Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, July 7, 2025

Arcadia 7 Reactions

Image is copyright MCDM Productions 

The question is whether it’s a human skull surrounded by tiny fey, or a giant skull surrounded by large fey? It does remind me of the location of Giant’s Rest, which Matt Colville used in his Dusk campaign, and featured a giant skull. Regardless, the cover by Ian Ameling is very cool. Reminds me of A Midsummer Night’s Dream

The editor’s note by James Introcaso focuses on the common theme of nature in this issue’s articles. 

The first is The Pickling Guild, by Sharang Biswas. In my previous glances at this issue I’ve skipped over this article due to the title, but this time I took a closer look—and I’m glad I did! I was missing out! While the guild masquerades as a group of food aficionados focused on pickling and fermentation, it really is a front for an inner circle that seeks to heal the sick and prevent terrible diseases and poisons from being unleashed on the world. The article offers plenty of adventure seeds to introduce the guild and a number of interesting NPCs with their own quest hooks to add to a campaign. Additionally, membership in the guild provides some fun benefits including privileged access to information, weapons, and facilities. I may introduce them in my Ptolus campaign. Finally, I was in error in my last observation on the Grim Accord—this article also provides an NPC domain for the Pickling Guild—meaning there is a little more support for domain play from Kingdoms & Warfare.

The next article is Wonders From the Wild, by Hannah Rose, which focuses on new nature themed magic items and spells. It’s noted that these are primarily intended for druids and rangers. This is a very mechanically dense article, with lots of interesting things to potentially add to your game. This includes no less than fifteen magic items, all of which are unique and very well suited to nature themed characters. One of my personal favorites is the Cloak of the Grove Guardian, a legendary item allowing a druid to animate two trees, giving them non-intelligent treant stats. This feels exactly like the type of thing a druid should be capable of at high levels. The various magic staffs are also great and very thematic, even including story hooks providing options of ways to inject them into your story, like the Staff of Granite Peaks being in its bridge form across a chasm (super cool, right?) and the command word appearing in the player who will gain its mind when they touch the handrail (the illustration of this is also a beautiful piece by Kent Davis Jr.). Other, less interesting items essentially remove the spell slot and preparation tax of taking speak with animals and other similar spells. These aren’t game breaking, and give druids and rangers more story opportunities to highlight their connections to nature and living creatures. 

The spells also seem well designed, and perhaps modeled on other spells with more appropriate flavoring for nature-based descriptions. They are primarily battlefield control spells from my read through, but I’m sure creative players could find interesting applications.

Aethelfaer, by Sara Thompson, is the final article of this issue. This is a unique article, detailing one specific NPC rather than a group, and providing an encounter (really a mini-adventure scenario) to introduce him. The titular character is Aethelfaer, which when broken into the component parts, aethel and faer, seems to mean "noble" or "princely" "traveler" according to the often incorrect internet. This meaning does seem to hit the character's traits on the nose though. Aethelfaer is characterized as a wood elf, who is a defender and respecter of nature. The intro paragraph of character fiction depicts him hunting a deer, which he kills quickly and cleanly with an arrow, then does a ritual to thank the creature for it's sacrifice to nourish him and confirm that he will not waste any part of it. Aethelfaer was also born with meromelia, a condition that causes the absence of limbs. He makes use of some very cool prosthetics (said to be made of "red elm and owlbear teeth" in place of a right arm and foot. I appreciate both a discussion of how Aethelfaer uses and views his prosthetics, which I think helps both accurately and sensitively portray these in gameplay. I also like the discussion of how players might also use prosthetics, from the standpoint of inclusion and providing an awesome opportunity to roleplay a different life experience.

