EN World City Project: NPC Submissions

Tonguez said:
eew I love Thora - I entirely forgot about the Witch Spell List!!

hey can Pommy Muckraker the Night Pot Collector be her cohort?(see Trade Thread for Pommy)

Oh I borrowed Pommy for one of my plot hooks for Gorgo Ironbone; Orc Clan Chief (see above in thread):D
 

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jdavis said:
I would definatly advise getting one of the many wonderful PC generators out there, heck I am using e-tools (which is pretty much universally ridiculed) and it helps a bunch. I also use the old James Buck NPC generator a lot.
Yeah, I know. I just wish the online stat block generator would keep track of skill points etc. I used it for Conaill U'Ciaran and Flibbert above, but it was a real PITA to balance things out by hand.

I'm using Linux, so e-Tools is out of the question for now (might reconsider when CMP get their revision out though...). And PCGen is just a *little* too heavyweight to create a simple NPC that I probably will never play. Oh well, I'll muddle along...

PS: Ah, "Animal Control" is from MotW, right? Sounds good, but unfortunately it's not SRD and you need to be able to Turn Undead to use it. Maybe Improved Initiative instead? Or some metamagic? Heck, even Toughness would raise her hitpoints by 20%! :)
 



So here's Thora's final stats. Thanks again, jdavis! I'll probably come back and add some stats for her cohort and followers...

Edit: Updated to Witch7! (was Witch 6 before)

Thora, Old Female Human Witch7 (Sor7 with custom spell list from DMG); Medium Humanoid ; HD 7d4-7 (Sorcerer) ; hp 15; Init +2; Spd 20; AC 8; Atk + 0 base melee, + 1 base ranged; +0 ( 1d4-3, Dagger, silvered ); Class Features: Sorcerer: Simple weapon proficiency, Spells, Summon Familiar; AL N; SV Fort + 3, Ref + 0, Will + 6; STR 5, DEX 7, CON 8, INT 12, WIS 13, CHA 16.

Possessions:
Weapons: Dagger, silvered.
Goods: Alchemist's lab.
Magic: Wand of Charm Person (Charges: 50), Bag of Tricks (Rust), Quaal’s feather tokens (hidden in headdress): Anchor, Tree, Fan, Bird, Swan Boat, Whip; Pipes of the Sewers, Flask of Curses, Broom of Animated Attack, Potions: 4xCLW, Alter Self, Invisibility, Charisma, Hiding.

Skills:
Alchemy + 9, Concentration + 0, Craft (Taxidermy) +2, Handle Animal + 4, Intimidate +5, Knowledge (arcana) + 4, Profession (Herbalist) +6, Scry + 6, Sense Motive + 7, Spellcraft + 4.
Feats:
Improved Initiative, Brew Potion, Leadership, Spell Focus: Enchantment.

Spells Known (Sor 6/7/7/5): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Ghost Sound, Mending; 1st - Charm Person, Cure Light Wounds, Endure Elements, Hypnotism, Sleep; 2nd - Alter Self, Invisibility, Scare; 3rd - Bestow Curse, Suggestion


"My little baby", Rat familiar ; CR 1/8; Tiny Animal ; HD 1/4d8 (Animal) ; hp 7; Init + 2; Spd 20, 15, Climb 15; AC 18; Atk +2 base melee, +7 base ranged; +7 ( 1d3-3, Bite ); SQ: Scent (Ex), Familiar Special Abilities: Alertness, Improved Evasion, Share spells, Empathic link, Touch, Speak with Master, Speak with Animals of Its Type; AL N; SV Fort +2, Ref +4, Will +1; STR 5, DEX 15, CON 10, INT 9, WIS 12, CHA 2.

Skills: Balance + 10, Climb + 12, Hide + 17, Move Silently + 9.
Feats: Weapon Finesse (bite).


Gra'ul, male ogre Ftr1: CR 3; ECL 6; Large Giant; HD 4d8+1d10+15; hp 39; Init +2; Spd 40 ft; AC 19 (-1 size, +5 natural, +3 hide, +2 Dex); Melee Huge spiked chain +8 (2d6+7, reach 5'-20'), Huge greatclub (2d6+5); or Huge longspear (2d6+5, reach 15'-20'); AL N; SV Fort +9, Ref +3, Will +1; Str 21, Dex 14, Con 16, Int 6, Wis 10, Cha 7.

