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The thread to post 5e NPCs/Characters

Started by RPGPundit, October 28, 2014, 08:47:47 PM

Previous topic - Next topic

Opaopajr

#30
Sylvan Legacy gang

Journeymen. They guide apprentices, relay council orders, and plan jobs. They are the immediate face apprentices see, and the mid-tier face opponents see. They are the mid-level coordinators & functionaries in the organization.
------------------------

"Bāreña Draugs," gang journeyman

Location: Forgotten Realms setting > Moonsea region > Phlan city > Old City district > Vahlegen Park & Mielikki Shrine

Lielcīrulis, (big lark). a.k.a. "Bāreña Draugs," (Orphan's Friend)
Half-Elf Cleric of Mielikki, Urchin Journeyman in Sylvan Legacy gang
Lvl 2, Prof +2. Saves: WIS, CHA. Alg: ??
HD: d8. HP: 17.  AC: 13 (15 w/ shield)

STR 14 (2), DEX 11 (0), CON 14 (2), INT 10 (0), WIS 16 (3), CHA 14 (2)

Lang: Common, Elvish

Race: Half-Elf, +2 CHA, 2x +1 other stat, +2 skills, darkvision, fey blessing.

Class
Armor: light, medium, heavy (domn), shield.
Weapons: all simple.
Tools: Disguise, Thieves'.

Skills: Animal Handling +5, Insight +5, Medicine +5, Perception +5, Sleight of Hand (bkrd) +2, Stealth (bkrd) +2.

Channel Divinity
CD: Turn Undead Each undead that can see/hear you in 30' WIS save. Fail, turned for 1 minute.

Life Domain:
Bonus Prof - heavy armor. Bonus Prepared - 1st. Bless, Cure Wounds.
Disciple of Life - Heal spells 1st+ lvl, add 2+spell lvl HP.
CD: Preserve Life 5x cleric lvl = HP. Divide among creatures w/in 30', no more than half HP max. Not on undead or constructs.

Spells
Spells DC: 13. Spell Atk: +5.   Ritual Cast - need prepped. Spell Focus.
Slots: at-will/3. Prep: WIS +lvl = 4, +Domain {Bless (30', conc 1 min), Cure Wounds}.
Cantrips - Guidance (touch, conc 1 min), Resistance (touch, conc 1 min), Spare the Dying (touch, inst.).
1st - Detect Magic (conc 10 min), Heal Word (bonus, 60'), Sanctuary (bonus, 30', 1 min), Shield of Faith (bonus, 60', conc 10 min).

Background: Urchin Feature: City Secrets.
Pers: helpful. Ideal: comfort & friends. Bond: Les miserables. Flaw: shy.
Gear: small knife, city map, small mouse, common clothes, belt pouch +10 gp.

Wealth: ??? gp.

Armor: Chain Shirt - 50 gp, AC 13+DEX. Shield - 10 gp, AC +2. ???
Weapon:
2x Club - 1 sp. +4 atk. 1d4+2 b. light.
2x Handaxe - 5 gp. +4 atk. 1d6+2 s. light, thrown (rng 20/60)
Sling - 1 sp. +2 atk. 1d4 b. ammo (rng 30/120).

Gear: ??? Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Disguise Kit, Thieves' Tools, Holy Symbol (Emblem). ???

Style/Bio: Sylvan Legacy gang Journeyman, extensive city urchin relations. Created a mutual help network as he kept other urchins healthy by a mix of hodgepodge medicine & faith healing. This advanced scouting system has aided the gang greatly. Loves the bountiful forest stories from the gang, and truly believes them!, but never lived outside cities. Mielikki found him curiously earnest and thus spontaneously ordained him a cleric one day — without his full understanding.
-------------------------------

"Atslega," gang journeyman

Location: Forgotten Realms setting > Moonsea region > Phlan city > Old Slum district > Slum Market

Jelena, a.k.a. "Atslēga" (key)
Human Fighter, Urchin Journeyman in Sylvan Legacy gang
Lvl 2, PB +2. Saves: STR, CON. Alignment: ??
HD: d10. HP: 20. AC: 15 (17 w/ shield).

STR 14 (2), DEX 16 (3), CON 14 (2), INT 12 (1), WIS 14 (2), CHA 9 (-1)

Lang: Common, Elvish.

Race: Human var. — 2x stats +1. 1x Feat. 1x skill.

Feat: Mobility

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: Disguise (bkrd), Thieves' (bkrd).

Skills: Athletics +4, Acrobat +5, Sleight (bkrd) +5, Stealth (bkrd) +5, Perceive +4.

Fighting Style, Two-Weapon Fighting — when TWF, can add ability mod to 2nd attack dmg.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.

Background: Urchin
Specialty: Break & Entry. Feature: City Secrets.
Personality: slow to trust. Ideal: security. Bond: victimization. Flaw: hates apologizing.
Gear: small knife, city map, pet rat, common clothes, pouch +10 gp.

