NPC Archetypes for Amazing Sessions

by Hyperdrift

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NPC Archetypes for Amazing Sessions

Threatened Innocent

In the grand tradition of the A-Team, this NPC got in over their head and has come to the player characters (PCs) with a plea for help. Bullied by something, this NPC needs your help to fight a gang of thugs, a local crime syndicate, or a greedy relative moving in on an estate. They could be a wrongly-accused one-arm man, an escaped slave, the daughter of an indebted trader, a librarian's assistant that saw too much in the restricted section one night, or something more exotic and out of place. This NPC is also a great way to introduce a new villain or threat to a campaign...or to bring back an old one.

Hallmarks of the Archetype

  • An asset. This NPC has something others want.
  • A weakness. Could be physical, financial, or relational.
  • A just cause. Clearly, they are being wronged.
  • A dirty secret. The PCs will eventually discover the NPC isn't as innocent as they seem. They will have a choice to make. This plot twist really clinches a "Threatened Innocent" gaming session and opens the door to great roleplaying opportunities.

Tag-a-long or Guide

With a team of inexperienced players, or players in a new setting, the guide or tag-a-long NPC is there to tell stories, describe villains' terrors, warn the PCs of impending danger, answer questions, and generally guide them forward. You step aside as the gamemaster/dungeon master and let the dialogue flow between the NPC and the players. If you find your players slip out of roleplaying constantly, use the NPC to ask them questions (in character) to bring them back. You can even have them call out to players in combat with suggestions, or react to misses and fails with "What kind of a shot was that?" to bring the RP into combat as well. The guide can be a local, indigenous person, or even an old-timer, but their perspective and experience should be different to the players' backgrounds.

Hallmarks of the Archetype

  • Yo-yo. Has a knack for disappearing, but always showing up again.
  • Opinionated. The guide has strong opinions. They know stuff the PCs don't. Sometimes they share, but sometimes they stubbornly don't. (Which is fun.)
  • Love-Hate. The guide should be cute or endearing to some players like a harmless old man, an adorable little girl, a glossy-eyed goblin, or even a ghost. But something annoying about them should drive some of the players crazy. The guide should shake things up and say things that either need saying, or definitely don't need saying.
  • Oops. The guide is fallable. Players should have to cover and protect for them (especially when an encounter isn't challenging enough). The tag-a-along is a ready-made accident waiting to happen.

Curious Dreamer

This NPC lives their dreams of adventure vicariously through the exploits of the player characters. This archetype is perfect for setting up repose moments, where players can process their feelings and regale their triumphs. This NPC is somewhere the NPCs frequent: a tavern, a bar, a temple, a workshop, a library, or a farmhouse near the crossroads. It could even be an intrigued heir or heiress who invites the NPCs to their estate to hear their adventures, a retired adventurer eager to relive their glory days, a stableboy, barmaid, or someone bedridden.

Hallmarks of the Archetype

  • Interest from a distance. The core of this NPC is the certainty that they are never going to leave their comfort zone. They are not an adventurer, but that doesn't stop their curiosity and their dreaming.
  • Location. NPC can be found at a place the PCs frequent.
  • Do tell. The NPC aks the PCs processing questions, digging for details, from what something looked like when it died, to whether they have any scars, and what was the scariest part. They may ask to see souvenirs from a battle, or trinkets from a distance place.
  • Vicarious conscience. The curious dreamer demonstrates how alignment should affect RP, expressing horror at killing, joy at showing mercy, or even doubt about the choice to let an enemy scout go. Protecting the good this NPC represents could become part of the PCs motivation for resolving the threat posed by their ultimate enemy.

That Awful Reporter

Like Spiderman's unwitting boss and constant thorn in his side J. Jonah Jameson, this archetype of a reporter, courtier or vizier, bard, or other source of news or gossip constantly casts a bad light on the PCs doings, spinning their victories as excesses of violence and vigilantism . The PCs never know how their actions will be viewed, and what truths will be twisted to turn allies against them and stir their enemies. PCs never sit comfortably with this truly loathsome NPC peering around every corner.

Add contention, drama, and a touch of moral ambiguity and conflict to your campaign with this unforgettable, unrepentant NPC.

Hallmarks of the Archetype

  • Influence. The NPC must wield influence beyond the scope of what the PCs have, either with rulers or the general populace.
  • Deranged. This NPC simply can't see past their own prejudices.
  • Anything for a story. This NPC does extreme things in their quest to pounce on mistakes made and vilify the PCs.
  • Backstory. Every villain is the hero of their own story. Consider why this enemy is justified in their opinions. What personal history tints the lens through which they view the world?

