EN World City Project: NPC Submissions

Geeve Sneeble; Gnome cat burglar

Geeve has been described as young, talented and with a bright future ahead of him; unfortunately the people who described him as such belong to the guild of thieves. Geeve started out as a wizard who moved to the city to make a place for himself, unfortunately he ran afoul of the Thieves guild and ended up helping them to do a robbery on a prominent noble in the city. An odd thing happened shortly after that, Geeve decided that he liked stealing and actually joined the guild of his own free will. Geeve has been robbing wealthy members of the town ever since. Geeve uses his special talents to help him in getting in and out of prominent residences and finding the best loot. He doesn’t rob the poor but that is only because they don’t have anything he wants. He has passed up chances to gain a higher position in the guild as that may take him off the streets. Geeve Sneeble robs people of their most valuable possessions not for greed but because it’s fun.

Plot Hooks
One of Geeve’s victims has hired the adventurers to get their stuff back, but what Geeve stole could embarrass the family. How will the adventurers catch the famed cat burglar? And what will they do when they find out what the item is?

Geeve has stolen the most important thing ever in his short career, the secret formula to the glaze the potters guild uses to glaze their pots. Now his nightly entertainment has put a price on his head and has caused a uproar in the streets.
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Geeve Sneeble: Male Gnome, Rog2/Wiz3; HD 2d6+4 (Rogue), 3d4+6 (Wizard); hp 25; Init + 7; Spd 20; AC 16; Atk + 3 base melee, + 6 base ranged; +4 (1d6, Sword, short, Masterwork); +6 (1d4, Crossbow, hand); +3 (1d4, Dagger, punching); SA: Spell-like abilities; SQ: Low-light vision (Ex); AL N; SV Fort + 3, Ref + 7, Will + 3; STR 10, DEX 17, CON 15, INT 17, WIS 10, CHA 11.
Skills: Alchemy + 5, Climb + 14, Concentration + 6, Disable Device + 13, Hide + 10, Intuit Direction + 1, Jump + 10, Knowledge (arcana) + 6, Knowledge (Streetwise) + 5, Listen + 8, Move Silently + 10, Open Lock + 13, Scry + 6, Search + 8, Speak Language + 1, Spellcraft + 6, Spot + 8, Tumble + 4, Use Magic Device + 2.
Feats: Dodge, Improved Initiative, Scribe Scroll
Possessions:
Weapons: Sword, short, Masterwork; Dagger, punching; Crossbow, hand.
Armor: Leather, Masterwork.
Goods: Thieves' tools, Masterwork; Spell component pouch, Small; Spellbook, wizard`s, Small; Magnifying glass.
Magic: Wondrous: Dust of tracelessness; Ring: Climbing; Wondrous: Boots of striding and springing; Wondrous: Rope of Climbing.
Spells Known (Wiz 4/3/2): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Repair Minor Damage, Repair Minor Damage, Resistance; 1st - Change Self, Color Spray, Identify, Magic Missile, Obscuring Mist, Silent Image, Spider Climb, Unseen Servant; 2nd - Blur, Invisibility, Mirror Image.
Spells Prepared (Wiz 4/3/2)
 
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How does he come up with them... :D

Nice work again jdavis. He probably wouldn't be quite as "young" at 5th level though.

Question to all of you NPC writers: Do you use any sort of tool to generate these? Do you just type them straight into the statblock generator? Or do you do it entirely from scratch on paper?
 
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Conaill said:
How does he come up with them... :D

Nice work again jdavis. He probably wouldn't be quite as "young" at 5th level though.

Question to all of you NPC writers: Do you use any sort of tool to generate these? Do you just type them straight into the statblock generator? Or do you do it entirely from scratch on paper?

I actually use the James Buck NPC generator on unimportant NPC's and the much maligned e-tools for the important ones. Get a stat block and cut/paste to word then write up a description. It's actually the same way I make up adventurers when I am DMing a game.

(young for a Gnome would be around 40 to 50 years old).
 
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Okay... so he's not a tinker....

Duncan Fletcher

Duncan lives across from Bert’s Barrels and Baskets, but spends most of his time walking the streets of Mor’s End. Duncan is a tinker, and patches pots, re-tiles roofs, repairs wiring and small tools, and generally fixes and repairs broken items of all sorts. Most of Duncan’s clientele are found in the Squats, and are those labourers who can’t afford the cost of replacing items.

