Rogue’s Gallery

NPC – The Journeyman Necromancer – Nemia Snarve – Spinecastle

2020-05-03T13:25:48-04:00May 3rd, 2020|

NPC - The Journeyman Necromancer - Nemia Snarve - Spinecastle Nemia is the younger but more accomplished of Glipkerio's journeymen. He assists in the research of new magical spells and the crafting of the more complex magical items. He lost his left arm during his time as Glipkerio's apprentice and now wears a prosthetic which the master necromancer discovered in a vast dungeon complex within the Rift Canyon.  The Bone Arm is an animated skeletal arm. It can meld to either lost limb or become a third limb if attached to someone who already possess's two. The Arm functions as a normal arm but allows the wielder to control undead in the way that an evil cleric appears to be able to control or repel them.  Nemia is grateful and loyal to Glipkerio and in many ways is the shadow of his master with his own personality subsumed by the stronger will. Originally published on the Hall of the Mountain King blog.

NPC – Elakera the Necromancer’s Apprentice – Spinecastle

2020-04-30T17:50:05-04:00April 30th, 2020|

NPC - Elakera the Necromancer's Apprentice - Spinecastle Elakera is the senior apprentice of the necromancer Glipkerio Kistomerces. Soon she will show her knowledge of the necromantic arts and begin her travels as a journeyman for seasoning in the outerworld before returning for more instruction. As an apprentice she traveled with a journeyman during one of their many trips and expeditions to aid Glipkerio. Soon she will be  taking one of the apprentices and joining a small band of mercenaries in the employ of a half-orc warchief with plans to raid human lands to the south. She has shown great talent and has been a favorite of Glipkerio. He has gifted her with an enchanted staff that provides immunity to the paralyzation abilities of some undead as well as allowing her to paralyze most humans, demi-humans and humanoids thrice per day. She is very fond of creating potions and has a recipe for animating fresh corpses as zombies. She normally carries several bottles and will animate such dead to serve her at the first opportunity. She currently ha 6 fresh zombies ready to defend her and carry her luggage.  Originally published on the Hall of the Mountain King blog.

NPC – Glipkerio Kistomerces of Spinecastle – Necromancer

2020-04-28T21:09:19-04:00April 28th, 2020|

NPC - Glipkerio Kistomerces of Spinecastle - Necromancer Spinecastle is a city of the dead. Today it has a population of monsters and slaves but the dead far outnumber the living. Ghosts and ghouls haunt the ruined buildings and the dried and desiccated corpses of the unhallowed slain lie beneath the broken stone and collapsed buildings through-out the city. Perhaps no better place exists in the Flanaess for a Necromancer to practice their art or to begin a school dedicated to this unsavory dweomencraft. Glipkerio Kistomerces is truly of the haggard corpse that is Spinecastle. His past and his origins are unknown. His face, slowly rotting from his body, is not even his own but he is recognized as a force and a power within the city.  He has settled in the ruins of a bastion tower along the cities east wall and from the nearby collapsed barracks of the city guard has raised a plenitude of servants and subjects both human and monstrous. With two journeymen and five apprentices Glipkerio has formed a rudimentary necromantic school of sorts and his reputation in his dark field of study is continually growing.  Originally published on the Hall of the Mountain King blog.

