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Dungeons & Dragons | - | Dragon magazine | - | The Dragon #21 |
Encounters can grow dull and routine, each being practically identical
to
all the others. This can be avoided by giving the people the players
encounter personalities. Giving these people pasts can liven up a game
greatly. The possibilities are sometimes deadly but they are often
quite
amusing. The following examples can be used to add flavor to city
encounters, and the first 7 can be modified for dungeon encounters
by
adding appropriate companions.
1. BLARG: Ftr. Cha/Evil. Hobgoblin.
Blarg hates everything
but ogres. These he emulates but they hate him.
3rd 20 5 16 7 7 6 8 6 +1 +1 shrt. sd.
2. SNIR: Ftr. Cha/Evil. Orc. Snir’s right hand was cut off
by an elf superhero. He learned to use his hammer as a weapon in his
left
hand. He still remembers the pain of the elf-sword so if an elf-sword
passes
near he will immediately attack its bearer. He eyes elves with distrust
but
fears them so he will wait until the elf’s back is turned before he
attacks.
4th 23 6 15 9 7 12 9 4 Ave. Ave. hammer
3. GANTOL of Een: MU/Ftr. Law/Evil. Human. If
encountered, Gantol will try to join the party. He got tired of being
a
Wizard, so he decided to try being a Fighter. Having enchanted much
of his
equipment, he has +2armor, a +2 sword, a +2 shield, and a +1 spear.
Because
he knows almost nothing about being a fighter, he also carries a mace,
a 2-
handed sword, 6 daggers, a heavy crossbow, a longbow, and a sling.
His
good friend Panitole the Patient (MU, 15th level, 53 HTK, AC 7, +2
protection ring, Staff of Fireballs) accompanies him.
17/1st 6 4 - 2 8 1 7 9 1 1 1 3 1 1 Ave. AVE. +st.
4. IRADAIN: Ftr. Law/Good. Elf. Affectionately
called “The Plugger” by friends. NEVER misses even moving, man-sized
targets at distances under 100 yards (5%/10 yards thereafter). Aims
to
disarm unless he is seriously threatened. His longbow named “Thwesta”
is
his only weapon.
6th 36 7 17 12 10 13 19 16 +2 +2 longbow
3. GANTOL of Een: MU/Ftr. Law/Evil. Human. If
encountered, Gantol will try to join the party. He got tired of being
a
Wizard, so he decided to try being a Fighter. Having enchanted much
of his
equipment, he has +2armor, a +2 sword, a +2 shield, and a +1 spear.
Because
he knows almost nothing about being a fighter, he also carries a mace,
a 2-
handed sword, 6 daggers, a heavy crossbow, a longbow, and a sling.
His
good friend Panitole the Patient (MU, 15th level, 53 HTK, AC 7, +2
protection ring, Staff of Fireballs) accompanies him.
17/1st 6 4 - 2 8 1 7 9 1 1 1 3 1 1 Ave. AVE. +st.
4. IRADAIN: Ftr. Law/Good. Elf. Affectionately
called “The Plugger” by friends. NEVER misses even moving, man-sized
targets at distances under 100 yards (5%/10 yards thereafter). Aims
to
disarm unless he is seriously threatened. His longbow named “Thwesta”
is
his only weapon.
6th 36 7 17 12 10 13 19 16 +2 +2 longbow
5. CLAR: Ftr. Law/ Good. Werebear. Has no companions.
He is usually taciturn but will open up is he is sure of your
intentions. If threatened, Clar will turn into a large (12’tall) bear
doing 1-
3/claw and 2-8/bite damage (hug on a roll of 18 or more withclaws,
2-16).
7th 45 *2 18 16 14 18 9 11 +4 +6 none
*appears to be AC 9 when human.
6. TARKY HELM-SPLITTER: Ftr. Law/Evil. Berserker
who roars with laughter if a good joke is told. He rewards the teller
of a
good pun with a draught from his wine skin (quadruple strength ale).
11th 69 7 18 10 8 16 11 14 +3 +4 2-hnd. sd.
7. LONTIPOL the Cursed: Cleric. Cha/Evil. Human. His
favorite pastime is sending insect plagues to villages. If he is encountered,
40% chance he will inflict heavy wounds on elves and 80% chance he
will
inflict heavy wounds on Lawful Clerics, without provocation.
13th 51 9 8 6 19 7 7 7 Ave. Ave. Staff of Withering
8. CLARENCE LINDIR: Ftr. Law/Good. Human. He is
a constable who is always accompanied by 11 other constables. He will
do
anything to make an arrest including arresting jaywalkers, people with
water in wine skins, or anything else he can think of. He often makes
up
absurd charges. When in court he will then charge resisting arrest
if the
party didn’t come peacefully. Of the hundreds of arrests he has made,
he
has only gotten 2 convictions. The townspeople pointedly ignore him
and
call him “Clarence the Clown” behind his back.
1 s t 9 7 1 7 9 1 0 9 7 8 + 2 + 2 m a c e & s p e a r
9. GARY BENDERLACK: Ftr. Cha/Evil. Gnoll boy (16
years old). He haunts stores and grabs customers’ legs immediately
upon
his victims entering. He begins crying and won’t let go until he is
bribed
with more than 5SP cash or 1GP in merchandise. He prefers to visit
food
and candy shops and bars. He will attack anyone who breaks free without
paying him.
