con 12 int 10 wis 12 cha 9
Skill Focus (Craft Sculpture, Profession Stonemason)
Craft Sculpture +6, Diplomacy +1, Jump +2, Climb +2, Intimidate +0, Kn. Engineering +4, Kn. Geography +4, Kn. Prof. (Stonemason +7), Search +4, Sense Motive +4, Swim +1

Quack (CR 2)
Male Human Commoner 3
HP: 8 Init: +0 Spd.: 30 AC: 13 Att: +1 (1d4/18-20) F:+1 R:+1 W:+1 str 10 dex 10 con 10 int 10 wis 10 cha 12
Skill Focus (Appraise, Bluff, Perform)
Appraise +3, Bluff +6, Diplomacy +4, Heal +2, Perform +5

The Surgeon (CR 1/2)
Female Human Expert 1
HP: 4 Init: +0 Spd.: 30 AC: 12 Att: +0 (1d4/18-20) F:+0 R:+0 W:+1 str 10 dex 10 con 10 int 12 wis 10 cha 11
Skill Focus (Heal, Profession Surgeon)
Diplomacy +4, Heal +6, Kn. Nature +5, Kn. Nobility +5, Kn. arcane +5, Prof. (Surgeon +6), Search +5, Sense Motive +4

My campaign sketches

Druidic Groves

Creature Feature: Giant Spiders

Edited by - Bladewind on 03 Sep 2011 14:25:12
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