HOME GM DUNGEONS GM AIDS MAGIC ITEMS MONSTERS
HALL OF HEROES MINIATURES TAVERN SHOP ABOUT ME LINKS

THE HOBGOBLIN'S TAVERN
 HALL OF HEROES

The Hall of Heroes is a magical place within the Hobgoblin's Tavern. Within its shadowed chambers, adventurers, sorcerers, vagabonds, barbarians, monsters and thieves wander the dimly-lit hall. Enter freely traveler, but beware, not everyone you will meet will offer you a warm welcome...

Here you will find NPCs for your dungeon adventures, from ale-swilling, sword-swinging barbarians to well-spoken Elven royalty; from nasty dwarven tunnel fighters to Orcish drug sellers. All these characters are waiting to appear in your dungeon adventures. Encounter them wandering the plains, looking for adventure, sneaking around dungeons looking to make a quick killing, or wandering around your fantasy city, just waiting to meet your eager PCs. Provided are Prime Attributes, personal details such as height, eye colour etc. and a brief character description, along with weapons/armour worn and brief notes on magic items, abilities etc. Add to these characters as you see fit. They're all yours!

Taragon Black

ST: 14 CON: 11 IQ: 17 DEX: 17 LK: 14 CHR: 18 SP: 13 ADDS: +9 MISSILE ADDS: +14

Height: 6'4" Weight: 200 lbs. Type: Rogue Level: 5 Eye Colour: Red

Kin: Orc male

Taragon Black is an Orcish drug dealer, with no fixed place of residence. He was brought up in the thieves' quarter of a major city, and learned to think on his feet at an early age. Born with high intelligence and a quick wit, Taragon soon made his own way in the art of thievery and deception, making a killing in the rich quarter of the city, using his charm and charisma together with his skill as a thief, to secure a large haul of treasure before quitting the city and setting out to make a fortune as best he could. In later years, Taragon learned that a great amount of gold could be earned in the drug market, and he later became a drug runner for the Upright Man of a Guild of Thieves. Surviving several attempts at his life, Taragon now makes his way selling drugs and contraband in various ports and cities of the continent. He uses several other names and disguises.

Weapons: Magic Scimitar, which always does 1/2 hits scored to CON/MR despite armour value.

Armour: Taragon wears hand made armour made from the scaly skin of a sea serpent, taking 50.

Magic: Taragon wears a Ring of Night Walking, which enables him to blend with the shadows at night, making him almost invisible in the cover of darkness (L6SR on LK required to spot him). He also wears an Amulet of Fire Walking, which protects him from all fire attacks and TTYF spells. He wears in addition a Cloak of Darkness, which will allow him to see in the dark, and Boots of Silence, which mask any noise made by his footfalls during the hours of darkness.

Notes: Taragon is able to get any drug within 1D10 days at a high cost, and any item which is available he can get hold of within 1D4 days, in any large city. He speaks Orcish, Common, Dwarvish, Elven, pidgin Trollish, pidgin Ogrish and pidgin Goblin, and knows levels 1-4 Wizard Guild spells. He cannot be trusted and will always save himself at the expense of others. He never reveals his sources and will not remain in the same city for more than two full weeks.

Phyton Blood

ST: 34 CON: 44 IQ: 17 DEX: 28 LK: 30 CHR: 30 SP: 12 ADDS: +56 MISSILE ADDS: +72

Height: 6'2" Weight: 220 lbs. Type: Warrior Level: 6 Eye Colour: Right eye green, left eye red.

Kin: Human male

Phyton Blood is a dangerous man. He is human, around 50 years of age. He was brought up on a pirate ship, his parents having been slain by the pirates. Quickly, for his own good, he learned to sail, swim and fight using a dagger, in later years developing an original style of combat using a dagger and a cutlass. Phyton eventually became captain and owner of his own ship, having slain the captain following a drunken card session. He has had many adventures over the years, having lost most of his right ear, the little finger of his left hand and his muscle-bound frame has become crisscrossed with scars. He now sails the seas on his ship 'Northern Storm', with a crew of skilled seamen and fighters. He is thought to have a great treasure hoard stored where only he knows. He is often seen in a drunken state in the port taverns, but no matter how much he has to drink, is always a dangerous fighter and quick thinker.

Weapons: Sax dagger, 2+5. Cutlass, 4D6.

Armour: Phyton wears no armour, but wears an Amulet of the Ocean Storm, which protects him from all non-magical damage from swords, daggers and projectile weapons whilst on the sea.

