Category Archives: NPC’s

Henchmen, villains, and other folks.

Valcerak The Lich King

In the first issue of the Gazebo Gazette, I did a little adventure called the Lost Crypt of Valcerak. Valcerak is this big bad lich of legend. Playing around with my own little world I had the so-called Lich King and played around with a few ideas with him. Then it struck me. Valcerak is the Lich King. What makes him different than you run of the mill lich. He inhabits the undercity and catacombs of the bustling and decadent city of Ularax and just about everybody knows it. So why in the world would anyone tolerate a lich in their city?
Catacombes I
The Council of Skulls: Valcerak has collected the skulls of the greatest leaders, sages, heroes, generals, philosophers, and thinkers in history. In sanctum surrounded by undead guards and servants, he is able to speak with souls of the minds the world has seen. He is more than willing to offer the advise and council of his collection to any who are willing to pay a price for information and wisdom that has been lost to the ages. Even so-called good kings and heroes have secretly asked for guidance. Ancient lore that would otherwise be unavailable to anyone could possibly be found through The Council of Skulls. Valcerak is even willing to help common adventurers for trade. He may send them off to find the lost crypt of an ancient, legendary hero or he may ask them to expedite the passing of a sage or wizard just for the opportunity to add another skull to the Council.

Durth: Lord Skullmancer and The Skelenoids

Remember Not Skeletor. If you go back to early posts on Durth, crazy Saturday morning cartoons are one of the inspirations. The two biggest ones are Thundarr the Barbarian and He-Man. This leads us to our first epic villain, Lord Skullmancer.
Lord Skullmancer is an insane and powerful lich, necromancer and super science sorcerer. He rules the Dead Realm from Black Skull Mountain Fortress (carved in his own likeness by slaves) with his army of Skelenoids. He’s always messing around with some forbidden arcane tome or an insane bit of alien technology. Or to put it more simply he’s lich with freaking laser beams.

Skelenoid Grunt
Armor Class: 6[13]
Hit Dice: 2
Attacks: Laser-Staff (1d6+1) Range 60 feet can also be used in melee
Total Attack Bonus: +2
Saving Throw: 16
Move: 12
HDE/XP: 3/60
Special: Immune to poison, illusions, fear, charm, and mind control.

The shock troops and minions of Lord Skullmancer.

The Dead Realm is blasted, twisted, and barren. An eternal storm keeps the land is state of twilight constantly. No living creature calls the Dead Realm home. This is the land of the restless dead.
Special Rules for the Dead Realm:
Clerics cannot Turn Undead here.
Any character who dies cannot be brought back. Instead they are turned into an undead. The GM determines what type based on the character’s level. Low-level characters should be zombies. Higher level should be more powerful undead.

Not Skeletor Riding A Black Dragon for Swords & Wizardry

I was digging through an old box this weekend and I happened upon an old action figure I picked up at the dollar store years ago. So the first thing I did was plop on the back of my black dragon mini. Then someone on Google + suggested that I stat this up. So by request, here you go.

Not Skeletor (AKA Not Venger)
Hit Dice: 10
Armor Class: 0[19]
Attacks: +2 Magical Battle Staff (1d8+2, usable as melee weapon or magical bolt), Spells
Saving Throw: 5
Special: Spells, Undead (or Undead like abilities)
CL/XP: 14/2,600
Casts the following spells
3x/Day: Darkness 15 ft Radius, Hold Portal, Levitate, Mirror Image, Shield
2x/Day: Haste, Hold Person, Lightning Bolt
1x/Day: Animate Dead, Teleport

Black Dragon Mount
Armor Class: 2 [17]
Hit Dice: 7
Attacks: 2 claws (1d4), bite (3d6)
Saving Throw: 9
Special: Spits acid (5ft by 60 ft line doing 28 points damage)
Move: 9/24 (when flying)
Challenge Level/XP: 9/1,100
May cast the following spells 1x/day: Charm Person, Magic Missile, Shield

A Quick Gaggle of Pregens For Swords & Wizardry

With Free RPG Day coming up and my schedule being totally crazy, I figured what the heck. Everybody can use some quick pregenerated characters for pick up games or whatever.
They’re all second level characters. 3d6 in order and Hit Points rolled for both levels. And they were rolled up with the official Swords & Wizardry Complete Kickstarter Dice. I didn’t bother putting a name or a gender to the characters. Heck that’s the easy part.
I really threw this together so it ain’t pretty and there might be typo something in there. So you’ve been warned. Enjoy!

Seven Player Characters

Henchmen & Hirelings

There’s a good chance that might be a little OSR style mini-campaign (probably Swords & Wizardry) in the near future but it’s going to be for very few people. That got me thinking about henchmen and hirelings.
First, the easy part. Hirelings are 0-Level dudes. They’re the porters, torch bearers, and trap detectors (for an evil party). They have 1d4 HP, a Save of 18, and no bonus to attack. Armor Class and Weapon damage depends on what equipment they have. They never gain XP. That’s it.
Henchmen are either Fighters, Clerics, Thieves or Magic-Users. HP and Save is determined by their class. Only Fighters gain any kind of Attack Bonus. AC and Weapon Damage is determined just like the Hirelings’. They gain one level per two levels of advancement of the party and expect a share of the treasure.
Don’t bother generating any stats for these guys or keeping track of XP. I’m guessing each could easily fit on a 3 x 5 card. Hell. my very first D&D character fit on a 3×5 card.
And I know somebody will bring it up, just use the normal rules for specialist hirelings. This whole idea came up as easy way to throw some help for the PC’s with a bare minimum of bookkeeping.