Treasure hunter

Yet another shameless session seed, this charismatic and obsessive NPC (or couple, or group of NCPs) will lure the PCs off to adventure with the promise of sunken treasure, abandoned ruins filled with riches, a legendary item, or a recently-discovered tomb.

The treasure hunter can be met iconically as they are pursued by natives, nearly fall from a cliff, abscond from archives with a (borrowed) map, or any other semi-nefarious, but totally justifiable nearsighted act of obsession.

Hallmarks of the Archetype

  • I have the map. The NPC has a clue, map, and the know-how to use and interpret it, or knowledge of an area, ancient customs, languages, and symbols. They are indispensible to this expedition.
  • Easy money. The NPC is convinced this is an easy-in, easy-out adventure.
  • Trusty ally/crew. That's a dead giveaway for betrayal. And the players will eat it up. Give them several different NPCs to mistrust.
  • Obsession. This treasure hunter sees little else beyond discovering the hidden city, recovering the relic, artifact, or the riches they have worked to find their whole life.
  • A rival. Could be the NPC's or PCs' rival, but they are always one step ahead, sabotaging bridges, bribing locals (and trusty allies) and generally making themselves a nuissance. But most especially, arriving just in time to confiscate the hard-earned treasure (or at least some of it).

Doomsayer

Not the most common NPC, but one that can be remarkably fun, the Doomsayer (aka Professor Trelawney) is always ready with a pronouncement of doom upon the PCs. PCs can get in the habit of stopping by the fortune teller as they leave on their adventure. The trick to this NPC is seeding their seemingly nonsense pronouncements of doom with actual tips about the adventure. When the prophecies are well-conceived and cleverly-veiled, your PCs will be geeking out all week long about the prophecies that came true. The trick is to make the predictions only understandable after the fact.

And on occasion, if you can't help it, have the doomsayer break into a real prophecy, complete with rasping, gasping breath, and, of course, rhyming phrases. Pull this off once, and your players will be clammoring for this kind of prophecy for every adventure. They'll scrutinize every phrase for clues (which you can print off or put in their messages for them to review during the session).

Hallmarks of the Archetype

  • Boho-chic. This NPCs dresses up in their gaudy grubbies with jewels galore, sashes, ribbons, a colorful tent, rhinestones, and fancifully embroidered dress or suit. Just go over the top with the look.
  • Always doom. They never predict anything other than utter failure and doom.
  • A fee. It can be strange. It can high. It can be a wager. It can simply be a beverage, or more likely, an overdue rent payment.
  • Sophomoric. They do not realize which parts of their prophecies are actually true.

Embedded journalist/ novelist/minstrel

So much more than Sir Robin's minstrel...or not, this NPC is out for a story, a tale greater than any other. Similar to the tag-a-along/guide NPC, this character hangs around and generally doesn't help much, but they sometimes know things the PCs don't. They are great for (unwelcome) color commentary, awkward questions, reminding of mistakes, and accidental disclosures (for a failed Deception roll).

The overachiever DM will type up this reporter's latest ballad, dispatch, or news article about the PCs last adventure, which will quickly become a highlight for your players. People love reading about themselves. (For a Strixhaven campaign, I did an entire newsletter. By far, the most beloved column was the gossip column about relationships.)

A fun point of interaction for the PCs is helping the reporter negotiate the hardships of adventure life. They can be such indelicate queries as, "so, when do you wash your underwear?" Or, they ask the players about their weapons, gear, clothing (players love a chance to talk about their character) as well as nosy questions about their backgrounds, which is especially juicy if you've seeded your players with secrets—see DM's guide to better roleplay.

Hallmarks of the Archetype

  • Famously unprepared. "We're sleeping on the dirt?"
  • Understatement. "So, that spell was supposed to do something?" And also trivializing summaries like, "Five great warriors vanquished three tiny pixies, only destroying a one villager's home in the process.

Jealous Rival/Mean Girl

For a campus-based campaign, the bullying mean girl/jealous rival NPC is an absolute must. The PCs will love to hate this NPC. A political rival or rival heir can work. In a westmarches campaign, consider a rival group of adventurers who takes the last room at the tavern, changes road signs, and plays magical pranks.

