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NPC Profiles and Secrets for RPGs

The document outlines various non-player characters (NPCs) with detailed descriptions of their appearance, demeanor, desires, secrets, and agendas. It includes a range of characters from a gambler to a lady with a hidden agenda, along with potential interactions and consequences for players. Additionally, it features tables for carousing events, local organizations, and corruptions that players may encounter during their adventures.

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blakej000
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0% found this document useful (0 votes)
14 views18 pages

NPC Profiles and Secrets for RPGs

The document outlines various non-player characters (NPCs) with detailed descriptions of their appearance, demeanor, desires, secrets, and agendas. It includes a range of characters from a gambler to a lady with a hidden agenda, along with potential interactions and consequences for players. Additionally, it features tables for carousing events, local organizations, and corruptions that players may encounter during their adventures.

Uploaded by

blakej000
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

NPC APPEARANCE/DEMEANOR DESIRES-SECRETS-AGENDAS

Gambler (ScabS Dunsci) Large old man, heavy belly & grey beard Is secretly setting the PC’s up to be
HD3 HP 12 AC10 (old) TOUGH Dagger dressed in Vorngradski formal wear of kidnapped into slavery. So he is anxious
Knuckle Dusters decades past. that the PCs don’t leave.
Brawler- Advantage in crowded brawls Courteous & smooth.
Brusst Large headed dwarf entering old age. Serves Scabs faithfully.
HD 2 H3 AC14 (dwarven dodge) DODGE Dressed also in aged finery.
Chain weapon (dual wielded, +1 AC/BtH) Witty & persuasive, authentic.
Cnute Strapping, spotty youth with a severe Hates his father. Will consider setting PCs
HD 1 H2 AC16 TOUGH sword centre part & no sides. Dressed in fine up to frame for his fathers murder.
Trained studded leather jerkin, turquoise shield on
crest with a red rampant boar sewn in silk,
& bearskin cloak, silver pin, short sword.
Ha-Ul-Rrg Blue painted Pict with only a tuft of hair at Wants to win. Willing to explain Pictish
HD1 HP6 AC15 (dex) DODGE & TOUGH the front & heavy set brow. Wearing customs for a price. Willing to hunt other
Cut & Run, Native Cunning, Killer for +3 peasants breeches, leather boots & a black Picts or join expeditions.
+2 Ath, Bush, Sneak velvet shirt, woven reed cloak.
Fierce, emotional, demonstrative.
Vassila Pitiful old man in threadbare gray & brown Needs 100R in tithes to report back to The
0HD H1 AC11 (unco) robes tied with a belt. Abbot at mountain monastery at Ninshka.
NPC LOOK/DEMEANOR SECRETS-AGENDAS STUFF
Father Xagyaz Tall, well built, confident striden Having affair with His correspondence reveals he
Str+2 Con+2 Cha+2 & bearing. Wears his pants Supposed to be keeping an eye is supposed to be keeping an
0HD HP6 No combat skills. tucked into leather boots & has out for Kulnian influence but eye out for House of Kuln.
Knowledge of occult & church a foxfur cape over his russet distracted. He says he sees none but has
+3 tunic. noticed some Bird Cult activity.
Silver sword pendant. There are melodramatic love
letters, childish penmanship.
Signed with
Innkeeper- Otto Middle aged, round, shiny black Will fence goods but tell his
hair to shoulder. Kindly. Scout contacts. If tipped well he
is good for a rumour & tip off.
Note the Scouts come often &
tip him well.

