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Your heroes aren’t the only adventuring party around! Today’s article offers 20 rival adventurers in 5 unique parties, each with token art, bio, and stat block.

In most modern D&D campaigns, the party aren’t the only adventurers. In many settings, there are even entire guilds of brave and foolish people, working to defend the civilized world against monsters, demons, and secret societies. While making a lot of coin along the way, of course.

This article provides several parties of NPC adventurers for your group to work alongside, get in fights with, or form a complicated relationship with. Each one comes with a token and an NPC stat block, for when the fisticuffs start. Or if you’re looking for character ideas for your next game, feel free to grab one of these guys!

Rookies

These adventurers are new to the trade, with just a few panicked fights under their belts. In the halls of the Adventurer’s Guild, these kinds of people have many nicknames: Rooks, tenderfeet, meat, trap detectors, bait, emergency rations… The party members below are in the level 3-4 range, making them perfect for setting up long-term rivalries.

Gary’s Good Boys

Gary’s Good Boys are a group of rough lads who like to drink and fight. They are the kind of “adventurers” that people loathe: Layabouts who use violence and magic to get out of paying their bills. Several of them are wanted in various villages for crimes ranging from theft of services and assault on a guard to something called “affray.”

Park, human rogue

Park is a short man with black hair and green eyes. He keeps his hair in a ponytail, which he lops off with his knife every time it gets too long. He carries a flask of 100-proof alcohol on him at all times, both for drinking and for lighting things on fire.

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Barmo Barley, halfling sorcerer

Barmo is a halfling woman with braided blonde hair. She wears a pendant depicting the mythical red dragon Aramox Goldfang, who her ancestors made a deal with in exchange for magical powers. She prefers to drink cider, and can’t stand the taste of ale.


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Gary Wills, human druid

Gary is a short man with broad shoulders and a green cloak. He is a man who has studied nature for many uses, and he largely uses this knowledge to get inebriated. His druidic powers allow him to turn into a ginger cat, which is quite useful when the barkeep starts asking Gary to pay his tab.


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Beryl Madar, dwarf fighter

Beryl is a stout dwarf with braided black hair. He loves to gamble, almost as much as he loves bashing things with his mace. Whenever he hears the words of his elders telling him to get his life together, settle down, and learn a proper trade, he takes another swig of booze.


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The Troublemakers

The Troublemakers are a group of adventurers whose hearts are in the right place, even if their brains aren’t. They are all on the younger side and firmly believe that they have what it takes to be legendary heroes. Unfortunately, they keep losing track of their money, hitting on the innkeeper’s offspring, or offending the local religious sensitivities, and then getting run out of town. They picked their name as an ironic joke, but unfortunately, these things keep happening.

Lukas Martellis, human barbarian

Lukas is a tall man with broad shoulders and shiny, bulging biceps. He never wears a shirt, regardless of the weather. He carries a large axe and loves to shout “Tally ho!”


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Keth t’Ahsekk, dragonborn wizard

Keth is a red dragonborn with white eyes. He carries a spellbook whose pages are filled not with traditional writing, but with bumps that he can feel with his fingers. This is what you and I would call Braille. He also carries a wooden staff topped with the fang of an ancient elder dragon. His voice is a low rumble, and he is quite fond of Common’s swear words.


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Roy, rabbitfolk fighter

Roy is a buff, gray-furred rabbitfolk man with blue eyes. His voice is soft but clear. He fights with a pair of brass knuckles, using the strength from his muscular legs to hit enemies with frightening force.


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Jeffrey, dog friend

Jeffrey is a dog with brown, shaggy fur. Despite being fairly young, his stoic demeanor and fluffy “eyebrows” make him look like an old man. He followed the party when they were chased out of a highly religious town, and has been with them ever since.

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Upstarts

These groups have a few adventures under their belt. Local bards know of them, and auctioneers may as well.

The Black Brigade

The Black Brigade is an alliance of religious warriors and arcane scholars dedicated to recovering and sealing dangerous magical artifacts. They are a diverse group, made up of representatives from several different religious orders working alongside mages and artificers. They try to avoid getting involved in political matters; a group of black-armored warriors and mages accountable to no one makes most rulers uneasy.

Daratine Ka’vahl, human paladin

Daratine is a tall man with pale skin and black hair. He was raised by an order of religious knights who protected an ancient elven wizard’s staff for generations. Unfortunately, when Daratine was 13, the leader of the order fell to the temptations of the staff’s power, slaughtered most of the order, and disappeared. Daratine had been sleeping in the pantry at the time between shifts as a scullion and survived by chance. Now, he carries the burdens of his dead comrades and the order’s sullied name as he wanders the land, searching for his former master.


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Sol el Delin, human warlock

Sol is a human woman with black hair. Her skin is a light brown, and she has a tattoo of a chain encircling her right arm. She is the last survivor of a royal family that was slaughtered in an uprising, after her prayers for salvation were answered by a dark power. A creature that looks like a tiny lion is with her at all times, either perched on her shoulder or sleeping in the hood of her cloak. If its master is threatened, it transforms into a demonic quadruped with flaming red eyes and serrated claws, which will protect Sol at all costs. Its name is Tilmun.


