Chukun, the Half-Orc Wizard – Steal this NPC

He is named Fabian Livingston, though he’s known as “Chukun” to most. Chukun is a half-orc Wizard in a city where magic is forbidden, so he poses as dumb and illiterate during the day. Hardly anyone who knows him will realize how intelligent Chukun actually is, because he is so used to pretending not to be. He is quick to laugh and sees the small joys in life, as he knows how close he was to not ever enjoying life.

Early in his life he had been abandoned by his mother, and his father was hunted down and killed not long after he was born. After being taken in by a friend of his mother’s, he was given an education and proved to be adept at using magic. As spellcasters are hunted down in the city where he lives, a half-orc wizard is proving to be exceptionally useful. He can visit many places in the city without being any more suspicious than a half-orc usually is. And since that usually concerns brute force, he sometimes can get away with casting spells in public.

Recently, his activities have been hampered though, as an adventuring party found a pair of abandoned children and dumped them at his place. Why they dumped them with a half-orc you ask? Well, one of them proved to be a little 5-year old half-orc girl, with a slightly older ‘brother’ who was taking care of her. His easygoing manners proved to be crucial to the little girl’s comfort, as she only had some very bad experiences with other half-orcs.

However, his love of pancakes might’ve been more important (a love he shares with one of the party members). Some day, when the witch-hunters are finally gone, he hopes to start his own pancake-restaurant with this adventurer. His pancakes are the most exceptional and unique – better than you have ever tasted.

The Gamecraft 25: Memorable NPCs

Once again welcome back to the Gamecraft 25, the ongoing lists of inspiration and ideas for your roleplaying games.  NPCs are one of the most important features of any roleplaying game.  They are a key element in bringing the setting to life, and help the players immerse themselves in the world.  I like to use NPCs for a myriad of purposes as gamemaster, but I also strongly encourage my players to create NPCs.  In my mind, nothing adds to a character’s development and believability like knowing something about his friends, family, associates, rivals, and lovers.  All of these people not only serve to help define a character, but also are great tools to be exploited by the gamemaster.  Using NPCs that have a solid connection to the characters always makes for a better game.

In this installment of the Gamecraft 25, we’re going to look at memorable NPCs.  These NPCs can fill any number of roles in your game, and can serve as allies, patrons, contacts, friends, or even rivals.  They can be sources of information, people that need assistance, or even the old flame that tends to complicate a hero’s life.  Although I didn’t intend for this list to include villains (they’ll be featured in the next list) any of the NPCs here could turn out to be a great antagonist.  That being said, here’s this week’s Gamecraft 25, Memorable NPCs:

  1. “Crazy” street preacher whose apocalyptic ramblings sometimes hold vital insights into the heroes’ current situation.
  2. Rival group of adventurers who are more popular with the locals than the heroes.
  3. Monster or creature that normally serves as an antagonist – perhaps a stone giant contact, or a medusa patron, maybe even a simple hobgoblin bartender.
  4. Masked vigilante in a large city.
  5. Small-time criminal, maybe a con-man or a fence, which frequently provides the heroes with good information and rumors.
  6. Local celebrity.  This could be a actor, artist, musician, nobleman, or just some playboy dilettante.
  7. Religious sect of nuns that keep to themselves in an isolated abbey.
  8. Infernal creature looking to “go straight.”  Maybe a devil that has escaped hell.
  9. Group of street urchins who always seem to be in the know.
  10. Hooker with a heart of gold.
  11. Incompetent “villain” who views the heroes as his arch-rivals, but is little more than a bumbling nuisance (think Wily Coyote or the Monarch from Venture Brothers).
  12. Gypsy fortune teller that always appears when the heroes need her, but not when they are looking for her.
  13. Exiled noble from an exotic, foreign land.
  14. Supernatural creature bound to an object or place.  Could be a demon, devil, elemental, or an imprisoned spirit.
  15. The “chosen one” or a messiah figure for an important religious sect.
  16. Charismatic agent of the government.  The heroes may or may not know of the agent’s allegiance to “crown and country.”
  17. A forgotten, once-great hero, retired and now enjoying his golden years.
  18. A “persistent” individual.  Someone the heroes are aware of, but don’t ever have the opportunity to interact with.  The individual can be seen watching the heroes from a tower in the city or from a nearby hilltop when they emerge from a dungeon.
  19. Lonely ghost in some long-forgotten area.
  20. An intelligent object with goals and desires.
  21. The ex-spouse of one of the heroes that has gone on to marry a local noble.
  22. An “imaginary” friend to one of the heroes.  No one else can see or hear the friend, but their insights often prove “interesting.”  Is the friend something supernatural, or is it all in the hero’s head?
  23. Intelligent animal, like a stray cat.  Could it have been someone’s familiar?
  24. Arrogant captain of the town guard that is jealous of the heroes’ status, wealth, and fame.
  25. A mysterious “stranger.”  The heroes have no idea who this person is, but periodically receive letters from someone with important information, maps, clues, or other valuable insight.