Duncan’s home is small, but neatly kept up. He’s usually not at home, though his large, overweight deerhound usually lays across the stoop. The door is usually kept locked.

Duncan walks around Mor’s End wearing a pack which is full of small metal nails, pieces of tin, iron, and copper, and wires, tools, and various other oddments and trinkets. He usually dresses in good, sturdy hiking boots, and tan leather breeches. He often wears a vest of brown leather, which has all sorts of tools strapped too it, including pliers, small saws, tin-snips, and scissors. Under this, he usually wears a grey felt shirt. He has a ready sort of a smile, and is bald, though he has a drooping grey mustache. He is lean and tough, and walks like a much younger man. He has twinkling green eyes, and often has a kind word for passers-by.

Duncan’s route usually passes through most of the Squats, with the jangling of his pack announcing his wares. He also takes, about once a week, a journey up through the posh district, where he has one or two regular customers. He also takes a stroll past the Muddy Waters every Friday, often picking up a meal of river perch for his dinner. Duncan occasionally, about once every two weeks, heads out into the country, selling his services to the country-folk.

He is reasonably well-informed on most of the going-ons in the city, but is known to keep most of opinions to himself, though he often comments on the politics of the city, especially when the various trade guilds interfere, something which makes him very angry.

Duncan also gets on fabulously with all of the dogs in Mor’s End. He often gives a snack to each of the dogs’ he meets, and even gets on with the fearsome hounds used by the town watch. He usually has a quick word to Glenda as she closes up shop, and she usually saves a last tart or pastry for Duncan.

Duncan has a slightly different routine, however, when the sun goes down, for he’s one of the best second-story men in Mor’s End. He uses Randall Shipwreck as his fence, beguile watch-dogs during the day, and cases his mark on his walks through the day. Though Duncan actually makes enough from his tinker work to support himself, he is far wealthier than he appears – he’s made a fortune from stealing. His ‘trips’ are to other cities, where he pulls off his most daring thefts – though what he steals in Mor’s End is scarcely small potatoes.

Duncan doesn’t resort to petty theft. Indeed, he is scrupulously honest in paying for everything, and would never pick-pocket a merchant, cut a purse, or mug someone. He would never rob a poor household either, only the rich. He keeps it for himself, however. He considers his targets for at least two months, and is very cautious – and very, very good.

Duncan’s home, though filled with good-quality furniture, isn’t particularly luxurious – he knows how to keep a low profile. Other burglars know that taking on any house in Duncan’s street is foolish, and when Geeve Sneeble (see NPC thread) attempted to rob a nearby curio shop, Duncan had some very stern words with him – punctuated with a knife-point. The two are now very much enemies.

Duncan Fletcher: Male Human, Rogue 6, Age 34: HD 6d6+6; hp 32; Init + 8; Spd 30; AC 17; Atk + 4 base melee, + 8 base ranged; +5 (1d6+1, Sword, Black Adder [+1 sword bought from Brandon’s shop, Endearing Edge through a intermediary); +8 (1d8 Crossbow, light); +3/+3 or 2 (1d6+1 /1d4 or 1d6 subdual, Black Adder and Dagger or Sap), Sap +4 (1d6 subdual) Dagger +5 (MW 1d4); AL CG; SQ: Sneak Attack +3d6, Uncanny Dodge (can’t be flanked, never looses DEX bonus to AC) Evasion. SV Fort + 3, Ref + 9, Will + 4; STR 11, DEX 18, CON 12, INT 17, WIS 14, CHA 13.
Skills:
Appraise +8, Balance +9, Bluff +6, Climb +9 (+11), Profession (Tinker) +8, Disable Device +12 (+15), Disguise +6, Gather Information +6, Hide +13, Jump +5, Listen +11, Move Silently +13, Open Lock +13 (+15), Spot +11, Search +12.
Feats: Dodge, Improved Initiative, Two-weapon fighting, Ambidexterity.