The Hill Giant Chief – Nosnra’s Saga – 2020 – Part 17

2020-04-07T03:31:47-04:00April 7th, 2020|

The Hill Giant Chief - Nosnra's Saga - Part 17 "What does that tell you?" asked Harald. The ranger bristled with impatience. "Look, the wire is frosted near the end where I held it to the mist," Ivo held the piece of enchanted silver in his hand and waved it toward the ranger. "But further on it is merely cold to the touch. It tells me a little tale; listen and I will tell it to you." "Sorry Ivo," Harald apologized, "I'm just worried about Talberth." "I'm worried myself," said Ivo. "The mist looks no more than half a foot thick, the frost on the wire goes no further. The wire was not destroyed; it was not yanked from my hand, as it might be if magic had transported it. It is not bent, so no trap was triggered by it passing through the mist." "That is no test for traps," the thief spoke up. "No Harold, but what else do you suggest?" asked Ivo. "Use that sword of yours," he said to the ranger. "Let it drag across the ground. See if there is a floor beyond that smoke, we could take a step and end up falling down a shaft like the one we saw back in the room of statues." Harald drew the long blade and stared at it for a moment; he hated to use the blade in such a way. "I don't think it will break," the thief said sarcastically. "All right, I'll give it a try," Harald said, but he was reluctant and moved with excessive care. "I thought you were in a hurry," Harold complained. The ranger held ... read more!

Historical – Vlek Col Vlekzed 430cy

2020-04-05T11:29:33-04:00April 5th, 2020|

Historical - Vlek Col Vlekzed 430cy Vlek was a bastard. He was born a bastard and most people acknowledged he was a bastard all his life with many an adjective attached; charming, cheating, cunning, etc...  The Rovers of the Barrens lead a hard and unforgiving life but have an incredibly strong sense of family as well as a connection to tribe and warband and nation. Unfortunately those like Vlek born without a strong link to family or orphaned by the destruction of family or tribe are on the outskirts of Rover society. Vlek, though, was unusual.  As a child Vlek was strong and quick, cunning and charming (Charming for a Rover  and among Rovers at least). While he was often beaten in his youth he grew quickly and was a natural leader. Soon he lead a band of outcasts and the beatings stopped. His young group passed into adulthood together and raided together. But Vlek would steal from anyone including fellow Rovers and one day the tribal leaders had enough. Before anything dire could happen Vlek was warned and he and all the outcasts of the Rovers from young to old disappeared in the night along with anything they could steal. Vlek considered it their inheritance and small recompense for past maltreatment. Afterwards Vlek and his band stayed clear of other Rovers but instead raided the surrounding lands slowly growing in size in strength through captives and the attraction of other bandits  and malcontents. With his band grown prodigiously large and unwieldy he raided in Tenh. His losses were great but mostly among the weak and unskilled rabble he'd attracted and his winnowed band was ... read more!

The Hill Giant Chief – Nosnra’s Saga – 2020 – Part 16

2020-03-12T20:55:50-04:00March 12th, 2020|

The Hill Giant Chief - Nosnra's Saga - Part 16 The wall curved and the floor began to slope. As Talberth neared the far end of the hall he'd found a passage leading down. The floor and walls showed the scratching that they'd seen in the first passage. Here though there had been no mosaic on the ground, just rough stone that provided firm footing as the decline of the slope increased. "Do you think the orcs went this way?" asked Talberth. "I see no signs, but picking out one set of marks among these others is impossible," said Harold. The sloping passage sank beneath the floor of the hall as it curved near to the far end. It became a tunnel cut into the ground with walls and ceiling no wider than Talberth's outstretched arms. He could place his palm flat upon the ceiling and let the fingers of his hands brush both walls at the same time. Soon the slope leveled out and the passage crossed another, they could proceed ahead or turn to the left or to the right. Each way was dark, the walls were chipped and scarred, the floor marked by countless claws. "Which way?" asked Talberth. "Which way for what?" Harold replied. He stepped between the passages into the small open area where all four ways met. Harold peered down one way, turned and checked another till he had looked into each of the passages that lay ahead. "There is nothing, no difference that I can see. No sign of the orcs." Talberth huffed; he'd been hoping to find something right away. Time was passing, they had little to ... read more!