Skills and Feats: Climb +2, Heal +1, Intimidate +10 (based On Str), Jump +2, Listen +4, Move Silently -1, Spot 0; Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Weapon Focus (Spiked Chain).

Equipment: Hide armor (Large), Spiked Chain (Huge), Potions: CLW, Invisibility, Endure Elements.

Gra'ul lumbers around with an anchor chain wrapped around his neck, which he uses as a devastating weapon. One end of the chain still has a small anchor attached to it, at the other end he has twisted two crowbars through the links. If he looses this weapon, he will simply rip a pole or tree trunk out of the ground and use that as a club/greatclub/Huge greatclub.


Thora's "Children": 10 level 1+1 lvl 2 followers, a motley crew of various races who act as eyes and ears for Thora.

The Mother, female human Com2: CR 1/2; ECL 2; Medium-size Humanoid (human); HD 2d4+2; hp 7; Init -1; Spd 20 ft (pregnant); AC 9 (-1 Dex); Melee frying pan +3 (1d6+1); Ranged frying pan +1 (1d6); AL LN; SV Fort +1, Ref -1, Will +1; Str 12, Dex 8, Con 12, Int 10, Wis 13, Cha 9.
Skills and Feats: Craft (taxidermy) +1, Listen +3, Profession (herbalist) +2, Profession (cook) +3, Spot +8, Sense Motive +4; Simple Weapon Proficiency (frying pan), Weapon Focus (frying pan), Alterness.
Equipment: Frying pan, Potions: CLW, Invisibility.

The Maiden, female human Com1: CR 1/4; ECL 1; Medium-size Humanoid (human); HD 1d4; hp 3; Init +0; Spd 30 ft; AC 10; Melee dagger -1 (1d4-1/crit 19-20); Ranged dagger +0 (1d4-1/crit 19-20); AL CN; SV Fort +0, Ref +0, Will +0; Str 8, Dex 11, Con 11, Int 10, Wis 10, Cha 13.
Skills and Feats: Innuendo +4, Listen +2, Move Silently +2, Spot +2; Simple Weapon Proficiency (Dagger), Skill Focus (Innuendo), Alertness.
Equipment: Ivory comb, rag doll, dagger, Love Potion.

(The Maiden and the Mother are nearly always at Thora's side - forming the classical triumvirate of Maiden, Mother and Crone. The Maiden is 15 and very beautiful. The Mother is very pregnant.)

Street Urchin 1, human Exp1: CR 1/2; ECL 1; Medium-size Humanoid (human); HD 1d6+1; hp 5; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee dagger -2 (1d4-2/crit 19-20); Ranged dagger +2 (1d4-2/crit 19-20); AL N; SV Fort +1, Ref +2, Will +1; Str 7, Dex 14, Con 12, Int 8, Wis 9, Cha 12.
Skills and Feats: Bluff +7, Escape Artist +6, Hide +3, Jump +2, Listen +1, Move Silently +2, Pick Pocket +6, Perform (flute) +3, Spot -1, Tumble +6; Run, Skill Focus (Bluff).
Equipment: dagger.

Street Urchin 2, goblin: CR 1/4; ECL 1; Small Humanoid (Goblinoid); HD 1d8+1; hp 6; Init +3; Spd 30 ft; AC 14 (+1 size, +3 Dex); Melee sap -1 (1d6-1); Ranged sling +3 (1d4-1); SQ darkvision 60 ft; AL NG; SV Fort +3, Ref +3, Will -1; Str 8, Dex 16, Con 12, Int 8, Wis 9, Cha 7.
Skills and Feats: Balance +3, Hide +7, Jump +3, Listen -1, Move Silently +3, Perform (tumbling) +3, Spot -1, Tumble +6; Skill Focus (Tumble).
Equipment: sling, sap.

Street Urchin 3, halfling Com1: CR 1/4; ECL 1; Medium-size Humanoid (halfling); HD 1d4; hp 5; Init +3; Spd 30 ft; AC 13 (+3 Dex); Melee unarmed strike -1 (1d3-1); Ranged dart +3 (1d4-1); SQ halfling traits; AL NE; SV Fort +1, Ref +4, Will +1; Str 8, Dex 16, Con 11, Int 10, Wis 10, Cha 8.
Skills and Feats: Climb +2, Hide +8, Jump +1, Listen +8, Move Silently +7, Spot +2, Use Rope +3; Alertness.
SQ–Halfling Traits (Ex): +2 save vs. fear, +1 attack with thrown weapons.
Equipment: darts.