That does it for this 25.  See you all next time!

Gwen Avery, the Alchemist (steal this NPC)

“I’ve traded sleeping in the mud for sleeping between silk sheets with my lover. It’s not a glamorous life, but it’s safe.”

Gwen is the talented alchemist who owns Gwen’s Alchemy. She has a well-deserved reputation for quality and honesty. Gwen dabbles in the creation of unusual poisons that combine potent animal venom with magic. For example, she’s learned that the weakness-inducing venom of a large spider can be enhanced with a Sleep spell. If the initial spider venom does not incapacitate a foe, then the magical effect – the spell – certainly will. Gwen developed her magical poisons while trying to figure out non-lethal ways of securing her home and possessions against intruders. Rumors of her work have caught the attention of the local Thieves’ Guild, who would love to possess such poisons.

Gwen’s shop can be placed in any town or city in your campaign. Below are a few scenarios that can be prepared with very little effort.

  1. Services for Hire: Characters fresh from the field might have potions or poisons that they need identified or brewed.
  2. Bodyguards Needed: Jonathan Lansing, Gwen’s lover, fears for her safety. He has heard rumors that the Thieves’ Guild wants to force Gwen to brew magical poisons for them. Jonathan will hire the party to keep an eye on Gwen’s lab. While on the job, a group of rogues will attempt to break into the shop. If the party intervenes and apprehends the thieves, they will have Jonathan’s eternal gratitude.
  3. Tempting Target: For unscrupulous characters, the allure of Gwen’s shop might be too much to pass up. Rumors of potions, gold and magical poisons would make any rogue salivate. Also, Gwen is known to have a wealthy lover. Perhaps if she was kidnapped, he might pay a hefty ransom for her safe return.
  4. Have lightning bolt, will travel: Even though Gwen has a very comfortable life, she is concerned that her skills as a wizard are slipping. Imbuing potions with magical energy takes its toll. She thinks that it might be time to head out into the field in order to revitalize and challenge herself. Therefore, if a good-aligned party of adventurers are in need of magical support, Gwen might be willing to accompany them.

Xanthippe, the Minotauress Bodyguard – Steal this NPC

“Stop right there. I have killed twenty eight people who have threatened my charge.  Do not force me to make it twenty nine. My eyes are up here.”

Description: Standing 3 meters (9’10”) tall and heavily built, her fur and underlying skin are a dark tan and decorated by a wide variety of scars.  Her eyes are a brown so dark they appear black.  Her horns are polished to a honey sheen and tipped with brass.

While Xanthippe prefers to wear her heavy mail armor along with heavy sandals, she dresses as required depending on where her employer is going (though with the maximum amount of armor she can conceal underneath).  She has a fair collection of jewelry, though she rarely wears it.

Background: Xanthippe was raised among the warrior minotaurs of Thalis.  Though not raised directly to be a warrior, she trained casually alongside her brothers.  She had the unfortunate luck to be on a ship captured by pirates, from which she was sold into slavery.  She ended up as an agricultural worker, which she did not find so bad.

Xanthippe was on hand when the daughter of her owner was attacked by bandits.  Wielding a hoe, she dispatched herself and chased them off, killing one.  Because of that, she served as the daughter’s bodyguard for the next three years.  And when the daughter married, Xanthippe was granted her freedom.  At that point she became a freelance bodyguard, usually (but not always) guarding women.

