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Strumgar NPCs

Captain Zudotaka Bootswain (El Kapitan)


History:
The bastard son of nobility and a commoner house maid, Zudotaka grew up well-bred. High
expectations of him were demanded, often compared to his other “legitimate ” siblings. He resented this
family. The abuse and pressure of high society chipped away at the poor boy’s sanity, slowly awakening
his latent psychic abilities.
At a young age, he was kidnapped by pirates expecting ransom. However, no reply from his estate came.
Zudotaka was abandoned. The prate captain at that time — La Kapitan — took pity on the boy and
welcomed him aboard her ship as part of her crew. The young Zudotaka found purpose and freedom as
a pirate, learning all that he could. Climbing the ranks and using his psychic abilities, he later inherited
the title of captain from La Kapitan.

[This part I’ll try to tie Endsor’s backstory…if possible]

Later in life while in port somewhere in the world, he met an eccentric wizard that sought passage to
Port Duran. The wizard offered to teach him knowledge of the arcane arts, as well as a good sum of gold
and supplies. Zudotaka took up his offer and off they sailed to Port Duran.

[This part I’ll try to tie Henry’s backstory…if possible]

During his plundering of a certain kingdom in a distant land, Zudotaka encountered a group of knights.
He allied himself with a necromancer. While the knights were busy with the necromancer, he exploited
the gaps in security and performed a heist. He stole the king’s scepter along with gold and expensive
jewelry.

[This part concerns more Port Duran plot lines]


1. As crime is inherent in the system, Zudotaka together with his cousin, a noblewoman and
arcanist named Adelmira who is one of the Five Powers in Port Doran, conspire to control it.
2. Zudotaka serves as a spy for the vampire lord Quintos. He is also a double agent, serving
Adelmira.
3. Zudotaka plots to covet the wealth and influence of those two powers, using the Smiling Cult of
Granruk to instigate a peudo-rebellion where comes out as a hero of the masses.

Roleplaying as Capt. Zudotaka Bootswain:


Personality. Greedy. Everything and everyone has a proper price. The only problem is finding out the
ideal price.
Bonds. Everyone can be tools that I use to further my ambitions,
Ideals. Great Ambition. I aspire to be the greatest and richest pirate in the seven seas.
Flaws. Petiness. I hate being belittled and I don’t kindly to such a slight.

Captain Zudotaka Bootswain (aka El Kapitan) [Tier 1]


[Mind Mage]
Medium Humanoid (Human), lawful evil
Armor Class: 12 (15 with mage armor)
Hit Points: 49 (11d8)
Speed: 30 feet
STR 10(+0)
DEX 14(+2)
CON 10(+0)
INT 20(+5)
WIS 15(+2)
CHA 16(+3)

Saves: INT +8; WIS +5


Skills: Arcana +8; Deception +6; Insight +5; Persuasion +6
Senses: passive Perception 12
Languages: Common, Primordial (Aquan)

Special Equipment: The mage wears a spies’ murmur.

Innate Spellcasting (Psionics): The mage’s spellcasting ability is INT (spell save DC 16). It can innately cast
the following spells, requiring no components:
 At will: encode thoughts, friends
 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
 1/day each: dominate person, mass suggestion, modify memory

ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Captain Zudotaka Bootswain (aka El Kapitan) [Tier 2]


[Mind Mage + Spellcasting 9th level]
Medium Humanoid (Human), lawful evil
Armor Class: 12 (15 with mage armor)
Hit Points: 49 (11d8)
Speed: 30 feet
STR 10(+0)
DEX 14(+2)
CON 10(+0)
INT 20(+5)
WIS 15(+2)
CHA 16(+3)

Saves: INT +8; WIS +5


Skills: Arcana +8; Deception +6; Insight +5; Persuasion +6
Senses: passive Perception 12
Languages: Common, Primordial (Aquan)

Special Equipment: The mage wears a spies’ murmur.

Innate Spellcasting (Psionics): The mage’s spellcasting ability is INT (spell save DC 16). It can innately cast
the following spells, requiring no components:
 At will: encode thoughts, friends
 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
 1/day each: dominate person, mass suggestion, modify memory

Spellcasting: The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). The mage has the following spells prepared:
 Cantrips (at will): firebolt, light, mage hand, prestidigitation
 1st level (4 slots): detect magic, magic missile, shield, silvery barbs
 2nd level (3 slots): misty step, crown of madness
 3rd level (3 slots): counterspell, fireball, fly
 4th level (3 slots): charm monster, greater invisibility
 5th level (1 slot): cone of cold

ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Captain Zudotaka Bootswain (aka El Kapitan) [Tier 3 & 4]


[Archmage + Innate Spellcasting(Psionics) + Special Equipment(+2 arcane grimiore , master’s amulet,
spies’ murmur)]
Medium Humanoid (Human), lawful evil
Armor Class: 12 (15 with mage armor)
Hit Points: 99 (18d8 + 18)
Speed: 30 feet
STR 10(+0)
DEX 14(+2)
CON 12(+1)
INT 20(+5)
WIS 15(+2)
CHA 16(+3)

Saves: INT +9; WIS +6


Skills: Arcana +9; Deception +7; Insight +6; Persuasion +7
Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing damage
Senses: passive Perception 12
Languages: Common, Draconic, Deep Speech, Dwarven, Primordial (Aquan), Undercommon

Special Equipment: The archmage wears a spies’ murmur and a master’s amulet that controls a Shield
Guardian. The archmage holds a +2 arcane grimiore.

