Showing posts with label npc. Show all posts
Showing posts with label npc. Show all posts

Monday, August 1, 2022

The Hermit and his Wild Dog (Lore)

 TRIGGER WARNING: This post deals with themes of anti-semitism at it was often the case in the medieval times. This author clearly portrays the anti-semitism as wrong and evil, and the root/cause of the problems these characters might bring.

X-CARD MATERIAL: Obviously, this would be X-Card material at the gaming table, and before beginning a session or arc in which this might feature, I would ask if these things and themes are fitting or not for the group and tone we want to portray.

The Hermit and his Wild Dog.

Once a respected member of the community surrounding the keep, this man and his family enjoyed a quiet life, but once Count Leopold de Chouxchaude — the then master of the Keep —found out that there were Jews living in his village he became incensed, especially after his wife had a miscarriage. Blaming it on the family they were driven out of the community by the guards.

"An Old Beggar"
David Teniers II (1610-1690)

Taking it in stride, persecution seeming to be part of their heritage, they settled in the woods, where they built a cottage and lived from what the land brought them. The couple had children who grew up healthy and innocent of the evils outside the forest.

Then, after the harvest failing for the second year in a row, the people remembered them, and with the lack of reason that desperation and fear brings, a mob was formed. The mob went and looked for the family, finding the cabin in the woods. They locked the doors and burned it down, thinking their job done. They did not know that the father was out, checking the traps. When he came back, he saw what happened, and he broke.

I sadly have no credit I could find for this picture.

He buried his family and ripped his clothes, in the way of his people. He now wanders the woods, followed by a mean looking, black dog. Bitterness took hold in him and he wants nothing to do with people. What he doesn’t know is that the dog, who came to him in his need, is not in fact just a dog, but a force of chaos, that becomes a vessel for the man’s vengeance when the man is asleep. The man in question does not know about this.

Friday, July 29, 2022

The Door At The End (an obstacle to overcome)

 The players in my game will be going through a secret passageway to the keep, hoping to gain access unnoticed. What they do not know is that someone in the new management of the keep has found it as well, being the curious wizard-type that he is, and installed a magic door to keep it safe. His magic wasn't entirely successful though, not he knows this, and this door gained a personality that can be played into to convince it to be opened up to the players. This is how The Door At The End's magical protection looks like.

A bas relief in Mechelen city that we found yesterday and took a picture of.

The Door At The End (of the secret tunnel)

At the end of the tunnel you find a door to the Keep's fountain. On the door is a bas relief of a lion with a ring in it's mouth through which some tassled ribbons are draped.

When you try to open it in any way, it will come alive and talk, unclearly as if the ring in its mouth is actually obstructing it.

1. Hewwo phewe. How are you phoing?
2. Ohohohhoho! Phtoooop! Phah Tickwleph!
3. Exphcuuphe me? Phwho awe you?
4. Unhand me at oneph! Phavageph!
5. Aaauw! PHTOP IT!
6. *eye roll* Wha' awe you doim?

It is recently installed and enchanted by Orion the Advisor, who found the passages. It can only allow those with the right key, but there is a flaw in it's design in that it has a bit of a personality, and it often feels lonely here. 

It might open for you if you...

1. Tell him a story. Either one he hasn't heard before, or a specific one that is his favorite.
2. Sing him a song. Either one he hasn't heard before, or a specific one that is his favorite.
3. Talk to him about the outside world. He wants to experience it through you. Does it line up with what he has heard before? How does this influence his decision on wether or not to open for you?
4. Teach him a sentence in a new language.
5. Make him pretty somehow. Paint, flowers, a ribbon ... Bonus if you can show him in a mirror.
6. Show him a dance, trick or other visual performance. 

Monday, July 25, 2022

Meet Father Clement Palacz, Curate of the Keep

 Father Clement Palacz

HP: 12 // ARMOR: 10 // ATTACK +1 // Miracles: 2 // STR: +2 // WIL: +3 //

"Der Kellermeister", by Max Thedy
It is known that Father Clement Palacz:

• Is not from around here, but people disagree on where he's actually from

• Is a man of great faith, who can perform miracles

• Has a patient and merciful outlook towards people, even enemies


It is said that Father Clement Palacz:

• Is a possible candidate to become the next Pope, should the current one die.

