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101 NPCs OR "99 NPCs on the Wall (+2)"
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<blockquote data-quote="steeldragons" data-source="post: 5537951" data-attributes="member: 92511"><p>56. "Shin". Human/female. Maybe she's a monk or a thief or a priestess of some unknown god...or just some maiden?...you have no idea. She doesn't speak your language. She seems to need help, falling to her knees or grabbing onto the most powerful looking warrior. Her language and appearance (clothing, hair style, etc.) are like nothing you've ever encountered. Finding some means to communicate with her reveals she needs to get to a ship to get home...to some land believed to be myth. She was kidnapped from her homeland...by <insert slaver/crime organization here...or maybe some noble into "exotic goods"?>.</p><p></p><p>57. Chantacleer. You encounter a talking rooster. He's opted to speak to the PCs (or A PC), surreptitiously, because they look like experienced adventurers that can get things done. He claims to be a prince of <insert country/kingdom here> cursed/transformed by an evil witch who took his throne. She has usurped his throne and he needs your help to depose her and restore himself to humanity. In reality, Chantacleer is an evil wizard who lost a magical duel and slaying the rightful ruler will return him to human form, a magic-user of 10th level. He will immediately thank the party and shower them with gold to have them leave his land. If they discover the truth, he will flee (if still a rooster) or fght them with everything he's got. (Note: He will not detect as "evil" in rooster form, being a common animal and all.)</p><p></p><p>58 & 59. Brok & Grok. Half-orc twins/male. These are good guys. They're honest, hard working, sincere. They've survived the world (after fleeing their orc tribe) putting their brawn to good use as laborers. Their distinctly half-orcish appearance makes finding honest work difficult, but they try to manage as best they can.</p><p></p><p>60. Hoo? An aged giant owl who can communicate telepathically. But all he can say is "hoo". He watched a swathe of woodlands not far from town and, if he deems them worthy, will ask for the PCs aid in ridding his woods of a dark/demonic presence. The "dark presence" is actually just average humans settling near his wood, cutting down lots of trees for homesteads and timber business.</p><p></p><p>61. Gerthrude Jinglepots. Dwarf/female. The proprietor and bartender of the dwarf-catering Happy Bellows inn and tavern in <insert town/city/village here>. They have the BEST homemade dwarven ale in 10 leagues. She's a no nonsense, all business kinda innkeeper. Pay the fees, we have no problems. Try to bring an elf into her establishment...there might be. </p><p></p><p>62. Krud. Ogre/male. Krud is the bouncer for the Happy Bellows tavern. He is tolerated by the dwarves that frequent the space because he is totally devoted to Gerthrude..."Gerthrude save Krud from burning fire...and feed Krud too. Krud help Gerthrude always." Needless to say, there is verrrry little trouble at the Happy Bellows tavern. He's also fairly strict when on duty..."Gerthrude not like pointy-ears [elves]. No come in."</p><p></p><p>63. Estrathil Avrien. Elf (grey elf if you use those or eladrin if you prefer)/male. Mage 7th level. He's lost a "very important" trinket <insert campaign relevant powerful item here> and needs help to find it. He will use magic, sparingly, to aid the PCs as necessary, but generally wants them to do the work...keeping his magic for his own protection and/or escape. He MUST find this item and return it to his "master."</p><p></p><p>64. Brunice Cobbler. Human/female. The town's most celebrated shoe-maker/repairer. She's a harsh-faced but good-hearted honest businesswoman.</p><p></p><p>65. Sendralla Whitewax. Human/female. She's the candlestick maker. A lovely, recently-widowed young woman. She is willing to do anything to accommodate new business...including fabricating "magic candles" (with instruction). Since her [much older abusive] husband died, she has been struggling to keep the candle-making business afloat. Sendralla's am opportunist "black-widow."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5537951, member: 92511"] 56. "Shin". Human/female. Maybe she's a monk or a thief or a priestess of some unknown god...or just some maiden?...you have no idea. She doesn't speak your language. She seems to need help, falling to her knees or grabbing onto the most powerful looking warrior. Her language and appearance (clothing, hair style, etc.) are like nothing you've ever encountered. Finding some means to communicate with her reveals she needs to get to a ship to get home...to some land believed to be myth. She was kidnapped from her homeland...by <insert slaver/crime organization here...or maybe some noble into "exotic goods"?>. 57. Chantacleer. You encounter a talking rooster. He's opted to speak to the PCs (or A PC), surreptitiously, because they look like experienced adventurers that can get things done. He claims to be a prince of <insert country/kingdom here> cursed/transformed by an evil witch who took his throne. She has usurped his throne and he needs your help to depose her and restore himself to humanity. In reality, Chantacleer is an evil wizard who lost a magical duel and slaying the rightful ruler will return him to human form, a magic-user of 10th level. He will immediately thank the party and shower them with gold to have them leave his land. If they discover the truth, he will flee (if still a rooster) or fght them with everything he's got. (Note: He will not detect as "evil" in rooster form, being a common animal and all.) 58 & 59. Brok & Grok. Half-orc twins/male. These are good guys. They're honest, hard working, sincere. They've survived the world (after fleeing their orc tribe) putting their brawn to good use as laborers. Their distinctly half-orcish appearance makes finding honest work difficult, but they try to manage as best they can. 60. Hoo? An aged giant owl who can communicate telepathically. But all he can say is "hoo". He watched a swathe of woodlands not far from town and, if he deems them worthy, will ask for the PCs aid in ridding his woods of a dark/demonic presence. The "dark presence" is actually just average humans settling near his wood, cutting down lots of trees for homesteads and timber business. 61. Gerthrude Jinglepots. Dwarf/female. The proprietor and bartender of the dwarf-catering Happy Bellows inn and tavern in <insert town/city/village here>. They have the BEST homemade dwarven ale in 10 leagues. She's a no nonsense, all business kinda innkeeper. Pay the fees, we have no problems. Try to bring an elf into her establishment...there might be. 62. Krud. Ogre/male. Krud is the bouncer for the Happy Bellows tavern. He is tolerated by the dwarves that frequent the space because he is totally devoted to Gerthrude..."Gerthrude save Krud from burning fire...and feed Krud too. Krud help Gerthrude always." Needless to say, there is verrrry little trouble at the Happy Bellows tavern. He's also fairly strict when on duty..."Gerthrude not like pointy-ears [elves]. No come in." 63. Estrathil Avrien. Elf (grey elf if you use those or eladrin if you prefer)/male. Mage 7th level. He's lost a "very important" trinket <insert campaign relevant powerful item here> and needs help to find it. He will use magic, sparingly, to aid the PCs as necessary, but generally wants them to do the work...keeping his magic for his own protection and/or escape. He MUST find this item and return it to his "master." 64. Brunice Cobbler. Human/female. The town's most celebrated shoe-maker/repairer. She's a harsh-faced but good-hearted honest businesswoman. 65. Sendralla Whitewax. Human/female. She's the candlestick maker. A lovely, recently-widowed young woman. She is willing to do anything to accommodate new business...including fabricating "magic candles" (with instruction). Since her [much older abusive] husband died, she has been struggling to keep the candle-making business afloat. Sendralla's am opportunist "black-widow." [/QUOTE]
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