Wealth: ???

Armor: Chain shirt - 50 GP, AC 13+DEX. Shield - +2 AC.
Weapons
Whip - 2 sp. +5 atk. 1d4+3 s. finesse, reach.
2x S. Sword - 5 gp. +5 atk. 1d6+3 s. light, finesse.
2x Dagger - 2 gp. +5 atk. 1d6+3 p. light, finesse, thrown (rng 20/60).
20x Darts - 5 cp. +5 atk. 1d4+3 p. finesse, thrown, (rng 20/60).
Net - 1 gp. +5 atk. n/a. special, thrown (rng 5/15).

Gear: ??? Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'). Disguise Kit. Thieves' Tools.
5x Pitons - 5 cp, 5x Candles - 1 cp, 5x Sacks - 1 cp, Signal Whistle - 5 cp, Bucket - 5 cp, Jug - 2 cp, Soap - 2 cp, Chalk - 1 cp, Pouch - 5 sp, Waterskin - 2 sp, 3x Oil - 1 sp, Common Clothes (navy) - 5 sp. ???

Bio: A talented urchin discovered and groomed by Lielcīrulis years ago. She takes a harder line against gang threats and sees her old friend as naive. Finds sympathy with new council member Smilguzieda's more ambitious and violent approach. Currently trains apprentices in the art of breaking & entering -- and to avoid combat -- though she aches for a good fight at times. Holds a lingering resentment to orcs & half orcs for murdering her homesteading family as a child.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#31
War Pigs Gang

"Kara Bojājas," gang captain, arms merchant

Location: Forgotten Realms setting > Moonsea region > Phlan city > Podol Plaza & River district > bazaar stall @ Podol, secret warehouse @ River.
Composition: group, often with several hidden guards
Specialty: arms merchant, black market arms, exploits paranoia.
Incorporation Hooks:
1) Thar Orc/Goblin Raids carry unusually high amt. of human armament.
2) Debt-trapped adventurers disrupting PC quests for quick profits.
3) Grand Campaign: Trade war between war traders, Melvaunt v. Zhentil Keep traders at Phlan.
Encounter:
1) Day - Armor & Weapon Merchant. new, used, layaway, rentals, financing...
2) Night - Stojanow River & River district. black market, smuggling, loan collection...
3) Monthly - Edge of Thar, varies. large humanoid arms trade, by boat or cart.

Sabīne Melnbikses (Sabian BlackPants), a.k.a. "Kara Bojājas" (War Spoils)
Human Fighter, Criminal Smuggler, War Pigs Captain, (black market) arms merchant
Lvl 5, PB +3. Saves: STR, CON. Alignment: ??
HD: d10. HP: 49. AC: 16 (18 w/ shield).

STR 12 (1), DEX 16 (3), CON 16 (3), INT 12 (1), WIS 14 (2), CHA 16 (3)

Lang: Common, Orcish.

Race: Human — All stats +1.

Class
Armor: All armor & Shields.
Weapons: All simple & martial.
Tools: Thieves', Dice.
Skills: Stealth (bkrd) +6, Insight +5, Perceive +5, Deceive (bkrd) +6.

Fighting Style, TWF — when TWF, can add ability mod to 2nd attack dmg.
Second Wind — bonus act, regain 1d10+lvl HP; recharge Short or Long rest.
Action Surge — 1x. On your turn, one additional action; recharge Short or Long rest.
Extra Attack — 2x. When taking Attack action on your turn, can make two attacks.

Champion Archetype
Improved Critical — Weapon attacks critical hit on rolls of 19 or 20.

Background: Criminal. Feature: Criminal Contacts
Personality: Slick. Ideal: Profitable Chaos. Bond: The 'Sale'. Flaw: Addicted Closer.
Gear: crowbar, dark common clothes w/ hood, pouch +10 gp.

Wealth: ???? gp.

Armor: Breastplate - AC 14+DEX. Shield - +2 AC. ???...
Weapons: ???...
8x Dagger — +6. 1d4+3 p. finesse, light, thrown (rng 20/60).
Rapier — +6 atk. 1d8+3 p. finesse.
2x Shortsword — +6 atk. 1d6+3 p. finesse, light.
Whip — +6 atk. 1d4+3 s. finesse, reach.
Longbow — +6 atk. 1d8+3 p. ammo (rng 150/600), heavy, two-hands

Gear: Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'). Thieves', Dice. ???...