The artwork of Aethelfaer is by Grace Cheung, MCDM's on-staff artist, and is an outstanding piece. In the article is also include a d12 table of plot hooks to include Aethelfaer, some of which are very fleshed out and detailed. The stat block isn't anything crazy, with Aethelfaer having ranger traits and abilities. The interesting details are tied to a vial of poison he hides in his prosthetic arm, along with a once per day Deflect feature, allowing him to reduce a ranged weapon's attack damage with his arm, or to catch the object and hurl it back if the damage is reduced to zero. The other cool inclusion is "Common Signs" as a language, which is presented in a sidebar as a universal language amongst disabled communities. A cool bit of inclusive worldbuilding that could be pulled into other scenarios and games (for instance, a cleric in my Empire of the Ghouls game spent a downtime attempting to learn sign language to be able to communicate silently with his teammates).

On to Arcadia 8!

Arcadia Reactions Page

Monday, May 19, 2025

Krakovan Rebels: NPC

Vojislov Sorokyn

Appearance: Middle aged human male, Vojislov has pale skin and brown hair. His features are unremarkable, allowing him to move through his people undetected by their vampire despots. He is clean shaven except when in the field, when he allows his beard and mustache to grow. He does stand slightly taller than the average Krakovar male, at just over six feet, and is solidly built from a lifetime of hard work.

Roleplaying: 
  • Vojislov always puts the people of Krakovar first, above the cause and above petty motivations like revenge.
  • He is quiet and his eyes look distant, as though fixed on some far horizon.

Background: Vojislov Sorokyn was a blacksmith in a small village in central Krakovar before the invasion. Like most people, he simply tried to survive when the Blood Kingdom invaded, aided by the ghouls. His family was taken in a blood tithe by the local vampire lord. He swore vengeance and staked the vampire through the heart with his own hands. Now Vojislov dedicates himself to fighting to protect others from the same fate.

Key Info: 

  • Vojislov always puts the people of Krakovar first, above the cause and above petty motivations like revenge.
  • He has great mutual respect with the Shield Maidens of Sif.
  • Vojislov has a personal vendetta against the Band of the Twice Damned—any who frustrate their designs are ones Vojislov considers his friends.
  • He is concerned at the methods that the Grim Accord are rumored to be employing in their fight against the Duchy of Morgau. They harm civilians indiscriminately.

Stat Block: Champion Warrior (Monstrous Menagerie, pg. 497)


Additional NPCs in Vojislov’s band: Use veteran stats.

Stanislava Bulganin

Zorana Svoboda

Vjekoslav Koci

Wednesday, August 14, 2024

5e GM Reference: Master NPC Source List

I've long been frustrated by the amount of great NPC stat blocks available for 5e, but by the fact they're spread across so many sources. So for myself (and you) I'm creating this post to list all of the generic NPC stat blocks, a brief description of what they can be used for, and their source as a reference. I found this as I was selecting stats to represent NPCs for the Ptolus wedding event I put together for my first game session of that campaign. This article is (one of many) works in progress. 

