EN World City Project: NPC Submissions

jdavis

First Post
Rez Highwind

Rez is a good time, fun loving gambler and party addict. He always shows up at the best parties and formal balls, he charming and whimsical and always makes a big splash with the ladies. Nobody knows much about his past except he is obviously of noble blood and is wealthy. He is a regular at the castle and is said to be close to Lady Kelvin, some say maybe even related to her. Rez is a sorcerer of some power but enjoys the thrill of dueling with his rapier and seems to prefer physical action to using his store of magic. Rez is a real mystery man in the city of Mor’s End.

Plot Hooks

1. Rez has hired the characters to go on a quest for him to retrieve a valuable object stolen by raiding goblins. What is this valuable object and why is Rez willing to pay for it’s return? When asked he is vague about what the object is and only says the party will know when they locate it.

2. The characters have been hired to learn the truth about Rez Highwind by one of the Noble houses. What is his connection to Lady Kelvin and why does he always seem to know more about this families private business than he should?

3. Rez is come up missing and the Lady Kelvin wants answers, can you discover who kidnapped Rez and return him before Lady Kelvin assigns the city guard to do a house to house search of the whole city, a act that would undoubtedly cause chaos and riots in the street. Why is Lady Kelvin so set on finding this one missing noble?
------------------------------------------------------------------------------
Rez Highwind: Male Human Ftr1/Sor6; Medium Humanoid ; HD 1d10+2 (Fighter), 6d4+12 (Sorcerer); hp 42; Init +6; Spd 30; AC 18; Atk +5 base melee, +6 base ranged; +8 (1d6+2, +1 Rapier); +5 (1d4+1, Dagger, silvered); AL CG; SV Fort +7, Ref +5, Will +7; STR 12, DEX 15, CON 14, INT 15, WIS 12, CHA 18.
Skills:
Alchemy+3, Climb+3, Concentration+9, Jump+3, Knowledge (arcana)+11, Knowledge (The Planes)+5, Ride+11, Scry+3, Spellcraft+12, Swim+2.
Feats:
Extra Spell, Improved Familiar, Improved Initiative, Weapon Finesse: Rapier, Weapon Focus: Rapier.
Possessions:
Weapons: +1 Rapier: Spell Storing; Dagger, silvered.
Armor: Mithral Shirt.
Magic: Ring: Protection +2; Wondrous: Cloak of resistance (+1); Potion: Charisma; Potion: Change Self; Potion: Cure Light Wounds.

Spells Known (Sor 6/7/6/4): 0 - Detect Magic, Disrupt Undead, Flare, Light, Mage Hand, Mending, Prestidigitation; 1st - Burning Hands, Mage Armor, Magic Missile, Protection from Evil; 2nd - Darkvision, Invisibility, Melf's Acid Arrow; 3rd - Lightning Bolt.
 

log in or register to remove this ad

Krug

Newshound
Balarous, the Priest of Beer

Balarous, the Priest of Beer

Balarous is a middle aged man with black hair and a thick belly.
He has a joyful laugh, and a thick, hearty belch. He wears plain brown robes.

There must be few roles as important as that for Balarous. He surveys the taverns of the city, tasting beer, ale and mead. Weekly he will proceed to the city square and give his ratings on which beers are exceptional, and which are terrible. Those that are judged excellent sell out quickly while those he deemed terrible will probably rot in cellars. With his colourful oratory ability and his flamboyance, he attracts a sizeable audience, and his reccomendations are quickly noted down.

At the end of his speech he asks for donations so he can proceed with his drinking. To him, protecting the integrity of beer and the palate of the populace is his holy cause.

Naturally Balarous isn't very much interested in adventuring, unless it means saving something important to him, such as a shipment of spirits. He has proved incorruptible by bribery or other means.

The most important time for him comes right after harvest, when even merchants from far afield come to town and let Balarous judge which is the best brew of the year. Since it promotes commerce, the city Elders are happy to let Balarous continue with this 'contest'.

Dialogue bits:
"We must constantly battle against the greatest of terrors... the most insidious of poisons... the vilest thing a man could ever taste... BAD BEER."