Possessions:
Weapons: +1 Sword, short, Black Adder. Duncan’s sword is one of Brandon’s more impressive blades. The hilt is wrapped in grey leather, and the pommel is enamelled jet-black. The cross guard is not particularly ornate, save for two small pieces of snowflake obsidian set pointing out at the edge of each side. The blade itself, however, is breathtaking. Worked in a darker, almost black metal, the sinuous form of a snake runs up each side of the blade, with acid-etched scales in a very small, painstaking pattern. The rest of the blade is dark grey, almost the dull colour of iron, rather than the lustre of most steel – Brandon used a special (and illegal) mix of chemicals to keep the blade from glimmering at night. Dagger, masterwork; Crossbow, Light with 20 bolts, black leather sap.
Armor: Dark Grey Masterwork studded leather.
Goods: Thieves' tools, Masterwork. Climber’s Kit. Bonuses included in parenthesis.
Magic: Bag of Holding I, Potion belt with 2 each of cure serious wounds, darkvision, neutralize poison, and 1 each of haste, spider climb, sneaking, and hiding. (If this seems off, I didn’t calculate the exact gp value. He might be a little under/over)

Tactics – Duncan usually disdains the use of his potions, preferring to use his formidable skills. If in serious trouble, however, he’ll drink one, depending on which is appropriate. He’s a pretty good shot, but will usually attempt to knock out guards with his sap if possible. He’s not a killer. He’ll usually fend off an opponent with his sword, and try to knock them out with his sap. He is a pretty decent hand with a blade, and has killed his fair share of thugs and various muggers. If he doesn’t get his opponent with his sneak attacks (he usually wins initiative, giving him several sneak attacks) he will probably retreat. He never robs a place twice.
 
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Arianna Flamelocks, half-elven bard, and Elrytch Chaminade, elven catburglar

Arianna Flamelocks is an entertainer of growing repute. She recently arrived in Mor’s End and began making a name for herself locally by performing at various inns and taverns. She traveled to Mor’s End in search of her father, whom she has never met. He is an elven bard named Mateous Ravensclaw. He met Arianna’s mother several decades ago while performing in a far-off town. After a brief dalliance, Mateous left and never returned. Arianna’s mother used to tell her daughter stories about Mateous, his deft lute playing, and his wonderful singing voice when she was growing up. Arianna aspired to become a bard, just like her father. When her mother died from influenza six years ago, Arianna decided to set out to find her father, making a living as a bard along the way. In addition to singing and playing instruments, Arianna is a gifted dancer, juggler, and knife–thrower.

Early in her traveles, Arianna met an elven catburglar named Elrytch. The pair fell in love and have traveled together ever since. A talented acrobat, Elrytch frequently performs with Arianna. He also is skilled at knife throwing and playing the mandolin. In addition, Arianna assists Elrytch with his burglaries.

Elrytch is not the typical elf; he dislikes the forest. Born in an elven community in a far-away forest, he found himself on his own at an early age after his community was attacked and destroyed by orcs. His parents were killed in the attack, along with most of the elves in the community. Elrytch made his way to a nearby human city and was taken in by a band of street performers. Living with them, he learned juggling, knife throwing, and acrobatics. The street performers made extra money by committing burglaries against the wealthy.

One day, Elrytch went to a tavern to meet some of his fellow burglars. There was a young half-elven bard named Arianna performing there. They met, fell in love, and have been together ever since.

Descriptions: Arianna Flamelocks is 5’9’’, weighs 135 lbs. and is 38 years old. She has red hair which is long and straight, hanging down past her shoulders. She has green eyes and pale skin. She has the lithe, muscular body of a dancer, with long legs.

Elrytch Chaminade is 5’5”, weighs 155 lbs. and is 152 years old. He has black hair, cropped fairly short, and violet eyes. He is tall and muscular (for an elf), and his skin is slightly tanned.

Plot hooks: 1. Arianna has tracked her father, Mateous, to Mor’s End. Now the trail has gone cold. She asks the PCs to help find him. He came to town about a year ago, but no one knows when he left town or where he went. His fate is left up to the DM; he could have been killed by a jealous husband, of left town suddenly to escape a cuckholed nobleman, or he could still be in Mor’s End but suffering from amnesia because of an encounter with a cursed magic item.

2. Elrytch and Arianna approach the PCs seeking assistance with a burglary they are planning in town. Or they give the PCs a job to do which is really a diversion for a burglary they are planning.

3. A wealthy NPC who knows the PCs asks for their help in recovering a valuable item/magic item/family heirloom which was stolen during a recent burglary. They soon discover there have been a series of burglaries in that part of town. They discover the culprits are Elrytch and Arianna.

