Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts

NEVER MEET YOUR HEROES: Encountering Infamous Adventurers (2025 Secret Santicorn)


The Nightwatch by Rembrandt
An amazing work which is huge!

I participated in the “Purple OSR”’s 2025 Secret Santicorn and received the prompt “Never Meet Your Heroes: Encountering Infamous Adventurers”. I interpreted these NPCs through the lens of a home setting I’m rolling around in my head. I also tried to make the NPCs reference each other to give them a more grounded feel. I would stat each NPC as 4th level or 6th level, which is “hero” level by OD&D/Chainmail rules for fighters or magic-users, respectively, and a few of them are most likely best interpreted as 9th level.

Nicolas Bruno part of a tarot card series

Voulo the Unseated Or The Chevalier Who Rides The Unseen Horse

Once a marvelous fighter and regionally known as being unseated in the joust from a very young age, Voulo gained a modest sum for himself as a breeder of fine chargers and coursers. His fame rose to great heights such that he was invited to the 10-year Tourney held by Lord Acard, the Black Wolf himself. During the feast, Voulo received a reading from Ysabel the Seer at the table, via haruspicy, that said his 13th tilt would change the world. And true to the reading, Voulo unknowingly killed the young prince who had entered as a black knight. Not believing it an accident, the prince’s grandmother, a powerful warlock, cursed the knight that very day.

Now, Voulo is hated by all horses and is unseated from all he tries to ride save for the one he travels on to this day. But rumors say the stead he rides, draped in a black funeral shroud so it is unseen, moves via necromancy. Even darker whispers say that its a part of the prince’s soul that animates the animal, and it must be fed meat as one would a pard. This story is usually told when Voulo departs from an area, and the stable hand or innkeeper has gone missing.

Want: To make the soul of the prince leave the horse- no priest has succeeded, he slew the last one

Give: Can allow someone to sleep on the “horse” which will carry them to an entrance to the underworld, if they wake during this journey, they will be eaten

Mugwort Seer by Erica Peebus


Ysabel the Seer Or She Who Binds Fates To War

Once a savant with regards to haruspicy of the walking lionfish of the lower lakes, it is said Ysabel washed up on the shore of Lake Brilliant as the child of a naiad. Later, the financiers of Ib put her skills to use by allowing her to lead seven expeditions into the isolated vales of the Copper Kingdoms to the north to find ruins of the serpent empires. On her 8th expedition, Ysabel’s team descended into a shrine of Yg. At the inner chamber, she herself was the only one lithe enough to pass through a crack in the sealed door guarding the chamber. Once in the dark, she took a greatl pearl from the coiled alter of Yg, but reported the chamber was empty when she emerged. And also nursed a feverish bite mark on the back of her neck she told no one about.

Now, Vsabel’s visions have been as clear as ever, however, all of them link any individual seeking a fortune to the on-going Autum War which was touched off by the killing of a minor prince in a joust and a resulting cascade of unlikely involvements, suspicions, double-crosses, and marriages. All foretold by Ysabel before she went into hiding. Her foreign financiers stopped the expeditions but rumors say she’s still on retainer as an agent of chaos. Other stories say people DO seek her out in order to become involved in the war, figuring conflict brings fame and fortune. No one has tallied the success rate.

Want: To know what this “egg”, as she calls it, is and to find the shrine to Yg and to give the pearl back, but can hardly stand to not have it in her hands

Give: Can act as a middleman between contacts in Ib and PCs, will result in money, equipment, and an eventual reading should she be convinced.

Liona Autumn-Song Or She Who Sings To Murderers

Once a changeling of the Autumn Court with a voice that has enchanted 99 lovers over her preternaturally long life. With the unrest in the Summer Lands, monsters drew forth from the forgotten places to feast on the distracted population. Since many heroes have gone off to fight the war, Liona found a new stage as a pacifier of monsters. Her songs enchanted them to lay at her feet as would a lamb and eventually saunter off back into the woods. Her fame has quickly risen among the villages and towns along the rivers of the land. Even the clergy praise her non-violent ways as a shining example of virtue.