Generic NPC Stat Blocks

  • Acolyte (Monster Manual (MM)): CR 1/4, low level divine spellcaster.
  • Apostle (Tome of Beasts III (TOB III)): CR 6, a more generic, mid-level representation of a cleric.
  • Archdruid (MPMM): CR 12, mostly bare stat block. Does have a wild shape ability.
  • Archer (MPMM): CR 3, not quite a ranger.
  • Archmage (MM): CR 12, extremely powerful wizard.
  • Assassin (MM): CR 8, powerful assassin rogue equivalent. Can potentially one-shot some surprised targets.
  • Atavist (TOB III): CR 4, mutated stronger cultist.
  • Bandit (MM): CR 1/8, as simple and generic an NPC adversary as you can get.
  • Bandit Captain (MM): CR 2, the beefiest bandit with more abilities. Pirate captain is a variant.
  • Bandit Lord (Tome of Beasts I (TOB I)): CR 4, more powerful than the captain. Makes a good enemy leader for bandits.
  • Bard (Mordenkainen Presents Monsters of the Multiverse (MPMM)): CR 2, NPC approximation of a low level player bard. Includes spellcasting and a vicious mockery-type ability.
  • Berserker (MM): CR 2, a barbarian without the rage. Does have reckless attack.
  • Blackguard (MPMM): CR 8, Oathbreaker Paladin NPC.
  • Black Knight Commander (TOB I): CR 5, evil fighter. Doesn't have the magic of a paladin.
  • Breathstealer (TOB III): CR 7, rogue-type with psychic abilities.
  • Champion (MPMM): CR 9, stronger NPC champion fighter. Simpler than the subclass (if you can believe it).
  • City Guard Captain (TOBI): CR 4, more powerful version of the guard with some controller capabilities.
  • Commoner (MM): CR 0, the most vanilla, weak NPC.
  • Cultist (MM): CR 1/8, the cannon fodder of cultists.
  • Cult Fanatic (MM): CR 4, more powerful cultist with magic.
  • Dwarven Ringmage (TOB I): CR 7, uses ring magic, a unique dwarven spellcaster. Functionally a regular mage, with cool flavor.
  • Elvish Veteran Archer (TOB I): CR 3, stealthy, ranger-type archer.
  • Field Commander (TOB III): CR 10, smells like a paladin, even if the flavor text is fighter. Strong.
  • First Servant (TOB III): CR 12, religious leader. Some interesting and innovative abilities.
  • Fixer (TOB III): CR 2, cleans up messes by killing people and destroying evidence.
  • Frost-Afflicted (TOB III): CR 3, basically an NPC with low-level cold powers, from surviving in a cold environment.
  • Illrigger (Original MCDM Illrigger): CR 12, this is actually Lady Dazran's stat block, but I think the point is to use it as a Painkiller Illrigger. Fairly complex and powerful. Dope hell knight.
  • Martial Arts Adept (MPMM): CR 3, NPC monk.
  • Master Thief (MPMM): CR 5, NPC thief, no sneak attack.
  • Psychophant (TOB III): CR 9, psychic cultist leader.
  • Swashbuckler (MPMM): CR 3, not like the rogue subclass at all. 
  • War Priest (MPMM): CR 9, war cleric NPC. Pretty beefy.
  • Warlock of the Archfey (MPMM): CR 4, kinda like the subclass, but not. No Eldritch Blast.
  • Warlock of the Fiend (MPMM): CR 7, like above, but fiendish. Also no Eldritch Blast. 
  • Warlock of the Genie Lord (TOB III): CR 5, elemental warlock.
  • Warlock of the Great Old One (MPMM): CR 6, like above, lots of at will spells.
  • Warlord (MPMM): CR 12, stronger fighter with legendary actions, including one controller power.
  • Wind Acolyte TOB III): CR 5, basically a mid-level air bender...
  • Apprentice Wizard (MPMM): CR 1/4, lame little wizard. Strangely seems to have Eldritch Blast...
  • Abjurer Wizard (MMPM): CR 9, interest wizard with abilities to protect other creatures around it.
  • Conjurer Wizard (MPMM): CR 6, 
  • Diviner Wizard (MPMM): CR 8,
  • Enchanter Wizard (MPMM): CR 6, 
  • Evoker Wizard (MPMM): CR 9, 
  • Illusionist Wizard (MPMM): CR 3, they made this one super weak with no interesting abilities.
  • Necromancer Wizard (MPMM): CR 9, 
  • Transmitter Wizard (MPMM): CR 5, 

Non-Named Villain NPC Stat Blocks

This section might be ill-advised, but I have a hard time remembering lower level and non-legendary monsters to use as villains, so I thought making a list might help. We'll see. The above section will hopefully be more helpful.
  • Bheur Hag (MPMM): CR 7, winter hag.
  • Deathlocks (MPMM): Three varieties, CR 3, 4, & 8. Undead warlock still working for patron.

Thursday, June 20, 2024

Mercenary Company Campaign: Company NPCs

Feeling inspired by the campaign concept, so I have been working on some NPCs that can provide clues or motivation to the characters to strike out in different directions. Some are inspired in part by their stat blocks, as I find interesting stats for NPCs and consider how they acquired these abilities and came to be part of the company. 

Rasp

Appearance: Dark skinned man with white hair. He has a full head of hair and a beard. Slim but strong and muscled. His shoulders stoop slightly from age. His eyes are a deep brown, but at times have twinkles that appear purple. They are deep and appear ancient beyond his years.