• Used to live in Moorish lands.

• Has a powerful relic in his possession.


When you meet Father Clement Palacz:

1. He will ask you how you are doing, and how he can help you.

2. He asks what your thoughts are about the last sermon he gave.

3. Asks you if you can help one of the people in this parish with a problem where he believes your talents might come in handy.

4. Asks your help for one of the villagers outside. Someone is ill, and they need some muscle around the farm until they have recovered.

5. Invites you for a walk, during which there will be some small talk, through which he attempts to judge your character.

6. Asks you to join him in prayer.

Backstory

Father Clement Palacz is a Polish priest. He left his country together with the troops in a crusade for Jerusalem, but their forces were defeated at Varna. Seeing his zeal and conviction he was chosen by a commander in the papal army to go on in secret, with a small task force, and provide them with information on the goings on in these parts of the world. They did, but could do nothing more than watch the fall of Constantinople, at which point he got separated from his troops, got captured by the Moorish troops and enslaved. 

He saw another side of the enemy then he was used to. Like Joseph in the scriptures, he decided to just work hard and wait for God to work in his life. He became a valuable and preferred slave. A hard worker who didn’t complain. At some point he, and the family he belonged to got shipwrecked on their way to Egypt, after being attacked by pirates. He tried to save and protect his masters but was flung overboard, bleeding, into the Mediterranean sea. He washed up on the shores of Egypt and was taken in by a fisherman who found him. 

The fisherman turned out, much to his surprise to be a Christian too. And he found the Coptic Church to be a shining light of Christ in this world. He got to experience life as a Christian in a place where it isn’t the state-enforced religion, and it changed him. He got a Coptic Cross tattoo on the inside of his arm, as well as a tattoo depicting the trinity. He became a valuable member of that local church.

Not much later he had a vision telling him to join a certain young adventurer on some adventure in Greece. Telling this to his congregation they prayed about it and gave him a holy relic to use there. A special staff, said to have been the staff that Mozes himself used and turned into a snake to free His people out of slavery. 

This is how he eventually ended up in the company of the Castellan, the adventurer in question, and ending up, later on, being invited to join him as Curate of the chapel in Krowne Keep.

Gear

Holy Plate Mail of Saint Michael:

• +2 ARMOR


• No advantage on DEX Danger Rolls or Surprise Attack Rolls.

• Can sprout angel wings on command, allowing flight.

Shield:

• +1 ARMOR

• 1 Hand 

Blessed ring bearing the image of Saint Micheal the Archangel:

• +1 ARMOR

Blessed Mace of light:

• Word LIGHT always available for use with miracles.


• 1 hand

Holy staff of Mozes:

• 2 hands


• +1 DAMAGE


• Can strike foes that cannot be stricken by mundane weapons, like ghosts.

• On a successful hit: Upon a human-sized (or smaller) creature, the wielder of the staff may speak the command word, causing it to transform into a serpent and coil around the victim. (Danger Roll +STR/DEX depending, can be released by will of the wielder)

• When the victim is released: The snake returns to the owner and transforms back into a staff.

• Does not use charges, may be used any number of times.



Sunday, July 24, 2022

Meet Orion Romatet: Advisor to the Castellan

Advisor: Orion Romatet

HP: 8 // ARMOR: 6 // SPELL SLOTS: 2
DEX +1 // WIL +2

Orion Romatet is the delicate, nine-fingered advisor to the Castellan.

Study Head of a Woman
Anthonis van Dyck

Orion Romatet is known to:


• Be the personal Advisor to the Castellan.


• Have only nine fingers.


• Have a strong fashion sense.


Orion Romatet is rumored to:

• Actually be girl, disguised as a man so as to be able to be around the Castellan. Scandalous!

• Have sold his finger to the devil for dark, magical power. Why does he get away with this?

