So How Do You Recognize those High Level NPCs anyway?

Well, since I name most NPCs in my games even if they'll only be around for a single encounter (and most of the time it's before they even show up in the game), named NPCs aren't uncommon in my campaigns..... On occasion, high-level NPCs aren't obvious at all, like a spy or someone going around incognito.

However, likely high-level NPCs are usually noticeable (or at least suspicious) to some extent in my games. The appear out of nowhere, disappear in a blink of the eye, are renowned even among PCs and NPCs from foreign countries, carry obviously very expensive equipment, have overwhelming or just numerous significant magical auras under the Detect Magic spells of any cautious/curious/generally-suspicious PC mages, fling around powerful spells, wear dragonhide or dragonscale armor, wear adamantine or mithral full plate, hold important titles recognized in the region like high priest or archmage, or are the subject of rumors and stories about powerful or dangerous folks.

For an example, in my old Rhunaria campaign...... Duke Baram was a well-known retired adventurer who was very successful at that profession as evidenced by the fact that he founded his own independant Duchy of several towns (and had moderate or strong magical auras from items on him under Detect Magic scans). The Archmage of the Academy of the Arcane in one of Baram's towns was obviously high-level from his title and the fact that his Academy was obviously formed from a single mass of granite (or was it basalt? I forget) that could only have been Stone Shaped into its current form and was layered in magical wards, with a magical door and an internal space that was notably larger than the exterior.

The Green Lord was a kobold druid claiming part of the region for himself and causing problems for the PCs and other folks in the region, with many minions including dire animals, mid-level kobold mages, bronze serpents (large electricity-wielding constructs from MM 2), and mid-level orcish warriors as hired muscle. Martus was an old local wizard of questionable but powerful reputation in the Free City of Trelg.......his tower had obvious magical wards, like the Lightning Bolt trap that reduced a would-be thief to a smoking corpse after the PCs visited earlier and left Martus' door open. Martus was known for crafting magic items for sale and occasionally taking on temporary apprentices to teach, he had a decent personal library of arcane texts, he had magical staves and rings, he left the PCs with a few one-use Talismans of Summon Monster V or VI (Large Earth Elemental) as free gifts, and he had a sealed basement vault of significant magical warding and thickly lined with lead and a massive lead door......

His Majesty's Royal Dragoons and His Majesty's Royal Magi, from the Majestic Kingdom of the Gilded Throne, were noticeably high-level Paladins and Wizards from the auras PCs could detect on them and the kinds of equipment they carried (that and the Magi teleporting away after a visit to the fort that the PCs helped defend; and the stories among the soldiers about the kind of magical fire support the Magi lended during the siege-breaking). The leaders of the Sterling Golemist Arcanaeum were so obviously high-leverl that it wasn't even funny; their headquarters was a big mithral fortress/academy, they were more or less entirely covered in mithral grafts, they cast spells like Teleport and had a system of permanent magic portal devices......

Of course, all of these NPCs had a place in the setting and didn't really interfere with or outshine the PCs, they were more like background pieces that the group heard about, interacted with briefly, or helped out a bit. Some helped out the PCs a bit, but generally, they had their own concerns and didn't have the time or inclination to deal with the PCs' problems (Martus had his research and possibly sinister experiments, the Golemists had their personal ascension and efforts against the local giants and evil dragons and the oppressive dwarven government to deal with, Duke Baram was retired and running his little country, the Green Lord was trying to conquer a personal fiefdom and reclaim it "for nature," high priests were busy running their churches and protecting their parrishes, His Majesty's elite servants were busy protecting their King and the rest of the royal family and dealing with major issues across the kingdom, the Archmage of the Academy of the Arcane was busy running his little school and protecting its students and conducting his research, etc.).

By the time the campaign fell apart from scheduling problems (hopefully to resume at some point in the future), the PCs were approaching the level of some of these NPCs and starting to make a reputation for themselves. And more actively than the rather stationary or duty-bound NPCs that weren't very actively adventuring or making a difference abroad. Had the campaign continued for another year or two (past the year or two that it lasted), the PCs would've exceeded them by reaching 20th-level and beyond, and probably become even more famous. I like PCs gradually achieving fame, glory, and international influence over a good, long campaign......
 

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They are the stuff of which legends are made.

Other NPC's tell fantastic stories of their great deeds.

They move faster than otherwise possible, possibly adding +50 to their initiative.

When a PC looks at them via Arcane Sight, they are temporarily blinded at the overwhelming brilliance of so many powerful magic items.

They walk in across the impossible-to-cross desert looking refreshed and rested while wearing only light robes and no weapons.
 

That is one issue that I can never seem to relay properly to the group.

I run a Planescape game and I once had a 4th level PC captured and thrown at the feet of the Kobold god Kurtulmak. I described him as being much bigger than a normal Kobold, he had rows of finely armored guards along the walls of his throne room, and there were thousands of Kobolds throughout the caverns of his realm. Yet, the PC still told me after the game, "I almost decided to attack him, but I wasn't sure how I would escape". I guess I didn't play up his divinity really...but I thought I had at least presented him as a Kobold that is not to be messed with by a 4th lvl PC. :confused:

Then on the flip side, every time I throw CR 1 encounters at the level 8 PCs, they either run from the encounter or they panic, hesitate to attack, & go on the defensive for several rounds...no joke.
 

So what are the 'tale tell signs' of a high powered NPC?
In the worst case?

The DM talks about him incessantly. The more hours spent detailing the NPC's exploits in past campaigns, the higher the level.