Street Urchin 4, female half-orc War1: CR 1/2; ECL 1; Medium-size Humanoid (orc); HD 1d8+1; hp 6; Init +4; Spd 30 ft; AC 10; Melee quarterstaff +3 (1d6+3); SQ half-orc traits; AL N; SV Fort +3, Ref +0, Will +0; Str 14, Dex 11, Con 12, Int 8, Wis 10, Cha 6.
Skills and Feats: Climb +2, Intimidate +4 (based On Str), Jump +2, Swim +4; Improved Initiative.
SQ–Half-Orc Traits (Ex): 60 foot darkvision, orc blood.
Equipment: quarterstaff.


Thora is a shriveled old witch, living with her protector Gra'ul and her "Children" in a rambling set of shacks in the part of the Squats that spills outside the walls. (If the PC's ever find themselves in the area between the trade route and the river, they're bound to cross into her territory.) Actually, she will consider anyone who wants to place themselves under her protection her "Children", and this includes the rats running all over the place. She also has a rat familiar, which could be any of the hundreds of rats around.

Pommy Muckracker used to be one of Thora's Children, but has since fled the nest. Thora is growing short on both memory and sanity, so she doesn't really remember Pommy after all these years. However, Pommy occasionally still makes use of his reputation as being one of Thora's Children - and thus not to be messed with. However, if he actually needs something from her, he has to come petition her like anybody else, and runs the same risks. He does have the advantage of knowing how to deal with Thora, i.e. very carefully!

The Mage's Guild knows about Thora, but because she's outside the city walls they turn a blind eye. Besides, she's too much trouble to deal with! She is fond of using Bestow Curse on anyone who crosses her, but is fiercely protective of anyone within her realm of influence - which covers a good chunk of the area of the Squats outside the city wall. Other favorite spells include Scare, Suggestion, etc.

Thora is True Neutral and not really interested in anything outside her little part of the Squats and her "Children". However, she is gradually starting to loose her mind (one too many witches brew?), so that neutrality could change at any time. ;)

Thora's hut is covered in various knicknacks and junk rescued from the river. Strange stuffed animals are hanging from the rafters. (For extra creepiness, feel free to add some shrunken heads, or a stuffed human baby.) Some items have a faint aura, but little of it seems valuable, with the exception of a silver flask standing near the entrance [Flask of Curses], and what looks like a Broom of Flying standing in a corner [Broom of Animated Attack].

Thora's dress is likewise, consisting of a variety of colored rags, bits of bone, feathers, etc., some of which give off a faint magical aura. [Many of the rags and other bits come from destroyed magic items, and she uses their lingering aura to cover the real magic items hidden in her clothing, including a complete set of Quaal's Feather Tokens.]

The Mother is constantly stirring a pot of "brown soup". Anyone who brings something edible (a dead dog, a chicken carcass from the alley behind one of Mor's End eateries, or a turnip stolen from the market) gets a bowl of soup, and their contribution goes into the pot. Visitors who meet with Thora's approval are offered a small bowl as well (Fort save DC 10 to avoid throwing up if you're not used to the vile taste, but otherwise harmless). Refusal is likely to upset Thora...

Thora can craft a variety of potions, and she will gladly part with some if she likes you, especially in exchange for "interesting" items, spell component, or even "critter bits". She will get insulted if you offer her money however. She may also occasionally give a potion or two to one of her followers and send them out on a mission.

Available potions: Charisma, Hiding, Love, Oil of Timelessness, Sneaking, Swimming, Vision, Wisdom, Cure Light Wounds, Endure Elements, Sleep, Alter Self, Invisibility.

Plot Hooks:

- Thora has been getting disturbing visions. She leaves the Squats for the first time in many decades, and heads into the city towards the Citadel to deliver her prophecy, with Gra'ul and all her "Children" in tow.

- Thora is losing her mind! She is rampaging across the Squats and beyond, threatening trade passing through the Tradegate. She needs to be taken out once and for all, and the PCs are just the party to take care of it...

- Thora has offended a high level official (probably Cursed the arrogant SOB ;)), and the PCs are hired to "go teach her a lesson"

- The Maiden is still a virgin, but determined to do something about that with the first handsome PC that crosses her path. She's gotten hold of one of Thora's Love Potions, and she's not afraid to use it! The trick is to get away from Thora and the Mother's watchful eyes for long enough without arousing suspicion. (Keep in mind that Thora's rat familiar can communicate with the other rats that run around everywhere).