• Actually be a fairy prince, tagging along with the Castellan to see if a possible alliance would be a good idea.


Orion Romatet will ask you:


• What your Zodiac Sign is.

• What strange things you have seen.

• Wether you could bring back something strange next time, preferably alive.


Gear:

Magical Plate Mail:

• +2 Armor

• no advantage on DEX Danger Rolls or Surprise Attack Rolls.

• Orichalcum armor inscribed with illusion runes, giving it the look of pretty, regular clothes.

Ring of the Phoenix:

• A ring holding a single feather from a phoenix’s tail. This gives free access to the word FIRE or LIFE for use in spells, wether or not the winds of magic or the pre-ordained position of the heavenly bodies would dictate it so. You can only choose one of the two words. You cannot use them both at once.

Short Bow:

• 2 handed weapon for shooting ranged arrows.

Magical Arrows (10): 


• Contain their own spell slot each.

• One of the words is already set by the rune carved in the arrowhead (SHOOT/SHOOTING) the other depends on the winds of magic and a user of magic to fill in.

Saturday, July 23, 2022

Meet Father Winoc Le Drôle: The Castellan's Scribe

Father Winoc Le Drôle, Warrior Priest of Saint Martin and Scribe to the Castellan:

HP: 6 // ARMOR: 9 // Miracle Slot
 // WIL +1


A young, zealous and scrawny warrior priest on his way to holiness. 

"Portrait of a Young Benedictine" - Giovanni Francesco Caroto

Father Winoc Le Drôle is known to:


• Be the personal Scribe to the Castellan due to his training in reading and writing, and his devotion making him trustworthy.

• Be a warrior-priest devoted to Saint-Martin. Devoted and Zealous in his protection of the weak.


• Have accompanied the Castellan on at least one adventure before coming to the Keep.

Father Winoc Le Drôle is said to have:

• Spoken with angels.

• Broken his nose in a fistfight with the devil. Rumors cannot agree on who won.

• A jealous streak when it comes to friendships.

Father Winoc Le Drôle will ask you:


• Your opinion on the parable of the good Samaritan. What would you do?

• To pray with him later, and seek the Lord’s counsel in routing this land of chaos.

• What sources of Chaos you have witnessed and where? Can you point to it on a map?

Gear:

Plate Mail:


• +2 Armor


• no advantage on DEX Danger Rolls or Surprise Attack Rolls. 

Shield:

• +1 ARMOR (1 hand)


Mace:


• 1 hand


Angel’s Promise:

• A shimmering feather, given by an angel in a vision with the promise of assisting in restraining an enemy once when called upon.


• Enemy in question needs to make a Danger Roll + WIL or be paralyzed for the remainder of the scene.


Holy Symbol:

Medallion of Saint Martin on a rosary. When brandished, it gives access to the word PROTECT for the use with Miracles.

 




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.

Tuesday, July 19, 2022

Meet Magobia the Witch

Meet the Witch Magobia:

Mother to goblins and hobgoblins

http://walkerblog.tumblr.com/post/13855693534 | Сумасшедшие кошки,  Черно-белое, Любители кошек
Trying to find a source for this picture led me to a deactivated Tumblr for Cultur Tava.

HP:4 // ARMOR 6* (impervious to physical harm until a certain protection is dealt with)
SPELL SLOTS: 5 // Special Item: Cursing Charm

It is said that the witch Magobia cannot have children of her own and that because of that she resolved to steal babies for her own.

• Some say that it’s because she’s barren, some say that it’s because she’s too mean for anyone to want a relationship with her. 

• Rumor goes that her desire for children has led her to kidnapping them and feeding them her special witch-food, turning them into goblins and hobgoblins in the process. 

• She is followed around by what looks like a black cat that has the power, according to some to grow to the size of a donkey. Some say it’s the devil himself, and that she is married to him. People say a lot of things.