Bio: A sharp, furtive war materiel saleswoman, addicted to the rush of a sale. Sells freely to both humanoid hordes & human/demihuman civilization. Cares less about the violence, since it leaves more resale product. Gladly refers to a "friendly dwarf moneylender" for debt financing. Melvaunt sent her to destabilize Phlan's mercantile growth, and Phlan itself, from falling into Zhentil Keep trade sphere.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

War Pigs Gang

"Pauspapīrs," gang lieutenant, materiel espionage

Location: Forgotten Realms setting > Moonsea region > Phlan city > Old City & Kovel districts > City Hall offices & Kovel mansions
Composition: well guarded amid merchant peers & powerful elites.
Specialty: armament financing & design espionage.
Incorporation Hooks:
1) Social. Negotiating PC party's mercenary company line of credit, job leads, etc.
2) Social. Wealthy society games decides financing of which sides in a war.
3) Explore. 'Lost' weapon plans suspected in his well guarded mansion.
Encounter:
1) Day - City Hall, Old City. Office & hallway meetings discussing war finances.
2) Night - Kovel. Mansion dinners parties of war hawks & made privateers.
3) Weekly - Tempus temple. Attends services for covert gang communication.

Ivo Dzērve (Yew Crane), a.k.a. "Pauspapīrs" (tracing paper)
Human Rogue, War Financier Charlatan, War Pigs 1st Lt., materiel espionage
Lvl 3, Prof +2. Saves: DEX, INT. Alg: ??
HD: d8. HP: 24. AC: 14.

STR 11 (0), DEX 16 (3), CON 14 (2), INT 13 (2), WIS 16 (3), CHA 15 (2)

Lang: Common, Dwarvish,

Race: Human, all stats +1.

Class
Armor: light.
Weapon: simple, hand xbow, l. swd, s. swd, rapier.
Tools: Thieves, Disguise, Forgery.

Skill: Sleight (exp) +7, Investigate +4, Insight (exp) +7, Perceive +5, Deceive (bkrd) +4, Persuade (bkrd) +4.

Expertise — double proficiency bonus.
Sneak Attack — if Adv, or ally w/in 5', +2d6 dmg on finesse or ranged weapon hits.
Thieves' Cant — secret language between thieves.
Cunning Action — Bonus Act to Dash, Disengage, or Hide.

Rogue Archetype: Thief
Fast Hands — Bonus Act to DEX (Sleight of Hand), Thieves' Tools, or Use Object.
Second-Story Work — No extra movement for Climbing. +DEX mod feet to running jump distance (not height).

Background: Charlatan.  Feature: Fake Identity - Materiel Financier
Pers: listening. Ideal: discreet. Bond: Melvaunt. Flaw: avoids advancement.
Gear: disguise kit, forgery kit, common clothes, pouch +15 gp.

Wealth: ?????

Armor: Leather, AC 11 +DEX.
Weapon:
Rapier. +5 atk. 1d8+3. finesse.
7x Dagger. +5 atk. 1d4+3. finesse, light, thrown (rng 20/60)
S. Bow. +5 atk. 1d6+3. ammo (rng 80/320), two-hands.
20x Arrows

Gear: ?? Explorer's Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Quiver, Thieves' Tools. ??

Bio: Melvaunt's spy on Phlan's arms trade, as a financier to arms orders. Works for both mercenary companies and governments. Also steals new designs as they come through. Worried about his Captain's sales eagerness to any customer, i.e. Thar orcs. Fears too much destabilization will make his espionage job harder.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

S'mon

#33
Ghinoran Warrior hd3

This stat block represents typical members of a Ghinoran nobles' warband, and similar professional warriors. They are well-equipped and highly trained.

Armor Class 17 (breastplate, shield)
Hit Points 17 (3d8 + 3)
Speed 30 ft.
Proficiency +2
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 9 (-1) WIS 10 (+0) CHA 11 (+0)
Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Actions
Ghinoran Spear or Sword. Melee or Ranged Weapon Attack: +4 to hit, reach 10 ft or 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

#34
Aya, Ghinoran Shepherdess of Selatine hd2, with Max the Dog hd2
Aya of Selatine, Ghinoran Shepherdess
Medium humanoid
Armor Class 12
Hit Points 9 (2d8) healing die: 1 (d8)
Speed 30 ft.
STR 8 (-1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 11 (+0) CHA 13 (+1)
Skills Perception +2
Senses passive Perception 12
Actions
Sling. Missile Weapon Attack 30'/120': +4 to hit, one target.
Hit: 1d4+2 bludgeoning damage.
Unarmed: 0 damage
Aya's less attractive friend is called Vatta. Her great Ghinoran sheep-hound is called Max.
GP: 5

Max the Ghinarian Sheep Dog:
Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2) healing die: 1 (d8+1)
Speed 40 ft.
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2)
Skills Perception +3*, Stealth +4
Senses passive Perception 13
Languages —
Challenge 1/4 (50 XP)
*Keen Hearing and Smell. Advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Pack Tactics. Advantage on attack rolls against a
creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (2d4 + 2) piercing damage.
Critical hit: 4d4+2, and if the target is a small or medium creature it is
knocked prone.

Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

#35
Jana Vex, Priestess of Mitra-Apollo
Medium humanoid
Armor Class 10
Hit Points 24 (3d8 + 6)  Healing Dice: 1 (d8+2)
Speed 30 ft.
STR 8 (-1) DEX 10 (+0) CON 14 (+2) INT 9 (-1) WIS 13 (+1) CHA 15 (+2)
Proficiency +2
Skills Perception +3
Passive Perception 13

Turn Undead: 1/short rest
Action: present holy symbol of Mitra. Roll a single d20+3 to Turn, opposed by Undead's passive WIS Save (roll must overcome Undead's passive WIS save (10+WIS save bonus), eg skeleton DC 10+, zombie DC 11+).
If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).

Spellcasting. She is a 3rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks).
She typically has the following Cleric spells prepared:
Cantrips (at will):
light (20' bright+20' dim, 1 hr)
sacred flame (shoots flame 60' range, target make DC 11 Dex save or 1d8 radiant dmg)
thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)
Spells Prepared: 4
1st level (4 slots):
cure wounds (touch heals 1d8+1 hp, 2d8+1 with level 2 slot)
sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 11 WIS save to target, choose new target, or lose the attack)
2nd level (2 slots):
lesser restoration (creature touched - cures disease, blindness, deafness, paralysation, poison)
hold person (r. 60', target DC 11 WIS save or paralysed, target can save at end of each turn, requires concentration to maintain)

Actions
Staff Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d6-1 (2) bludgeoning damage.
Unarmed: 0 damage
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

#36
Malenn, Paladin of Mitra
Medium humanoid
Armor Class 9
Hit Points 52 (6d10 + 12) current hp:
Healing Dice 3 (d10+2)
Speed 30 ft.
Proficiency +3
STR 14 (+2) DEX 8 (-1) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 17 (+3)
Skills Perception  +4
Senses passive Perception 14

Brave. Malenn has advantage on saving throws against being frightened.


Actions
Multiattack. Malenn can make two melee attacks.
Blessing of Mitra (Recharges after Long Rest - requires prayer to the rising sun to recharge): Action, requires a sprinkling of

holy water, affects up to 3 willing allied creatures sprinkled on their foreheads.   In the next encounter, whenever the Blessed allies make an attack roll or a saving throw they add +1d4 to the roll. A creature can benefit from only one Bless die at a time. Requires Concentration - this effect ends if she is incapacitated.
Lay on Hands: She can touch someone and restore up to 15 hp per day (or spend 5 hp to cure disease/poison). Recharges after long rest.

Reactions
Parry: She adds 2 to its AC against one melee attack that would hit her. To do so, she must see the attacker and be wielding a melee weapon.

Weapons

Unarmed ATT +4 dam 3 bludgeoning
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

Opaopajr

#37
War Pigs Gang

"Lāču Bedre," gang 2nd lieutenant, loansharking

Location: Forgotten Realms setting > Moonsea region > Phlan city > border of Podol Plaza & Textile districts > Fattened Purse building, near City Mint.
Composition: Group wandering. Paired business offices.
Specialty: Moneylending & loansharking
Incorporation Hooks:
1) Lender Referral from Arms Merchant, Sabine Melnbikses. Debt spiral may follow.
2) Party witnesses theft. If caught, criminal reluctant & afraid or hypnotized.
3) Rescue a friend (NPC?) from his secret, underground, debt prison.
Encounter:
1) Day - At or around his building offices, negotiating terms and repayment.
2) Night - Visiting taverns, bodyguards in tow, shaking down deadbeat debtors.
3) Special - Traveling Phlan's undercity tunnels to War Pigs' secret basement cells.

Viljar Kivi (Nourished Stone), a.k.a. Lāču Bedre (bear pit trap)
Mt. Dwarf Wizard, Moneylender Guilder, War Pigs 2nd Lt., loan shark/extortionist
Lvl 4, prof +2. Saves: INT, WIS. Alg: ?? Spd: 25'.
HD: d6. HP: 30  AC: 15 (15 mage armor)

STR 14 (2), DEX 14 (2), CON 16 (3), INT 14 (2), WIS 11 (0), CHA 14 (2)

Lang: Common, Dwarf, Orc.

Race: CON +2. Spd 25'. Darkvision 60'. Resilience - Adv save v. poison & Resist poison dmg. Dwarf Weapons - battle axe, hand axe, throw hammer, war hammer. Artisan Tool - 1x of Mason, Stonecutting, or Brewer.
sub-race: STR +2. Dwarf Armor - lt. & md. armor.

Class
Armor: lt. & md. armor
Weapons: dagger, dart, sling, quarterstaff, lt. xbow, battle axe, hand axe, throw hammer, war hammer.
Tools: Smith's, Mason's.