Matryoshka Babushka Little babushka lady just 3’ high. Has the basket of 1000 Souls. If
HD1 H1 (splits & a spell makes Incredibly ancient & weathered placed in a river bend a baby
a screaming escape!) AC14 face. appears the next morning. The
(quick) DODGE MENTAL horror is that for each one born,
fistsd2 a baby yet to be born is lost- a
MVequipped old lady shuffle miscarriage is had.
Bushcraft+3 Occult+3 Stealth+3 Many in Vorngrad would pay
dearly for this basket.
Second Sight Dragunov’s want it.
Vorn would gladly destroy it.
Titvilla would find possession of
it blasphemous.
Minister of the Occult would
want it for personal collection.
Innkeeper wife- Sheilva Middle aged. Hourglass. Grey
hair in 2 plaits. Likes music &
dancing. Shrewd & will act as
middle man for requests/tips.
Stops if not tipped well.
Lady Kolkoshkna Attractive, statuesque woman, Charming. Is an informer for the Has seal of the vizier stamped
HD5 HP18 ROGUE Dex+2 charming, wearing Golden Vizier. Actually a Regulator with in a bigass gold coin. 6Dr
Con+2 Cha+2 bronze bird mask & braces w close ties to the Vizier. Has a poisnoned gold claw
AC 17 (exquisite +1 Light power shouldered golden hued minor weapon. Clubs with it,
Amr+Dex) MOVE Unencum coat with trailing tail. Free: Hated Pretender was poison comes out of forks each
entombed 70 years hence. He hit. D3
MENTAL DODGE TOUGH Knows Kulnians are a rising was a cruel tyrant so noble or
alchemist family. The Vizier vengeful heroes volunteered to Grey Lotus, ingest: diminished
Swashbuckler, Native Cunning wants their influence be entombed with him as senses. If save; Dis all rolls as
Vorngrad investigated. eternal tormentors. For justice. senses dull for 2d6 rounds. No
save, lose single sense entirely,
Sneak Attack+2 Stealth+2 She is tracing what she thinks Know: The device. It can align sight, hearing, touch, balance +
Streetwise+2 Athletics+2 is their key substance. the desires of your heart with Dis all rolls for d3d6 hours
Occult+2 the fates that wheel across the
Badass Herbalism+2 She is experimenting with it at sky & the swirling avenues to Simple to mix. Unmixed as
the Revels. (Upivatsva) the Void to call forth knowledge smokey grey and tastes like pea
Her notes indicate she has of how to reach your hearts soup. It can be used as an
tried the gum (trip) & believes desires. ingredient in many other things.
it can act as a conduit to the Request: Find other crew. Powder stored in thin paper
Swarmlands & this may be packs (4 wrapped in soft
the source of the Kulnians Know: As everyone knows, Iron leather).
power. is a sacred metal. It survives fire
& freezing, found in the veins of She has 3 feathers taken from
Her notes are trapped with a the earth. Iron is life & cold iron the Swine- one has a black
P2 Void-Trap. can hold power against what is gummy blob attached to it.
against life.
Juniper’s Tar, inject: d3 for d3
Request: Steal book. as vomiting blood. Simple to
mix. Unmixed, dark green &
smells terrifying.
Stored in gold bronze claw, 4
doses, loses potency on any
Crit Fail.
More in tiny bronze vial (3)
Lady Abelova Brown eyes, fine boned, 20s? Will endeavour to sleep with the
Wears a slinky feathered outfit & highest Cha PC.
a finely gilded birdcage around
her head.

CAROUSING TABLES

1- Make a fool of yourself in public. Gain no XP. Reaction roll 4-Wake up in bed with someone... roll on subtable below.
or gain reputation in this town as a drunken lout. 5-Gambling losses. Gain o x.p…
2-Random pub brawl. Whole party faces number of brawlers 6-Gain local reputation as the life of a party. Unless a reaction
= # of PCs (each foe has 5hp & rolld d4-2 for each of Str & roll is failed, all future carousing in this burg costs double due
dex). Resolve as normal combat but overcarousing PC is to barflies and other parasites.
Disadvantage for being drunk.
7-Insult Local Person of Rank (roll on subtable below).
3-Minor misunderstanding with local authorities. Reaction roll.
Success indicates a fine of 4d6x2R. Failure or (inability to pay 8-Acquire disease. Roll on table.
fine) indicates d6 days in the pokey 9-New tattoo (roll d6 1-PC chooses 2-DM chooses 3-player to
your left chooses 4-player to your right chooses 5-player 2 to 15- Robbed, all wealth & possessions gone. 1-3 you have
the right chooses 6-player 2 to the left chooses). clothes 4-5 just boots (yours or not) 6 nothing!
10-2 muggers AC12 0HD 4HP, no bonuses set upon PC 16-Wake up stark naked in local temple, 1-3 Church 4-5
while s/he is alone. Resolve as normal combat but PC is at Revel grove 6-Pleasure House cage (clothed)/seat at table
Disadvantage for being drunk. (clothed)
11-You wake up with only your armor and, on a successful 17-As 7.
Mental save, your most prized possession. 18- You are smitten with last nighst object of affection (roll on
12- Hangover from hell. First day of adventuring is at subtable below) for d10 days at least.
Disadvantage everything. 19-As 1.
13- Target of lewd advances turns out to be a witch. Save 20) The roof! The roof! The roof is on fire! Accidentally start a
versus polymorph or you’re literally a swine. conflagration. Roll d6 twice. 1-2 burn down your favorite inn
14-You've joined a local organization--you remember the 3-4 some other den of ill repute is reduced to ash 5-6 a big
passwords and secret signs (for Vornheim, roll on subtable chunk of town goes up in smoke. 1-2 no one knows it was
below). you 3-4 your fellow carousers know you did it 5 someone else
knows, perhaps a blackmailer 6 everybody knows.