Now people ask, but never in the earshot of Liona or her many admirers, why the cattle, sheep, goats, and occasional shepherd that go missing where she stays? And why is Liona moved toward the mysterious war that has taken over the lands? She claims she will sing the kings to sleep, but she can’t be that arrogant. The source of this woe, hidden among the smiles, is three monsters that stalk Liona like jealous former lovers. They shadow her life as personifications of ill-fortune. Liona’s gift does not allow her to kill the monsters, and their oppressive presence has worn her down, so she has started working as a mercenary on the side, directing these vicious maws toward whatever she was hired to do all the while promising each of them in confidence she will be their beloved.

Want: To find a way to kill the monsters following her- three manticores named Demetrius, Chiron, and Alarbus

Give: For a price, she is happy to travel to a battle or fight and let the monsters do the work, she hopes someone will kill them– so far the beasts are too successful.

Breudrox the Wind Shepard Or They Who Have Forgotten Themselves

Once the Summer Lands were nothing but swamp, however, a clever wizard yoked the four winds and bridled two rivers to turn the land in between them into a fertile delta. This wizard was hailed for this terraforming feat, which made them the premier sorcerer of the kingdom. Breudrox went on to herd the sea inland, pull out the salt, and create the Lake Brilliant which gave rise to the bounty of walking lionfish the region is famous for as well as the sirens’ songs on the wind. As a final act, Breudrox emptied the riches of the earth unto the surface and tamed tongues of fire to melt them. And this brought forth mighty beasts of the underworld for great knights to test themselves against. Then, with these four great works done, Breudrox departed in a great whirlwind!

Now, Breudrox is known as “The Baffled” and appears often in sudden violent thunderstorms seeking effigies, paintings, and statues of himself. Chaos is seemingly sown, then the magus departs again, with or without sought items. Those who can hear the voices of the spirit world know what really happened. The four lordly winds resented their vassal status and sent 8 minor winds to gently blow away Breudrox’s memories of self. The magus now can’t control the four winds and are controlled by them instead, but they are still yoked nonetheless, and so is flung this way and that, driven mad by the howls of delight from the wind lords.

Place Breudrox the Baffled on the wilderness random encounter table as a “very rare” or as rare as a dragon- for instance, a “2” on a 2d6 roll. And there is a 1-in-12 chance Breudrox will appear when mentioned in conversation outdoors.

Want: Any information on the wizard Breudrox: images, statues, books, locations, rumors and prophecies. Any magic-user who starts with Geometry of Unsceen Potencies will be assumed to be a former apprentice of Breudrox’s and subject to interrogation- whether true or not.

Give: If convinced the PC have information, this Baffled will trade one-time use of magic of a 9th-level wizard for said information/wants. The spell must be employed locally, within the hour, and not require anything that is not immediately at hand. The Baffled won’t kill the king, for instance, as that’s just too much trouble/time. If PCs lie, the Baffled will remember and seek revenge next time they meet.

by Zigor Skruggi


Orry the Second-Sword of Fate Or The Left Hand of Winter

Every man, woman, and child around the Lake Brilliant knows the story of Orry or more accurately knows the story of Érard who fought the First Dragon of the Earth. Or the story of Érard who destroyed the scales of Molock. Or the story of Érard who slew the Greater Tarsque of the Valley. Orry, too, was there to in all instances to provide aid, but never quite delivered the killing blow, which was always by Érard’s hand. But Orry was never jealous in the stories, but always willing to play squire to Érard, and in some recountings was a squire. When Érard died, surprisingly, in the opening battle of the Strange War with No Beginning, it was Orry who bore him across the battlefield on a mysterious, shrouded horse. Later, Orry said that he wanted to deliver the great hero to the afterlife himself and bears a frostbitten left hand as a testament to pushing open one of the 13 gates of Death.

Now, Orry travels righting wrongs as the Second Hero of the land, a title he acknowledges with gritted teeth and a tight smile. And it's true he delivered Érard to the afterlife, but after he slew him with a misericorde made from the coldest ice, which blackened his hand, then melted away. Ever dawn it reappears in his clenched left hand, cold and accusatory. Never again will anyone stand in the way of Orry the Hero. What Orry does not understand is that his fate was born from a bet between the two fay courts for which child could first deliver a world-changing event. He’s made an unknown spirit very rich.