"My friend, Beer is what makes existence worthwhile. Can you drink coin? Gems? I submit indeed that civilization was BUILT by beer. Once some farmer unwittingly tasted fermented yeast, he had to find a way to make it EVERY day of his life. From farms begat taverns begat villages begat cities! We owe it all to this most unhumble drink!"

"My church is the tavern and my 'holy water' is the most popular of all!"

To his God: "Bulp, drink with me now!"
(Before drinking, he pours some beer on the ground in offering to his God. )

---------------
Balarous, Male Human Cleric2/Expert 3, AL: LN
Str: 12 Dex: 11 Con: 16 Int: 12 Wis: 14 Cha: 15
Domains: Beer

Stats to be cleaned up and done later
 
Last edited:


Krug

Newshound
Alfgeir BronzeRock, troublemaking Dwarf Warrior

Alfgeir roams human lands but despises them, particularly their beliefs and religions. He considers anything other than Dwarfish Gods to be blasphemy. When he is out of sight, he loves smashing and destroying statues and relics with his Warhammer. Gruff and stern, he constantly praises the ways of Dwarves and their Gods. His Warhammer is never far away during his sleep. He serves as a guard for the meantime, and was hired because he took care of a few undead skeletons that jumped on a local noble. He even has a reference letter to show for his brave act.

Adventure Seed: Alfgeir has smashed one statue too many. Some acolytes have, on their own accord, decided to hunt him down after he demolished the figurine of one of their gods. The acolytes are clumsy and never really fought before, but they plan to make an example of him.

-------------
Alfgeir, male dwarf Ftr1: CR 1; ECL 1; Medium-size Humanoid (dwarf); HD 1d10+2; hp 11; Init +0; Spd 20 ft; AC 10; Melee warhammer +3 (1d8+1/crit x3); Ranged light crossbow +1 (1d8/crit 19-20); SQ dwarven traits; AL N; SV Fort +4, Ref +0, Will +1; Str 13, Dex 11, Con 14, Int 8, Wis 13, Cha 10.

Skills and Feats: Knowledge (religion) +1, Hide +0, Intimidate +4, Listen +1, Move Silently +0, Ride +2, Spot +1; Power Attack, Weapon Focus (warhammer).

SQ–Dwarven Traits (Ex): 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 craft with stone or metal.

Equipment: Ring Mail, Masterwork Warhammer, Light Crossbow, 20 bolts, Hand Axe.
 

Tonguez

A suffusion of yellow
Old Whistling Tom the Beggar

Hark! Hark! The dogs do bark,
The beggars are coming to town.
Some in rags,
And some in tags,
And one in a velvet gown!

Old Whistling Tom the Beggar, male human

They are found in every city and yet they remain forever unknown. Unseen, they dwell within the shadows, in the alleyways, on the backrows where nobody goes.

Noone knows how long Old Tom has been part of the cityscape, but parents remember their own grandparents warning them to stay away from Old Whistling Tom.

Dressed in a Cloak of Red and Black Velvet Tom is a strange figure of a man. Lanky and wrinkled he looks like a scarecrow and yet his bright blue eyes sparkle like the Saphires of the Glittering Brotherhood. Tom himself is a Watcher, a Listener he knows the city better than anyone, its shortcuts and backrows. Its hidden ways, its underground, its Other side -he knows its secrets.

People fear old Tom, with his strange mumblings and eccentric ways. But they also know that they can trust him and that he has never turned any worthy soul away. For this reason Tom does have a small cadre of loyal associates - people who bring him news and gossip from around the city. There is very little that happens in Mors End that Old Whistling Tom does not know.

Plothooks:
1. Old Whistling Tom has a role as 'Sage' of Urban gossip within Mors End. If PCs need information Old Whistling Tom can probably provide it (though he might not willingly give it)

2. What association does Old Tom have with Lady Kelvin and her regular dissapearances?

3. Old Tom is the Watcher for the City - charged with keeping tab of the 'Others' (the supernatural denizens of Mors End) - now something weird is going on and Old Tom needs your help!