Magic Resistance: The archmage has advantage on saving throws against spells and other magical
effects.

Innate Spellcasting (Psionics): The archmage’s spellcasting ability is INT (spell save DC 17). It can innately
cast the following spells, requiring no components:
 At will: encode thoughts, friends
 3/day each: charm person, detect thoughts, mage armor, sleep, suggestion
 1/day each: dominate person, mass suggestion, modify memory
Spellcasting: The archmage is an 18th-level spellcaster. Its spellcasting ability is INT (spell save DC 19, +11
to hit with spell attacks).The archmage can cast shield and misty step at will and has the following wizard
spells prepared:
 Cantrips (at will): chill touch, light, mage hand, prestidigitation, toll the dead
 1st level (4 slots): detect magic, false life, magic missile, silvery barbs
 2nd level (3 slots): arcane lock, crown of madness, hold person
 3rd level (3 slots): counterspell, fireball, fly
 4th level (3 slots): banishment, charm monster, greater invisibility
 5th level (3 slots): cone of cold, scrying, wall of force
 6th level (1 slot): disintegrate
 7th level (1 slot): similacrum
 8th level (1 slot): feeblemind
 9th level (1 slot): time stop

ACTIONS
Scimitar: Melee Weapon Attack: +5 to Hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Adelmira Gattaka dela Duran


History:
Adelmira is a natural born prodigy of the arcane arts. Noble parentage gave her access to the best tutors
and education. At a young age, she excelled so much that she was given the position of Apprentice
Confidant, a title akin to a successor of the 5 Powers that govern Port Duran. Her ambitions and
accolades does not cease there.
She has mastered necromancy in her teen years and awakened latent draconic potenti al in her
bloodline. She also continued the family business and traditions. Adelmira’s genius gave innovation to
the apothecaries, generating new medicinal business models, discovering new pathology of diseases,
inventing new recipes for concoctions and potions, and diagnosing the sick. It was rumored that
Adelmira slew a twelve-headed hydra for her coming of age ceremony. This outrageous feat made her
the youngest person to serve the Five Powers. However, these endeavors prove to be too much for
Adelmira, making her suffer some “quirky” tendencies.
Now in her late twenties, Adelmira wishes to change Port Duran. Build a utopia. But much things get in
her way. She contacted her cousin Zudotaka a rumored pirate lord, together they conspired to rid Port
Duran of crime by controlling it. Zudotaka agreed on the condition that she helps him distract some
pesky knights [connected to Henry’s backstory…if allowed]. Only Quintos the vampire lord opposes her.

Roleplaying Adelmira Gattaka dela Duran:


Personality. When I give an order, I expect it to be obeyed.
Bonds. I keep my friends close, and my enemies closer.
Ideals. Utilitarian. The needs of the many outweigh the needs of the few.
Flaws. Conseuentialist. The ends justify any means.
Quirks. I feel extremely aroused when I cast powerful spells.

Adelmira Gattaka dela Duran [Tier 3]


[Archmage + Draconic Resilience + Lich’s Actions and Legendary Actions + Legendary Resistance]
Medium Humanoid (Human), lawful evil
Armor Class: 15 (natural armor)
Hit Points: 107 (18d8 + 36)
Speed: 30 feet
STR 10(+0)
DEX 14(+2)
CON 12(+1)
INT 20(+5)
WIS 15(+2)
CHA 16(+3)

Proficiency: +6

Saves: INT +11; WIS +8; CHA +9


Skills: Arcana +11; Deception +9; Insight +8; Persuasion +9
Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing damage
Damage Immunity: fire
Senses: passive Perception 12
Languages: Common, Draconic, Deep Speech, Dwarven, Primordial (Aquan), Undercommon
Challenge: 17 (18,000 XP)

Legendary Resistance (3/Day): If Adelmira fails a saving throw, she can choose to succeed it instead.

Draconic Resilience: Adelmira’s dragon ancestry manifests as golden scales decorating her body. When
she is not wearing armor, her Armor Class equals 13 + her DEX modifier. Her hit point maximum also
increases by 18.

Magic Resistance: Adelmira has advantage on saving throws against spells and other magical effects.

Spellcasting: Adelmira is an 18th-level spellcaster. Her spellcasting ability is INT (spell save DC 19, +11 to
hit with spell attacks). Adelmira can cast absorb elements and scorhing ray at will and has the following
wizard spells prepared:
 Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost, toll the dead
st
 1 level (4 slots): detect magic, magic missile, shield, silvery barbs
nd
 2 level (3 slots): hold person, invisibility, mirror image, misty step
rd
 3 level (3 slots): animate dead, bestow curse, counterspell, lightning bolt
th
 4 level (3 slots): blight, sickening radiance
th
 5 level (3 slots): cloudkill, scrying
th
 6 level (1 slot): disintegrate, create undead
th
 7 level (1 slot): finger of death, forcecage
th
 8 level(1 slot): dominate monster, power word stun
th
 9 level (slot): power word kill

ACTIONS
Paralyzing Touch: Melee Spell Attack: +11 to Hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each its turns, ending the effect on itself on a success.

