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50Niffa, the Frost Witch - Half-Elf Witch (Hag) - Neutral Evil. Niffa has a mastery of ice and snow magic and lives in a remote mountain cave. She is said to have an affinity for winter creatures such as Yetis, white dragons and Ice Golems. Her goals are unknown but her frosty demeanour suggests she is out for power.
This d100 table of Mythic NPCs of Homebrew Pathfinder contains 100 distinct and powerful mythic non-player characters that can be used in any homebrew setting. Each NPC is described with a name, title, race, class or profession, alignment and tags to help identify the character’s power level and abilities. The NPCs range from archmages to gods, dragons to demigods and everything in between. There are also random tables for random details such as motivations and goals for each character. This table can provide an endless variety of unique mythic characters for your campaign!
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50You suffer from immense guilt until you make amends with someone you wronged.
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50Proud parents approach and ask the party to bless their newborn, even if the group has no priest.
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50The ladies upstairs are cheap--the cure for whatever they give you is the expensive part.
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50The local militia captain busts down the door and grabs the innkeeper, placing him under arrest for an unknown reason.
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50Gold! Adventure! Fame! Cries an elf on a soap box, "the faint of heart need not apply!" (For adventures who need more than obvious plot hooks.)
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50The Placeholder - A large, grey ship with neat sails and trimmed rigging, the Placeholder is an excellent ship for passage or trade. Captained by Cadwallader Farer, a trim man in a blue greatcoat, and by Oliver Shan, his large, peg-legged First Mate, the Seafarer and its crew are just what you would expect from such a boat; in fact, almost too much so. This is because all of it- the boat, the captain, etc.- is illusory, weaved from shadow-stuff. The only truly real things aboard the boat are the other passengers, who are unaware of the nature of the boat- except for one, Jeronimy Blackprebble, a gnomish wizard and master illusionist. Jeronimy created the Placeholder out of whole cloth, and is very much enjoying his success. He loves that the passengers can't even tell, and if confronted, will act coy for a little, than gleefully confess and expect to be lauded for his mighty achievement. Jeronimy is a good sort who can take most things in stride- however, should the players be dangerously confrontational to him or the other passengers, he will unmake the portion of the boat they are standing on, moving them to the brig, or if too dangerous, to the ocean below.
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50New mounts for all. They are well bred and valuable noble steeds. Slightly faster when galloping, unphased by noise even battle but a little picky about lots of packs and their food and accommodation. Come with saddles and tack etc with the patrons livery.
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50Dramatic loss of faith (renouncing a god immediately)
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50The main villains HQ turns out to be the prison where the villain is supposed to be incarcerated
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50A trinket, buried below very conspicuous leaves. It belongs to no one, and no one will buy it from you.
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50Ayesha's Insult Emporium: The store's name, in simple black lettering, is all that infers what lies inside. A friendly middle aged woman (presumably Ayesha) wearing a sari greets customers entering this store's antechamber with a sharp personal insult. Anyone who takes great offense to the insult is teleported out of the shop and can't re-enter. However, those who accept it in good spirit will be led by Ayesha to the main room which contains shelves and cabinets filled with scrolls, books and scraps of paper containing some of the most brilliant, sought-after and mind-bending insults to ever have been uttered or penned.
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50The local brewer's latest batch of high end whiskey has been sabotaged/cursed by fae. The five barrels already sold need reclaimed quickly and quietly less the brewery's reputation suffers.
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