Adp2/Brd4/Exp2: CR 7; ECL 8; Medium-size Humanoid; HD 8d6+24; hp 52; Init +7; Spd 30 ft; AC 13 (+3 Dex); Melee dagger +5 (1d4/crit 19-20); Ranged dagger +8 (1d4/crit 19-20), or light crossbow +8 (1d8/crit 19-20); SA spells; SQ bardic knowledge, bardic music, summon familiar; AL CN; SV Fort +6, Ref +7, Will +15; Str 10, Dex 16, Con 17, Int 16, Wis 20, Cha 18.

Skills: Perform 14, Appraise, Bluff, Diplomacy, Gather Information, Hide, Intimidate, Intuit Direction, Listen, Move Silently, Spot, Use Magic Device, Knowledge (streetwise), Knowledge (folklore), Wilderness Lore (urban) ;

Feats Leadership, Alertness, Great Fortitude, Improved Initiative.

Bard Spells:

Adept Spells Prepared (3/3):

Equipment: Light Crossbow, Cloak of the Bat, Dagger.
 


David Argall

First Post
hardly a chance for Stalker

Now granted, such a mega character allows you to drag in most anything. But the thing is still too upsetting.
No. We have a low level city, and should develop a low level city, not try to drag in nonsense that does not fit.
 

jdavis

First Post
Re: hardly a chance for Stalker

David Argall said:
Now granted, such a mega character allows you to drag in most anything. But the thing is still too upsetting.
No. We have a low level city, and should develop a low level city, not try to drag in nonsense that does not fit.

I already posted a opinion in the crafts thread on the concept. I think you should kill off the levels entirely and just make him "very high level and very mysterious" that way DM's can adapt the concept to fit in their world better.
 

jdavis

First Post
Thomas Haljan; Captain of the Guard.

Thomas comes from a once noble and powerful family who has now fallen on hard times. He is a proud fighter and a strong leader of men. When Thomas was young he joined the army to support his family, his father was dead and his mother was ill; he was all that was left to support his 2 sisters and carry on the family name. He was a good soldier and quickly worked his way up the ranks. He has been Captain of the Guard for 11 years now, before that he served as one of Lady Kelvin’s elite guards for 7 years, and spent another 12 years as a city guard on the wall before that. His men love him as he is one of them, a man who worked his way off the city wall to become one of the elite and then came back to lead them. His position has once again put some worth into his family’s name and insured that both his sisters found husbands worthy of their station. Thomas dislikes Sebastiano Palmora and feels that the job of General of the Army should have been his by right. He feels that if his family name had carried the weight of the Palmora family and if he had the connections than he would have been General, he has proved himself on the wall and feels he is better qualified. He keeps these feelings to himself and follows orders as a good soldier should but deep down he is a man with a grudge. All he has left of his father and his once proud heritage is his father’s sword. The blade has been passed down through 12 generations of the Haljan family, pre-dating their arrival in the city. Thomas keeps the nature of the sword well hidden. Recently Thomas won a pair of magic boots from a member of the Order of the Winter Storm in a game of cards that lasted all night. He doesn’t know much about the boots except they keep his feet warm on those cold nights on the wall.

Plot Hooks
Thomas patiently waits his chance to discredit Sebastiano Palmora and is not above hiring adventurers to try to dig up information on the General. He feels that the General is up to something but is it his personal grudge talking or is there some truth to this gut feeling?

Thomas has made an enemy in the Order of the Winter Storm. Word has gotten back to the Order that he is a card cheat and a thief. The member who lost his boots to Thomas in the card game now believes Thomas cheated and is plotting to get back at the Captain. Thomas would never lower himself to cheating at cards and can’t believe anybody would even dream of accusing him of something so beneath him. Can the PC’s find out who is setting up the Captain and defuse this situation before it erupts into violence?