Local Organizations Subtable (d6)

1. Cult of the Suneater- coven


2. Cult of the Suneater- Aesir
3. Cult of the Suneater- Kulnians
4. Membership to the Fleshcrafters
5. Children of the First Wyrm; young warrior dragon worshippers.
They want to go to The Dragon but are kind of over their heads
6. Local nobility

Local Person of Rank Subtable (d8)


1. Priest of most important local deity (Vorn, in this case) Father 1. A lay clergy Titivillain who works in the slave markets (your
Xagyaz place)
2. Local monarch The Cossack 2. Randomly determined other PC (neither remembers anything)
3. Tavern owner Otto, “that’s our best tavern/I know!” 3. You're married. She’s a gypsy. Ugly on failed Reaction Roll.
4. Chief of the constabulary/local military YEOMAN Druvo Loves you on 11+
5. Random local noble, female BREGOS WIFE, Abova 4. (Roll again on this table.) You're married.
6. Random local noble, male CNUTE 5. Roll on "Local Person of Rank" table
6. Priest/ess of... 1 Vorn (Father Xagyaz or travelling priest) 2
Titivilla (priestess of flesh belonging to the Procuress 3 Cult-
Wake Up In Bed/Smitten Subtable (d6) Lady K 4 Cult- Lady A

Corruptio
Roll Name Insanity n
1 5 Acid Excretion 2d10 0
6 10 Additional eye 2d10 0
11 15 Agility 0 0
16 20 Albino 1 0
21 25 Alcoholism 2 1d5
26 30 Atrophy 1d5 0
31 40 Beaked 1d10 0
41 175 Bestial Face 1d10 0
176 180 Beweaponed Extremities 1d10 0
181 185 Big Ears 2 0
186 190 Bird's Feet 1d5 0
191 195 Black Skin 2 0
196 200 Blood Rage 1d10 1d5
201 210 Blood Substitution 5d10 5d10
211 215 Breathes Fire 1d5 0
216 220 Brightly Patterned Skin 2 0
221 225 Bulging Eyes 2 0
226 230 Burning Body 5d10 5d10
231 240 Chaos Lord 10d10 10d10
241 250 Chaos Spawn 100 100
251 260 Chaos Were 2d10 3d10
261 270 Cloud of Flies 1d10 0
271 280 Cloven Hooves 1d5 0
281 285 Cowardice 1 0
286 290 Crest 1d5 0
291 305 Crossbreed 7d10 5d10
306 315 Crown of Flesh 2d10 0
316 320 Crystalline Body 5d10 0
321 325 Dimensional Instability 1d10 0
326 330 Duplication 1d10 0
331 335 Elastic Limbs 1d5 0
336 340 Enormously Fat 2 0
341 345 Enormous Noise 1d5 0
346 355 Evil Eye 1 2
356 365 Extra Joints 2 0
366 370 Extremely Thin 1d5 0
371 380 Eyestalks 1d10 0
381 390 Fangs 1d10 0
391 395 Fast 2 0
396 400 Fear of Blood 0 0
401 405 Feathered hide 3d10 0
406 410 Featureless Face 3d10 0
411 415 Fits 1d5 0
416 420 Flaming Skull Face 3d10 3d10
421 425 Furry 1d10 0
426 440 GM's Choice ~ ~
441 450 Growth 1d10 per size 0
451 455 Headless 1d10 0
456 460 Hideous Appearance 5d10 0
461 465 Hopper 1d5 0
466 475 Horns 1d5 0
476 480 Horrible Stench 1d10 0
481 485 Huge Head 2 0
486 495 Hunchback 1 0
496 500 Hypnotic Gaze 1 1d5
501 505 Illusion of Normality ~ ~
