Jameson (and Helena) Gord

Name: Jameson Gord
Occupation: Assassin, courier, information extraction specialist, negotiator

Sex: Male
Age: 42 years
Height: 5 feet, 4 inches
Weight: 145 pounds
Hair: Light Blond
Eyes: Gray
Distinguishing Marks: Gord has an old, puckered scar running from the corner of his right eye down the side of his face to the hinge of his jaw.

Harland Tailor (CR 1)

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Harland Tailor
Male human psion (egoist) 1
: CR 1; Medium humanoid (human); Hit Dice 1d4+8; 10 hp; Init +1; Spd 40 ft. (8 squares); AC 12 (+1 Dex, +1 Armor), 11 touch, 11 flat-footed; BAB/Grapple +0/+1; Atk +1 melee (1d6+1, club); Full atk +1 melee (1d6+1, club); SA psionics; AL NG; SV Fort +2, Reflex +1, Will +2; Str 12, Dex 12, Con 14, Int 16, Wis 10, Cha 10.
Skills and Feats: Autohypnosis +2, Balance +2, Concentration +6, Heal +2, Knowledge (psionics) +5, Listen +4, Profession (tailor) +4, Psicraft +7; Psionic Body, Rapid Metabolism, Speed of Thought.
Languages: Common, Dwarven, Elven, Gnoll
Psion Powers Known (Save DC 13+power level): 1st-force screen, thicken skin, vigor
Power points/day: 3
Possessions: Club, flint and steel, padded armor, sack, torch, trail rations (x3), traveler's outfit.

Height: 5’11
Weight: 180 lbs
Age: 22
Eyes: Brown
Hair: A brown mop that was obviously a bowl cut before being allowed to grow wildly
Skin: A pale white, the shade of someone that hasn’t spent much time in the sun

Harland appears to most people as a bit ragged. His hair, once kept neat and above the ears has grown long enough to hang in front of his face, but too short to tie back. It is usually unmanaged. This seems to match his face, which usually sports a few days worth of stubble. This is not to say that Harland is unclean. He keeps himself bathed, but he just always has the appearance of someone just waking up after a long night of drinking.

Growing up, Harlan Tailor’s life was not easy. His mother died when he was barely three years old, leaving him with very few memories of her at all. Harland’s father, a sour-faced man by the name of Tommen, always pushed him very hard, making him work long hours in the family’s clothing shop under close scrutiny and, occasionally, a harsh lash. When he was a child, Harland thought his father hated him because his mother died, but eventually came to realize that Tommen just considered him an unwanted burden he was shackled with.

Tommen ruled every aspect of Harland’s life, from what he ate to who he talked with (which was very few people) to how he was dressed. Any deviation was met with a severe punishment from Tommen’s belt strap. Harland was allowed to wander the town, though. In fact, Tommen always seemed to prefer it when he was away. However, he never saw any share of the profit from the family business, so he never had money to go to most of the places in the city he could escape to. As a result, Harland discovered the city library in his wanderings at a fairly young age. It was here that he spent most of his time when he wasn’t working in the shop. He spent many nights sleeping there with his head pillowed by an open book.

After being struck by Tommen’s lash during his twentieth year, Harlan made up his mind to leave his home and see the wonderful places he had only read about. He didn’t tell Tommen, not because he thought Tommen would try to stop him, but because he knew Tommen would never let him leave with the quilted jerkin he intended to make and wear as armor. Harland spent a month working on his armor before it was complete. Once it was done, he packed a small sack with a bit of food and left that very day. To the best of his knowledge, Tommen never came looking for him.

Even as smart as he was, Harland was ill prepared for the harsh realities of the world outside of the city walls. His food was gone two days after he left, his shoulders ached from the weight of his armor, his body was stiff from sleeping on the cold ground and he had no idea where he was or which direction he was heading. At this point, he probably would have gone back to Tommen and his lash, had he only known how to get there.

After a few more days of wandering alone and hungry, Harland was set upon by a pair of goblins in a woodland clearing. He had no weapon and no way of defending himself, so he did the only thing he could think to do&he climbed a tree. For hours, he clung to the branches of a tall tree, crying and screaming for help while trying to avoid the rocks and sticks the goblins below threw at him. All at once, a huge thunderclap echoed through the woods and one of the goblins was thrown across the clearing into a tree where it collapsed into a broken lifeless heap. The other goblin wasted no time in trying to run, but it was cut down by a brilliant bolt of light before it could take more than a few steps. This was simply too much for Harland’s mind to take. Sore, bruised and hanging from a tree limb twenty feet in the air, Harland Tailor fainted.