Magic: Phyton is the owner of a Star of the Sea Ring, which allows him always to know where he is whilst on the sea, and a Ring of Power, which allows him to score double damage in the first 3 combat rounds of any hand to hand combat.

Notes: Phyton Blood is a wicked character who shows allegiance to no man. On board his ship, he is King, He speaks all High Tongues to some degree or other, his native tongue being Common.

(Oh no, it's.....)

Aardvark Titty

ST: 968 CON: 1049 IQ: 69 DEX: 117 LK: 119 CHR: -29 SP: 6 ADDS: +1168 MISSILE ADDS: +1273

Height: 20'12" Weight: 7200 Type: Warrior (Barbarian) Level: 17 Eyes: Yes (Red)

Kin: Balrog male

Aardvark Titty is a ludicrous NPC. The creation of my mate Pete 'Another beer?' Moore, Aardvark is silly with a capital 'S'. Aardvark is a huge Balrog warrior, a 'larger than life' character, represented on the game board by a coke can. Aardvark is a zany creature, delving for fun, never meeting his match, but always coming unstuck somehow. 

Weapons: Magic Greatsword, 30+72. Axe 10+10, sentient sword called 'Cecil', 50D6.

Armour: Magic Plate, takes 36 hits. Shield, takes 10 hits. Magic ultra-thin leather armour worn beneath plate armour for extra protection and warmth, takes 12 hits.

Magic: He carries several ridiculous magic items;

Lips-On-A-Stick. Pair of lips on a stick, worked by a string, which can be used to suck-up ghosts with 100% chance of success. Portable Hole. Reach into it, and there is a 70% chance that the item you desire will be in it! Once per day use. Cheap Sunglasses. Pair of silly sunglasses that can be worn, causing an instant disguise, and no-one will recognize you, despite the fact the wearer may be a 20' Balrog! Small Yellow Sponge. Will absorb up to 10,000 cubic meters of water and not change size/weight! Anti-God Spray. Sends any minor deity back to their realm for the rest of any game. Box of Lentils. Weighs 1 for owner, but 5 tons for anyone else ('Here, catch.....'). Silly. Just plain silly.

Notes: Aardvark can belch & fart at will (treat as 'Smog') and speaks Balrog, Common, Orcish, Elven, Hobbit & Gobbledygook. As he is technically a barbarian, he gets double personal adds in hand to hand combat and cannot be surprised. He always carries an ale tankard, and is first to the bar, but last to pay....

Aardvark Titty is perhaps the silliest PC I have had the 'pleasure' to GM. I had to include him here for posterity. Thanks to 'Big Pete' for the comedy-Balrog-barbarian that is Aardvark Titty!

The Death Jester

ST: 120 CON: 90 IQ: 51 DEX: 70 LK: 111 CHR: 0 SP: 10 ADDS: +265 MISSILE ADDS: +323

Height: 4'2" Weight: 900 Type: Wizard Level: 22 Eyes: One red, one green, with diamond pupils

Kin: Dwarf male (Undead?)

The Death Jester is an evil fiend, taking pleasure from torture, double-dealing, pain, madness, suffering and death. No one knows where he came from, no one cares. If delvers meet him, they are in trouble! Encountered usually deep within dungeons, he will attack the party without quarter, taking at least one life and causing the others great suffering.

Weapons: Deathstaff. Gets IQ of user in D6 and 100 adds. Each round, any foe taking hits directly to CON from this weapon will lose 1D4 permanent IQ points.

Armour: Plate armour, covered with smiling skulls and clown faces, tiny bells, studs, colours, ribbons etc. Takes 300 hits, and absorbs all spells levels 1-3. He is immune to non-magic damage.

Magic: Bells of Madness. When rung, all PCs within 30' radius must make a L3 SR on IQ, or subtract the difference! This is thankfully temporary, intending to cause temporary madness, and will return at the rate of 1 per full turn.

Notes: The Death Jester has the following powers;

1) He can cause complete darkness in any room he is in, in which only he will be able to see. This effect lasts for up to 6 turns (he decides) and can be used once per day.
2) He can summon 1D10 zombie jesters, MR 300 each, once per day to do his bidding.
3) Can cause insane laughter in a single PC's ears, once per hour, causing 1D4 temp. IQ loss.
4) Can summon up to 6 midget replicas of himself, each fighting with an MR of 300 until slain, once per day. These are 2' high and immune to non-magic damage.

