0 ratings0% found this document useful (0 votes) 487 views66 pagesEnemies and Allies
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i alee
pretees Weer (o ker
David Noonan, Skip WilliamsENEMIES ADD
ALLIES
Credits
Design:
Editor:
Creative Director
Cover Artis:
Interior Artist:
Typesetter
Graphic Designer:
‘Art Director:
Business Manager:
Project Manager:
Production Manager:
Bruce R. CORDELL, JEFF GRUBB,
Davip NOONAN, SKIP WILLIAMS
JENNIFER CLARKE WILKES
Ep STARK
Jerr Eastey
DeNnts Cramer, Too Lockwoon,
Wayne REYNoLDs, Sam Woo
‘SONYA PERCIVAL
SEAN GLENN, DAWN MURIN,
Dawn MURIN
ANTHONY VALTERRA
Justin ZIRAN
Citas DELonc.
Sources for this work include the Sword and Fst accessory by Jason Car, the Tome and Blood accessory by Bruce R.
Cordell and Skip Williams, and the Hear of Nghtfang Spine adventure by Brace R. Cordell.
Based on the original Dunctows & Dnacons® rules created by E. Gary Gygax and Dave Arneson, and the new
‘Duncuons & Daacons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,
and Peter Adkison,
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‘otour ste swe‘TABLE OF CONTENTS
Introduction
Chapter I: Crime
Typical Thug..
Pickpocket Gar
‘Typical Burglar...
Halfling Clean-Up Crew.
Hamelin, Precinct Boss
Lala, Black Marketeer.
‘Theresh, Thieves’ Guild Clerc...
aia, Djinn Slaver.
Yartick Zan, Mind Flayer Assassi
Khalili, Master of the Thieves! Gul
Varro, Urban Druid
Chapter 2: Religion . .
‘Typical Ternple Guard
Temple Warden son
Senior Temple Guard.
Mandel, High Priest of Hextor
Fok Longfingers, Adept of Magiubiet
Scarsnout, Adept of Kurtulmak.
Panga, Marsh Druid
Korgul Redeye, Cleric of Gruumsh.
Melantha, Inquisitor of St. Cuthbe
Rosal, Champion of Heiro
Brother Culver, Cleric of Heironeous..
Abrian, Vigilant Druid
Dallic Foehammer, Cleric of Moradi
Neshia, High Priest of Peor..
Chapter 3: Mages ..
‘Typical Evil Minion...
Jara of the Skullfire Mages
Draganoth, Minotaur Mage
Moxic, the Dread Owarf
Gartha the Red, Spelistinger
Silva, the Venerable Sage .
Vallen, Sorcerous Assistant.
Chapter 4: The Law
“Typical City Guard.
Elite Guard
Stallas Mon, Guard Commander.
Thokka of the Nightwatch
Ambrose Piflestone, Bureaucrat
Brother Xonak, the Hand of justice
Gerbo Flintwhistle and His Gnome Vigilantes.
Chandra Skyreaver, Elven Warden of the Forest
Chapter 5: Adventurers ...
The Circle of Green
Xarole Banoc..
Greenteaf.
Kavatha
Murta Wintervale
Halaandial .......
Band of the Hand
‘Archangel on
Dhavut Stonebreaker
Eiger.
Blind Jak
Durlob
Wallach
The Pale Grin
Incunabulum
Lord Carrion.
‘ok
Redbone ..
Taliaferro...
Strabo, Enthnul’s Bloodiest Hand
Rivals and Experience su..n
Appendix 1: The One-Minute NPC .... a
Mastermind Villain i
Minion
Finishing Touches.
Iconic Characters ........53
Jozan, Cleric.
Krusk, Barbarian,
Lidds, Rogue .
Mialee, Wizard.
Nebin, tlusionist
edgar, Fighter.
Soveliss, Ranger.
acne 3: NPGS Ranked by Challenge , |IDTRODUCTIOND
The characters youire about to meet insisted that we write
this book for them,
‘Weve all gor them—nonplayer characters (NPCs) who
seem a5 alive as reablfe people, NPCs that the players
-emembered long aftr the adventure was forgotten. In this
book are some ofthe most helpful and notorious NPCs thet
weve created for our own campaigns. Now we want 1 see
svhat you ean do with them.