NPC – Einar and Vit

2020-03-10T18:59:17-04:00March 10th, 2020|

NPC - Einar  and Vit Einar is a Schnai warrior whose family was killed when an invasion of Gnolls swept down from the mountain upon his village. He had been away at the time serving the interests of the King by eliminating several problems in Ratik. Upon his return he was informed of the loss of his village and kin.  After immediately leaving the King's service he traveled north, then further north, then beyond the last outposts of the Schnai among the Corrusk Mountains. Einar is an immensely powerful warrior but neither a skilled mountaineer nor a tracker. Lost among the mountains trying to track down the Gnoll chieftain behind the raid on his village, he went a little mad in the wilderness. He had become a terror among the creatures of the mountains. One day he came upon a party of Ogres who had wounded a giant white wolf with a thrown stone. The wolf had bloodied one ogre but the group was preparing to bring it down with nets and stones. That is when Einar attacked them. His great sword cut through their flesh like it was made of snow and he steaming bloody sections. The wolf was down and unconscious so Einar brought it back to his camp and cared for it. In it he saw the spirit of his lost kin and named the wolf Vit.  Vit is of  unusual size and intelligence. He is absolutely loyal to Einar and understands the basics of what Einar's words. The pair hunt the Corrusk Mountains but descend to the Schnai lands while Einar still searches for the Gnoll tribe and vengeance. Originally published ... read more!

NPC – Lord Guerin of Furyondy

2020-03-09T16:37:15-04:00March 9th, 2020|

NPC - Lord Guerin of Furyondy Lord Guerin of Furyondy is a first cousin to Prince Thrommel (Mother's side) and while of highest nobility is far removed from ever inheriting the throne. He is also the younger son of Duke Climent and unlikely to even inherit the dukedom as his older sister is married with three children of her own and is earmarked by the Duke and his council to take things over if the old man should ever die (something the young Guerin doesn't see as a possibility). Guerin has an adventuresome spirit and has decided to go in search of adventure. He has left his father's estate with what he considers a small band of retainers in search of adventure. Luckily Guerin is well trained in combat and reasonably experienced as well. His two companions are both Paladins of Heironious and his retainers are all veterans with two being experienced Rangers, all are assigned to keep an eye on Guerin by his father the Duke. 1. Lord Guerin of Furyondy experienced Knight, his armor is both finely crafted and enchanted, his longsword shatters shields and splits non-enchanted armor with a well struck blow. 2. Sir Flourent, Paladin of Heironious 3 Sir Symmonett, Paladin of Heironious 4. Guard Captain Guillott 5. Guard Serjeant Raoulin 6. Scout Bertain, Ranger 7. Scout Thomas, Ranger 8. Trooper Dydier 9. Trooper Henriet Originally published on the Hall of the Mountain King blog.

NPC – Neith – The Smoke from their Wings

2020-03-08T22:00:33-04:00March 8th, 2020|

The Smoke from their Wings  Zeif, Old Zeif, is long dead and buried beneath the western sands. The Zeif of today is a fragment, a few seaports of the vast empire that was ancient when the Bakluni were unlettered nomads and the Suel wore skins and chipped flint knives and spear-heads for weapons. It was not the Invoked Devastation which brought about the end of Mighty Zeif but the relentless sands.  The Gods of Zeif were not the Gods of the Bakluni or the God-King who rose from Zeif and left Zeif to first teach those same Bakluni and then to rule them. Those old Gods perished in the wars they fought among themselves, the war against Sutek who first brought the sands that swallowed cities, and the wars that followed till only a handful of the Old Gods of Zeif remained. The goddess Neith, the Queen of Water, was slain by Sutek at beginning of the God War long ago, but the Immortal Queen could never really die and even today her priestesses can summon the ghost of their Goddess. When summoned during the Feast of Lamps at her temple in the forgotten and half-buried city of Ta-senet she appears as a creature of smoke with the wings of the holy Ibis. The inner sanctum of the temple is set over an eternal burning fire that is said to come from the center of the Oerth and whose smoke opens The Way of Eternity that only the priestesses can breathe and survive. It is said that the path opened leads to the desolation of the west, a place worse than the empty deserts.  The ... read more!

