Friday, July 22, 2022

Meet the Castellan: Morcant Dupoisson

The Council in the Keep is made up off the Castellan, his Scribe and his Advisor. They are working together to halt and defeat the forces of chaos trying to invade the lands through this little  fiefdom. The actual Count of the keep (Count Leopold de Chouxchaude) has gone missing, and the Castellan, his uncle on his mother’s side, has taken his place.

This is kind of what the Castellan looks like.
"The Prefect Raffaele Raggi", Van Dyck, c. 1625

The Castellan: Morcant Dupoisson

HP: 14 // ARMOR: 10 // ATT: +3 // WIL+2 // DEX+1 // STR: +2

Morcant Dupoisson is known to:


• Have gone on many an adventure in his youth, all over Europe.


• Be older than the count, but not by much, being one of the last children born in a long line, while the count is a first child of a first child

• Possess strange and magical items.

Morcant Dupoisson is said to have:


• Traveled to the underworld and back, to make a deal with death so he could save the life of his betrothed.

• Plans to take over the region for himself. He is amassing an army of capable warriors in the Keep.

• A strict but benevolent ruler, trying to make calls that are just and fair.

Morcant Dupoisson will ask you:


• Why you did not spare someone.

• Why you did not kill someone.

• What you think your next step will be.

Gear

Enchanted orichalcum plate mail:

 
• +2 Armor


• It is enchanted for ease of movement, negating the normal penalties of wearing heavy armor.

Round, Hellenistic, bronze shield depicting Caerus mid-run:


• +1 Armor (1 hand). 


• Time Stop: When an action is taken to ring the shield by banging something against it like a sword, all who hear it of the shield bearer’s choice, must make a WIL Danger Roll or be unable to move for an entire turn. 


• After doing this the shield remains humming for 1d6 turns. As long as it’s humming the ability cannot be used again.

Ring of protection bearing the image of a shield: 


• +1 Armor

Enchanted orichalcum sword inscribed with the command to be as sharp as it can be: 

• Exploding dice, unlimited! (when a six is rolled, roll an extra die, if that is a six, roll an extra die, etc.)

Dagger made from orichalcum, bearing the picture of a cloud with a face, blowing: 


• Gust of Wind: Can be pointed at an enemy. 

• They then have to make a Danger Roll with STR to resist being blown away by the sudden gust of wind. 

• Will hit everything in its path.

Unassuming Cloak & Boots: 

• Give advantage on hiding and moving silently in normal situations. 


• Makes hiding and moving silently possible in situations where it normally wouldn’t. (In plain sight, over a floor of silver bells, etc.) GM fiat.

Oil of Levitation:

• Makes anything or anyone anointed with it float. It/they cannot control its flight through the oil’s magic. That will take mundane wit to solve.

Potion of Healing:

• Better than bottle of medicine. Heals 1 die worth of HP. Takes an entire turn to drink.

Chain of Office: 


• Very valuable and symbol of office.

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