It is true that the witch Magobia cannot be hurt by regular weapons, but has a secret weakness that can hurt her. Nobody seems to know what, but some rumor that it is…
1. Some say that if she is soaked through and through with holy water from a church’s baptismal font, that the deviltry protecting her from harm will have to flee from God’s holiness and that she will become vulnerable to regular attack.
2. Some say that it’s her cold heart that hardens her body and soul and keeps it from death’s grip. If through acts of love and compassion, one could thaw out her heart, she would become vulnerable again. But if that happens, would she not deserve a second chance?
3. Some say that she is married with Death himself, and kept alive by his protection. Making her vulnerable to harm might mean treading into the domain of death himself to seek for answers!
4. Some say that through a deal with the devil himself, she has removed her heart and keeps it somewhere hidden and safe. As such she cannot be harmed.
5. Some say that she needs to drink her daily special wine to be safe from harm. When she has no access to it for more than a week she becomes as vulnerable as any mortal.
6. Some say that her dark power can only be overcome on the high holy days of Christmas and Easter and that only on these days one can overpower and kill her.

Special Item: Cursing Charm

Magobia has a cursing charm around her neck that gives her daily access to the magic word “CURSE/CURSING” even when “the winds of magic”/“the alignment of the stars” would not allow for it otherwise. For every spell slot she can choose to substitute one of the words with the word CURSE.

When encountered in the wild, Magobia the Witch…
1. Is collecting ingredients for her potions and rituals, or just for her soup and special food. She is helped by 1d6 of her goblin children.

2. Is carrying a baby. She is accompanied by her cat.

3. Is casually talking to a cloaked figure seemingly made out of pure darkness. They seem to be sharing a drink. She talks the regular speech, the figure speaks in whispers and moans that chill to the bone and makes the hair on the back of your neck stand straight up.

4. Is enchanting a toadstool circle. If allowed to continue, a toad will jump into it, grow the size of a dog and start a conversation with her, where she asks it about things that it has no business knowing. Like what night would be a good night for stealing babies, where a certain person or item is, …

5. Is flying overhead on her broom. She may or may not be cackling.

6. Is making something in a giant cauldron. Her cat is with her. She will offer food to weary travelers. It’s her enchanted food, binding them to her, not allowing sustenance from any other source of food.

 

Monday, July 18, 2022

Meet Gros Jean: Ogre of the Woods

Giants | Game of Thrones Wiki | Fandom
Google tells me this image is from Game of Thrones

Gros Jean: Ogre of the woods
HP:12, ARMOR:8, +2AB, STR+2, Ogre Great-Club (2-handed, Ogre Sized, +1DMG), Wearing treated bearskin as armour (+1ARM, already calculated)

Gros Jean is the ogre that roams these parts of the country. He mainly works as a mercenary for the forces of Chaos. He recently has come in possession of an unholy symbol of the dark forces, that will slowly corrupt his mind, offering him dark powers. Gros Jean has an agreement with the Witch Magobia that if the goblins pay him, he will protect them, as he can have some of the babies she brings in as food.

When Gros Jean is met in the wild he…

1. Is eating and will tolerate weary travelers to join.

2. Is admiring his ruby necklace of the Snake.

3. Has a manacled prisoner on a chain and is sitting down with a pensive smile brainstorming on an apt punishment for the oath the prisoner broke.

4. Is very hungry and looking for food. You look tasty. Or do you perhaps have a baby?

5. Is grumpy and angry because his prisoner escaped.

6. Is hanging chains with stone skulls on them on a prisoner. One for each of the men he promised to bring back safely, but failed to do so. He has to cary these around wherever they go.

Ogres are descendants of the old Roman deity called Orcus. They roam the world, eating babies (preferably) and enjoying in punishing oath-breakers. 

There are more ogres in the land, but not a lot. They do not get along very much and as such remain a good distance away from each other. If they get too close to each other, the land cannot sustain their appetite all that much and they will fight over food. Sometimes an ogre will find a mate though, and somehow they manage to tolerate each other. Woe betide the lands where this is the case.

 

The Clubhouse Chronicles 2024 edition! // Clubhouse Banana — Story 2: Visit From a VIP!

After the last adventure I asked my student if her character Arin had anyone special she looked up to, maybe a singer or an actor or someo...