And the players will hate it even worse when they have to work together with the rival(s). Especially for younger players, setting them up to have to work with their rivals/enemies is a great way to get the PCs to think about prejudice, forgiveness, and the fact that there are two sides to every story.

Hallmarks of the Archetype

  • Rich and privileged. So they can look down their noses at the PCs. Give them an advantage over the PCs: connections, wealth, skills, objects, etc.
  • One step ahead. Always knows about things before the PCs, so they rub their ignorance in their faces.
  • Observant. This NPC will never fail to miss a PC's mistake or failure. They will also set traps.
  • Backstory. There is a reason this NPC is rude. What is their home life like? Are they trying to hide their own shame or humble beginnings? Are they trying to compensate for something? Or, are they being threatened?

Sheriff (needs possse)

"Well, its about time somebody did something about those bandits. Seeing as how I have about three...hundred complaints about disturbing the peace for you all, it's about time you gussied up and joined the posse."

Everyone is a sucker for a western. And this sheriff's call for a posse gives your PCs an excuse for a good old fashioned western episode.

Hallmarks of the Archetype

  • Washed-up Has-Been. This sheriff's glory days are over. This leads to entertaining complaining. "This old mare ain't as fast as she used to be—that or I'm about 100 pounds overweight. ...Probably the horse."
  • The accent. You have to do the accent.
  • Folksy idioms. "It's a hot as a horn-tailed lizard on a spit out here."
  • Justice. Bandits can get their justice the easy way, or the hard way. The sheriff is always willing to oblige those who would rather go down fightin'.

Heckler

This one goes along with the sheriff NPC. Put a drunk at the bar leaning back on a chair, or a villager boy leaning against a hay bale along the PC's path to heckle them on their way in, and on their way out—basically anywhere. Gotta have a heckler. Moral imperative. If you can goad a PC into taking a pot shot, you win.

Embattled Rancher

An alternative to the sheriff-driven episode, the embattled rancher is your other go-to western option. Back at the ranch, trouble's a brewin'. Could be bandits, monsters, or a corrupt sheriff extorting money. Could be a local noble demanding the rancher's daughter's hand in marriage in exchange for not burning down the crops and the farm house.

Whatever the problem, it is clear they need the PC's help. They can't offer much in terms of pay, but they would be mighty obliged for any assistance.

Hallmarks of the Archetype

  • Widowed. Or widowered. Or their pa is missing, held ransom, or sick. This determined rancher is lonely, struggling to make it on their own in rough country.
  • Pride. Their stubborn pride is all that keeps them from capitulating and running away.
  • One tough cookie. Nothing better than to see that cowgirl sock an uncooth bandit in the jaw. And those tight jeans! Play up the look and let your PC's burn with some good old fashioned backcountry crushes.
  • A sob story. The backstory of this rancher is heartbreaking and reflects the darker side of your world. This is a chance for you PCs to commiserate and potentially share their own dark moments and how they overcame them, in an effort to encourage the embattled rancher.

Messenger

If the players have a cleric, paladin, or warlock, then a divine or infernal emissary (one who wishes they were mortal) makes an interesting NPC.

When the master is an all-powerful entity, it makes sense that they should send a minion rather than appear themselves to a low-level character. This messenger may have curiosities, or even vices. They could have objects of power to bargain with (loan) or favors to bestow.

They can also pop in to either save an ally with healing, or cruelly finish off an enemy the heroes intended to bring in to face justice, either to do the deed the PCs weren't willing to, to make a point that the masters expects more action, or prevent interrogation that may have compromised the master's careful indoctrination of their acolyte.

All NPCs help players learn something about what it means to be human, and an otherwordly messenger's curiousity about mortal life and things mortals care about can be a lovely bit of RP.

Other messengers can include villagers on horseback, scouts, natives or indigenous people, animals, or fae creatures—whaveter captures your players' interest and plays to their fantasies.

These messengers bring urgent battlefield updates (something is coming!), requests for help, demands, bargains, assignments, warnings of danger, and sometimes heart-breaking news from home.

Hallmarks of the Archetype

  • Memorable Look. This messenger is one you won't forget.
  • A personal motive. This gives them something to gain from the PCs, and something to offer. It begs a negotiation at each encounter.
  • Means to travel. And faster than the PCs. Could be a flying beast, amulet of teleportation keyed to a tattoo, a staff of wild-shape, or a planar gate/altar.
  • Someone to represent. The messenger is the voice for someone (or something) much more powerful. They are a pawn, and they know it, but they are useful, and self-motivated. This NPC can feed players information about enemies or potential allies they can't yet reach or are not yet powerful enough to contact or influence and can seed insights into future encounters.