Skills: Investigate +4, Insight (bkrd) +2, Intimidate +4, Persuade (bkrd) +4

Spellbook - six 1st lvl spells +2 spells/lvl. Spells DC: 12. Spell Atk: +4. Cantrips 4.
Slots: at-will/4/3. Prep: INT+lvl = 6. Rituals - no prep if spellbook.
Spell Focus - arcane focus as spell casting focus.
Arcane Recover - 1/day. Short Rest, regain combined slot lvl = 1/2 lvl (rd up), no +6th spell level slots.

Arcane Tradition: Enchanter
Enchantment Savant - Learn Enchantment spells faster and cheaper.
(Enchanting Eyes) - [blah blah, something about "look into my eyes."]

Cantrips - Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost.
1st - Comp Lang, Detect Magic, Disguise Self, Identify, Mage Armor, Shield, Sleep.
2nd - Arcane Lock, Hold Person, Knock, Magic Weapon, Suggestion

Background: Guilder. Feature: Guild Membership
Pers: narcissist. Ideal: obeisant victims. Bond: profits. Flaw: deep grudges.
Gear: clothes, pouch +25 gp.

Wealth : ?????

Armor:  Chain Shirt — 13+DEX.
Weapon:
Hand Axe — +4 atk. 1d6+2 s. light, thrown (rng 20/60).
Battle Axe — +4 atk. 1d8+2 s. versatile (1d10).
War Hammer — +4 atk. 1d8+2 b. versatile (1d10).
Lt. Xbow — +4 atk. 1d8+2 p. ammo (rng 80/320), load, two-hand

Gear: ?? Explorer’s Pack (backpack, bedroll, mess kit, tinderbox, 10x torches, 10x rations, water skin, rope hemp 50'), Spellbook, Component Pouch. ??

Bio: A vengeful, narcissistic dwarf emblematic of Melvaunt's human relationship with dwarves and the arms trade. Outside of foundry work, the low dwarf population left their loan sharks the representative social climbers among the ruthless guilds. As a Phlan moneylender he debt enslaves fresh meat for "odd jobs," even imprisoning some big debtors for later. Rather fond of the gang's current aggressive direction; hopes to be promoted back into Melvaunt.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

War Pigs gang

Journeymen. They guide apprentices, relay council orders, and plan jobs. They are the immediate face apprentices see, and the mid-tier face opponents see. They are the mid-level coordinators & functionaries in the organization.
------------------------------------------------------

"Donžuans," gang journeyman

Location: Forgotten Realms setting > Moonsea region > Phlan city > Podol's Plaza & Old Slums (pickpocket work) / Textile, Scholars, & Temple Districts (pick up artist).

Uldis Ganinsch (Kind Little Shepherd), a.k.a. "Donžuans" (Don Juan)
Human Rogue, Urchin Thief, pickpocket journeyman
Lvl 3, prof +2. Saves: DEX, INT. Alg: ??
HD: d8. HP: 18. AC: 12.

STR 12 (1), DEX 11 (0), CON 11 (0), INT 9 (-1), WIS 10 (0), CHA 10 (0)

Skills: Athlete +3, Sleight (exp, bkrd) +4, Stealth +2 (bkrd), Perceive (exp) +4, Deceive +2, Persuade +2.

Tools: Thieves, Disguise, Game Set.

Expertise — double proficiency bonus.
Sneak Attack — if Adv, or ally w/in 5', +2d6 dmg on finesse or ranged weapon hits.
Thieves' Cant — secret language between thieves.
Cunning Action — Bonus Act to Dash, Disengage, or Hide.

Rogue Archetype: Thief
Fast Hands — Bonus Act to DEX (Sleight of Hand), Thieves' Tools, or Use Object.
Second-Story Work — No extra movement for Climbing. +DEX mod feet to running jump distance (not height).

Background: Urchin. Feature: City Secrets.
Pers: note status & valuables. Ideal: thief honor. Bond: makeshift family. Flaw: lustful.
Gear: knife, pet rat, city map, common clothes, pouch +10 gp.

Wealth : ???

Armor:  Studded Leather - AC 12+DEX.
Weapon:
4x hand axe - 5 gp.  +3 atk, 1d6+1, light, thrown (rng 20/60)
(twf hand axe +3 atk, 1d6+1/1d6)
20x dart - 5 cp. +3 atk, 1d4+1, finesse, thrown (rng 20/60)
1x s. bow - 25 gp. +3 atk, 1d6+1, ammo (rng 80/320), two-hand
20x arrow - 1 gp.

Gear: ?? Burglar's Kit, Thieves' Tools, Disguise Kit, Game Set. ??x Caltrops, Oil, & Ball Bearings.???...

Bio: A Lothario of modest talent who survived by knowing the city's back alleys and the kindness of past lovers. Favors sexually repressed shy women at boutiques, libraries, and temples. Threw in his lot with Melvaunt's gang on the promise of one day moving out to that big city and being somebody. Treated bad in Phlan due to his background and lifestyle. Gets even at the world through petty theft, training new pickpockets, breaking hearts, and the occasional cuckolding.

