Iconic NPC Generators 2

Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018 Reaper & Forlorne Hope Miniatures, painted by Mark Tasaka 2018

The Iconic NPC Generators allows You, as a Judge, to introduce some of the characters from Artifacts of the Ancient Ones to your gaming sessions. The generators produce randomly generated statistics for the NPCs. Customization options are available for selecting character levels, archaic alignments, artifacts, weapons and armour for the NPCs.




Archaic Alignment:

Patron A.I.:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


Shaquan was once a conman and a fraud, who convinced his entire village that he was a great and powerful shaman. Living the life of a shaman allowed Shaquan to live a life of prestige and privilege. However, one day, Shaquan’s fraud was revealed to the entire village; Shaquan was cast out of his village; his parents disowned him, claiming they never had a son.

In tears, Shaquan travelled north to visit the wise old hermit, seeking a way of redeeming himself. The hermit sent Shaquan on a quest; a quest filled with danger. To the hermit’s surprise, Shaquan survived the quest, showing courage and determination in his heart. The hermit revealed himself to be a shaman and took Shaquan on as his apprentice. In time, Shaquan became a true shaman.




Archaic Alignment:

Patron A.I.:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


When Ravensong’s mother was pregnant with her, a group of ravens would visit her mother. The ravens would sing to her unborn child. When Ravensong was born, her parents gave her this name, because of the songs the ravens sang to her in the womb. Growing up, the ravens would regularly visit Ravensong and sing their songs to her.

When Ravensong was 16, the ravens came to her one day. The ravens were silent; they did not sing their songs. Instead, the ravens urged Ravensong to travel with them to the east. Ravensong followed the ravens, on a journey that lasted five days. Throughout the journey, the ravens provided Ravensong with berries to eat; fresh water to drink; and found her safe places to sleep during the nights. On the morning of the fifth day, one of the ravens brought her a silver-bladed dagger.

Ravensong’s journey ended that afternoon, at the mouth of a cave. The ravens guided her inside the cave to the lair of a giant spider. The spider attacked Ravensong; with the aid of the ravens, who distracted the spider with their ‘caws’, Ravensong drove the silver-bladed dagger deep inside the spider; killing it.

In the spider’s lair, Ravensong found the body of a middle-aged woman, whose entire body was wrapped in crystal spider webs. Ravensong used the dagger to free the woman. The woman appeared dead at first, but within a few minutes, life returned to her. Shortly thereafter, the woman spoke.

“Thank you for rescuing me”, the woman said, “I am the Raven Mother. I have been imprisoned here, frozen between life and death, for over a hundred years. With the help of my children, the ravens you see around you, I have been set free. When you were in the womb, my ravens saw something special in you; they watched you as you grew up. When you were old enough, they guided you here.’

‘Now that I am back,” the Raven Mother continued, “I plan on rebuilding my kingdom. I need loyal subjects to serve me. My child, I am offering you a new life; a chance to learn the knowledge of the Ancient Ones. Do you accept my offer?”

Ravensong accepted the Raven Mother’s offer. The Raven Mother passed on the knowledge of the Ancient Ones, allowing Ravensong to form a bond with a Patron AI. Ravensong became a shaman and a disciple of the Raven Mother.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


On a dry and sweltering summer day a woman wandered into a remote village. The woman was near death; suffering from multiple wounds. Shortly after arriving, the woman collapsed; falling into a coma. The villagers lacked a healer; there was only so much they could do to help the stranger. A widow cared for the unconscious stranger; nursing her wounds. The widow sang to the stranger and named her ‘Lena’ after the daughter she lost twenty years before.

One day, the stranger woke from the coma; the stranger had no memories of who she was or where she came from. The stranger adopted the name ‘Lena’ from the widow who cared for her. As Lena regained her strength, it became clear she possessed the reflexes and training of a warrior. Whenever Lena slept, she had reoccurring dreams of a metallic skinned demon, a golden temple and a garden of sentient carnivorous plants guarding the temple. Lena would see changing landmarks in her dreams. As soon as Lena awoke from her dreams, she drew the landmarks on paper. As time passed, it was clear the landmarks formed a map; a map to the golden temple; a place where Lena knew she would uncover her forgotten past.