Arianna Flamelocks, female half-elf Brd6/Rog2: CR 8; ECL 8; Medium-size Humanoid (half-elf); HD 8d6+16; hp 50; Init +7; Spd 30 ft; AC 17 (+3 Dex, +2 Bracers, +1 Ring, Dodge); Melee rapier +9 (1d6+2/crit 18-20 rapier +1), or dagger +9 (1d4+2/crit 19-20); Ranged dagger +9 (1d4+2/crit 19-20 throwing dagger +1 returning), or shortbow +9 (1d6+1/crit x3); SA sneak attack, spells; SQ bardic knowledge, bardic music (inspire courage, countersong, fasciante, inspire competence, suggestion), evasion, half-elven traits; AL CN; SV Fort +4, Ref +11, Will +6; Str 12, Dex 16, Con 14, Int 16, Wis 12, Cha 18.

Skills and Feats: Balance +7, Bluff +8, Climb +5, Concentration +6, Craft: Songs +7, Decipher Script +6, Disguise +10, Escape Artist +7, Diplomacy +8, Gather Information +8, Hide +17, Innuendo +4, Jump +4, Knowledge: Arcana +5, Knowledge: History +5, Knowledge: Local +5, Knowledge: Nobility +5, Knowledge: Geography +5, Listen +5, Move Silently +17, Perform (Dance, Ballad, Epic, Melody, Ode, Storytelling, Lap Harp, Lute, Fiddle, Juggling, Knife-throwing) +17, Pick Pockets +7, Read Lips +6, Search +7, Sense Motive +4, Spellcraft +7, Spot +5, Tumble +7, Use Magic Device +8, Use Rope +8; Spell Focus (Enchantment), Point Blank Shot, Rapid Shot, Improved Initiative, Dodge, Weapon Finesse (Rapier).

SA–Sneak Attack (Ex): Arianna Flamelocks deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Half-Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, elven blood.

Bard Spells Per Day: 7, 7, 6.
Bard Spells Known: 0 level-Read Magic, Detect Magic, Prestidigitation, Dancing Lights, Daze, Light; 1st level-Cure Light Wounds, Sleep, Charm, Hypnotism; 2nd level-Cure Moderate Wounds, Enthrall, Sound Burst.

Equipment: Rapier +1, Throwing dagger +1 returning, mw mighty composite shortbow +1, six mw throwing daggers, 20 mw arrows, Wand of Magic Missles, Wand of Shocking Grasp, Bracers of Armor +2, Ring of Protection +1, Ring of Feather Falling, Boots of Elvenkind, Cloak of Elvenkind, mw lute, mw lap harp, mw fiddle, mw disguise kit, Heward's Handy Haversack, two courtier's outfits, five entertainer's outfits, 50 ft. silk rope.

Elrytch Chaminade, male elf Ftr4/Rog4: CR 8; ECL 8; Medium-size Humanoid (elf); HD 4d6+4d10+16; hp 70; Init +9; Spd 30 ft; AC 18 (+5 Dex, +2 Bracers, +1 Amulet); Melee longsword +13 (1d8+7/crit 19-20 longsword +1), or short sword +12 (1d6+5/crit 19-20 short sword +1), or dagger +12 (1d4+5/crit 19-20); Ranged dagger +13 (1d4+5/crit 19-20 throwing dagger +1), or longbow +13 (1d8+4/crit x3); SA sneak attack; SQ elven traits, evasion, uncanny dodge; AL CN; SV Fort +7, Ref +10, Will +3; Str 19, Dex 20, Con 14, Int 16, Wis 12, Cha 12.

Skills and Feats: Appraise +7, Balance +9, Bluff +5, Climb +8, Craft: Bowmaker +7, Disable Device +9, Disguise +7, Escape Artist +15, Gather Information +5, Hide +19, Innuendo +5, Jump +8, Listen +7, Move Silently +19, Open Lock +13, Perform (Knife-throwing, Juggling, Mandolin) +6, Pick Pockets +9, Read Lips +7, Ride +9, Search +9, Sense Motive +5, Spot +7, Swim +8, Tumble +9, Use Rope +11; Ambidexterity, Two-Weapon Fighting, Improved Initiative, Point Blank Shot, Rapid Shot, Weapon Focus (Longsword), Weapon Specialization (Longsword).

