Assorted Freeport NPCs O' Fun

Evil Josef

First Post
Having had the Freeport: City of Adventure sourcebook for some time, and no avenue with which to put it to more proper use, I came upon the idea of tossing out a few random NPCs with a teensy bit of Freeport connection and some handy adventure hooks to go along with them. I plan on contributing a few more poorly constructed NPCs here and there in the future, with the intention of using some of the other sourcebooks to stir things up, as well as leaving a lot of the details open enough to make for an easy fit should anyone actually want to use them (gods forbid!). Enjoy!
 

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Fang & The Black Fog

As a city full of strange and foreign things, hardly anything can be considered new or unique among the denizens of Freeport. Yet, from time to time, a few beings from some strange far off land land at the docks that mystify the residents with strange manners, bizarre powers, and alien discipline. Most of these are benign strains of humans, but occassionally, something more otherworldly – and deadly – finds a new home in the shadowed labyrinthe of Freeport’s tangled streets.

Fang and his retinue are among the latter type of foreigners. No one knows exactly where Fang himself came from – the shipyard’s logs record no such man having arrived by sea-going vessel, and no one else is aware of Fang’s more aquatic abilities – but few who were present can forget when his small army of foot soldiers and wizened craftsmen, lead by the gigantic crag-faced ogre Twice-Smashed, arrived in a uniquely constructed and massively proportioned ship. Their impromptu parade straight into the heart of Scurvytown sent up cries of alarm all over the city, but before anyone appropriate could respond – or figure out exactly what was going on, for that matter – the entire mass of them disappeared into the murky quarter.

Now so entrenched, members of the Black Fog gang are hardly seen during the daylight hours, and, thanks to their namesake habit of appearing out of a cloud of mist and smoke, are barely seen during the night, either, when the black-robed grunts make their rounds of Scurvytown and the Warehouse District, running unknown errands for Fang. Most people would rather not see Twice-Smashed at all; the massive ogre, strangely disciplined in action though slow in thought, only appears when a deadly vengeance is to be handed out to those who get too curious about Black Fog’s operations.

Though the Black Fog appears to be concerned mainly with the production of magic items and powerful narcotics, rumors of dark ritual and psychic enslavement are growing more and more prolific as time drags on.

Adventure Hooks:

- Fang and his team of alchemists have devised a metamagic drug that grants wizards and sorcerers intense power for modifying their spells, but the equally intense addiction that results leaves some of the city’s most powerful mages servants to their Black Fog pushers. The Sea Lord’s Guard is being pressured by the Freeport Institute and the Wizard’s Guild to do something about it, but seems unwilling to expend its own forces in persuing the Black Fog. Finn’s Syndicate is equally interested in the matter – they’d do anything to get their hands on a formula for making the drug. Worse yet, impoverished mages are resorting to desperate measures to get their hit – either by way of robbery or submitting their talents and their will to Black Fog handlers.

- Violence is escalating between Black Fog soldiers and Syndicate enforcers over turf and rights to black market property. To make matters worse, Twice-Smashed is starting to make regular visits to the Pit for recruitment purposes, and quite a few orcs and ogres are learning to accept happy servitude at the end of his gnarled, thundering club. The Sea Lord’s Guard are practically locking themselves away inside their precinct houses, and the unfettered gang warfare is threatening the burn the city to the ground.



Fang – male sea spirit-folk, 10 lvl wu jen - CR 10; medium-sized humanoid (spirit); hp 30; Init +1 (Dex); Spd 30 ft., swim 30 ft.; AC 14 (+1 Dex, +2 ring of protection); Atk +6 melee masterwork dagger (1d4; 19-20/x2) or +7 masterwork light crossbow (1d8; 19-20/x2); SA Sudden action, spell secrets; SQ Sea spirit-folk traits, elemental mastery (water); AL NE; SV Fort +3, Ref +4, Will +8; Str 10, Dex 12, Con 11, Int 17, Wis 13 , Cha 15.

Skills and Feats: Alchemy +16, Hide +7, Listen +9, Move Silently +3, Scry +14, Search +3, Spellcraft +3, Spot +3; Alertness, Brew Potion, Craft Magic Arms and Armor, Quicken Spell, Scribe Scroll.

Possessions: Fang’s revealing mirror (acts as a crystal ball), +2 ring of protection.

Spells Prepared (4/5/5/4/3/2): 0 (DC 13) – detect magic, light, ray of frost*, read magic; 1st (DC 14) – cobra’s breath*, obscuring mist*, change self, detect good, hypnotism; 2nd (DC 15) – animate water*, fog cloud*, ice blast* (enlarged)~, ice knife*, swim*; 3rd (DC 16) – gaseous form* (extended)~, steam breath*, stinking cloud*, water breathing*; 4th (DC 17) – ice storm*, wall of ice*, water to poison*; 5th (DC 18) – cone of cold*, dominate person (silent)~.

* Elemental (Water) spells.

~Spell Secrets: Must fill his spell slots with as many water element spells available at that level as possible before preparing any other spells, must return to the sea once a day, must only eat that which comes from the sea, must never cut his hair.