Want: To accomplish great deeds for greater renown and status, and so seeks quests of importance and note throughout the land. To understand why the gods have cursed his fate so.

Give: Orry knows where a great many things are buried or kept as they come to him in dreams. And with the aid of ever-present magical misericorde, Cain, he can deliver a killing blow to most things both flesh and spirit. The problem is he is often driven to a deep jealousy and hatred of allies at the same time. Often turning whatever new found object on former friends.


The Unicorn Renalaut the Splendid Or The Ruin of Innocence

Once a symbol of hope throughout the war-torn lands, this shining avatar of bravery and justice was noted for its ability to cut down the villainous and champion the downtrodden. Renalaut often chooses riders from among the youth of the troubled delta villages. Renalaut fills their hearts with courage and hardens them against the fear of death all to rally the common people to a cause! These various irregular bands of Renalaut are the subjects of many new ballads in the lands as all of them are noted for their remarkable achievements.

Now, what those who were there will say is that there are never survivors of Renalaut’s irregulars save for the unicorn Renalaut, lamenting the death of the latest rider-martyr. Even the famous singer Autum-Song can’t remember one song sung about Renalaut where the rider lived. It is rumored the unicorn’s latest “victim” was a young prince who posed as a black knight for a joust. Others say this is because Renalaut values the eager and wide-eyed over the skilled. And while the unicorn fills their head with grandeur and goals it neglects to mention the hounds of ruin track which stalk the unicorn– not metaphorically, this is the curse that was placed upon Renalaut.

Want: To be the vanguard for truth, justice, and glory! To help right great wrongs. To vanquish great evil! Bring peace to the common folk of the land! To find a rider of true purpose, clarity, and purity.

Give: All the powers of a talking unicorn, plus the public renown that legendary status can bring.


STRAIGHT UP VILLAIN: From Random Encounter To Intentional Antagonist

Yeah, no feelin'

AN ORIGIN STORY

In the latest session of Where Hell Comes To Prey my Nightwick Abbey campaign, the players made an interesting gamble. Two players decided to kick in a door despite the sounds of torture behind it. The door gave way, gave them a surprise round, and they pounced on their cannibalistic opposition dispatching one immediately and two more in short order.

The final hulking figure was knocked unconscious by a thrown crowbar (improvised weapon, thrown, 1d4 non-lethal dmg; rolled a 4!). The players interrogated this creature which yielded them information about a blood cult, a Baroness, an obsession with meat, and punishing the weak and undeserving.

Eventually, the cannibal broke free and after a failed lunge at the player, ran for an exit. The players did not pursue it. This cannibal is as follows:

Berserker: AC 12, HD 1+1*, 1 x weapon (1d8), MV 40, ML 12; 
Rage: +2 to-hit against humanoids

THE MAKINGS OF A VILLAIN

Okay. Its easy enough to say encounter done- next. But why not increase this interaction impact in the dungeon? The cultist would not doubt be pissed it had been captured and seek revenge. In doing so, the party's choices have a displayable impact beyond the typical markers such as the removal of treasure and interactions with "known" NPCs.

Now, this is not a totally novel idea- it's a riff on the "Nemesis System" found in Middle-earth: Shadow of Mordor. In MeSoM, if enemies kill the player or survive encounters with the player they are promoted within the game and become harder to kill. And I think that is neat!✤ The Abbey already has a related mechanism-- depending on who/what dies there.

Before jumping to the powers and rewards of defeating such a foe, how will we implement this into the play procedures? Because if a group creates 2-4 of these special antagonists it could get a little cumbersome to run. Here are my thoughts:

Add Them To An Empty Room: Very simple and makes use of empty realestate which ~30% of the area of the dungeon. But that might make the monster pretty static and the megadungeon might be complex enough players don't run across the same room again.

Straight Add To The Random Encounter Table: Easy- just write the creature in as the next number on the random encounter table. But this potentially expands the table with just singular encounters or create the need for DCC dice (roll a d7). Also singular threats tend to not last long.

A Leader Of A Like Group on The Random Encounter Table: A more stream-lined approach might be to just add them as +1 to a like group or something close to it. So the entry for "2d6 skeletons" might read: 2d6 skeletons + villain X. This preserves the structure of the table, shortens the delay of the appearance of the villain, and allows it to have friends- bigger threat.