When Harland came to, darkness had already fallen. A fat bandage was wrapped around his head, as he had suffered a deep cut from falling from the tree. A middle-aged human and a dwarf had tended to his wound and set up a campsite. They introduced themselves as Tael Specci and Brun Granitecrag before asking for his story. After blurting out the story of his entire life with very little time taken to stop for air, he asked the pair if they were powerful wizards to have killed his goblin tormentors as they did. Laughing, they informed him that they were not wizards and that everything they had done had been a simple issue of mind over matter. Deeply curious, Harland begged the duo to teach him. Tael decined, stating that he had important business to take care of in the capital, but Brun agreed to maintain the campsite and apprentice “the young lad” until Tael’s business was finished. Weeks later, Brun secretly confessed to Harland that he did so mostly because he hated the idea of spending weeks of his life cooped up in some smelly human city.

For a little over two months Brun instructed Harland in the ways of psionics. He started slowly with meditation and focusing of the mind, but eventually graduated to more powerful psychic abilities. Brun was amazed at how quickly his young student learned to use his mind to augment the abilities of his body. By the time Tael returned, Harland had graduated from apprentice to full-fledged psion. He asked if he could accompany the pair on their travels, but the two declined, advising him to return home and reconcile with his father. Sadly, he told them that he would as he bid them farewell, though Harland had no intention of ever returning home. Gathering his modest belongings, he set off in a northern direction towards whatever adventure lay in his path.

Using Harland Tailor:
Even as first level, there are many potential uses for an NPC like Harland Tailor.

Daddy’s little boy: Two weeks after Harland’s disappearance, his father has finally accepted that his burden has been lifted and Harland won’t be coming back. His cheer is turned sour by the discovery that a large portion of his expensive stock material has been stolen (in the form of Harland’s armor). As spiteful as he is, Tommen hires the PCs to find Harland and return his merchandise. He sugar coats this under the guise of concern for his son’s welfare, but makes no mention of bringing Harland back.

Thief! Thief!: The party meets Harland in a small town. Over a few drinks, he tells them his story, including Brun and Tael, who very obviously match the description of wanted criminals. Does the party try to pry their location from Harland, hoping to get a reward for their capture? Do they tell Harland at all? Do they just leave the situation alone?

Matthew Hardrada (CR 2)

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Matthew Hardrada
Male human monk 1/psion (egoist) 1
: CR 2; Medium humanoid (human); Hit Dice 1d8+1d4+2; 12 hp; Init +1; Spd 30 ft. (6 squares); AC 13 (+1 Dex, +2 Wis), 13 touch, 12 flat-footed; BAB/Grapple +0/+4; Atk +0 melee (1d6, unarmed strike); Full atk -2/-2 melee (1d6, unarmed strike); SA flurry of blows; SQ psionics; AL LN; SV Fort +2, Reflex +4, Will +6; Str 11, Dex 13, Con 11, Int 15, Wis 14, Cha 11.
Skills and Feats: Autohypnosis +4, Balance +3, Climb +2, Concentration +4, Diplomacy +2, Heal +5, Knowledge (psionics) +4, Listen +4, Move Silently +3, Spot +4, Swim +4, Tumble +3; Dodge, Improved Grapple, Improved Unarmed Strike, Psionic Body, Wild Talent.
Psion Powers Known (Save DC 13+power level): 1st-force screen, thicken skin, vigor
Power points/day: 5
Languages: Common, Dwarven, Goblin
Possessions: Belt pouch, fishing net*, peasant’s outfit, 5gp, 16sp.
*Matthew doesn’t carry this item unless he’s fishing. He keeps it at the house of a friend and fellow fisherman, Lamden Oglethorpe.

Height: 6’0
Weight: 185 lbs
Age: 26
Eyes: Brown
Hair: Brown with a few streaks of dirty blonde
Skin: Caucasian, nicely-tanned
Misc: Matthew is not a large, bulky man, but he is tall and his muscle structure is very toned and well-defined from years of constant training. His hands bare many small scars, the result of both martial arts mishaps and fish fins.

Many people who know him passingly would say that Matthew Hardrada is cocky and self-centered. Most people who know him well would say that’s a falsehood. The truth is that Matthew is very focused on his physical conditioning and health, but he’s as committed to the few people he calls friends as he is to himself.

Matthew is very intelligent and his mind is always at work. His friends, mostly fishermen and dock workers, constantly come to him when they have a problem that needs to be worked out because they know he’s more capable than most. All his life, if you asked Matthew he would claim that between his mind and his body, his body is the more impressive of the two. Within the past year, though, he came to doubt this claim himself as he noticed a sort of clarity of thought that he was told may be a budding psionic ability. In his spare time, he has meditated on the idea and within the past few months, he has come to accept and even welcome the change in himself, nurturing his mental abilities until they became full-fledged psionics.