Presenting this Character: Xanthippe is direct and efficient.  She understands the need for formality and etiquette, but prefers to ignore them whenever possible.  She enjoys the minor rebellion of slightly embarrassing her employers by tromping over politeness, but she will not do so if it will cause major trouble.  She is very good in her role as a bodyguard and will selflessly protect her employer from physical threats.

Xanthippe is not well read, but she is a good listener and has a surprisingly wide range of interests, especially philosophy and music.

What can she do? Xanthippe is a skilled and effective combatant, capable of using a variety of weapons or unarmed combat as needed.  Her focus is protecting her employer, imposing herself most effectively between them and any threat.

She has an innate grasp of social dynamics (a very useful talent for a bodyguard).  She is able to note shifts in the patterns of behavior that indicate when an attack is likely to materialize.  For those wise enough to form a friendship with Xanthippe, she can provide an unique perspective on the group dynamics of those she observes.

Xanthippe has a rich voice and is a superb singer, but she rarely does so in public unless there are only children around.

Who might know her and why: Xanthippe is quite well known among the nobility as an extremely competent bodyguard – in some circles, hiring her is considered a bit of a status symbol. Those who are among the nobility, or who work with them, could easily have encountered her (she is hard to miss, after all).

Someone from Thalis could have known her as a young woman, though recognizing her now could be difficult.  A freed slave or other member of the household she was enslaved into could encounter her again.

Plot Hooks: Xanthippe could be a bodyguard to someone that is traveling with the party.  As her focus is protecting her employer, there could be some conflict.

She could have found that some of her fellow countrymen have been captured in a pirate raid and are going to be sold into slavery.  Xanthippe wishes to buy them if possible, or directly free them if not.  She will need help in finding where they have been taken and possibly for more backup.

Tarick Flameborne, the Deva Dragonborn – Steal this NPC

Tarick Flameborne
Deva Dragonborn Hybrid Wizard/Monk-2

Tarick’s first memories were of flying, riding the winds on vast wings of bone, sinew and flesh. When the memories came he was 2 years old, and wingless.

Throughout his life, Tarick has had dreams of a life as a dragon – not a mere land-bound Dragonborn, but a full, fire-breathing awe-inspiring master of all, a mighty Red Dragon Lord!

These dreams have driven Tarick to become what he believes he once was. Through dedicated study of all aspects of draconic nature he is striving for both physical and arcane perfection. He travels the lands seeking tutors. He studies at the feet of Wizards and meditates with Monks, walking a delicate path which mimics the duality of destruction and control which marks a true Dragon Lord.

He will reclaim his heritage, step by painful step. Of that, he is certain.

Dirty little secret: His dreams are a lie implanted by a captive Ancient Red Dragon, which seeks to lure Tarick to freeing him from his cage on the Plane of Ice. He waits, slowly and patiently feeding the false memories…..

Notes: Hybrid Wizard/Monks are AWESOME! For a start, no one expects an acrobatic Wizard, and nothing says “I know Wuxia Kung Fu!” more than a Monk who can fire a jet of flame from his fingertips. Add in the Deva/Dragonborn backstory (which is a lie) and this is a character on one hefty long-term quest. In close combat he’s an unarmed dervish and from a distance his spells focus on the highly flammable. Out of combat he’s a terrific source of information on History and all things Arcane – he has studied well indeed.

Tarick Flameborne
Male Deva Dragonborn Hybrid Wizard/Monk-2

Str 14, Con 11, Dex 13, Int 16, Cha 12
AC 14, HP 26, Surges 6×6/day
Fort 13, Ref 14, Will 14, Init +2

Acrobatics +7, Arcana +11, History +11, Intimidate +4
Dragonborn Fury, Draconic Heritage, Deva Heritage, Hybrid Talent (Unarmed Combatant)

Free: Feather Fall
At-will: Ghost Sound, Light, Mage Hand, Prestidigitation, Dragon’s Tail, Stone Fist Flurry of Blows
Encounter: Dragon Breath, Scorching Burst, Burning Hands
Daily: Astral Splendor, Harmonious Thunder

Monk Unarmed Strike, Flame Wand +1

Anchor, the Aquatic Warforged – Steal this NPC

The sea is full of wonders; any bard worth his salt knows that. Not that “Anchor,” as he is called, spends enough time on the shore to listen to any bards. As a hunched warforged covered in barnacles and rocky coral, any trip onto the mainland is driven only by the purest necessity.