Youll meet Qirtaa, a jinni whos the most dangerous
pacifist youll ever know; Melantha, inguisitor of St Cuth-
bert and a criminals worst nightmare; and Draganoth, «
‘munotaur wizard who uses spells to improve his combat
prowess. Youll abo encounter adventuring companies such
the Circle of Green and the mostly undead
members of the Pale Grin—though
perhaps youll wish you hadnt.
Enemies and Allies intentionally
woids long NPC histories and intri-
ately detailed descriptions. Melan-
sha’ creator could spend an hour
selling you about her family history of
urse, and PCs who have met Qirtaia
ould recognize his gravelly voi
ywhere. We have not put them in a
specific place or given them particular
cendas either. We dont want 0
mp your style. These charac
ss are yours to do with as you
Alter them as litle oF as
mach as you like
All NPCs. arent powerful
ns or villains, of course. This
Sook has plenty of typical alley thugs,
ecole guards, city guards, and spelleasting 2
ions to populate the streets, neighborhoods,
scresses, and dungeons of your adventures.
‘oul also find statistics inthis book forthe iconic
Saracters depicted in Chapter 3 of the Players Hand-
sock These characters ae the ones we use when we're
sting new adventures, monsters, and guidebooks
the D&sD® game. Now you can callon them too ifyou
seed a character on short notice, Again, make them your
If you want Krusk the barbarian to multiclass into
c bard clas, go right ahead.
The D&D game is ultimately about characters. They
together, they fight one another, they negoriate and
zue, and they even mourn the passing of others. The
cters in this book may become trusted friends or
-ostraing nemeses. But however you use them, let your
+n imagination bring them to life. They insist.
WHAT'S INSIDE
Be NPCs in Enemies and Allies are divided into five main
ssons: crime, religion, mages, the law, and adventurers.
ne borders between these areas can be fuzzy—youll
nd acleric inthe crime section and 2 sorcerer in the rli-
1 section, for example.
SZ
Grime: Here are the typical pickpockets, thugs, and
the master ofthe thieves guild, among others There's also
nor-so-nice djinni,a mind flayer assassin, and a druid
‘who specializes in urban ecologies.
Religion: Some clerics, such as Neshis, high priest of
Pelor are a boon to adventurers. Others, such as Mandel,
high priestof Hextor, are dangerous, crafty foes IFPCs step
‘on the wrong side of the law, they may be
challenged by an inquisitor of St, Cuthbert
‘who doesnit take “no” for an answer. This
section also provides typical temple guards
and wardens to sprinkle throughout your
adventures
‘Mages: This section introduces you to
rypical minions and apprentices, plus a
‘mage who'sa pyromaniac, a dwarven necto-
‘mancer, nd even a minotaur with grand
ambitions. Perhaps the most helpful
character to adventurers isa learned
sage whos fighting a battle he cant
possibly win,
‘The Lav Typical city guards, elite
guards, and guard commanders fill
this section, along with an elven
warden of the forest who patrols the
woodland paths, not the city streets
The whole spectrum of the law is
covered in this section, from petty
‘bureaucrats to fearsome vigilantes.
Adventurers: Adventuring com-
panies take many forms. One evil
group presented in this section
Includes two undead members and a
golem; another group, not evil but
sometimes harsh, focuses on wilder-
ness adventures, A third adventuring
company cates only for personal
enrichment. And ifyou ever wondered
what the statistics for a blindfolded
umber hulk monk or a phase spider
rogue look like this isthe place for you
‘The frst of three appendices provides
2 quick way for you to generate NPCS
‘based on the role they play in your adven-
ture. A few tosses of the dice, and your
high-level patron or low-level minion is
ready to meet the PCs. Weve also put the PCs we use for
playtesting in their own appendix. Youll get to see what
Jozan, Lidda, Mialee, Tordek, and the other iconic D&D
‘characters lok like a various levelsin a second appendix
and finally, the third appendix lists all the NPCs in this
book by Challenge Rating.
For the sake of brevity (this book contains lt of infor-
mation), the details of clas abilities do not appear in the
statistics presented here. Chapter 3 of the Players Hand-
book and Chapter 2 of the Duncron Mastrx’s Guide
describe these abilities thoroughly.
don't have time to rll up that
1Sth-level druid in time for
tonight's game), but as NPCs
they aren't appropriate to game
play, mostly because of the
amount of treasure they pos-
sess, Player characters, as dis-
‘cussed in Chapter? ofthe Dun-
EON Master's Guide, simply
have “more stuff than NPCS. If
you want to use Mialee of
Tordek as an NPC in your |
game, you'll need to make
forme odustents—or you can (a
simply use the tables in Chap-
‘ter 2 of the Dunceon Master's
Guide to quickly create your
‘own NPCs. Ifyou need a spe-
cific type, Appendoe 1 can help
you out.