Matthew’s favorite past time is fishing. He loves the comradery of his fellow fishermen and can spend hours on a pier casting his net and enjoying the company of his fellows. He also enjoys swimming and he considers it good exercise for keeping himself in shape. He doesn’t enjoy fighting in the sense of someone that wants to see blood and guts, but his focus on maintaining a healthy body has lead him down the path of martial arts, which has taught him much about hand-to-hand combat.


Contrary to what some of the local fishermen might say, Matthew has not lived in the city of Sasserine all his life. He has, however, lived in the city for a little better than three years. Before that time he wandered around from place to place doing odd jobs to feed himself. He’s not exactly certain where he was originally from, since his family was killed by bandits on the road when he was only four. After a few days in a cage, Matthew was liberated by a small party of dwarven bounty hunters that found and killed the bandits. Not wanting a small human child running underfoot, the dwarves deposited Matthew at the nearest human settlement, a small town near the coast, and moved on. At first, he was sheltered in a small chapel dedicated to St. Cuthbert, the priests there having been the ones that hired the bounty hunters, but after a few weeks, the priests took him to a local monastery, which took him in.

Growing up, Matthew was well-liked by the other children his age, but he had few friends. Several of the children in the monastery slouched off when their teachers weren’t around, but Matthew took their lessons to heart. Even when none of the monks were around, he was constantly exercising and practicing his katas. While the other children liked him, they eventually quit asking him if he wanted to sneak off to play, knowing that he would politely decline and continue his lessons and meditations.

When he was sixteen, Matthew left the monastery and began wandering. He didn’t journey too far and he stayed near the coast. After a few months, he would leave one settlement and move on to another. Eventually, he ended up in Sasserine. It was the largest city he had ever seen and he quickly found a niche for himself among the local poor fishermen of the Shadowshore district, who occasionally take him in when the weather is extreme. He still feels a bit of wanderlust, but it’s not enough to make him want to leave just yet. Despite not having a real home, he genuinely likes the city.


A little less than a week ago, Matthew was walking back from the piers after an unsuccessful day of fishing. He heard a loud call for help coming from down an alleyway, though none of the other people he saw in the area so much as looked. Curious and genuinely wanting to help, he entered the alley and saw four large thugs harassing someone dressed in the clothes of the city watch. Another watchman lay dead nearby with a knife shoved hilt-deep into his chest. Matthew acted before anyone saw him, throwing his net over three of the thugs. He rushed to the uncovered tough and grabbed him, wrestling him to the ground and striking him on the side of the head, knocking him out. Caught in the net as they were, the other three were little problem to subdue.

The guard thanked Matthew and introduced himself as Laren Whistler. He helped Matthew retrieve his net and asked where he could find him in the future so he could be rewarded. Matthew replied that he needed no reward, but could be found on the docks most days, fishing or swimming. He hasn’t seen Laren since.


It’s possible that Laren meant what he said about rewarding Matthew for his help. He would have had to make a report about the dead guard and the four toughs, and his description of Matthew might have impressed his boss, who might try to find Matthew to offer him work. Of course, Laren may also have simply reported that after the thugs killed the other guard, he beat them up himself.

Another possibility is that Laren might have murdered the thugs after Matthew left. Perhaps he wanted revenge for the other guard’s death, or perhaps the toughs were extorting money from them through blackmail and Laren saw an opportunity to silence them for good. If this is the case, he might try to pin the murder on Matthew.

Sir Thornton Fitzwalder

Male human ftr 15: CR 15; Medium-size humanoid (human); Hit Dice 15d10+45; 130 hp; Init +0; Spd 20 ft. (4 squares) (30 ft. base); AC 30 (touch 11, flat-footed 30); BAB/Grapple +15/+19; Atk +22 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); Full atk +22/+17/+12 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); AL LG; SV Fort +12, Ref +5, Will +6; Str 18, Dex 10, Con 16, Int 12, Wis 12, Cha 12; Height 6 ft. 1 in.; Weight 180 lbs.

Wellsley Ormens, Owner of the Sandy Oasis Tavern

Male human ftr 5: CR 5; Medium humanoid; Hit Dice 5d10+20; 47 hp; Init +1; Spd 30 ft. (6 squares); AC 19 (13 touch, 16 flat-footed); BAB/Grapple +5/+6; Atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +10 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); Full atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +8/+8 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); AL CE; SV Fort +8, Ref +4, Will +1; Str 12, Dex 16, Con 18, Int 12, Wis 11, Cha 11; Weight 153 lbs., Height 5ft., 9 in.