Methuselah

ST: 720 CON: 540 IQ: 196 DEX: 3 (paws) LK: 620 CHR: 1000 SP: 18 (30 in flight) ADDS: 662 MISSILE ADDS: n/a

Height: 12' from floor to shoulder Weight: 7270 Type: Warrior Level: 17 Eyes: Green

Kin: Manticore male

He is The Watcher of the Woods, always being encountered in the wilderness, over which he is protector. He is a fair and just creature, only appearing when PCs genuinely require his help when in the wilderness, especially if they are on a goodly quest or mission, and appearing also when he sees wrong doing to the creatures over which he watches, or the land itself. He is rarely encountered.

Weapons: Tooth & Claw attack gets 70D6 + personal adds. Spines fired from his tail have a 75% chance of striking any chosen foe within range (100 yds.) getting 10D6 damage (no adds). These spines are poisoned, and the foe will lose half CON/MR instantly when struck. Further strikes from these spines will only then do 10D6 damage, no further CON loss due to poison.

Armour: His tough hide can take 100 hits, and he cannot be harmed by non-magic attacks. He is immune to fire and poison, and magic below 10th level.

Notes: He can fly for up to 24 hrs. at one stretch, after which he must rest for at least 6 hours. He can carry 2 human sized people safely on his broad back whilst flying, or four when walking. He can speak and understand all High & Low Tongues. Wow, now that's impressive!

Kreel Ninebones

ST: 30 CON: 62 IQ: 13 DEX: 74 LK: 108 CHR: 10 SP: 7 ADDS: 176 MISSILE ADDS: 238

Height: 3'1" Weight: 85 Type: Rogue Level: 11 Eyes: Dark green

Kin: Dwarf male

Kreel is a clever fellow who is sometimes good and sometimes bad, and always acts with his own best interests at heart. He will help others if he feels the cause is just, especially if he sees some personal gain in it for himself, but will never put himself at risk for others. He has no real honour and has no true friends, being a lone traveler. Speaks Dwarvish, common, Elven & hobbit.

Weapons: Sax dagger 2+5, Kukri dagger 2+5, Garrote, 0+1 add (victim must make a ST SR at level 3 to resist strangulation in one combat round). Blowpipe, 0+1 (+ 30 darts), two applications of all four poisons from the Rulebook, 5 Chakram, 2D6.

Armour: Enchanted Dolphin Skin, takes 30 hits and allows wearer total freedom of movement and breathing when underwater. Decorated & re-enforced buckler shield, 6 hits.

Magic: Kreel knows all Wizard Guild spells from level 1 to 5. He wears a Cloak of Night creeping, which lowers all saving rolls to level one during darkness, and Boots of Stealth, which allow him to walk silently when worn, and leave no tracks wherever he walks.

Max Voice

ST: 24 CON: 18 IQ: 14 DEX: 25 LK: 19 CHR: -10 SP: 12 ADDS: 32 MISSILE ADDS: 45

Height: 4'9" Weight: 100 Type: Warrior Level: 6 Eyes: Green

Kin: Goblin male

Max Voice is a LOUDMOUTH, leader of a band of roughish goblins who call themselves 'The Black Axe Boys', roaming the countryside and delving into dungeons looking for people to bully, ale to drink and treasure to steal. There are between 20 & 30 goblins in this gang when encountered, and they usually travel on black boars (SP 16), which they decorate with paintings and trinkets hanging from the tusks, tail & ears. Max has bushy, lice-ridden black hair, and wears black armour. Shrunken heads hang around his neck and he wears a necklace of victim's teeth and rings carved from the bones of people he has slain and eaten. He is a vile, ugly, ruthless character, but well respected by goblins and hobgoblins alike. Speaks Goblin, Orcish & Common.

Weapons: The Sword of Leek, a vorpal weapon which gets 15+20 and will fight on its own when the magic words are spoken (Oggi Oggi Oggi!).

Armour: Magical leather armour, enchanted to take the wearer's ST rating in hits.

Notes: Breath attack! All within 10' must make a L3SR on CON or lose 1D4 CON.

Madame Banararr

ST: 164 CON: 191 IQ: 102 DEX: 76 LK: 137 CHR: 301 SP: 14 ADDS: 341 MISSILE ADDS: 405

Height: 6'1" Weight: 1550 Type: Sorceress (Wizard) Level: 14 Eyes: Pale Blue

Kin: Elf female

This lady is a high-sorceress, with the look of a gipsy, and a lustful look to her eye. She is very dangerous however, and possesses strange powers in addition to her magical abilities. She knows all spells from level 1 to 20, and has invented several new spells at the discretion of the GM. She has psychic abilities and can read palms, tea leaves, crystal ball etc. with a 65% chance of success, although the information she gives is often cryptic. Her actions are unpredictable. She loathes dwarves yet adores fairies. She views all other kindreds as equal, but believes elves to be superior to all. She wears outlandish silken garments and many items of jewellery.

