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Posts Tagged ‘NPC’

The Man on the Corner

20 May
man smoking a pipe

The Man on the Corner

There is a man leaning against the wall, smoking a pipe. He is well dressed, has short black hair and piercing blue eyes. He looks up as you approach and beckons you over.

So, what does he want?

Roll on the table below and find out:

  1. He wants to be your friend, your really good friend;
  2. He offers you a job, an easy job. All you have to do is deliver this package to this gentleman, in this part of town. Of course, it’s perfectly safe. Never mind that the package is squirming. Just get it to the gentlemen before midnight and you’ll be well paid;
  3. He needs help, protection in fact. From some bad men who he owes money to. He needs bodyguards until he has the money. And he will have, just as soon as tonight’s game is over;
  4. He knows you, and has a warning. There are people after you and they will stop at nothing to take back that which you will soon steal. He tells you to watch out for the woman with the purple eyes, then bids you goodbye and fades away into the crowd;
  5. He offers you a smoke from his pipe. If you accept you feel a wave of euphoria and experience a waking, prophetic dream of some upcoming event that will have dire consequences;
  6. He’s not beckoning to you, but the person behind you. How vain are you?
  7. He wants everything that you have, but is willing to give you everything that he has in return;
  8. He wants nothing, needs nothing and has nothing, but he wishes he did;
  9. He wants to leave this place and see some place wonderful and amazing, and will pay good money for the experience;
  10. He wants to live forever, and believes he knows how. He just needs someone to come with him to find the secret place, and will share it with whoever helps him;
  11. He wants to give you a present: a small bronze turtle, fits into the palm of your hand, and when placed in water sings a beautiful, haunting song. The song lifts the spirits of all that hear it, and heals the wounds of the mind and heart. You have to pay though, by giving him something you think is valuable and do not want to be parted from;
  12. He wants your love, and offers his in return.

What did he want from you? What did you give in return?

 

Colourful Characters: Porthus Waddle

16 May

A new semi-regular feature, where I create a character using whatever rules I am in the mood for, and showcase it here for people to use in their games or just as inspiration.

Today, I give you a wizard using the 4th Ed. D&D rules (created using the Character Builder in fact).

Porthus Waddle 

Porthus Waddle

Picture by CrazyRed

A young noble who enjoyed a simple life of eating and sleeping, until his father decided he should go into the world and make his own fortune. He sent Porthus off to the best school in the land, which also happened to be a School of the Magically Arts. There Porthus studied, but what he was really interested in was food: he developed excellent culinary skills prior to his schooling, and enhanced them with magic as he went through his arcane studies.

Once he had graduated his father gave him a pouch full of gold and sent him off to seek his fortune. Porthus was happy to go, as he had read about some many wondrous creatures and animals that he very much wanted to taste: so off he went, spell and recipe books in hand, laden with pots and pans, herbs and cutlery, eager to eat the flesh of the monsters his fellow adventurers slew.

====== Created Using Wizards of the Coast D&D Character Builder ======
Human, Mage
School: Pyromancy School
Human Power Selection Option: Heroic Effort
Parentage – Noble (+2 to Diplomacy)
FINAL ABILITY SCORES
STR 10, CON 13, DEX 8, INT 16, WIS 12, CHA 6
STARTING ABILITY SCORES
STR 10, CON 13, DEX 8, INT 14, WIS 12, CHA 6
AC: 13 Fort: 12 Ref: 14 Will: 14
HP: 23 Surges: 7 Surge Value: 5
TRAINED SKILLS
Arcana +8, Dungeoneering +6, History +8, Insight +6, Nature +6
UNTRAINED SKILLS
Acrobatics –1, Athletics +0, Bluff –2, Diplomacy +0, Endurance +1, Heal +1, Intimidate –2, Perception +1, Religion +3, Stealth –1, Streetwise –2, Thievery –1
POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Human Racial Power: Heroic Effort
Wizard Utility: Light
Wizard Utility: Prestidigitation
Wizard Utility: Mage Hand
Wizard Attack 1: Fountain of Flame
Wizard Attack 1: Sleep
Wizard Attack 1: Burning Hands
Wizard Attack 1: Charm of Misplaced Wrath
Wizard Attack 1: Freezing Burst
Wizard Attack 1: Arc Lightning
Wizard Attack 1: Magic Missile
FEATS
Level 1: Poison Adaptation
Level 1: Arcane Familiar
ITEMS
Dagger
Quarterstaff
Adventurer’s Kit
Spellbook
Torch
Pitcher of Ale
Bottle of Wine
Rare Herbs (Nature)
Fire Kit
Oil (1 pint)
Lantern
====== End ======
 
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Posted in Blog, D&D, RPG

 

Inhabited Keep

07 May

Here is a keyed map of the Baron’s Keep, using the brilliant silhouettes from Telecanter.