------------------------------------------------------------------------------
Thomas Haljan: Male Human War9; HD 9d8+9 (Warrior); hp 68; Init + 2; Spd 20; AC 20; Atk + 11 base melee, + 11 base ranged; +13 (1d8+4, +2 Longsword); +12 (1d10, Crossbow, heavy, Masterwork); AL LN; SV Fort + 7, Ref + 5, Will + 4; STR 14, DEX 15, CON 13, INT 12, WIS 13, CHA 14.
Skills: Diplomacy + 6, Gather Information + 4, Intimidate + 10, Knowledge (Local) + 4, Knowledge (War) + 8, Knowledge (Weaponry) + 6, Listen + 5, Ride + 6, Spot + 3.
Feats: Alertness, Leadership, Power Attack, Sunder, Combat Reflexes.
Possessions:
Weapons: Crossbow, heavy, Masterwork; +2 Longsword.
Armor: Full plate, Masterwork.
Shields: Shield, small, steel, Masterwork.
Magic: Wondrous: Boots of the Winterlands
 
Last edited:

jdavis

First Post
Bolius Chier; Captain of the Watch

Bolius served for nearly 30 years as an Outland Ranger before being severely wounded on a raid against Silk Fish poachers. Deciding that he had lost a step and should step down Bolius retired from the Outland Rangers and took the spot of Captain of the Watch, which had just opened up in town. He is a grizzled veteran of many fights and campaigns against the tribes to the south; he still enjoys a good fight and often goes out on patrol with his men. Breaking up tavern fights and chasing pickpockets is nothing compared to the thrill of ambushing orcs in the swamp or tracking Trolls but Bolius realizes that his days of adventure are behind him now. His men respect Bolius for his straightforward attitude and his love for the laws of Mor’s End but he is still regarded as an outsider set to run the Watch. He accepts this and strives to earn his men’s respect. He is not ready to retire yet and finds commanding the watch a good challenge. He was known and respected by the Palmora family due to his work fighting against Silk Fish poachers and it was Anton Palmora who pulled some strings to get him this post. He is no great fan of Sebastiano Palmora but shows him respect out of friendship with Sebastiano’s father, Anton.

Bolius hair has gone gray and is thinning on top, he walks with a limp and complains of his bones getting too old, but his quarterstaff is still feared in the streets of Mor’s End and the rowdiest drunks quickly sober up when they hear that Bolius is on his way to crack some heads.

Plot Hooks
Bolius has beep told by Thomas Haljan that General Palmora may be up to something underhanded. Does he believe the jaded captain of the guard or does he trust that the son of his good friend Anton Palmora would be above such things? Perhaps he should hire some adventurers to look into it.

Bolius has been having trouble with the thieves guild in town. While solving crimes is not actually part of the job of the Watch, Bolius wants to know why there has been more activity on the streets as of late. He hires a group of adventurers to find out what is going on and to put the thieves guild back in it's place.

-------------------------------------------------------------------------------
Bolius Chier: Male Human Rgr4/Rog2; HD 4d10+4 (Ranger), 2d6+2 (Rogue); hp 41; Init + 3; Spd 30; AC 13; Atk + 7 base melee, + 8 base ranged; +8 (1d6+3, Quarterstaff, Masterwork); +10 (1d6, Shortbow, composite, Masterwork); +8 (1d8+3, Longsword, Masterwork); AL LG; SV Fort + 5, Ref + 7, Will + 4; STR 14, DEX 16, CON 12, INT 10, WIS 17, CHA 13.
Class Features: Ranger: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Improved Two-Weapon Fighting, Favored Enemies (1), Track, Spells, Favored Enemy: Humanoid (Orc); Rogue: Traps, Medium Rogue weapon proficiencies, Rogue weapon proficiencies, Light armor proficiency, Sneak Attack +1d6, Evasion;
Skills: Climb + 4, Gather Information + 4, Handle Animal + 3, Hide + 10, Intuit Direction + 5, Listen + 8, Move Silently + 7, Ride + 4, Search + 6, Spot + 10, Wilderness Lore + 8.
Feats: Improved Unarmed Strike, Point Blank Shot, Precise Shot, Track, Weapon Focus: Shortbow, composite.
Possessions:
Weapons: Shortbow, composite, Masterwork; Longsword, Masterwork; Quarterstaff, Masterwork. Armor: Elven Chain.

Ranger Spells Per Day: 1.
 

Remove ads

Top