Oathkeeper

This NPC has sworn an oath to...well, do something. And they need the PCs help. It could be to vanquish a monster, reach a holy site, defend their village, kill their enemy, return a relic to a sanctum, bring a killer to justice, or simply buy that dress!

Hallmarks of the Archetype

  • Dedication. The Oathkeeper is bound by their word.
  • Focus. The Oathkeeper is not interested things other than their sworn objective.
  • A Problem. The Oathkeep needs help to reach their goal.
  • Inflexibility. Single-minded stubbornness. The PCs should see this as a challenge.

Lone Wolf

The lone wolf is a character trapped in a world apart from their true love. Gritty, determined, and yet vulnerable, this NPC is driven to do what it takes to right the wrong that separates them from their love, or their destiny.

They are less powerful and experienced than the PCs, but they have just as much determination. Plucky, resourceful, and sometimes doubtful and needing encouragement from the PCs not to give up, the lone wolf makes a great character with multiple layers.

Hallmarks of the Archetype

  • Token of their love. Could be a personal item, locket, picture, letter—just something for them to clutch and bemoan while pining for their lost love.
  • Trusty sidearm. They may not be experienced at everything, but the lone wolf is a great shot. Or, at least they think they are. Their weapon of choice, whether throwing knives, rapier, crossbow, or otherwise makes them perhaps a little too confident and that will get them (and the PCs) into trouble.
  • A chip on their shoulder. Yes, they have something to prove. No, they aren't ready to do it. Yes, they are going to try anyway. And if it seems like they are acting like someone's picked on little brother or sister, it's because they probably are.
  • Stubborn, but unstable. This NPC's juxtaposition of determination and emotional vulnerability, at times, is what makes then so endearing. They make great tragic characters.

Investigator

A sleuth, a private eye, a detective, an agent—they are all following a trail to their quarry. And the PCs are needed on the journey for infiltration, deception, getting information, double agent work, reconnaissance, setting up a heist or a sting, collecting evidence, impersonating contacts, and much more.

The investigator has plans within plans, and the PCs are a part of those nested schemes.

Use this NPC for less-experienced players to layout the tasks for them in an investigation. The PCs will be doing the investigation, but the investigator can point them which way to go and save a lot of wasted time for the DM to be trying to get the players to guess at what they should try to solve the mystery.

Hallmarks of the Archetype

  • Eye for detail. The sleuth collects and shares clues with the PCs.
  • A penchant for trouble. This investigator seems to find trouble faster than anything else.
  • Film noir flair. Tall, dark, and handsome, a bit gritty. A cigar and a bowler hat. Take this archetype to the bank. Or cash in with a Sherlock-esque investigator woman who loves to outsmart the boys she hunts.
  • Supernatural talent. They could get hunches, be a werewolf or vampire, or see or hear ghosts.

More than Meets the Eye

This NPC leads a double life with a secret identity. Perhaps a housewife/secret agent with ninja skills, or barkeep that runs a crime syndicate. Perhaps a librarian who dabbles in the occult, a fellow traveler of the woods who is a powerful druid or sorcerer, an heiress who is a actually dragon in disguise (ate the real heiress).

More than meets the eye is more than an archetype; it is a call for mystery and subterfuge in your sessions. For each NPC you introduce, think "more than meets the eye," and imagine something that makes them unique and either dangerous or vulnerable. It could their finances, relationships, or backstory.

Hallmarks of the Archetype

  • A tell. Something about the NPC's mannerisms, clothing, speech, clothing, tattoos, contacts and colleagues, etc., puts the PCs on notice that this NPC is not who they portray themselves to be. Whatever it is, it should have your PCs raring to shout, "Insight check!" the moment this NPC says something.
  • A sordid past. Other NPCs should be able to dish dirt on this NPC.
  • Friends in high places. If the PCs dig too deep into this character, somebody will show up in an ally to let them know they crossed the line.
  • Crossed allegiances. This NPC should be a swing character in the campaign, at times opposing and at times helping the PCs as their objectives cross. This character is a chance to introduce a new faction to your campaign, which has its own goals, for added nuance and complexity.

Credits

All artwork is generated using the Midjourney tool v5.

Version History

Date Version Change
2023.10.09 1.0 Initial release

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