Baron's Keep Map

The Baron's Keep: Keyed Map

Tried to keep as much detail on the one page as I could, without making it too busy. Quite like it myself. Now to work on what’s going to be in the dungeons below.

 
1 Comment

Posted in Blog, D&D, Monsters, RPG

 

Taught by the Master

05 May

One of the things I always liked about early games, was that a character had to train (and sometimes find a higher-level mentor) in order to advance a level. It gave characters a reason to hoard and spend their hard-earned gold; created some downtime within the game; and sometimes provided adventure hooks and interesting NPC interactions as well. These days such things seem absent, or at least optional; a sign of the times I suspect, as much as anything.

Rather than force my players into doing this (most would turn their noses up at the idea these days), I think I can recapture the essence of it (downtime, adventure hooks, interaction) by creating a new, entirely optional rules, something a bit like feats or talents.

Imagine there are masters of certain arts and techniques, be it skill with a certain weapon style or a ritual of magic, who can be tracked down and paid to teach these techniques to the questing character. A fighter looking to specialise in a style that has been forgotten, or a magic-user looking for a particular spell or ability, or a cleric seeking a ritual to commune with the very gods; they can find a Master of the technique, a mentor to train and teach them, and come out with a new ability, which will give the character some benefit in game terms.

With this in mind, here is an optional ruling for Old School styled games.

Techniques

At the heart of it, a Technique is a skill, ability or low powered bonus that grants the character a certain benefit or limited power, beyond that granted by class or magic. Each has an associated cost, a prerequisite (a required Level, or minimum ability score, for example) and a benefit or power of some sort; they should be low or limited in power, and most should be available to anyone who seeks out the Master or Mentor (we’ll call them Mentors from henceforth) and can pay the price.

A character can also learn the technique themselves, but the cost is more, well, costly. Rather than simply costing them time and money, it costs them Experience Points instead; the price of spending time studying on ones own. Characters can also teach others the tricks they have learnt, so long as the new pupil meets all the requirements, and pays the price (in this case, it would also be in Experience Points).

As a rough guide, techniques should follow these rules:

techniques

Guidelines

It is easy enough to take a feat or talent from an existing d20 System game and adjust them to suit the guidelines above. A few examples of techniques for the main classes (cleric, fighter, magic-user, specialist/rogue/thief types) are under the ‘read more’ link.

All follow this basic format:

NAME
Requirements:
Cost (SC/XP):
Time (weeks):
Benefits:

Read the rest of this entry »

 
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Posted in Blog, D&D, RPG

 

The village of Jainesville (wip)

03 May
Map of Jainesville

The Village of Jainesville

The village of Jainesville lies on the edge of the Empire, nestled between the mountains, hills and the Gloomimg forest. It is a frontier village, built out of the remains of a small town once ruled over by a black-hearted Baron who lorded it over the common miners with an iron fist, and a barbed whip. He met his demise when an adventurer by name of Jaine robbed his treasury, and killed the Baron and his eldest son in the process. As this man they called Jaine fled, he was unaware of a hole in his backpack, which let gold coins trickle out. The miners who still lived in the town took the gold, and prospered; they built a statue to him, and renamed their town after the adventurer who has changed their fortune. Over time the miners left, the copper mine in the hills dried up, and the town fell to ruin. In recent years, after the discovery of an old prison in the mountains that promised loot to the brave and foolish, folk have come back and the village has slowly started to grow again.


Demographics & Notes

The map represents a square mile, or 640 acres. That’s enough land to support 180 people, and only 100 live there. The farms are a mix of livestock (220, spread between cows, sheep, pigs and fowl) and crops, vegetables and an orchard of lovely apples. Of the 100 folk, most are farmers and their families. The rest consist of a few shopkeepers, craftsmen and traders; the sheriff and his constables; the clergy of the Church of St Aldwyn; and the 21 man garrison of the 401st Division. These soldiers are the dregs of the Legions, old men and disreputable youths for the most part, led by a captain who has proven an embarrassment to many; they are an ineffective bunch, sent to man this generally useless garrison until they have served their time, or, if possible, died on duty.

This village is going to be the starting place for the campaign. It has personalities to interact with; a traders to buy and sell goods; a church to cause trouble; and outside lies the remains of the Baron’s Keep, a ruin that has a dungeon below it. Opportunities for adventuring right at the start, and pathways to others as well.

Just thought I’d share.

 
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Posted in Blog, D&D, RPG