SA–Sneak Attack (Ex): Elrytch Chaminade deals +2d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.
SQ–Elven Traits (Ex): Sleep immunity, +2 save vs. Enchantment, low-light vision, proficient: longsword or rapier, proficient: longbows and shortbows.
SQ–Uncanny Dodge: Dex bonus to AC.

Equipment: Longsword +1, short sword +1, throwing dagger +1 returning, mw mighty composite longbow +4, six mw throwing daggers, 20 mw arrows, Bracers of Armor +2, Amulet of Natural Armor +1, Ring of Feather Falling, Rope of Climbing, Boots of Elvenkind, Cloak of Elvenkind, Vest of Escape, mw thieves tools, mw disguise kit, 50 ft. silk rope.

Edit: To lower NPCs levels/
 
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Kiela Iluin, Human, Squats Hawker

Description: Kiela Iluin is a 50ish year old woman with well-defined features. Her hair is now grey and her hands are thick with liver spots. Her teeth are green from chewing a mint leaf she is slightly addicted to, and she dresses in simple grey robes and straw sandals.

History: Kiela has seen much sorrow. She used to be the handmaiden to an aristrocratic family and became more of a friend rather than just a servant. She trained with her ward, the Lady Elverin, and became quite adept with the bow and horseriding. However, those days of leisure came to an end when assassins slipped into the manor they resided and set fire to it, killing all members of her Lady's house. Kiela managed to escape, barely, using her bow skills to escape.

Not bred to become a warrior she roamed the lands, offering her skills as a cook and healer, before finding refuge in Mor's End. She has since lived a hard life. Her son, Mrodus, who would have been 20 years old this spring was slain under mysterious circumstances, and she remains bitter that the guard have not found the murderer and don't seem interested.

She continues to make a living as she always did; selling soup and bread at a small stall in the Squats, as well as providing healing to those in the area after the market closes. Her soup is filling, but hardly tasty.

It is quite known that she is an adept shot with the bow, and has shamed many an overconfident conscript. She can be seen training occasionally on the empty fairgrounds in the evening.

Plot Hooks:
Kiela is still searching for her son's murderer, and she believes that a gang of men are involved. She has seen one of them with a dagger Mrodus used to carry. She wants justice and coughs up her savings to ensure she gets it.

Kiela learns Mrodus had an affair with a maiden while he was posted for duty at a village. That relationship has produced a son. Kiela hires the party to bring her to the town or bring that son and his mother to her.

The murderers of Lady Elverein are in town. She recognises the insigna they wear and she belives they are up to no good. She tips off the adventurers to their presence, and one of the assassins recognises her and will try to kill her. She still has an important heirloom from her days as a handmaiden that she still keeps in her hut, which the assassins are determined to get.

Human Female Ari2/Com3

Str: 11 Dex: 16 Con: 11 Int: 13 Wis: 13 Cha: 14
AC: 13 HP: 15 AL: NG BAB: +2 Fort: +1 Ref: +4 Will: +4
Weapons: MW Shortbow (+5/1d6x3)
Dagger (+3/1d4)
Skills and Feats: To be completed
Weapon Focus (Shortbow), Point Blank Shot, Precise Shot
 
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Gorgo Ironbone; Orc Clan Chief

Gorgo Ironbone is the clan chief of the Red Ghost Orc clan in the south; his clan are notorious raiders and devout enemies of Mor’s End. Gorgo rules by fear and intimidation, he kills at a whim and shows no fear of anyone or anything living. His clan ravages the caravan routes and frequently raids the areas south of the city. Gorgo has had certain luck in knowing when and where to strike and seems to always know which caravans to raid. More than anything Gorgo wishes to unite the Orc clans and make a decisive attack against Mor’s End, he feels the time is right for a strong attack to succeed against the lax and overconfident city. Fortunately Gorgo is despised by Orcs and Goblins alike and hasn’t been able to get any support for his plan.

More than anything Gorgo hates the goblins and orcs that have moved into the city and domesticated, he feels they are true traitors (nobody is sure to what they are traitors to, but few would argue with Gorgo) and he kills any city dwelling goblins or orcs on sight. For some reason Gorgo refuses to kill children of any race and will actually go out of his way to rescue small children, he has no problems putting adults to death and his odd actions are never questioned in his hearing.