NPC – The Night Hag’s Daughter

2020-03-08T11:01:40-04:00March 8th, 2020|

NPC - The Night Hag's DaughterWhen the Temple of Elemental Evil was overthrown many powerful entities were released. One of them was a Night Hag named, on this Oerth, Solonia and her daughter, a strange combination of Night Hag and Demi-Urge, Valera.The race of Night Hags is born from the essence of the Plane called Hades and a strict number of them exist at one time. When one is slain there is a black viscid pool that releases the larval form of another Night Hag. On the fetid banks of this pool they squirm about and consume the bodies of evil creatures who are captured by Night Hags brought to Hades and transformed into parodies of the Night Hag larva.Somehow a being, a user of magic no longer human, captured the Night Hag Solonia and conceived the mad but immensely powerful Valera. Solonia would have vengeance upon this Demi-Urge but his power is too great, so great that he has put a compulsion upon the Hag to watch over her daughter and remain bound to the Oerth.The Demi-Urge conferred upon both Solonia and Valera the ability to mask their true nature and unless powerful magic is used to pierce this illusion they appear as a comely matron of middle years and a strikingly beautiful young woman just past the first blush of youth.Since being released from the strange prison within the Temple of Elemental Evil Solonia first approached the lands of the Horned Society but the power of the Hierarchs proved to great for any direct confrontation so she settled among the Bandit Kingdoms in the city of Freehold where she runs a prosperous inn ... read more!

Encounter – Nosnra’s Cousin

2020-03-07T18:19:09-05:00March 7th, 2020|

Nosnra's Cousin When I first DM'd G1 I fleshed out the surrounding area so that Nosnra could draw on reinforcements from neighboring hill giants.Nosnra's CousinOnly five leagues north-east of Nosnra's steading stands the hall of Karnash, Nosnra's cousin. His is a large and ancient hall though not on the same scale as Nosnra's.23 hill giant warriors are sworn to his service. His dire wolves are numerous and they have a fearsome reputation, his ogre retainers are loyal and well treated and have been settled in the nearby caverns for generations.In case of trouble Nosnra would first call upon his cousin and these forces would be the first to arrive at the steading.Karnash.Karnash is a powerful hill giant, large and fierce. He is not noted for great intelligence, but he has both cunning and experience. He dotes on his pack of dire wolves and they are the envy of the hill giants of the Jotuns. These dire wolves are larger and more intelligent than the normal breed, and pups from his kennel are sought after by other hill giant clans.He is young for a chieftain, having inherited his father's position (after defeating all challengers, including his elder brother), but he is a proven warrior and leader. His wife, Krilla, is beautiful (for a hill giantess), but not physically imposing. Karnash went on a great quest to win his bride and returned after more than a year, barely within the time limit set by her father, Geffed, a powerful chieftain himself.In the end Karnash returned with the head of some fierce and terrible lizard, and the tale of his quest was matched by the scars he bore ... read more!

NPC – Prince Ian Skotti Chief Constable of Niole Dra

2020-03-06T13:05:51-05:00March 6th, 2020|

NPC - Prince Ian Skotti Chief Constable of Niole Dra Ian Skotti is the third child of the king and fills a hereditary role as the capital city's chief constable. This is a duty that Prince Ian does not take lightly and with the opposing factions aligned against his father and his family he cannot afford to do so. The city guard takes care of crime in the city and several knights dispense justice of a low and moderate sort but what Prince Ian inherited was the job of Spy Master for the kingdom rather than simply constable of the city. His chief aid is the Ranger and expert bowman Hugh, a commoner of Flannish stock. Despite Ian's fathers affinity for the wild, Ian himself is a solid city-dweller though trained in the noble art of war. A good number of his armed troops in the constabulary are Rangers though his agents informers are from every ilk and part of society. Here they can be seen outside the walls of Niole Dra ambushing a group of conspirators in the pay of the Kettish Beygraf. Of late Ket has been making moves through spies and trade into the Flannaes rather than direct confrontation such as their numerous skirmishes with Bissel along the Ket/Bissel border. Originally published on the Hall of the Mountain King blog.