1st 9 9 18 12 8 16 4 5 +3 +3 dagger in sock
10. GRUNT (commonly called “the Runt”): Ftr. Grunt acts
Cha/Evil but is really Law/Evil. troll. He is a wimp who attacks
anything and everything that won’t hurt him (never attacks chaotics).
No
one in town will sell him weapons because that could make him dangerous.
If Grunt is encountered he will either attack or ask to buy weapons
(he can
afford them). If anyone does sell him weapons or anything else that
can be
dangerous, all the local citizens nearby will do everything in their
power to
disarm Grunt and arrest the outsider . . The seller will be subjected
to 4-40
months of hard labor, ora l00-l000GPfine, or both. Grunt can buy armor.
1st 2 2 4 9 11 3 6 15 -2 -1 None
11. KURRAN: Ftr. Cha/Good. Dwarf boy (43 years old).
He is a bully so he will have 1-4 companions (smaller than he is) to
pick on.
He fears the law, his parents, and anyone who stands up against him.
If
encountered he will probably ask if he can join the group. If he is
accepted
he will probably say he must ask his parents first (80%chance) but
he is sure
that it is okay. 80% chance they say no.
1st 8 8 16 8 4 14 10 10 +1 +1 hnd. axe
12. GLEEN, PLUDLUMPER: Thief. Neutral. Hobbit.
When he is in a crowd, Gleen will try to pick EVERYONE’S pockets, so
he
only succeeds 5% of the time. He is very adept at climbing (0% chance
of
fall), moving silently (80%), and hiding in shadows (85%). He is also
seldom seen in crowds, being spotted about 5% of the time. He can’t,
however, remove traps very well(5%), or pick locks with much success
(6%). If he is in the crowd, all the local inhabitants will know it
and all others
will know something is there but they will not know what.
2nd 4 7 5 10 14 7 16 18 -1 Ave. Dagger
13. ZILCH (named by his jovial MU motivator): Ftr. Zombie.
He is owned by Rollo the Rotund (9th level,Cha/Good, MU.AC9,24Htk,
9 17 1 1 10 7 17, wand of paralization). Rollo loves good gags and
jokes,
and offers a large prize for any who can stump him with a riddle (he
will use
ESP spell if necessary). Rollo likes to send Zilch on embarrassing
(to a
church, a dress store, etc.) errands. Zilch has instructions to run
away if
seriously threatened.
2nd 20 8 10 10 8 10 10 7 Ave. Ave. 10’staff
14. VOLlTIA THE SIRON: Ftr. Law/ Evil. Human female.
She is man hungry. She cooks, sings, and does everything else a wife
should
but she is ugly and the only topic about which she can speak intelligently
is
cooking. If she traps a man, she will grapple to prevent his escape.
3rd 9 9 14 7 8 10 8 4 +1 Ave. dagger
15. BUNDLINE: Ftr. Cha/Evil. Mummy. He stalks the
streets looking for trouble. He prefers to attack weak people so few
low
level people, children, women, old men etc. stay on the street when
he
comes near. He generally doesn’t attack people over 2nd level, but
he will
attack anyone slandering or insulting undead monsters, or anyone he
sees
fighting undeads.
5th 27 3 13 9 4 10 10 6 Ave. Ave. sword
16. SARATOGE the Shy: Ftr. Law/Good. Human. He is
very shy. He walks alone, close to buildings, and as far away from
other
people as possible. If he is called to, he will turn quickly and walk
away, or
he will duck into the nearest shop and sneak out another exit. Shop
owners
know him and will let him through. They will then try to slow any pursuit
about 15 or 30 seconds. This wil be enough time for him to escape.
If he is
caught in the open, 80% chance he successfully escapes into a building.
5th 28 4 17 11 10 14 9 9 +2 +2 2-hnd. sd.
17. KLUND: Ftr. Cha/Good. Troll. Never talks. If he
wants something he points. If he is asked a question that he must speak
to
answer, he lets out a roar that clears the street for 60’ in all directions.
He
then attacks using his left fist and his giant club (treat as a flail),
aiming to
subdue. After he wins he tosses his opponents onto the nearest roof
(this
doing 2-8 points damage), and leaves.
6th 51 7 18 7 6 18 10 6 +4 +6 club
18. PONTANCE KRYLN: MU. Neutral. Human female.
She uses a phantasmal forces cloak to make her appear to bean old woman
(saving throw vs. magic -4). If she is aided while in this guise, she
will use an
ESP spell to find out what these people need most. She will then do
everything power to get if for them.
7th 11 9 8 15 16 6 13 *14 +1 fire missle 4 daggers
*Charisma is 9 while in disguise
19. DEVEN TROSER: Ftr. Cha/Good. Retired, human
buccaneer. He has very bad breath (CHA - 6 if within 3’). He tells
the same
stale story about how he single-handedly broke a besieged castle’s
defenses. The story takes about 10 minutes and all citizens near will
either
leave (70%), or fall asleep. Deven is found only in taverns.
8th 33 6 15 9 7 13 10 12 +1 Ave. sword
20. DASSOL: Buffoon. Cha/Good. Human. Dassol’s
magnetic personality attracts crowds of 3- 18 people. While they are
being
distracted by Dassol’s ridiculous antics, his 2 confederates (8th level
elf
thieves - 70% pick pocket) attempt to rob them. If any of the three
is spotted,
the thieves each use a pyrotechnics scroll to create a thick smokescreen.
They then climb onto a nearby roof and throw a rope down to Dassol.
9th 30 9 8 10 14 8 14 6 Ave. Ave. dagger