LEGENDARY ACTIONS
Adelmira can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s
turn. Adelmira regains spent legendary actions at the start of her turn.
 Cantrip. Adelmira casts a cantrip.
 Paralyzing Touch (Costs 2 Actions). Adelmira uses her paralyzing touch.
 Frightening Gaze (Costs 2 Actions). Adelmira fixes her gaze on one
creature she can see within 0 feet of her. The target must succeed on a DC
17 Wisdom saving throw against this magic or become frightened for 1
minute. The frightened target an repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is immune to
Adelmira’s frightening gaze for the next 24 hours.
 Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of
Adelmira must make a DC 17 Constitution saving throw against this magic,
taking 21 (6d6) necrotic damage on a failed save, or half as much damage
on a successful one.

Adelmira Gattaka dela Duran [Tier 4]


[Archmage + Draconic Resilience + Dragon Wings + Metamagic + lich’s Action and Legendary Action +
Legendary Resistance]
Medium Humanoid (Human), lawful evil
Armor Class: 15 (natural armor)
Hit Points: 107 (18d8 + 36)
Speed: 30 feet
STR 10(+0)
DEX 14(+2)
CON 12(+1)
INT 20(+5)
WIS 15(+2)
CHA 16(+3)

Proficiency: +6

Saves: INT +11; WIS +8; CHA +9


Skills: Arcana +11; Deception +9; Insight +8; Persuasion +9
Damage Resistances: damage from spells; nonmagical bludgeoning, piercing, and slashing damage
Damage Immunity: fire
Senses: passive Perception 12
Languages: Common, Draconic, Deep Speech, Dwarven, Primordial (Aquan), Undercommon
Challenge: 20 (25,000 XP)

Legendary Resistance (3/Day): If Adelmira fails a saving throw, she can choose to succeed it instead.

Draconic Resilience: Adelmira’s dragon ancestry manifests as golden scales decorating her body. When
she is not wearing armor, her Armor Class equals 13 + her DEX modifier. Her hit point maximum also
increases by 18.

Magic Resistance: Adelmira has advantage on saving throws against spells and other magical effects.
Metamagic (5/Long Rest): Adelmira has mastered her magic. She has an ability to twist her spells, giving
it miraculous effects. She can choose from the following options when casting a spell :
 Subtle Spell: When Adelmira casts a spell, she can cast it without any somatic or verbal
components.
 Heightened Spell: When Adelmira casts a spell that forces a creature to make a saving throw to
resist its effects, she can give the targets of the spell disadvantage on their first saving throw.
 Quickened Spell: When Adelmira casts a spell that has a casting time of 1 action, she can change
the casting time to 1 bonus action.

Spellcasting: Adelmira is an 18th-level spellcaster. Her spellcasting ability is INT (spell save DC 19, +11 to
hit with spell attacks). Adelmira can cast absorb elements and scorhing ray at will and has the following
wizard spells prepared:
 Cantrips (at will): chill touch, mage hand, prestidigitation, ray of frost, toll the dead
st
 1 level (4 slots): detect magic, magic missile, shield, silvery barbs
nd
 2 level (3 slots): hold person, invisibility, mirror image, misty step
rd
 3 level (3 slots): animate dead, bestow curse, counterspell, lightning bolt
th
 4 level (3 slots): blight, sickening radiance
th
 5 level (3 slots): cloudkill, scrying
th
 6 level (1 slot): disintegrate, create undead
th
 7 level (1 slot): finger of death, forcecage
th
 8 level(1 slot): dominate monster, power word stun
th
 9 level (slot): power word kill

ACTION
Dragon Wings: Adelmira can sprout dragon wings, giving her a flying speed of 50 feet. She can dismiss
these wings as bonus action.

P aralyzing Touch: Melee Spell Attack: +11 to Hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage. The
target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can
repeat the saving throw at the end of each its turns, ending the effect on itself on a success.

LEGENDARY ACTIONS
Adelmira can take 3 legendary actions, choosing from the options below. Only one
legendary action can be used at a time and only at the end of another creature’s
turn. Adelmira regains spent legendary actions at the start of her turn.
 Cantrip. Adelmira casts a cantrip.
 Paralyzing Touch (Costs 2 Actions). Adelmira uses her paralyzing touch.
 Frightening Gaze (Costs 2 Actions). Adelmira fixes her gaze on one
creature she can see within 0 feet of her. The target must succeed on a DC
17 Wisdom saving throw against this magic or become frightened for 1
minute. The frightened target an repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success. If a target’s
saving throw is successful or the effect ends for it, the target is immune to
Adelmira’s frightening gaze for the next 24 hours.
 Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of
Adelmira must make a DC 17 Constitution saving throw against this magic,
taking 21 (6d6) necrotic damage on a failed save, or half as much damage
on a successful one.

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