Twice-Smashed – male ogre, 10th lvl sohei – CR 12; large giant; hp 124; Init +5 (+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 23 (+1 Dex, +5 natural, +7 +2 lamellar); Atk +22/+17/+12 melee +1 thundering greatclub (1d10+9, 19-20/x2); SA Ki frenzy 3/day, strength of mind, mettle; SQ Darkvision 60 ft.; AL LE; SV Fort +15, Ref +7, Will +6; Str 26, Dex 12, Con 18, Int 5, Wis 15, Cha 13.

Skills and Feats: Listen +4, Spot +8; Defensive Strike, Deflect Arrows, Improved Critical (greatclub), Improved Initiative, Lightning Reflexes, Power Attack, Remain Conscious, Weapon Focus (greatclub).

Spells Prepared (2/2) – 1st (DC 13) – divine favor, weapon bless; 2nd (DC 14) – lesser restoration, warning.



Average Black Fog Soldier – male or female human, 1st lvl rogue – CR 1; medium-sized human, hp 6; Init +2 (Dex); Spd 30 ft.; AC 12 (Dex); Atk +1 melee quarterstaff (1d6+1, x2) or +2 ranged hand crossbow (1d4 19-20/x2); SA Sneak attack +1d6; Fort +0, Ref +4, Will +0; Str 12, Dex 14, Con 10, Int 12, Wis 10, Cha 9.

Skills and Feats: Hide +6, Intimidate +3, Jump +5, Listen +4, Move Silently +8, Open Lock +6, Search +5, Spot +4, Tumble +6, Use Rope +6; Dodge, Skill Focus (Move Silently).
 

Svern Oakenlimb the Forsaker

“Evil Eye” Fleagle (see pg. 89, Freeport sourcebook) has always been an odd fellow, fond of standing on the corner in front of his Fine Weapon Emporium and raving about the apparent corruption and oppression of the Captain’s Council. He’s always contended that there’s a “revlooshun” coming. If the looks of his new companions are any indication, the “revlooshun” is here.

A few weeks ago, a band of strangely accented dwarves arrived at Fleagle’s shop and the old shopkeeper welcomed them with open arms, setting them up in the secret, fortified bunker under his business. Soon thereafter, Fleagle’s claims of corruption and oppression weren’t merely constrained to that of the city’s politicians. Accompanied by a contingent of heavily armed and sour-faced dwarves, he now wanders from one end of the city to the other, preaching against the inherent evils of magic.

He also preaches another ideal – the brilliance and forward thinking of a particularly nasty member of the dwarven troop named Svern Oakenlimb. Svern hardly ever comes out of the bunker underneath Fleagle’s shop, but when he does, he’s a terrible sight to see. His eyes are ringed with dark from lack of sleep, his long tangled red-beard is overgrown and tangled in the slits of his helmet’s chin-guard, and his plate armor hasn’t seen a polishing rag since it was forged. It only takes a few moments of conversation to confirm that he is truly insane. When he does emerge from the Fine Weapon Emporium, he limps down the street mumbling under his breath about ‘eating magic essence’ and ‘cleansing arcane filth’, making his way to various magic shops to buy up their stock with a seemingly never-ending supply of gold.

Adventure Hooks

- Fleagle’s shop goes up in a great explosion, and the wary magician’s lobby that had been monitoring the situation with the dwarves uses the opportunity to press an investigation of the matter. In the bunker, largely untouched by the fire that destroyed the shop, a team of forensic wizards uncover a few disturbing clues about something called a ‘forsaken ritual’. The shop was the first of such rituals designed to destroy magical items and usurp their energies for some strange purpose, and the discovery of a map of the Warehouse District found behind an empty trunk doesn’t bode well for the future.

- The Sea Lord’s Guard learns of the location of a safehouse in Drac’s End where the dwarves are apparently stockpiling all manner of magical components. Before they can act on the information, however, Svern, Fleagle, and their comrades fortify themselves inside with a kidnapped wizard who happens to specialize in conjuration. Their demands are seem simple enough to the layman guard, but higher officials are wary of the ten bags of silver dust the group is asking for. What sort of creature could a group of militant magic haters be interested in breaking loose in this reality?


Svern Oakenlimb – male dwarf, 6th lvl fighter/3rd lvl Forsaker – CR 9; medium-sized humanoid, hp 82; Init +0; Spd 15 ft.; AC 21 (+8 full plate, +2 large steel shield, +1 tough defense); Atk +15/+10 melee masterwork warhammer (1d8+4 20/x3); SQ Dwarven traits, forsake magic, SR 13, DR 3/+1, magic destruction, fast healing 1 (20), tough defense; SA Natural weapons; AL LE; SV Fort +11, Ref +5, Will +10; Str 18, Dex 10, Con 13, Int 8, Wis 17, Cha 12.

Skills and Feats: Climb +2, Jump –1; Cleave, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack, Sunder, Weapon Focus (warhammer).
 

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