NPCsThis is a list of people, places, things and events relevant to the campaign. Any time they appear in a blog post or wiki, it will automatically be linked to its definition.
NPCs - Encountered
Chalunk Katark (barbarian leader)
Leader of a small barbarian tribe who were defeated by the PCs. He has replaced the old master who abandoned them to the PCs wrath. He does not want any more trouble from the city folk, but his future plans were left vague.
His tribe has unusually qualities like small deformities, resistance to extreme cold and smoking a black smoke when injured.
See Barbarian Trail Encounter and Barbarian Cave Encounter for more info.
NPCs - Dead
Vicril is a giant of a man, standing nearly 7 feet tall and with a build of a modern-day professional bodybuilder. His skin is a light grey color instead of flesh tone, and his hair is ghostly white. His dark solid black eyes are set deep beneath his always furrowed brow, giving him a most unsettling appearance. In dim light it is difficult to focus your eyes on him, as if he both is and isn't there at the same time.
Vic's general demeanor is that of a dour, cynical and untrusting individual. He rarely speaks nor does he bother answering any personal questions about himself and seems completely disinterested in friendship. His consistently sour mood is offset by the fact that he is unobtrusive. He keeps to himself, but always seems to be watching over the group like a bodyguard.
Vic rarely speaks, but when he does it is always cryptic and in prose, giving vague warnings to his companions of potential dangers, or counseling them about the unforeseen consequences of an unwise course of action, almost as if he has a prophetic gift. However, his prose is frequently so vague, it is only until much later where people understand what he was talking about. Vic is a silent observer. He may never start a fight, but he will always finish it.
At first glance, most would consider Vic evil, as he is a merciless fighter that revels in combat and is rather detached from others socially, but there have been moments where his veneer of stoicism and propensity for violence seem to melt away. It has been observed that Vic has great compassion for innocents (particularly towards women and children) who suffer from the actions of evil men. When interacting with such folk, he stops speaking in prose, and seems to act like a normal compassionate and caring human being.
LOST - After being plane shifted away by a trap in the rainbow room at Zagig's Retreat, his current whereabouts is unknown. (Retired PC - Matt Jarrett)
NPCs - Important
Derwin Horn (Derwin)
Retired by player and is currently being run as an NPC. But the DM Doom-hammer looms above his head.
The Doom-hammer has striketh. Derwin is currently a broken statue in the Halls of Beckoning. Eryn said she can restore him once all the shards are collected to "fix" the dungeon giving her the power to do so.
NPCs - Generic
InnkeeperPrices vary by location and quality and not all Inns provide meals.
_________ _______ _____________________________________________________ Poor 5sp A place on the floor near the hearth or in a barn. Common 1gp A cot or cushioned floor mat with pillow and blanket. Good 3gp A small room with amenities; usually includes simple breakfast. Luxury 10gp + Better quality bedding and amenities; usually includes meals.
Generally speaking, food is more expensive than listed in the PHB. Multiply cost by 10.
Box does not radiate magic, but has magical writing on top (Legible with Read Magic).
"Say your name and then write it, say my name and then write it"
Katelyn was able to open the box by saying her name, then writing it on top of the box. She then says "name" and writes it on top of box (finger spelling).
Inside box on a red velvet pillow was a diamond the size of a fist. As other party members were grabbing at the box, Katelyn felt compelled to grab the diamond, which trapped her soul which caused a chain reaction of events later described in Open the Box Encounter.
The pillow was destroyed by Derwin revealing nothing but a fine sandy filling. The key was removed and all other magical effects of the box have ceased, but it still remains a challenging puzzle box. Requires 3 consecutive disable device rolls of DC 25, 30 and 35. Before on a failure the box would reset automatically, but once the 2nd or 3rd roll is failed, the opener can not go any further forward in progress. They must go back to the previous level first then try again. Anyone can attempt to open the box with an Int check with the same DCs, but good luck with that. Casting open lock will work for the first level of the puzzle only. Openers can not take 20 on the skill check. The box is made of a special material equal to the strength of steel but appearing as wood. The box does not burn and any damage to it will break the box and it won't be able to be opened. Anyone who has opened all three stages requires only a single check at DC 25 to open.