506 510 Invisibility 1 1d5
511 515 Iron Hard Skin 3d10 0
516 525 Irrational Fear 1 0
526 535 Irrational Hatred 1 0
536 540 Levitation 1 0
541 550 Limb Loss 1d5 0
551 560 Limb Transference 2d10 0
561 565 Long Legs 2 0
566 570 Long Neck 2 0
571 575 Long Nose 2 0
576 580 Long Spines 1d10 0
581 585 Mace Tail 1d10 0
586 590 Magician 0 0
591 595 Mane of Hair 0 0
596 600 Manic Fighter 1d10 1d10
601 605 Manikin 8d10 0
606 610 Massive Intellect 1d5 0
611 615 Mechanoid 2d10 0
616 620 Mercreature 1d10 0
621 630 Metal Body 2d10 0
631 635 Mindless 100 0
636 640 Moronic 1d10 0
641 645 Multiple Arms 1d5 per arm 0
646 655 Multiple Heads 1d10 per head 0
656 665 Multiplication 4d10 0
666 675 One Eye 1d10 0
676 680 Overgrown Body Part 1d5 per size 0
681 685 Pin Head 1d10 0
686 700 Plague Bearer 2d10 1d10
701 705 Pointed Head 1d5 0
706 715 Poisonous Bite 1d5 0
716 720 Powerful Legs 1d5 0
721 725 Prehensile Tail 1d5 0
726 730 Pseudo-Deamonhood 2d10 1d10
731 735 Psychic Immune 2d10 1d10
736 745 Psychic Resistant 1d10 1d5
746 750 Puny 1 0
751 755 Quadruped/Biped 1d10 0
756 760 Rapid Regeneration 2 0
761 765 Razor Sharp Claws 1 0
766 770 Rearranged Face 1d10 0
771 775 Regeneration 1 0
776 780 Resilient 1 0
781 790 Rotting flesh 3d10 1d10
791 795 Scaly skin 1d10 0
796 805 Scorpion Tail 1d10 0
806 810 Short Legs 2 0
811 820 Shrink 1d5 per size lost 0
821 825 Siamese Twin 3d10 0
826 830 Silly Voice 1 0
831 835 Silly Walk 1 0
836 840 Skull Face 3d10 1d10
841 845 Snake Tail 1d10 0
846 850 Spits Acid 2 0
851 855 Strong 1 0
856 860 Suckers 2d10 0
861 865 Tail 1d10 0
866 880 Technology 1d5 1d10
881 885 Telekinesis 1 0
886 890 Teleport 1d10 0
891 895 Temporal Instability 1d5 1d10
896 920 Tentacles 2d10 0
921 925 Transparent skin 2d10 0
926 930 Uncanny Resemblance 0 0
931 940 Uncontrollable Flatulence 1d10 0
941 945 Vampire 3d10 1d10
946 950 Vividly Colored Skin 2 0
951 955 Walking Head 5d10 0
956 960 Warp Frenzy 2d10 0
961 965 Warty Skin 1d10 0
966 970 Weapon Master 2 2
971 975 Wings 1d10 0
1d5 per part
976 985 Zoological changed 0
986 1000 Invent your own. ~ ~

Timeline
Days 1 First Quarter 2 Waxing 3 Waxing 4 Waxing 5 Waxing
gibbous gibbous gibbous gibbous
Morning of Left for On foot, force Word of Scouts arrive
cabin. Stayed Domrungrod. march or Lokgrod to recruit
in Camp in forest camp in forest. flooding hits volunteers
or harbor at Aesir raze a Dormungrod. (many roles
Bridge Tower village at open).
as it is blown night. Word of razing
away by flood. hits
Dormungrod
6 Full 7 Full 8 Full 9 Waning 10 Waning
gibbous gibbous
Revel is held Brego quietly
Father sends 6 men
Ormungosk to guard
from Ryvenmisnk
Ryvenminsk madness
summons
Mocking Lord
Skexi