Weapons: Skull Staff. A 5' long ebony staff topped with a monkey's skull. Acts as a DMS and will 1/2 ST cost for her only. Anyone else trying to use the staff will be attacked by it. It has a ST reserve of 60 which it uses to cast spells by itself. Set of 6 daggers, which she wears around her belt. They are 3 sets of pairs. The smallest get 2+2 and have a range of 100 yds. if thrown, and are enchanted to lower all 'to hit' rolls to level 1. The middle pair get 2+12 and score double damage against undead, and the largest pair score 2+24 and are not magical.

Armour: Phoenix Feathers. These are magical silken robes & scarves which will stop all fire attacks, and rebound all offensive spells from level 1-7 back at the caster.

Notes: Carries a pack of Tarot cards, which will be hot to the touch for all users except her. The GM may develop this pack of cards as he sees fit. Speaks all Tongues.

Sir Egron Ironarms

ST: 190 CON: 87 IQ: 50 DEX: 80 LK: 130 CHR: 19 SP: 14ADDS: 364 MISSILE ADDS: 432

Height: 6'9" Weight: 3120 Type: Warrior (Knight) Level: 9 Eyes: Dark Brown

Kin: Human male

Sir Egron is a lone traveler, righting wrongs and banishing evil wherever he can. Occasionally he will join a party of PCs and aid them if they serve a just cause. Speaks most High Tongues.

Weapons: Holy Blade of Astalon, 12D6+150. Glows yellow when used in combat and will repel all undead (MR less than 1000 or level less than 10) to a 30' radius. Enchants user with a pale yellow glow which absorbs 100 points of damage during combat only. Normal broadsword, 3+4. Sax 2+5.

Armour: Holy Armour of Astalon. Takes 100 hits, and restores lost CON of user at rate of 1 per 2 turns.

Magic: Charm of Astalon. Allows wearer to feel magic vibes as a wizard does, free of ST cost.

Notes: A battle horse called "Sunhoof" (yawn...) and his squire Peoter follow him everywhere. Peoter is a level 3 warrior, totally loyal to Sir Egron.

Bengala the Wanderer

ST: 80 CON: 96 IQ: 13 DEX: 80 LK: 58 CHR: 50 SP: 17 ADDS: 182 MISSILE ADDS: 240

Height: 6'4" Weight: 3000 Type: Warrior (Barbarian) Level: 10 Eyes: Smoldering Blue

Kin: Human female

Bengala is a female barbarian, dressed in furs and sporting a hefty two-handed broadsword. She keeps her muscles well oiled and has long flowing dark brown hair with a white streak. Her full bosom and well-rounded thighs attract many a roguish eye, but few live long enough to see their advances through to their desired conclusion.

Weapons: Special Two-Handed Broadsword, 7D6+30.

Armour: She wears leather armour (figure-hugging) when delving and combat is expected, which takes 6 hits, which, due to her extended training in effective armour techniques, take 18 hits. She also carries a buckler shield on occasion taking a further 9 hits.

Magic: Bengala does not place her trust in cheap trinkets of devilry, and uses no magic items, preferring to rely on her steel and quick-wits.

Notes: She is a northern barbarian, and can never be surprised/ambushed, getting a SR on LK at level 3 maximum before such an event. She may also receive her personal adds twice in combat, and as a special skill, may drink twice as many jugs of ale as any man without getting drunk! She also has all 'to hit' rolls for projectile weapons (she sometimes carries chakram, a longbow or a crossbow, depending on her mission) lowered by 1 level. She has finely balanced & carefully tuned senses, which reduce all saving rolls by one level also. GMs may amend these barbarian skills as appropriate. She loves spending a night in a tavern drinking good strong ale.

Rayana Kalthorpe

ST: 11 CON: 17 IQ: 15 DEX: 16 LK: 10 CHR: 17 SP: 14 ADDS: 4 MISSILE ADDS: 8

Height: 6'6" Weight: 2300 Type: Warrior Level: 5 Eyes: Pale Blue/Grey

Kin: Elf female

Rayana is an Elven princess, unsatisfied with the Elven Court in which she was brought up, who has decided to see some of the world, by traveling and adventuring. Her stunning beauty, slim figure and quick wit have kept her alive and made her several influential friends. She is growing in confidence and enjoys the rough and ready lifestyle of the adventurer. She is an excellent lute player and singer of songs and poems, and has made her living as an entertainer in many respectable taverns & inns of the big cities throughout the land.