Lord Brithwon the Grim

Lord of the Delving and commander of the garrison of Riverguard

King Gorthram VII

Dwarf male paladin 5: CR 5; Medium humanoid (dwarf); HD 5d10; 31 hp; Init -1; Spd 20 ft. (4 squares); AC 25 (11 touch, 25 flat-footed); BAB/Grapple +5/+7; Atk +10 melee (1d8+5/x3, +3 bane (giant, goblin, orc) warhammer); Full atk +10 melee (1d8+5/x3, +3 bane (giant, goblin, orc) warhammer); SA detect evil, lay on hands, smite evil 2/day, special mount, spellcasting, turn undead 7/day; SQ +1 racial bonus to attack rolls vs. goblinoids and orcs, +2 racial bonus to saves vs. poison, +2 racial bonus to saves vs.

Hursk, Mayor of Keriel's turn, Owner of the Goblin's Head Tavern

Half-orc male ftr 2/war 2: CR 3; Medium humanoid (half-orc); Hit Dice 2d10 plus 2d8; 20 hp; Init +0; Spd 30 ft. (6 squares); AC 13 (10 touch, 13 flat-footed); BAB/Grapple +4/+5; Atk +7 melee (1d6+2/18-20, +1 cold iron scimitar) or +5 melee (1d6+1 nonlethal, sap); Full atk +7 melee (1d6+2/18-20, +1 cold iron scimitar), or +5 melee (1d6+1 nonlethal, sap); SQ darkvision 60ft., orc blood; AL CN; SV Fort +6, Ref +0, Will +0; Str 13, Dex 11, Con 11, Int 14, Wis 10, Cha 15; Weight 235 lbs., Height 6 ft., 3 in.

Deen Hampatin (CR 12)

Note: This NPC was originally written as part of the Carick's College of Combat location, found here.

Deen Hampatin, CCC Battalion Head (unarmored)
Male gnome rogue 4/monk 8:
CR 12; Small humanoid (gnome); Hit Dice 4d6+8d8+12; 59 hp; Init +2; Spd 40 ft. (8 squares); AC 29 (+2 Dex, +4 Wis, +4 armor, +1 shield, +3 deflection, +2 natural, +1 monk, +1 insight, +1 size), 12 touch, 20 flat-footed; BAB/Grapple +9/+6; Atk +11 melee (1d10+1, unarmed), or +12 melee (1d4+2, +1 quarterstaff); Full atk +9/+9/+4 melee (1d10+1, unarmed), or +10/+10/+5 melee (1d4+2, +1quarterstaff), or +8/+8/+3 melee (1d4+2, +1 quarterstaff) and +8 melee (1d4+1, +1 quarterstaff); SA flurry of blows, sneak attack +2d6; SQ evasion, fast movement, gnome traits, improved evasion, ki strike (magic), slow fall (40 ft.), purity of body, still mind, trapfinding, trap sense +1, uncanny dodge, wholeness of body; AL LN; SV Fort +12, Reflex +7, Will +6; Str 12, Dex 15, Con 12, Int 13, Wis 18, Cha 11.
Skills and Feats: Appraise +3, Balance +2, Bluff +4, Climb +7, Concentration +10, Craft (alchemy) +3, Diplomacy +4, Disable Device +4, Disguise +2, Escape Artist +8, Gather Information +3, Hide +11, Jump +11, Knowledge (arcane) +4, Knowledge (religion) +4, Listen +10, Move Silently +9, Open Lock +4, Search +8, Sense Motive +6, Sleight of Hand +4, Spot +10, Tumble +12; Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility, Stunning Fist, Two-Weapon Defense, Two-Weapon Fighting
Spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammals only, duration 1minute)
Skills: Deen Hampatin gains a +2 racial bonus to Craft (alchemy) and Listen checks as well as a +4 size bonus to Hide checks. This is reflected in the stat block above.
Languages: Common, Gnome, Elven
Possessions: amulet of natural armor +2, bracers of armor +4, ioun stone (dusty rose prism), monk’s belt, monk’s outfit, +1/+1 quarterstaff, ring of protection +3

Deen Hampatin is a bit of an oddity at CCC. When he is not in class, he is almost always nowhere to be found. Generally, he spends this time in quiet contemplation and meditation near a small brook that winds through a forested area of the CCC grounds, but is far enough from the campus itself to allow him a great degree of privacy. When Deen is spotted among the students and faculty, he generally appears to be deep in thought, which gives him the appearance of being above the hustle and bustle of the bust campus lifestyle.

Teaching Style:
Deen Hampatin instructs his students with what can only be described as a “deadpan” style of instruction. He almost never gives praise, though he rarely gives exasperated criticism either. Many students have speculated that Deen simply doesn’t care whether or not they pass his class. This is actually very close to the truth.

Deen’s teaching style focuses on extreme mobility and depriving an opponent of his means to fight effectively. Disarming techniques are taught, as well as methods of parrying aside blows. Mostly, however, Deen’s instruction can be simply boiled down to “Move so you don’t get hit.” The only problem with this motto seems to be that Deen sometimes doesn’t really seem to care that many of his students can’t move and dodge half as effectively as he can.


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