Roleplaying: 
  • Has a rasping voice and often coughs. 
  • Rasp is wary of strangers, but a solid drinking buddy and dice player with his trusted companions. 
  • He falls silent at times and seems in deep thought. 
  • As a sergeant, he is gruff, but looks out for his newer troops.

Background: Rasp was born in the far southern continent. As a young man he was kidnapped in a raid by mind flayers with others from his village. The illithids took him into the Astral Sea and he worked as a thrall for the colony. He was about to be implanted with a tadpole when the colony was attacked by Githyanki, who freed him. Rasp was forever changed by the near implantation though, developing psionic powers. He fought the mind flayers alongside the Gith for many years, unaged in the Astral Sea’s suspended time. Finally he returned to the mundane world through a portal only to discover his village long desolate, abandoned hundreds of years later. Rasp is over four hundred years old because of these experiences. He joined the company many years ago and has been part of it through many battles. 

Key Info: 

  • Provides hooks to the Astral Sea.
  • Info on mind flayers and githyanki.
  • Introduces psionic powers.

Stat Block: Psychic War Veteran (Planar Bestiary 5e, pg. 111)


Ram

Appearance: Ram has the head of a goat and the torso and arms of a humanoid, with the bow legs and hoofs of a goat. She has a white stripe of hair that covers the middle of her face down to her muzzle and white hair on her ears. Otherwise her hair is brown. She has brown eyes, and wears light leather armor. Ram is quite tall, standing about six and a half feet in height.

Roleplaying:
  • Ram is very talkative and friendly, always asking questions.
  • Ram out loud bleats when she disagrees with something.
  • Ram does not talk about her past and ignores questions about her unique ancestry.
  • She dislikes orcs and half-orcs.

Background: Ram is an Ovisan hunter, a member of a people living on another world that are mortal enemies of the evil grethk. The ovisan send small groups of hunters called battle flocks through portals to hunt infestations of grethk. In Ram’s case her flock arrived in a remote region of this world near a tribe of orcs. The orcs hunted a killed her flock, believing them to either be magical mountain goats or strange aberrations. Ram escaped by surviving in the woods and hills until stumbling into a settlement where bewildered halfling farmers nursed her back to health. Once she had her strength back she worked for a time as a sheep and goat herder, but then journeyed and joined the company when it arrived in a nearby region. Ram continues to hold a grudge for all orcs and their kin, and she has vowed never to leave the company with a greater dedication than even the average recruit because it is her new flock.

Key Info: 

  • Provides hooks to the grethk and other worlds.
  • Ram has knowledge of how portals function.

Stat Block: Ovisan Hunter (Planar Bestiary 5e, pg. 102)


Nivs

Appearance: Nivs is a tanned and muscled human woman, with brown hair dyed with red and orange streaks. She bears both tattoos of blue and red ink on her face and applies daubs of paint as well before battle. Her eyes are deep brown. She is of middling height and weight but is solidly built and moves with speed and grace as she fights.

Roleplaying:

  • Nivs speaks and moves confidently, acting with decisiveness in every action.
  • Nivs can be bold and often speaks in anger without fully considering the consequences.
  • Nivs carefully studies her blood hunter crafts and is a master of these mysterious arts.

Background: Nivs was trained in the mysterious ways of hemocraft from her youth by her adopted mother, a member of a blood hunter order in the Thornspire Highlands. When her order and mother were killed in the Dragonflame Rebellion, Nivs joined the company to escape the remnants of her old life and find a new family.

Key Info:

  • Nivs possesses links back to the lands of the fractured imperium and Thornspire Highlands.
  • Nivs knows the ways of the blood hunters.
  • She is an accomplished tracker and hunter.

Stat Block: Bloodhunter (Explorer’s Guide to Wildmount, pg. 284)

Check Out Another Article in EN5ider Magazine

Another of the articles I've worked on the past year has appeared in EN5ider Magazine , with the accompanying illustration by Leonardo S...