$SE coos
CHAPTER 1:
CRIME
It happens to almost every party of adventurers sooner
or later-a brush with those who live outside the aw. The
burglars, con artists, thieves, and assassins who ply their
trade in the shadows might be regarded by some s
criminals to be hunted down and brought to justice.
Others might see them as ust another means to an end:
suppliers of hard-to-find gear, invaluable sources for
learning what's really going on in town, and people
‘whol do anything for the right amount of money. And
smote than a few player characters call those dark alleys
‘home, having grown up on the mean streets themselves
Below is an assortment of NPCs who work on the
‘wrong side ofthe law. Use them to populate the shadier
spots in your cities or the best tents in your bandit camp.
‘Some will give the PCs fur shake, while others will rob
them blind or worse. Some are faceless spear-cariers,
while others are recurring villains and patrons you can
‘weave into adventure after adventure
‘These NPCs have been given names, statistics, and
tactics, but they're yours to do with what you will.
"File off the serial numbers” if you like by changing
ability scores, adding or subtracting character levels,
or adjusting their gear. A few minutes’ work with «
pencil and the rulebooks renders these characters
‘completely your own—even if your players have read
this section
——____TYPICAL THUG
‘Call italoan. You give usthe money, and well ave you alone”
‘The thug detailed here represents low-level muscle that most
thieves guilds end other criminal organizations have in large
‘measure, Groupsof thugs collec protection money from shop-
keepers actaslookoutsforburglars and guard important guild
figures. When a show of force is needed, the organization can
callout an army ofthese enforcers.
‘When noton some moonlit errand forthe thieves guild,
thugs are often unemployed or work jobs requiring
‘manual labor. The promises of riches tobe earned working
forthe guild are just that—promises. But in many neigh
botBoods, just doing leg-breaker work for the guild has a
certain kind of prestige, earning the thug a reputation as
"someone you dont want ro mess with.”
‘Although thugs come inal shapes and sizes, halfores
strength and intimidating reputation give them an edge.
Tne someting dats Lane lk ey os
inherently more menacing than a gnome in the same
alley.
Prypical Thug: Halfore Wart /Rogt; CR 2 Medium-
size humanoid (ore); HD 1d8+2 plus td6+2: bp 1; Inie—1
Spd 20 fts AC 15 (touch 9, fla-footed 15); Atk +4 melee
(2d444/18-20,falchion) or +4 melee (1d6+3 subdual, sap
or 40 ranged (1d443/19-20, dagger); SA Sneak atrack
++1d6; SQ Darkvision 60 fe; AL CE; SV Fore +4, Ref +1
‘Will2 Ste 16, Dex’, Con 14; Int 5, Wis 6 Cha 8.
skills and Feats: intimidate +6, Spot +2; Skill
(intimidate.
Possessions: Spline mail armor, falchion, sap, 2 bo
daggers.
Tactics
“Thugs wont start fights unless they think chey can wis
and even then theyd rather make threats than actuall
resort t violence. But when afight breaks out, they’
business, getting into melee as soon as possible and
‘maneuvering to flank their opponents. If they can estab
lish a flank, they eagerly sneak attack They gang up om
‘one foe (usually a leader) whenever they can, ignoring
others ifnecessar. Faced with spelleasters or particular
nimble opponents, thugs try to grapple rather than go
toe-to-toe: Their strength (and size against Small cre
tures) gives them the advantage in a wrestling match.
“These thugs are armed with falchions, but they emplo
the more subtle saps and daggers if theyte going somé
place where weapons are restricted. They're also stron
enough to hold their own in fisticuffs and love a good
fight. Alternatively, equipped with better ranged weap
ons (bows or crossbows), they fi the bill as bandits,
Whether they'te urban muscle or highway robb
however, thugs are quick to turn til ifthe fight isn
‘going their way. Crime doesnt pay well enough forthe
tout theirlives.on the line, IFetany point there are more
thugs doven than opponents, theyll flee—or give ahi
and cry for backup.