Weapons: She carries Silver Blade, a magical longsword which does 10+20, double Vs Undead.

Armour: She wears quilted-silk & cotton armour, magically enchanted to take 50 hits.

Magic: Rayana wears a Ring of Joy, which allows her to use her CHR to full effect, thus lowering all CHR based saving rolls by her level number, but a 'min-5' must still be rolled.

Notes: If encountered, she will be thrilled at any quest the PCs are undertaking, and wish to join them if it is just and sounds interesting. If taken advantage of, she will not hesitate to attack with Silver Blade. Once her trust has been abused, it is difficult to win back.

Hykanathus the Strong

ST: 88 CON: 96 IQ: 13 DEX: 46 LK: 32 CHR: 8 SP: 9 ADDS: 130 MISSILE ADDS: 164

Height: 3'5" Weight: 3800 Type: Warrior Level: 8 Eyes: Green

Kin: Dwarf male

Hykanathus is a true fighter, being brought up in the grim northlands and taught to fight before he was taught to read. He is skilled in all hand-to-hand weapons and is an expert with any form of axe. His nickname is 'Tunnel Fighter' in his home village, and he now travels the land seeking glory, adventure and wealth. He is quick tempered and quick to judge; get on his wrong side and may your gods aid you....

Weapons: Double Bladed Broad Axe, specially forged to do 8D6+10.

Armour: Armour made from the hide of a Hairy Coo, which takes 20 hits.

Magic: He carries no magic items.

Notes: He always knows which way is north, and is an excellent tracker. He can easily survive in the wilderness for weeks, being a good hunter and trapper, and possess a good knowledge of natural flora and fauns. He is an expert herbalist and identifier of fungus (useful...).

Special Abilities: Due to his training and weapon knowledge, he will receive his personal adds twice in any hand to hand combat, and score 3x normal damage with any type of axe.

Shotuku the Abhorrent

ST: 130 CON: 300 IQ: 70 DEX: 48 LK: 92 CHR: -80 SP: 17 ADDS: 234 MISSILE ADDS: 270

Height: 6'10" Weight: 5200 Type: Warrior Level: 10 Eyes: Red

Kin: Human Vampyre

Shotuku is an evil oriental vampyre, intent on spreading his evil curse of vampirism throughout the land. He enjoys spending a few weeks causing havoc in a major city then leaving, his vampyre disciples remaining to feed upon the living and thus spread the curse. He has many special powers and is to be feared by the PCs should they hear of him. He is pure evil.

Weapons: Brethren, a magical epee sword which does 15D6+40 and drains 1 CON point from the user each combat round it is used if the user is not undead. If hits to CON are made, the victim loses 1D4 CON permanently, which are then added to Shotuku's permanent CON.

Armour: Cloak of Black Night. Envelops the wearer completely and absorbs up to 100 hits of physical damage; does not protect against magical attacks. Devils Ring. Protects the wearer against all fire attacks if the wearer is undead. Non-undead wearers will lose 1D6 CON per turn until they remove the ring or they die.

Magic: Shotuku has the following special powers;

1) He may turn to mist at will once per day and return to his resting place.
2) He may command any wild animal to do his bidding for up to his level # in turns, once per day.
3) Hypnotize any creature with a lower IQ automatically. The victim gets no SR. Hypnosis lasts for Shotuku's level number in full turns, and the victim can be commanded during this time and will respond only to the voice of the vampyre.
4) He may take on the form of a wolf, giant bat, giant serpent or sabre-tooth cat, once per day, which will have an MR = his total attributes (currently 720). The transformation lasts for up to his level number in full turns.

Notes: Shotuku may walk in daylight but loses 1D10 CON per hour, and must stay in the shadows. Direct sunlight causes 1D10 CON damage per turn. He may not cross running water unless he transforms into a bat to fly over it. He is not affected by holy symbols of any kind unless they have been magically enchanted to affect undead. Anyone bitten by Shotuku will lose 1/2 CON and must make a saving roll at Shotuku's current level not to die in 1D3 days and rise as a vampyre in 1D6 days time, with attribute/character changes as directed by the GM. Any city or town in which he resides for over a week, will have an outbreak of plague lasting 1D4 days after he leaves the city. 1D% of the population will become seriously ill, and of these, 50% will die.