BRIDGE TOWER
Bridge Tower is manned by 6 guards, 1 on duty in each tower Pavel, Mimsk, Bjelke, Ivan, Akhaky, Borat
top, 1 asleep each L1 tower, 2 relaxing/cooking/eating/chores in HD0 H2 AC16 shortbow, spear, dagger MV Equip ML8+
main section.

Actually not a bad bunch, just do the shakedown as a matter of


Will demand tribute as leaving lands of Apparatchik & entering business. Will keep you warm & swap stories.
Count Brego’s lands, “can’t pay the tax, can’t use the bridge.
Ottos is the best inn, no library in town but church may have
Traveller Tax: 3z each books, stables, they serve The Cossack (Urg Menschko),
Foreigner Tax: 1z as applicable Nevsky has better equipment & a hot spring, some good drinks.
Hoof tax: 1z/hoof (8)
Merchant Tax (depending on story about what found in bags): 1. There’s more than 1 game in Dormungrod but Spottle, with
10% (they will say 20R) Scabs Dunsci, that’s the one to play. He’ll fence things & keep
Shelter free, food & ale (old & watered) 2z each his mouth shut too.
2. The Scouts are the real thieves around here.
3. There is a cult in Dormungrod who hold revels in the wood 4. There is a witch in the woods, The Nenotchka? Izranorara?
Just a local woman?

Coming wave- 1st chance: immense low rumbling (pass Eye: guess from N, Spectacular guess torrent of water!). Time to scramble
up to high towers.

2nd chance: it gets thunderously loud, sounds like water. Act immediately can escape on Dodge save. Immense wave crashing into
tower, cracking mortar, place shifts crazily. Athletics or plan to leap to safe part. Place will collapse in d4 rounds.

If in water: Tough save or drowned. Smart moves like grabbing bucket get half save. Wash up against a tree d4 miles away if
succeed.

Descriptions
he is sleeping. If not, he will hail travelers, “Ho traveler, you have
a) Outside view- There is a timeless feel to these towering reached the lands of Count Brego. State your business here.” ,
pines around you. The rutted path you follow is often muddy, likely response, “Then come with open hands to receive his
meaning you often have to veer off the edges or even among the welcome- it is warm and dry in here.”
trees to avoid the cloying mud. The weather is (beginning from The tower top has battlements, a canvas shade-cloth and a
drizzle). Dark green pines & patches of stubborn brambles hide bucket. There are 4 dry torches & a candle under the canvas
the landscape, but you veer often up & down valleys or the path too. To raise an alarm they usually whack the bucket.
winds around a steep finger of mountain ridge.
c) Tower bottom- Foot thick, bronze bound (greened) door with
The road here opens out into a grassy glen which soon a view slit. Bedroll, chamber pot. Guard. Staircase in corner
descends into a steep gorge. 20 yards across here & wider N or winds upward & has a landing & a door & then another door up a
S. A weathered tower bridge of solid grey stone spans the few more stairs. Both doors locked this side by slide bar.
chasm.
Note: river below is very low for this time of year. d) Bridge House- 6 double bunks (in case reinforcements).
Table. Chamber pot. 6 chairs. Shelf with crockery. Some food
b) Tower Tops- a guardsman in padded canvas livery of Brego supplies in barrels & boxes. Usually 2 Guards.
guards the bridge. On a successful stealth check or surprise roll, Note: The public walkway is below the mezzanine guards
quarters & is set with murder holes a foot across (4). They will down (Dis to hit)
empty their cauldron at the 3rd hole, others are used to stab

Random Encs- Forest


1) Sabre Tooth. HD 3 HP12 AC 15 (hide +2 dodge) #1 d6dmg Mv Unenc Ml 8 Natty 19 & 20 do max dmg + d3 next round, until a
Tough save is made.
2) Wolves. 2d6 (+1 per turn until 12). HD2 H2 AC 14 #1 d4 dmg Mv unencumbered Ml 6 Cut & Run, Knock down & savaged on natty
20 or Gambit.
3) Flooded valley, must turn back & lose all distance travelled plus take long way.
4) Feel like you’re being watched, 1-3 Matryoshka 4-6 Pict