A year after awakening from the coma, Lena’s map was complete; she knew where to find the golden temple. It would be a journey that would take several months. Lena said goodbye to the villagers and departed on her journey to the golden temple.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


Once the loyal sheepherder and guardian of the Smith family farm, Dungho Dog is now a warrior and adventurer, seeking justice for his former master and friend, Farmer John. Five summers ago, a creature known as the Wugwordian and his minion, the wugorlings, came to Farmer John’s land. The wugorlings stole several sheep, leaving a trail of sheep blood for Dungho Dog and his pups to follow. Dungho Dog and his pups travelled after the thieves; this left the farm unguarded, allowing the Wugwordian to hatch his sinister plan.

The Wugwordian and his remaining wugorlings raided the Smith’s home, killing Farmer John and his family. The Wugordian looted Farmer John’s house, stealing a stockpile of ancient artifacts hidden in the attic. Farmer John’s house was set on fire. The Wugordian and the wugorlings were long gone when Dungho Dog and his pups returned to the farmhouse.

When Dungho Dog and the pups returned to the farm with the surviving sheep, they found the burning remains of the farmhouse and the charred bodies of Farmer John and his family. In tears, Dungho Dog vowed he would find justice for Farmer John and his family.




Archaic Alignment:

Artifact #1:
Artifact #2:
Artifact #3:
Artifact #4:

Armour:

Weapon #1:
Weapon #2:
Weapon #3:
Weapon #4:

*Two-handed weapon; d16 for initiative.
**Uses rare ammunition.
***3d6 damage at short range. Uses rare ammunition.


It was an unusual set of circumstances that made Wooffin a hero and the savour of the children of Hemlock. Wooffin, a miser, lived on the outskirts of the town of Hemlock. Wooffin choose to live there to avoid paying taxes. Wooffin was too lazy to hunt and too cheap to buy food; so, at nights, he raided the nearby farms, stealing the chickens and their eggs. Wooffin was skilled at covering his tracks, making it appear as if raccoons had raided the chicken coops. Life for Wooffin was good, until an old woman moved next door.

The old woman kept Wooffin up at nights with her loud chanting, explosions and bright flashes that came from her shack. During one sleepless night, Wooffin, tired and frustrated, came over to the old woman’s shack. He knocked at her door and yelled: “Keep it down! Some people are trying to sleep!”

When Wooffin knocked at the door, the old woman was deep in her summoning ritual. Wooffin’s knocks and shouts caused the woman to lose her concentration. In a fit of rage, the old woman opening the door and attacked Wooffin with her broom. In self-defence, Wooffin pushed the old woman back, causing her to fall backwards; breaking her neck on her cauldron.

Panic and fear set in as Wooffin looked at the dead body of the old woman. Afraid he would be blamed for her murder, Wooffin looked for a place to hide the old woman’s body. He opened the cellar door, and to his surprise a dozen children ran out of the cellar. The children ran to the town of Hemlock.

Earlier that evening, while asleep in their beds, the old woman had come to the children’s homes and kidnapped them without their parent’s knowledge. When the children arrived back home, they spoke of the heroic actions of Wooffin; how Wooffin killed the evil witch and saved their lives. Out of gratitude, the Mayor invited Wooffin to live in her mansion, with free room and board. Wooffin was exempt from paying town taxes for the rest of his life, and whenever he entered a pub, the townsfolk would pay for his meals and drinks. Woofin took advantage of the Mayor’s offer and the hospitality of the townsfolk and moved into town.

“Wooffin is a true hero”, the townsfolk would say, “he killed the evil witch, saved our children, and got rid of those pesky raccoons that were raiding our chicken coops.”