- Thora could be a fount of the kind of weird obscure information that falls through the cracks in between the written word, arcane lore and bardic knowledge. The PCs are told to seek her out for an important piece of information.

Suggestions for interesting curses: Many of these are from the 101 Bestowable Curses thread:
- Curse of the Snide: Whenever the target makes a new aquaintance, they must succeed at a Will save (DC = spell's DC) or insult them thoroughly.
- Curse of the Q: Whenever the target attempts to right, they only scribe a string of capitol Qs. Likewise, all text appears as if it were a bunch of Qs to the target. (Nasty for Wizards!)
- Superstition: Whenever the target sees a bad omen (a black cat crosses their path, they walk under a wooden ladder, etc.), they must make a Will save (DC = spell's DC) or suffer 1 point of temporary Wisdom damage, and be Shaken for 2d4 rounds.
- Curse of Extreme Gullibility: All Bluff attempts aimed at you enjoy a +20 circumstance bonus.
- Curse of the Geek: The only method of nourishment available is biting the head off of a live chicken; one chicken is equal to one day's nourishment, but the taste stays the same...
- Curse of the Wise Guy: Every other sentence uttered by the character must be a saying; it does not have to be relevant to the situation. Any given saying can only be used once per day.
- Curse of the Fast Rats: Whenever you put down or reach for any food or water, rats appear out of nowhere and immediately attempt to carry it off. You must make a Reflex save DC 16 in order to snatch up the food again in time.
- Curse of the Glutton: In the presence of food (this includes any rations carried), victim must make a Will save or spend the round eating (may take no other actions). Dm's choice on how to deal with consequences of overeating (up to -2 on all checks, saves and attacks).
- Curse of the Arcane Ache / Godless Ones / Songless Silence: Victim is no longer able to cast arcane spells / cast divine spells / sing (includes bardic spells).
- Sleeping Curse: Victim falls asleep at the worst times. Every round, victim may make a Fort save or Concentration check against spell DC to avoid falling asleep. Circumstance bonuses may apply.
- Random Command Curse: When engaging in trivial conversation, all sentences containing verbs can trigger a Command effect (like the spell). Will save, DC equal to 11+ speaker's charisma.
- Curse of the Anti-Dwarf: Your are normally in a state of drunkency. To become sober, you must consume pints of ale equal to your constitution score, and 3 for every hour after becoming sober, otherwise the drunkency returns.
- Curse of Blisters The targets feet are covered in bloody painful blisters. Their speed decreases by 5 feet, they cannot run or charge, and they must make fortitude saves after 4 hours of walking instead of eight. This also holds true for extended jogging, except match the time units.
- Curse of the Ogre: Victim's face is covered with a festering skin disease; hair and teeth fall out. Victim gets a -8 penalty to Charisma for any interaction where his face is visible. (This exceeds the "-6 to any ability score" limit, but can be circumvented by wearing a mask etc, and wouldn't affect a Sorceror's spellcasting for example.)
- Montezuma's Revenge: Every hour, the victim must make a Fort save vs. spell DC or be forced to take a 15 minute break for... personal reasons. Each additional hour the save is made, the character's speed drops 5', and running becomes impossible.
- Halitosis: Your breath smells bad. Really bad. Speaking withing 10' of someone unaware of the curse causes them to shift their attitide one step (helpful to friendly). Speaking within 5' of someone makes them nauseated and shifts their attitude two steps.
- Curse of the Muse: Victim may only speak in rhymes.
- Curse of the Fool: Victim's head turns into that of a donkey. He may or may not still be able to speak, but if he does his speech is often interrupted by uncontrollable braying.
- Curse of the Puppet: Victim's nose grows whenever he tells a lie.
- Curse of the frog: Victim is convinced he has been turned into a frog (or toad)! Victim's speech is heard as a frog's croaking by others, and he cannot understand normal speech. However, he can communicate with other frogs, and others can communicate with him through Speak with Animals etc. Every round, he may make a Will save to avoid hopping around like a frog. While hopping, he may move but take no other action.
- The Murgatroyd's Curse: Victim has to commit one crime a day. Whenever the victim has the opportunity to commit a crime, he or she needs to make a Will check vs Curse DC to avoid doing so. Once the Victim commits a crime, he is free from the curse until the next day.
 
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Conaill said:

Yeah, I know. I just wish the online stat block generator would keep track of skill points etc. I used it for Conaill U'Ciaran and Flibbert above, but it was a real PITA to balance things out by hand.