----------------------------------------
"Sods," gang journeyman

Location: Forgotten Realms setting > Moonsea region > cities of Phlan & Melvaunt > Harbor & Old Slums > Warehouses & Saloons.

Ervins Matrozis (Honor Friend Deckhand/Sailor), a.k.a. Sods (Punishment)
Human Barbarian, Pirate Vandal,
Lvl 2, prof +2. Saves: STR, CON. Alg: ??
HD: d12. HP: 23. AC: 14 (16 w/ shield).

STR 16 (3), DEX 14 (2), CON 14 (2), INT 14 (2), WIS 11 (0), CHA 7 (-2)

Skills: Athlete (bkrd) +5, Acrobat +4, Investigate +4, Perceive (bkrd) +2

Tools: Navigate, Vehicle (water).

Background: Sailor Pirate. Feature: Bad Rep.
Pers: Bully. Ideal: Beating Up Wimps. Bond: Violent Aggression. Flaw: Touchy.
Gear: belaying pin, stuff, common clothes, pouch +10 gp.

Wealth : ???

Armor:  Studded Leather - AC 12+DEX.
Weapon:
4x hand axe - 5 gp.  +5 atk, 1d6+3, light, thrown (rng 20/60)
(twf hand axe +5 atk, 1d6+3/1d6)
20x dart - 5 cp. +5 atk, 1d4+3, finesse, thrown (rng 20/60)
1x s. bow - 25 gp. +4 atk, 1d6+2, ammo (rng 80/320), two-hand
20x arrow - 1 gp.

Gear: ?? Burglar's Kit ???...

Bio: Coordinates apprentice message couriers between Melvaunt and Phlan, as he often sails that trade route. Travels with various honest merchant and smuggler crews as a hired deckhand, yet is never above changing sides to successful boarding pirates. His job is to survive, pass along new orders from Melvaunt to Phlan's War Pigs gang, and enjoy bullying targeted Phlan merchants on his downtime. Loves destruction almost as much as instilling terror.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

S'mon

Lady Meda, Servant of Mycr  
Medium humanoid (human)
Armor Class 13 (15 with mage armor) (10/13 +2 DEX +1 ring of protection)
Hit Points 69 (14d8+14)
Proficiency +4
Speed 30 ft.
STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 14 (+2) WIS 16 (+3) CHA 20 (+5)
Saving Throws Wis +7 Charisma +9, +1 to all with ring
Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +7.
Senses passive Perception 17
Challenge 9

Spellcasting. Meda is a 14th level Bardic spellcaster, spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks).

Cantrips (4): friends, light, mage hand, mending
Spells

She knows the following 18 spells:
1st level (4 slots): Burning Hands, Detect Magic, Feather Fall, Mage Armor, Healing Word
2nd level (3 slots): Detect Thoughts, Suggestion
3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Revivify, Speak with Dead
4th level (3 slots): Compulsion
5th level (2 slots):  Scrying
6th level (1 slot) Mass Suggestion, Globe of Invulnerability
7th level (1 slot) Fire Storm (as Sorcerer), Teleport

SA: Song of Rest +5 hp recovery on short rest to those who can hear it.

MI: 2d4 potions of healing, +1 ring of protection, 1d4+1 doses of Keoghtom's Ointment, Cloak of Elvenkind.

Damne. Amazon Weaponmaster
Medium humanoid (human)
Armor Class 18 (+4 DEX, +2 shield, +1 torc & ring, +1 psychic), 16 no shield
Hit Points 72 (11d8 + 22)
Proficiency +3
Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 10 (+0) WIS 10 (+0) CHA 14 (+2)
Saving Throws Dex +7, Wis +3
Athletics +5 Acrobatics +7 History +3 Perception +3
Senses passive Perception 13.
Challenge 5

Duelist. +2 melee damage with single 1-handed weapon.
Martial Advantage: +13 (3d8) damage to a creature she hits with a melee attack if that creature is within 5 feet of an ally of hers that isn't incapacitated.

Actions
Multiattack. She makes two melee or ranged attacks.
+1 Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (1d8 + 7) piercing damage, 24 (4d8+6) with Martial Advantage.
Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.

Damne's Amazon Guard
Medium humanoid (human)
Armor Class: 17 (+3 DEX +2 shield +1 torc & ring +1 psychic), 15 no shield
Hit Points: 17 (3d8+3)
Proficiency +2
Speed: 30 ft.
Strength 12, Dexterity 16, Constitution 12, Intelligence 10, Wisdom 12, Charisma 14
Skills: Athletics +3, Intimidation +4, Perception +3
Passive perception: 13
Challenge: 1 (200 XP)

Martial Advantage: Once per turn the guard can deal an extra 7 (2d6) damage to a creature she hits with a melee attack if that creature is within 5 feet of a guard's ally that isn't incapacitated.