*yawn*

(In all fairness, I'm technically referring to high-power pet DMPCs, rather than NPCs :erm:)
 

Well in my game, they're interacting with the military a lot so a great indication is the person's rank. For example two of my NPCs with character sheets are; Lieutenant Castir (4th level) and General Rede (20th level).

Otherwise it can sometimes be hard for the PCs to tell. They just met a mage who was only actually 1st level but because he acted like he had the almighty powers of the cosmos at his command, I think they assumed he was far more powerful than he actually is.

In the system we're using, there's a special ability the PCs can get which allows them to tell what level a person is, but none of the players have chosen it yet. The best they can do is attempt a sense motive check if the NPC tries bluffing them.
 

Simple. The NPC is in level 10 of the dungeon. (and not a corpse)

This counts both in underground dungeons as well as the wilderness dungeons (like storm giants in storm clouds) and PC aligned ally/civilization/Lawful/Order-based dungeons (towns and cities).

I should note that while civilization-based dungeons don't necessarily have 1st level NPCs as corpses in them :) , if the king is 0-level he most certainly is sorrounded by 10th level monsters in that 10th level of the dungeon (city).
 

So what are the 'tale tell signs' of a high powered NPC?

I just finished watching the most awesome TV series ever produced: Rome.

I was constantly reminded of D&D scenarios in it and made a point to remind myself of the series should I ever DM again.

There are lots of scenes where Titus Pullo or Lucius Vorenus or any of the other seasoned warriors are in a stand-up fight where you just know that the other people are screwed.

There's one scene in particular, though I won't go into details so as not to spoil it, but basically one of the main characters is sent to assassinate someone. He walks straight into the guy's villa unopposed because, quite frankly, who would oppose him?

There is a tangible sense of brutish power about those who know how to fight against those who don't. When this character goes to assassinate his target, a slave tries haplessly to defend him, and both the target and the character tell him not to be a fool as the character slaps the weapon aside and easily overpowers the slave.

And it's that sort of thing, that indescribable and yet tangible sense where you just know that someone is a real threat with real training and real experience as opposed to someone who's just posing or being brave (or stupid). The way they stand, the way they look when presented with a threat, do they flinch? Are they quick to reach for a blade? Do they quiver and shake? Do they stare you down like the rabid dog you are, daring you to draw first?
 


And it's that sort of thing, that indescribable and yet tangible sense where you just know that someone is a real threat with real training and real experience as opposed to someone who's just posing or being brave (or stupid). The way they stand, the way they look when presented with a threat, do they flinch? Are they quick to reach for a blade? Do they quiver and shake? Do they stare you down like the rabid dog you are, daring you to draw first?

There's something to be said for this. In my opinion the give-away though is when you recognize someone who knows how to kill, and is unafraid to kill (if necessary).

Men who know exactly how to kill, and are unafraid to kill present a different kind of (I'm not really sure of the word I'm searching for, but maybe...) demeanor, especially in any situation where it looks like killing might actually be called for.

And of course there is also the difference between those who kill because killing protects them and others, and those who kill because they are vicious and simply enjoy killing (and I've met my share of these kinda guys).

But yes, when you've hung around men like that long enough (men who have to kill, or who enjoy killing), or have had to do this yourself, you feel or sense or understand the difference between those who know killing and those who don't.

It's something you come to know through personal experience, and by being close to things like that, and a game has a very hard time conveying this because game killing is so cheap and artificial and portrays no real sense of the danger, risk, and other psychological and physiological aspects of killing. (Killing changes the way you feel and how your body acts and reacts, and I'd say even how you psychologically and physically present yourselves to others if you feel it might be necessary to kill someone or something.)

As far as the game goes though I usually try to display powerful NPCs in relation to other factors (after all nobody except for a small minority of criminals and terrorists and insane men go around jacked up and ready to kill at all times, it's far too exhausting a state to be in for extended periods of time, and most of those who are sport and dedicated murderers don't tend to live all that long relatively speaking, unless they hide their murdering like a serial killer, and these people don't appear powerful, they appear ordinary or harmless most of the time), such as rank, position in civil government or organization, etc.

Most forms of power require ambition, and that tends to display itself in organizational power and influence. Another aspect though, as intangible in some ways as the killing demeanor is "leadership."

So leadership capabilities are good indications of real or potential power.


The DM talks about him incessantly. The more hours spent detailing the NPC's exploits in past campaigns, the higher the level.

*yawn*

This made me laugh because in many games it is true.
I'd say the opposite is true in real life though. The more powerful and dangerous a man really is, the more reluctant he is to say exactly how so, and to what degree.

Because you can't really be dangerous if everybody can already predict exactly what you might do. However dangerous criminals operate in the "look at what a vicious bad-ass I am way," because much of their authority and psychological power is reputation and fear-based. They don't want to be considered un-readably dangerous as much as crazily and unpredictably violent.

Otherwise truly dangerous men rarely speak about how dangerous they are, they just prove it when absolutely necessary. And they rarely like it when others speak about how dangerous they are (unless they have a specific intention or objective in mind).
 

Another question I had about the use of NPC's, is how do the players recognize high level NPCs in your experience?

In my own campaign, I've had NPCs that looked like they could take out a demi-god with one hand tied behind their back that were nothing more than well described in terms of how grim/scarred/used their equipment looked. I've also had NPC's deliberately bluff characters to their true power level.

So what are the 'tale tell signs' of a high powered NPC?

High up in an organization (Pirate captain, mage guildmaster, king's hand, senior loremaster, high inquisitor) is usually a good clue. If you have heard of them and they have a rep for power is another.
 

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