I always cut/paste to word and do any adjustments from there, when in doubt just wing it, if the concept is sound then missing a few skill points is't that big a problem. If I'm getting detailed I use E-tools, but the big thing is to get a good story for the characters.
 

Lets see what I can do with my random Bugbear
-------------------------------------------------------------------------------
Hoppy, male bugbear Rog3/War2: CR 6; Size M (7 ft., 3 in. tall); HD 3d8+9 + 3d6+9 + 2d8+6; hp 47; Init +1 (+1 Dex); Spd 30 ft.; AC 20 (+1 Dex, +3 Natural, +5 chainmail, +1 buckler); Attack +10/+5 melee, or +7/+2 ranged; SV Fort +8, Ref +9, Will +3; AL N; Str 18, Dex 13, Con 17, Int 9, Wis 12, Cha 8.

Languages Spoken: Common, Goblin.

Skills and feats: Appraise +5, Climb +6, Concentration +6, Heal +3, Hide +3, Listen +4, Move silently +9, Open lock +7, Perform +3, Search +1, Sense motive +4, Spot +4, Swim +9; [Alertness], Lightning reflexes, Quick draw, Weapon focus (longsword).

Possessions:
Weapons: Longsword, Masterwork.(+11/+6 to hit, 1D8+4)
Armor: Chainmail, Masterwork.
Shields: Buckler, Masterwork.
Magic: Wondrous: Pipes of the sewers; Wondrous: Pipes of sounding.
--------------------------------------------------------------------------------
Hoppy doesn't remember life before Thora found him wandering in the swamp, he had been injured in a raid on the town and had no memories of his previous life. Thora nursed him back to health and gave him a new name, "Hoppy" for the odd way he walked through the swamp trying not to sink. That was five years ago and Hoppy has taken to town life now, he is completly devoted to Thora as she is all he knows. Hoppy has taken to the longsword and his speed with the blade is feared in the squats, he can be seen on many days carrying large baskets or packages on his back for Thora, Hoppy even had a basket made that was large enough Thora could sit in it. She rarely uses this basket for transportation but sometimes when it is cold out and she feels her age she lets Hoppy carry her around on his back in the basket. Hoppy gets along well with Thora's other followers and is generally considered a fairly nice creature, he has a little ability with the flute and sometimes uses magic flutes that Thora has given him. Rumor in town is that there is a reason the Bugbear never got his memory back and that Thora used her magic on him to gain his services. Few complain much but many fear that when Thora dies Hoppy might revert back to his warlike past and he could be a great danger to the people of the squats.
 

jdavis said:
Lets see what I can do with my random Bugbear

I like him, but isn't Bugbear an ECL +3? That would make him 8th level equivalent, which is too high for Thora's cohort. Maybe we should redo him as a Ftr2, and make him just a tad more elvil/creepy. Right now he makes me think a little too much of puppies and butterflies. ;)

Edit: Ftr2, not Ftr3
 
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Conaill said:


I like him, but isn't Bugbear an ECL +3? That would make him 8th level equivalent, which is too high for Thora's cohort. Maybe we should redo him as a Ftr2, and make him just a tad more elvil/creepy. Right now he makes me think a little too much of puppies and butterflies. ;)

Edit: Ftr2, not Ftr3

Yea I was just playing with the random generator and I thought I'd get some use out of the previously posted Bugbear.
 

Conaill said:


I like him, but isn't Bugbear an ECL +3? That would make him 8th level equivalent, which is too high for Thora's cohort. Maybe we should redo him as a Ftr2, and make him just a tad more elvil/creepy. Right now he makes me think a little too much of puppies and butterflies. ;)

Edit: Ftr2, not Ftr3

An NPC class is ECL -1 so as it stand Hoppy is
Rog3/War2 = ECL 4 +3 = 7

Perhaps Rog 1/War 2 = ECL 2+3 = 5

Oh and I still want Pommy attached to Thora in someway - perhaps he is also one of her babies now all grown up and left home:)

(and yeah I saw that Gorgo has it in for Pommy - Pommy aint happy about that either!) Hey new Plot Hook for a Savage Species game- Gorgo starts targeting the cities goblins and already 4 gobbos have been found floating face down in the muck pounds. Pommy and Thora and her cohort Hoppy just decide to take the battle to Gorgo. An Army of urban gobbos is forming and the swamp is going to burst into war!
 

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