"YOUR HATE HAS MADE YOU POWERFUL."

Alright so well add this villain to the random encounter table as a leader of the next group of like enemies. Now how do we transform my surviving humanoid creature above who is a member of a blood-cult? 

Well, here are my suggestions after ~20 min of thinking, and each time this villain escapes death or kills a PC, I will roll on this d6 table up with a max of 3 times:

1 | Thirst for Blood: Cannot be charmed or affected by mind-altering spells
2 | Hellish Hunting Spears (2x): Deal 2d6 dmg & pin on a to-hit of 4 over target AC
3 | Vicious Visage: Save vs. Paralysis or move half speed away from creature
4 | Teeth! Teeth! Teeth!: Gain claw/claw/bite 1d4/1d4/1d6 dmg, but will not use weapons
5 | The Relentless: Unless killed, next 3 encounters will be with this villain & company
6 | Murderous Messenger: Kills victims in the party's village/town/safespot; leaves taunts

I think it would also be good to increase the XP value of this villain and to keep things easy, let's just use the unguarded treasure table for that. Our villain has the following rolled each time they gain a new power: 

LEVEL 1 Unguarded Treasure according to Moldvey Basic: 1d6 x 100sp, 1d6 x 10gp (50%), 1d6 gems (5%), 1d6 jewelry (2%), and any 1 magic item (2%)

And we'll turn this treasure into cosmetic dressing for the NPC making them as unique and notable; enhancing their "silhouette" in video game terms.

FINAL FORM

And here is our new villain berserker! I will add them to the random encounter table along with the berserker entry and look forward to the next time the players need to roll a random encounter. The new random encounter entry reads: "12 1d3 Berserkers + The Moonlight Murderer"

ill: C. Huth
The Moonlight Murderer: AC 12, HD 1+1*, 1 x weapon (1d8), MV 40, ML 12; 
  • Rage: +2 to-hit against humanoids 
  • Murderous Messenger: Each time the party carouses, kill one villager; 1-in-20 its a known NPC; a disturbing message is left calling out the PCs & a riddle to a location for a show-down
  • Silver Nails (600sp): Heads bear the sign of the Baroness, driven through its left hand creating a permanent fist

✤ And if you're wondering why we don't see that in more games, I heard some rumor that the Nemesis system locked up as IP somehow- a shame if true.

BUT WHAT ARE YOU GONNA DO FOR US?!: Generating actionable NPCs to get players out in the world

 

Michah Ulrich

In my current home campaign, each cleric according to the 90 + 10 Edict must have a sponsor in the Abbey in order to reside there and maintain good standing. Those sponsors are drawn from the Obedientray- senior monks who have additional duties and skills within the Abbey. In-game, this is a way for the Church to maintain further control on its martial component. Out-of-game, it was a way for me to create NPCs the players could go to for help.

But as the campaign as taken root, I've have a couple of problem flower in my head as well.

PROBLEM 1: Since the campaign will be starting its 5th session this week (yeah!), I wanted to make sure that it is not so cleric-centered that other classes could not easily fit in if one cleric is killed.

SOLUTION 1: Open up the world to be more than just Dyson's Delve. This would allow me to throw out other interesting things which could catch the players' attention and provide fuel for other classes.

PROBLEM 2: A. So how do I naturally get them out into the world? "Natural" here means as a result of player choices, not the DM just dropping another plot point in. 

SOLUTION 2: Because the clerics are resupplying through reaction rolls with their obedientaries, maybe I'll just have these NPCs have other wants, needs, and desires out in the world. They can't get to them due to obligations at the Abbey, so they send the PCs.

And because I need a bunch of unique NPCs, I can use Evlyn Moreau's Fabulous Pocket Guild which I've been meaning to use more. So I just draw 10 cards for each obedientary. Then look up some names for them. And I just need to give them a want.

PROBLEM 3: Also, what is this "world"-- is it homebrew or some repurposed campaign?