Gambler (1)
Pict (d6-5,+1 per session)
Nomad (d6-5, +1 per session)
Noble hangers on (d6-1)
Noble Lady (ditsy friend of Lady) on d6+cha mod chances of charismatic character (who she finds sexy or interesting)
Logger (d6-3)- Ninchko, Necheva, Yulst
Trapper (d6-3)- Pavel, Smursk, Oleg
Priest (d6-5)
Cnute (d6-3) Cnut, Brego, Wife
Cnute HD 1 H2 AC14 leather doublet (training armour, crest a black rearing stallion on white shield) #1 Trained, cold iron Gladius
sword (& he’s a jerk about telling you why to, “everybody knows…”
Brego HD3 HP17 AC18 chain shirt & onion helm (of incredible but unplaceable make)
Brego’s Young Wife (d6-5)) is an open marriage (by choice). If noble bird-women aren’t causing a flutter then she does. Son hates her
for it & believes it makes her look cheap & her father weak.
Scout (d6-4)
Recruit (d6-2)
Lords Man (d6-2)
Chaplain (d6-5)
Smith (d6-5)
Canute – grows angry & claims cheating vs Pict, Pict despises him for his ugliness (I hate his stupid face)

Rumour is there are Turanians in town- ONLY if pc’s chase that up by asking at a few places/greasing a palm in the flesh district they
discover they are slavers- PLUS on a good roll, noteable because they are without a cargo… Considered more dangerous when they
don’t & it is rare this far in - ONLY if clever play, The Cossacks men leave the slavers a lot of respect/slack- IF ASKED they say that
they are told to by their Lord. To leave them be.

Count Brego is unaware or uncaring of maneouvres against him. He has a wastrel son in Vorngrad.
-he takes insult

Boyvar- well born


Count- high born
Druz- well high born

Appointed: Vizier (equal well high born), Regulator (equal to Count), Apparatchik (equal to well born)

Gambler nervously asks Cnute if he is sure he wouldn’t rather a private room/game/company more of his standing- well just a few
rounds, surely you have a hunt tomorrow (brushed off by Cnute)

Hyenas HD2 HP7 AC13 #bite d6, if max dmg then grappled if fail Toughness save & bite can then act to worry (as dagger) ML8 Move
Light Gear

These Turanians keep a second camp with their hyenas outside of town, on the far side of the clearing mound, out of sight, 400yards
away down the hill. Tents. D6 Turanians in each (10 total).

AC16 (circle shield style breastplate & spike topped furred helmet+ bow- former will dismount & chase in most combat to take slaves,
bow guys only shoot to wound as Gambit)
HD1 H2 AC 16 bolas (2)/bow, 9’ spear (polearm, throw as improvised) & curved knife MOVmounted as unarmoured man/on foot as
Light gear (drop spear & bow to chase) or Equipped if keep spear.
Each fights with a different way- one disarms, one has +2 BtH very fast, all cut & run + longshot

Cossack, Urg Menschko, is well born, equivalent of the Lord. Drafted in by Count Brego during the Second Purge. Has an unusual
style for the mtns, mounted lance dude. It is he who allows the Turanians to take slaves. He hates that Brego is a cultist & so lets
Turanians do things to destabilize him.

Guzz is 3HD H6 Dmgd8 Tulwar (fine), AC18 silks+ shield style breastplate & fur & feathers helm + leg greaves.
Glazed eyes is baked from Pleasure District BtH0 attacks ½ rounds

Living statue is operated by Brusst through a stick being manipulated through wall (a cheap trick).

Clues linking Turanians to Cossack- word his men are told not to disturb them. They have some of his livery in their camp. Rumours
Cossacks men sold a village into slavery. He has a Turanian bow of fine make in his parlour.

Scabs is being stood over. He cannot complain to the Cossack as he favours the Turanians & Brego does not care for him (blames
him for encouraging his sons). Scabs may support PC’s if it looks like they can win.

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