Gorgo wears chainmail he took of a wealthy merchant and carries a short sword he took from an Outland Ranger he killed. He is wanted by the Rangers and there is a substantial price on his head.

Plot hooks
What is behind the Red Ghost Clans knowledge of caravan movements and why do some merchants never get raided, could there be more to this than strange luck? Could somebody be helping the Red Ghost clan from inside the city?

A prominent trader in town ask the adventurers to help him get his son back from the Red Ghost Clan. The Traders son was taken in a raid against one of his caravans and he has heard that Gorgo will return children to the town. What is behind this vile creature’s odd behavior and will he be willing to return the child without a fight?

Pommy Muckraker, the night pot collector has been threatened by the Red Ghost Clan, several of his workers have been found floating dead in the muck ponds and rumor has gotten back to Pommy that Gorgo Ironbone has targeted him personally. Why has Pommy been targeted now and how are the orcs getting so close to the city undetected? Will the PC’s take a job to protect a Hobgoblin from an Orc? (See craft tread for details on Pommy Muckraker)

Gorgo has managed to get two other clans to back a joint attack on the city walls, has the town grown too soft or will they be able to withstand the raid? What will the characters do when the fighting begins? If this raid succeeds then Gorgo may be able to gather enough support to actually unite the clans and declare outright war on the city.

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Goro Ironbone: Male Orc Bbn6; Medium Humanoid; HD 6d12+12 (Barbarian); hp 54; Init + 2; Spd 30; AC 17; Atk + 10 base melee, + 8 base ranged; +12 (1d8+6, Axe, orc double, Masterwork); +10 (1d6+4, Sword, short); SQ: Light sensitivity (Ex), Darkvision (Ex); Class Features: Barbarian: Shield proficiency, Medium armor proficiency, Light armor proficiency, Martial weapon proficiency: all, Simple weapon proficiency, Barbarian Fast Movement, Rage (2x/day), Uncanny Dodge (Dex bonus to AC), Uncanny Dodge (Can't be flanked); AL CE; SV Fort + 7, Ref + 4, Will + 2; STR 19, DEX 15, CON 14, INT 9, WIS 10, CHA 11.
Skills: Climb + 4, Intimidate + 9, Intuit Direction + 2, Jump + 2, Listen + 5, Wilderness Lore + 5.
Feats: Exotic Weapon Proficiency: Axe, orc double, Power Attack, Weapon Focus: Axe, orc double.
Possessions:
Weapons: Axe, orc double, Masterwork; Sword, short.
Armor: Chainmail, Masterwork.
Magic: Wondrous: Gauntlets of rust.

(will post more on the Orc clans in the Guard thread later)
 



Shadowdancer said:
Arianna Flamelocks, female half-elf Brd9/Rog3
Elrytch Chaminade, male elf Ftr6/Rog6
Shadowdancer, I would strongly suggest you try to lower the level of these NPCs. Mor's End is a Small City, with a very small supply of such high-level NPCs. Here's the default demographics:

Bard:
1x11th level, 1x8, 2x6, 2x4, 4x3, 4x2, 16x1

Fighter, Rogue:
1x12, 1x9, 2x6, 2x5, 4x3, 12x2, 24x1

Arianna Flamelocks would be one of the two highest level Bards in the city, just based on Bard levels alone. She would not just be an "entertainer of growing repute", she'd be THE talk of the town, with people lining up to see her perform, invitations to come play at the Lady Kelvin's banquet, etc.

AFAIK the DMG doesn't specify what to do with multiclassed characters, but I would classify them by their highest class level, so for demographics purposes Arianna would actually count as a Brd12. There might be one bard with slightly higher skill, but she could be the head of the bard's guild if she wanted to!

Likewise, Elrytch Chaminade would count as a Ftr12 or Rog12, and thus be the most powerful NPC in that category in Mor's End. That sort of NPCs we would prefer to reserve for leaders of the military, or possibly the Thieves Guild.

I would suggest reducing Arianna to Brd6/Rog2 and Elrytch Frt4/Rog4 at most (perhaps Brd5/Rog1 and Ftr3/Rog3?). Even then, they will be some of the higher level NPCs in Mor's End...
 

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