Once the war had reached it’s ultimate conclusion, warforged dispersed into the world to find niches for themselves. Many turned to lives of adventurers or mercenaries, seeking to continue sharpening their sculpted talent for bloodshed. What else was a sentient construct good for?

Anchor despised the chaos of the war; he couldn’t fathom how one creation could seek to end another. He blames the ‘bloated’ races for inventing murder and destruction, as well as the death of each sentient creature he personally witnessed at the hands of his brethren.

As soon as his captain fell to an opportunely placed spell, Anchor renounced his rank and designation. He wandered the world for years, facing hatred and misunderstanding wherever he turned, until he came upon the sea. Here was a place free from the corrupting influence of dwarves, elves, and humans. A new home where they could not follow.

Ever since, Anchor has wandered the sea floor, enjoying the deep twilight of midday in complete solitude. Now and again he happens upon some reminder of the surface world, usually some exotic stash of treasure or the odd shipwreck. Months will pass as Anchor dutifully drags these pollutants back onto the nearest shores, piece by piece. His handiwork can be seen wherever plunders of the deep ‘mysteriously’ wash back to civilization.

Plot Ideas:

(1) Anchor recently handled an item of immense value to the party, whether by plot or literal worth, but deposited on some forgotten shore within the area. They must convince him to reveal the location of their quarry, or attempt to follow him to his favorite seafloor junkyards.

(2) The party must contact an underwater civilization, but do not have enough personal magic or wealth to sustain a long visit. Rumors of Anchor, the aquatic warforged, surface; perhaps they can enlist his aid?

(3) In a twist of fate not entirely lost upon him, Anchor attempts to enlist the party to help in his sea-cleansing efforts. He has found something beneath the waves that he alone cannot remove, but refuses to detail what it is until the party agrees to his terms. Is it a grand ship, sunken by greedy pirates? Or dumped cargo best left untouched?

Trip-no Flix, the Doppleganger – Steal this NPC

The Twist: Trip-no Flix displays a friendly, outgoing demeanor, especially when performing. While he has few friends, he knows many people and is known by everyone in the town. However, there is a slightly darker side to him that he keeps secret…

Trip-no Flix was adopted by the village or town in which he lives.  He was first found as a toddler, and then much to the surprise of the those around him, he occasionally changed shape to mimic those he liked.  Most of the townsfolk were initially alarmed and concerned, but as he was continuously shuffled from home to home, people started to accept him.

From the start, he knew that he was different, and many times the target of insults and bullies.  It was from this rough childhood that he learned to use his ability to his benefit.  He developed a knack for telling jokes, performing tricks, singing, playing instruments, and generally getting a party going.  All this accented by his ability to change identities.

As a young adult, he regularly performs at taverns and inns, if not a private party elsewhere.  He is known by all in the town, and can scarcely get around without someone recognizing him in is regular persona.

As a rule, whenever he is not performing, he is generally not allowed to change out of his regular role.  The townsfolk have clasped around his neck a steel collar (that he can’t take off).  The collar is smooth (and not uncomfortable), but it is there so that no matter what identity he assumes, he can always be recognized as Trip-no Flix.

While he usually travels around the town in his regular “Trip” identity, he has a few others that he uses occasionally for discreet endeavors or if he simply wants some privacy.  During these times he is sure to cover up his collar.

The Twist: Trip-no Flix displays a friendly, outgoing demeanor, especially when performing.  While he has few friends, he knows many people and is known by everyone in the town.   However, there is a slightly darker side to him that he keeps secret.

This darker side, which is actually a result of his upbringing and place in this town, stirs Trip-no Flix to aspire to greater positions.  He can’t wait to get the collar off, and will skip town as soon as he does.  Until then, he is working angles on rich daughters and sons.  Slowly, he has been accumulating a hidden stash of money and valuables.  Unfortunately, his resentment for his position in the town is pushing him over the edge, opening him up to more dangerous endeavors.