| Display a Printer Friendly Version Dougal DuKree [comments:(4),
views:(13988), rating:(8.5)] Author: Stephen Kenson Homepage: http://members.aol.com/talonmail System: d20 Dungeons and Dragons Type: NPC Category: Fantasy Requirements: Dougal DuKree is one of the most well-trav-eled
merchants in the world — just ask him
and he’ll tell you.
Graphic: Picture
Background:Dougal DuKree is one of the most well-trav-eled
merchants in the world — just ask him
and he’ll tell you. He’ll also gladly sell you
well-water (telling you it came from the
Sacred Spring of the Sule), or a pretty rock
reputed to have come from an ancient ruin
and filled with strange magic (whose secrets
no one has learned the secrets of just yet…
you may be the first!). Dougal has a million
scams, each slightly different from the one
before, but each intended to part a fool from
his money, with the money continuing to
travel along with Dougal. (“Money makes a far
better traveling companion than most of the
people I know,” he says.)
Dougal’s never malicious about earning
his living. He’s certainly not a violent man,
although he defends himself when he must.
He prefers to avoid confrontation, using some
clever illusions and a little trickery to give
him time to slip away. And he’s had to avoid
the truth of his schemes comes out (such
asthe fake hair-restoring tonic he sold to the
mayor of a particular town). Stats:Dougal DuKree, male gnome Rog2/Wiz1:
CR 3; Small Humanoid (3 ft. tall); HD 2d6+4
(rogue) + 1d4+2 (wizard); hp 16; Init +3 (+3
Dex); Spd 20 ft.; AC 15 (+1 size, +3 Dex, ring of
protection +1); Atk +0 melee (light mace, 1d6-
1), +5 ranged (1d4, sling); SA sneak-attack
+1d6, spells, spell-like abilities; SQ gnome
traits, evasion; AL CN; SV Fort +2, Ref +6, Will
+1; Str 8, Dex 16, Con 15, Int 14, Wis 9, Cha
12.
Skills:Appraise +8, Bluff +7, Concentra-tion
+6, Disguise +7, Forgery +8, Hide +13,
Listen +7, Move Silently +9, Open Locks +9,
Search +8
Feats:Dodge, Spell Mastery ( change self,
expeditious retreat) .
Special Attacks:Spell-Like Abilities: As a
gnome, Dougal can cast dancing lights, ghost
sound, and prestidigitationeach once per
day as a 1st-level caster. He can also use speak
with animals once per day as a 1st-level
caster to converse with any burrowing
animal.
Special Qualities: Evasion: Take no
damage on a successful Reflex save; Gnome
Traits: +4 dodge bonus to AC vs. giants, low-light
vision, +2 racial bonus to saves vs. Illu-sion
magic, +1 attack bonus vs. kobolds and
goblinoids, +2 racial bonus to Alchemy and
Listen skill checks.
Possessions:light mace, sling, pouch of 20
sling bullets, ring of protection +1, spell com-ponent
pouch, cloak, wide-brimmed hat, 50
gp and an opal worth 200 gp.
School Specialization:Illusion (prohib-ited
school—Enchantment)
Spells Prepared (4/3):0—ghost sound,
light, open/close, mage hand; 1st— change
self, expeditious retreat, minor illusion.
Spellbook :All cantrips plus change self,
expeditious retreat, minor illusion, Nystul’s
magic aura.
Adventure Seeds:Dougal is a con man and mountebank. Char-acters
may encounter him along the road or in
a town, where he’ll most likely try to sell them
some worthless junk, claiming it has special
properties (and using his spells to back up his
claims). He may sell characters useless imita-tions
of tanglefoot bags, thunderstones, and
similar items that only become obvious as
fakes when they fail to work. And he’ll always
disappear just ahead of the angry mob of his
“dissatisfied customers,” turning up again later
somewhere else.
Well-meaning characters might end up
saving Dougal from his angry victims. Imag-ine
finding a harmless-looking gnome pur-sued
by angry folk. Dougal is more than will-ing
to spin whatever lie it takes to get him out
of trouble and may tell the party that he’s
being wrongfully accused to garner their aid.
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