Actions:
Rapier: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+3) piercing damage, 13 (1d8+2d6+3) with martial advantage.
Longbow: Ranged Weapon Attack +5 to hit, one target. Hit 6 (1d8+3) piercing damage.
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

Elf Heroes - Glevina Elf Mage hd 9, Thadeus Elf Knight hd 11
Elf Mage - Glevina
Medium humanoid (Elf)
Armor Class 13 (16 with mage armor)
Hit Points 40 (9d8) Proficiency +3
Speed 30 ft.
STR 8 (−1) DEX 16 (+3) CON 10 (0) INT 18 (+4) WIS 12 (+1) CHA 13 (+1)
Saving Throws Int +7, Wis +4
Skills Arcana +7, Persuasion +4, Perception +4
Senses passive Perception 14. Darkvision 60'.
Languages Common Elf Orc Goblin
Challenge 6 (2,300 XP)
Fey Ancestry. Advantage vs Charm & cannot be Sleeped.

Spellcasting. The elf mage is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 to
hit with spell attacks). The mage typically has the following wizard
spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly
4th level (3 slots): greater invisibility, ice storm
5th level (1 slot): wall of stone OR dominate person

Actions
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d4 + 3) piercing damage.

Elf Knight - Thadeus
Medium humanoid (Elf), any alignment
Armor Class 18 (+2 studded leather, +4 DEX, +2 shield)
Hit Points 72 (11d8 + 22) Proficiency +3
Speed 30 ft.
STR 14 (+2) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 10 (+0) CHA 13 (+1)
Saving Throws Con +5, Wis +3
Athletics +5 Acrobatics +7 History +3 Perception +3
Senses passive Perception 13. Darkvision 60'.
Languages Common, Elf
Challenge 6 (2300 XP)
Fey Ancestry. Advantage vs Charm & cannot be Sleeped.
Indomitable. The knight cannot be Frightened.
Duelist. +2 melee damage with single 1-handed weapon.
Duelist Strike: +13 (3d8) damage 1/round with a melee attack vs a single target with no adjacent allies.
Action Surge. The knight may take an extra Action, once per Short Rest.

Actions
Multiattack. The knight makes two melee or ranged attacks.

+2 Lytheum Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (1d8 + 8) piercing damage, 25 (4d8+8) with Duelist Strike.

Longbow. Ranged Weapon Attack +7 to hit, one target. Hit 8 (1d8+4) piercing damage.

Both Elves have Handy Haversacks.
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

Altanian Chosen Axeman hd 5, Altanian Berserker hd 9
Altanian Chosen Axeman
Medium humanoid
Armor Class 12 (unarmoured defence)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Altanian, Common
Challenge 1 (200 XP)
Pack Tactics. The Axeman has advantage on a melee attack roll against
a creature if at least one of the Axeman's allies is within 5 feet of
the creature, and the ally isn't incapacitated.

Actions
Multiattack. The Axeman makes two melee attacks.

Great Axe. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit:  8 (1d12 + 2) slashing damage.
Javelin (2) Missile Weapon Attack +4 to hit,
Hit: 5 (1d6+2) piercing damage.

The Chosen Axemen are the elite warriors of an Altanian tribe. Usually each Warrior Lodge produces a handful of Chosen Axemen, who band together to guard the Chief in battle. Some Warrior Lodges are led by Berserkers who lead them against the strongest foes.
_______________________

Altanian Berserker
Medium humanoid
Armor Class 14 (dex, unarmoured toughness)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR 16 (+3) DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 10 (+0) CHA 10 (0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Pack Tactics. The Berserker has advantage on a melee attack roll against
a creature if at least one of his allies is within 5 feet of the creature, and the
ally isn't incapacitated.

Actions
Multiattack. The Axeman makes two melee attacks.

Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 9 (1d12 + 3) slashing damage.

Javelin (2) Missile Weapon Attack +5 to hit,
Hit: 6 (1d6+3) piercing damage.

Altanian Berserkers are tribal champions who often lead the clan's Chosen Axemen in battle against rival clans and outsiders. Some are encountered as wandering 'lone wolves'. Others are Tribal Chiefs themselves, or are picked by an older chief to lead his warband.
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Open table game on Roll20, PM me to join! Current Start Level: 1

S'mon

Polyachus, Priest of Apollo-Mitra hd 3

Picture
Polyachus on a good day.
Armor Class 10
Hit Points 17 (3d8+3)
Healing Dice 1 (d8+1)
Speed 30 ft.
Proficiency +2
STR 10 (+0) DEX 11 (+0) CON 12 (+1) INT 13 (+1) WIS 14 (+2) CHA 8 (-1)
Medicine +4 Religion +3
Senses passive Perception 12
2nd level Clerical spellcaster. Spell save DC 12, +4 to hit.
Cantrips: 3
light (20' bright+20' dim, 1 hr)
thaumaturgy (30', 1 minute, 1 sign of Mitra's power per casting, max 3, action to dismiss)
sacred flame (flame descends on target in 60' range, target make DC 12 Dex save or 1d8 radiant dmg)
1st level (3 slots):
bless (up to 3 allies get +1d4 att/save for 1 minute)
cure wounds (touch heals 1d8+2 hp)
sanctuary (bonus action, wards 1 creature for 1 minute, attacker must make DC 12 WIS save to target, choose new target, or lose the attack)

Staff, ATT +2, 1d6 dmg.