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Grom Stormshield, dwarf cleric

Grom is a stout dwarf with a winged helmet and a warhammer. He is a worshipper of the god of the forge, and sees it as his duty to make sure powerful artifacts are used only for good. He carries a magical warhammer whose head can burst into flame on command.


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Vasryn Elderstar, elf sorcerer

Vasryn is an elf who has spent much of his life among the other races, long enough that he prefers to use the Common translation of his surname. He is an adept of elven high sorcery, and he uses his powers to find and protect the ancient treasures of the old elven kingdoms.


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The Coldshade Revenants

This group of adventurers are the last survivors of an orcish attack on the village of Coldshade. They managed to get away, leaving loved ones behind and carrying but a few remnants of the settlement and its history. The most important of these is the Coldshade Blade, a weapon forged by cooperating humans and dwarves in more peaceful times. They travel the land, taking bounties and raiding dungeons to pay for their meals while they hunt down Rakk Thunderblade, the orc commander who led the attack on their town.

Johan Laustsen, human barbarian

Johan is a tall man with long, blond hair. A five-foot blade in an ornate scabbard is strapped to his back. The sword scabbard is made of light brown deer leather, decorated with a debossed houndstooth pattern and braced with six-inch sections of metal at regular intervals. This sword is a magical weapon, forged in cooperation with the dwarves, and it is imbued with the spirit of the mighty wolf.


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Helene Laustsen, human barbarian

Helene is a tall, broad-shouldered woman with strong arms and legs like tree trunks. She wears a bearskin cloak for warmth and a ruby amulet for protection. She fights with a warhammer, striking heavy blows against armor and flesh alike. She wears a pair of boots that allow her to jump to extraordinary heights.


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Alstaer, half-elf cleric

Alstaer is a tall half-elf with chiselled features and black hair. He worships Mabriss, god of storms, hunting, and the summits of high mountains. He is a talented chef and can create palatable and nutritious meals out of almost anything. He wears a lightning bolt pendant around his neck.


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Chrezzek, squirrelfolk fighter

Chrezzek is a (relatively) tall squirrelfolk man with rusty red fur. He is a talented archer and uses his natural tree-climbing skills to scramble up to advantageous positions. He also carries a large orcish axe, which he took from one of the invaders who burnt down Coldshade.


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The Frostbite Four

A group of northerners who have come down to the southern lands seeking glory and fortune. They mostly keep to themselves, which, combined with their foreignness, makes some people suspicious of them.

Iris Myre, human cleric

Iris is a tall, thin woman with red hair and blue eyes. She carries an ornate mace whose head looks like four ravens, each facing a different direction. Her voice is high, and can pierce through the sounds of wind and battle. She worships Edos, God of War, Medicine, and Salt, and she drips some of her own blood onto the dirt every day that she does not spill another’s blood.


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“Shifty” Kai Hawken, human rogue

Shifty Kai is a short man with unnervingly quiet steps, even when he is not trying to be sneaky. He has mousy brown hair and dark brown eyes. Several knives of different types are sheathed on his belt, and his belt buckle is also a knife. The only thing he likes more than knives is traps, and he is very experienced in both placing and disarming them.


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Katrine Gill, human wizard

Katrine is a stout woman with broad shoulders, blonde hair, and green eyes. She carries a wooden staff that has been elaborately engraved with runes. The runes light up when she casts spells. Her attacks usually involve gusts of wind and sharp shards of ice. She has a surprisingly deep understanding of the differences between various types of cheese and their production methods. She is Katrine Gill’s sister.


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Torunn Gill, human ranger

Torunn is a stout woman with defined biceps, blonde hair, and blue eyes. She is Katrine Gill’s sister. She is a patient hunter and, rather than chasing down prey, prefers to sit in a tree waiting for the perfect shot. She keeps a flask of a foul-smelling, thick liquor on her hip. She claims that it is essential for staying healthy while out hunting. She also keeps a pouch of teeth from things she’s killed on her other hip.


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Afterword

I hope you’ve enjoyed this article! These parties are designed to fit reasonably well in most settings. So grab one and slap them in somewhere. If you do use them, let me know what you and your players thought of them! And let me know below if you’d like to see more parties like these, or a follow-up article covering higher-tier parties. Maybe we’ll even see Gary’s Good Boys or the Troublemakers as high-level opponents…

By the way, “affray” is an old-timey term for fighting in public, by the way. It’s still a charge in some places, like the UK. Now you’ve learned something!

-Garm

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Garmbreak1
Former esports wannabe, current TTRPG streamer and TTRPG creator interviewer. I like science fiction and I have a soft spot for licensed tabletop RPGs. You can find all the campaigns I’m in and interviews I’ve done over on YouTube.

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About the author

Garmbreak1

Former esports wannabe, current TTRPG streamer and TTRPG creator interviewer. I like science fiction and I have a soft spot for licensed tabletop RPGs. You can find all the campaigns I'm in and interviews I've done over on YouTube.

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