NPC – Sir Nyarad of Bissel Ezred of the Ogre Slayers

2020-03-03T12:53:19-05:00March 3rd, 2020|

NPC - Sir Nyarad of Bissel Ezred of the Ogre Slayers Sir Nyarad of Bissel is the company commander, Ezred, of the Ogre Slayers, a spear and sword armed company of Bisselite footmen. He is a moderately experienced warrior, excellently trained in both weapons and tactics. Currently he is on his way to the border region with Ket because of Hobgoblin incursion in the area. The Ogre Slayers, two hundred strong, are composed primarily of veteran troops with only a smattering of green recruits.His sub-commander or Alzred, is Agas a cousin, but someone who has been with him since their days training for the military life on his father's estate. All the nobility of Bissel train and serve for a time with the various Bisselite companies of Foot, Horse, Scouts or Archers. Agas' spear and chain shirt match those of regular troopers in the Ogre Slayers but his green shield and plumed golden helm mark him as an officer. Fotor (Chief Sergeant) Vadaz commands the scouts attached to the Ogre Slayers, fifty men who are experienced with the wild and dangerous border area. He and many of his men are Rangers rather than just regular fighters and Vadaz is older and more experienced than Sir Nyarad but of common birth.Alzred Agas, Ezred Nyarad, Fotor Vadaz Originally published on the Hall of the Mountain King blog.

NPC – Bey Durrakan of Ket and his Retainers

2020-03-02T10:00:57-05:00March 2nd, 2020|

NPC - Bey Durrakan of Ket and his Retainers The Bey Durrakan can be seen with the walls of Lopolla on the hill in the distance. On foot before him are his two most trusted retainers Berkan and Serdar. Recent incursions of Hobgoblins in the boarder area between Ket and Bissel have seen the Bey lead a strong force of over 500 Kettish soldiers to reinforce the garrisons manning the fortresses which guard the boarder. The Bisselites have recently moved reinforcements of their own and while tensions run higher than usual the Hobgoblins are a common foe. Neither side will aid the other but both now escort the large trading caravans passing from west to east, east to west, and the goods and gold being carried. Durrakan is a bit of a hot head but a powerful warrior and renowned archer. Serdar acts as his lieutenant while Berkan is a commoner and in charge of the discipline among the foot-soldiers assigned to the Pbey.  Originally published on the Hall of the Mountain King blog.

The Hill Giant Chief – Nosnra’s Saga – 2020 – Part 15

2020-03-01T13:50:58-05:00March 1st, 2020|

The Hill Giant Chief - Nosnra's Saga - Part 15 The dim light was swallowed by the dark. The color faded first, the red blood on his hand went pale then the black came over the edges of his sight like an island sinking beneath the waves. Harold felt a sudden weakness, the world began to swim; he remembered standing on a ship as it approached a harbor in a storm. The world rolled and shifted all around him and then the light was gone, as if a lone candle had been snuffed out. The world returned first with sound, "...ainted. I think." a voice spoke above him; then he felt a bitter metal taste on his tongue. His mouth was dry, and filled with clotted blood, gummy and foul. Harold shifted, coughed and hacked till his throat was clear and strained, then croaked out a few words. "What happened? What hit me?" he asked, but the words came out rough and garbled. "He live? Not dead?" Little Rat asked cheerfully. "I think you fainted," said Telenstil. "You should have bound those wounds," chided Talberth. Harold groaned and sat up on his elbows, he looked like a corpse animated by some foul priest or necromancer, rising from the dead. * * * "We fight," Boss told them, "that one try kill us." "With his arms and legs tied?" Talberth did not care for the scout but he cared even less for the orcs. His voice carried with it the derision he felt for both them and their lies. "I believe them," the ranger came to the orcs' defense. "Back at the steading Derue used his ... read more!

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