Turn Undead: 1/short rest
Action: present holy symbol of Mitra. Roll a single d20+4 to Turn, opposed by Undead's passive WIS Save (roll must match Undead's passive WIS save (14+WIS save bonus), eg skeleton DC 13 zombie DC 14).
If succeed, Undead within 30' are turned, fleeing for 1 minute (PHB 59).

Polyachus' girlfriend:

Cassandra Starling of Little Aimswick, Druidess of the Old Faith, hd 4
Armor Class 11
Hit Points 13 (4d8-4)
Healing Dice 2 (d8-1)
Speed 30 ft.
Proficiency +2
STR 6 (-2) DEX 12 (+1) CON 9 (-1) INT 12 (+1) WIS 15 (+2) CHA 16 (+3)
Medicine +4 Nature +3 Perception +4
Senses passive Perception 14
4th level Druid spellcaster. Spell save DC 12, +4 to hit.
Cantrips: 3 - Druidcraft, Guidance, Mending
1st level (4 slots): 4 - Entangle, Longstrider, Speak with Animals, Animal Friendship
2nd level (3 slots): 2 - Heat Metal, Animal Messenger

Unarmed, ATT +0, 0 dmg.

As of 13/1/46, Cassandra can Wildshape into the form of a cute bunny-rabbit. Clothing & gear is not transformed.
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S'mon

Altanian Warrior
Medium humanoid
Armor Class: 14 (unarmoured toughness, shield) or AC 12 no shield.
Hit Points: 16 (3d8+3)
Speed: 30 ft.
Strength 14, Dexterity 12, Constitution 13, Intelligence 8, Wisdom 10, Charisma 10
Skills: Intimidation +2, Survival +2
Passive perception: 10
Challenge Rating: 1/2 (100 XP)

Pack Tactics: They have +2 on attack rolls against a creature (missile or melee) if at least one of the barbarian's allies is also attacking the creature.
Brutal Attack: The axeman can do +5 damage on a melee attack hit, once per short rest. The axeman chooses to do extra damage after the hit is scored.

Actions:

• Battleaxe: Melee Weapon Attack: +4 (+6) to hit, reach 5 ft., one target. Hit: 6 (1d8+2) or 11 (d8+7) slashing damage. d10 2-handed.
Or Great Axe (no shield) 1d12+2 or 1d12+7 damage.

• Shortbow: Ranged Weapon Attack: +3 (+5) to hit, range 80 ft./320 ft., one target. Hit: 4 (1d6+1) piercing damage.

Altanian Warriors are the Men of the Warrior Lodges, those who have accomplished the Trials of Manhood and been accepted as full members of the Lodge. They are stronger foes than any but the best warriors of other lesser races. In battle they are often led by the crack troops of the Chosen Axemen.
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S'mon

Red Sash Company Marines, Rallu. hd 3
While the Army and Navy of Rallu are rightly feared, most noble households' troops these days tend to be 'show troops' - nice to look at parading the compound, but of limited military experience. This has created an opening for the Mercenaries - the Private Military Companies or PMCs, of which the Red Sash is among the oldest and best known. Most of the soldiery are themselves military veterans, and more than a match for most pirates, tribal warriors, and suchlike.

Armor Class 14 (chain shirt*, DEX). 16 with shield.
Hit Points 17 (3d8 + 3)
Speed 30 ft.
Proficiency +2
STR 14 (+2) DEX 12 (+1) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 9 (-1)
Skills Perception +2
Senses passive Perception 12
Languages Ghinoran Common
Challenge 1/2 (100 XP)

Martial Advantage: Once per turn, the Marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally that isn't incapacitated.

Typical Weapons
Longsword ATT +4 dam 1d8+2
Sea Axe ATT +4 dam 1d12+2
Heavy Crossbow ATT +3 dam 2d10+1/1d10+1 range 100'/400', reload 3r

*Can be removed in 2 actions (belt off, shirt over head) giving some chance of surviving a fall into the ocean.
Shadowdark Wilderlands (Fridays 2pm UK/9am EST)  https://smons.blogspot.com/2024/08/shadowdark.html
Open table game on Roll20, PM me to join! Current Start Level: 1