“Radon me, mala. just wanted 0 see the juggler”
‘Teams of youths band together to learn the cutpu
trade—picking pockets, snatching purses, and othe
snatch-and-grab robberies—at the side of « more exper
enced pickpocket. An example of one such gang appear
below:a gang of human youths under the watchful eye o
an experienced gnome bard
“This gang uss a simple, time-honored technique.
bard juggles, sings, and displays showy magic while
‘youths infileate the rapt audience. When the perf
ance reaches an appropriate climax, the youths gra
purses and loose weapons, slit open money pouches, and
rake off with whatever they can, ether using the P
Pocket skill to leave victims unaware or simply running
ppell:mell away from the scene of the crime. The gnor
disavows any knowledge of the thieves, completes
performance, and rushes back tothe hideout 1 collect
share ofthe loot.
‘Any pickpockets worth their salt know that advent
cers carry prime loot around with them. Player characters
only overcome an encounter with the gang if the
successfully avoid being robbed, Ifthe thieves get awa
with the goods, the PCs shouldnt ear any exp
until they track the thieves down,
Medi
Pcurpurse: Human Rogt; CR 1humanoid HD tds hp 4; Init +35 Spd 30 fe; AC 15
touch 43, flat-footed 12); Atk +0 melee (144/19-20,
dagger) of +3 ranged (4d4/19-20, dagger); SA Sneak
attack +1d6; AL CN; SV Fort +4, Ref, Will 0; Str 10,
Dex 16, Con 12, Int 14, Wis 10, Cha 13.
slalls and Foals: Appraise +4, Bluff +5, Disguise +5,
Escape Artist 47, Gather Information +5, Innuendo +4,
Perform +5, Pick Pocket 49, Tumble +7; Alertness, Skill
Focus (Bick Pocke)
Posersion: Leather armor, 3 daggers (belt, boot, and
sleeve)
‘Gang Leader: Gnome Bris; CR 4; Small humanoid;
iD 464 hp 22;Init+2; Spd 20 AC 14 (Couch 13, fla
footed 12); Atk +3 melee (1d4-1, dagger) ot +7 ranged
142 subdual, masterwork whip) SQ Bardic knowledge
+5, bandic music 4/day (countersong, fascinate, inspite
competence, inspire courage), gnome traits; AL CE; SV
For +3, Ref +, Will +4 Str8, Dex 15,Con 14, Ine 12, Wis
10, Cha 4s
Skills and Feats: Appraise +4, Bluff +9, Concentration +9,
Cather Information +5, Innuendo +3, Perform «9, Pick
Pocket +6 Spell Focus (Enchantment), Spell Focus ilu-
‘Gnome Traits: Cantrips, low-light vision; +2 racial
bonus on saving throws agains illusions; +1 racial bonus
stack rolls against kobolds and goblinoids; ~+ dodge
bonus against giants.
Cantnps1/day—dancing lights ghost soundt, prestidigia-
sso (all as Sort). DO 12,
‘Spells Known (3/3/15 base DC = 12 + spell level): o—
st, dtet magi, mage hand, open/close, prstidigtation,
sea magic; tst—charm persnt, expeditions retreat, silent.
seagrt 2nd—enthrllf, minor imaget
Because of Spell Focus (Enchantment) and Spell
Focus Illusion), the base save DC for these spelsis 14 +
spell level
Posessions Amulet of natal armor +t, dagger, master
‘ork whip, wand of hypmatisn,
Tactics
‘he pickpocket gangs usual method is for the bard to
mage armor mag se, mon morse
2nd—visbiy, Mas acd aro, wes ed —
dig ag, rel
‘Because of Spell Focus (vocation), the base
Cor ss agus thea 1 + el
Splbook: ©—amane mark dancing igh
daze, detet magi, detect poron, dara
‘undead, ght ond, gl mage hand
pe dose, prestigation, my of
Mot al magi, ence, st—animate
rope, changes charm perm, sty,
‘hl ler,
"sonon monder [rue ke; 2nd
bully seth ats ga, ited,
nab Mal acid sro web;
Sr dipel mag reba fy
Terese Sra ror
Sapien, masterwork com:
KA. poste longbow. 20 arows,
IY ve Dee, potion
fer ight wound, wand
mage misile (5
Z charges), ward of seld
(25 charges) backpaci
bbedroll, 10 candles, fine and
steel ink and pes, map case 3 pages parc
~"ment, sick spell component pouch, 1
days al ations, water, spelbok.
‘PRaven Familiar: HD 5; hp 8; AC 17; SQ Improved evasion,
an deliver touch attacks, can speak with master, Int &; see
‘Monster Manual, Appendix.
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Knowledge (the planes) +8, Listen +5, Scry +18, Search +10,
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