SOLUTION 3: Lets use Beyond the Borderlands as a setting for this campaign. Its something I already own like the the Fabulous Pocket Guild. Alex Damaceno did a great job expanding upon a will worn classic module. Converting it into six section, 36 hex, hexcrawl. And since the theme of this campagin is linking me, my newphew, and older brother together-- its a perfect fit-- new spin on the old.

RESULTS

Each obediantary is represented by two rows of the NPC cards (top: 1-5; bottom: 6-10). The cards themselves give me basic looks, equipment, and they ooze with personality. People even have pets: sheep, a donkey, floating skulls...

The black hexs represent where their "want" is located in Beyond the Borderlands. And the red text is my attempt at quickly sketching out something interesting between the NPC and a hex feature. Don't want to spend a lot of time because it might not come up. Its just a seed to get me going incase the players say, "Alright will you give us X if we help you with your problem Y?"

I tried to create a range of problems from the seemingly mundane (setting the accounts), to finding special items (a flute that controls animals), to the very personal (lost a piece of their soul).


Beyond the Borderlands- the world
I put Dyson's Delve in hex 4,1 where there are already ruins





ONCE MORE INTO THE BREACH: Are NPCs an underutilized "overlay" for choice in RPGs?



My previous Into The Breach post here, where I harp on the beauty of objectives: https://icastlight.blogspot.com/2019/04/objectives-for-combat-beyond-kill.html

Here is Chris McDowall on the same game: https://www.youtube.com/watch?v=lIknE3GLfbw&feature=youtu.be

In the video, Chris points out the supremacy of choice in Into The Breach. There are multiple, often easy to understand, choices that are provided at all layers of the game starting from the first screen. As you move from mech selection to environment selection, to objective selection, to combat screen, a player is given choice with obvious information or provided additional information just a mouse click away.

Choice is important because it gives players agency. If something goes wrong, they generally will blame themselves not the DM, system, or (lesser still) the die. This is why Call of Cthulhu's "push" mechanic, where you can re-roll a skill check but failure is now even worse consequences, is quite nice. Players get a simple, open, and easy to understand choice: do you want to try again with the stakes for failure raised?

But Chris asks a very important question, what's the best interface to present layers of choice to players in a similar manner to Into The Breach? As he states, if you had three small dungeons: 

How do you communicate that choice?

This is not trivial given Barrowmaze & Forbidden Caverns of Archia, both are megadungeons with a lot of choices in the form of several mini dungeons, but little of it obvious until PCs undertake the travel to the respective sites and break open the respective entrances, which have differences, but they don't appear to be linked to any definite contents.

So what is the solution to the paucity of information in Barrowmaze & Archia and can act as information overlay a la Breach? I think tavern NPCs.

Roll 1d6 for what an NPC at the tavern knows (& wants):

1 | Dungeon location (can be hired a guide)
2 | Dungeon treasure (will tell the legend for libations)
3 | Dungeon monsters/traps (has related injury)
4 | Location & Treasure (looking for a  cut to give out both; more if expected to provide aid)
5 | Location & Monster (looking to get rid of the monster(s))
6 | Monster & Treasure (haunted by a defeat from the former & still in need of the latter)

While a rumor table could perform the same function, more life is given to the world and the time spent to build the NPC is not for naught. Additionally, it gives NPCs a reason to also go missing, die, or not always be at the PC beck and call because they go off looking for these things themselves.

I think rumor tables are better for seeding knowlege when PCs start a campaign. Give them additional goals to pursue and topics of conversation to bring up to NPCs.

Combining the dungeons above and the NPC knowlege table:

Red: Rolls 1: Knows the location of the dungeon known as "Wood's Hearth"; a dungeon entrance that is perpetually warm year-round (location of Bronze Golem); will lead PCs there for 20 GP.

Fish: Rolls 3: With enough red wine (every glass provide a +1 to a RxN check), will tell the PCs about how their leg was injured in a spiked pit trap; high quality wine will yeild knowlege about how to avoid the entrance trap of the "Red Door in the Hills" (location of the dungeon of traps).

Fetch: Rolls 5: A local thief who is looking for PCs to remove, bless, purify, or remove curse to eliminate the skeletons infesting the "Gray Arch" an old tomb on the outskirts of town off the main road; exact reasons are kept secret, but will pay 10 GP per skull +100 GP if nothing else is touched in the dungeon