Showing posts with label factions. Show all posts
Showing posts with label factions. Show all posts

GERTRUDE & HER MAN-EATERS: Makings of Another Nightwick Villian

 

Gmork, Herald of the Nothing
But has a nice wolf-head with green cat eyes so this is how I think of the villains below

In a previous post, I discussed how I create variation in groups of cultists, and in another one, villains. Currently, there is one faction the party is most involved with, having unknowingly rescued their leader in a fit of charity. Once in the Abbey, the party realized it might have been better let the law of the land settle out. But at least they have a friend in Gertrude- sorta.


Gertrude & Her Man-Eaters

The party ran into Gertrude as a combination of "encounter: cultist", "surprised", and "reaction: indifferent". In this encounter, the party, perhaps feeling mighty with a new magic sword, told her to step out of the way or risk death. Such a command didn't sit well, so I rolled another reaction check, which came up "extort"- she demanded their gold skull. That started a fight and ended with the party handing over the gold skull and the corpses of two hirelings that were consumed. Yum.

Gertrude...
Here is what the basic cultist stats start as to demonstrate how I am reskinning and modifying this faction:
AC 9 [10], HD 1 (4hp), Att 1 x weapon (1d6 or by weapon), THAC0 19 [0], MV 120’ (40’), SV D13 W14 P15 B16 S17 (NH), ML 9 (12 with leader), AL Chaotic, XP 10, NA 2d6 (3d8), TT U

To the party, I described her as growing physically larger with a too broad grin from ear to ear. At this point, I don't want to quite make her a werewolf, but something that could eat a man. This change has resulted from her time in the Abbey and partaking in profane rites. I want to broadcast her ferocity so here's an opportunity borrow set of abilities from a great, but little used monster... the BX giant shrew.

Gertrude AC 13 (bloody shroud), HD 2+1 (10hp), Att 2x bite (1d6 ea.), THAC0 18[+1], MV 180' 60', SV F2, ML 9, AL Chaotic
  • Ferocity: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack. Roll separate initiative.
  • Climbing: Skilled climbers can jump up to 5’.
  • Perceptive: Perceive their surroundings up to 60’. Unaffected by lack of light. If unable to hear (e.g. silence, 15’ radius): AC reduced to 8 [11], -4 penalty to attacks.
  • Treasure: Bloody shroud (cursed) is a small token of the Baroness' favor +1 AC, but PC will be forced to carouse during downtime to satiate a craving they can't explain; A long necklace strand of gold teeth punctuated by some encrusted with small gems (600sp)
As per a previous post, I also increased the treasure that she carries by simply using the Level 1 Unguarded Treasure table- quick and easy.



...& Her Man-Eaters
1-3 hp Cult Nightkin (range, special) AC 10 cowled in white robes; a swarm of bats cling to their bare chests underneath their robes; they swarm around MU and clerics in particular; otherwise, attack with daggers (1d4 dmg)
4-6 hp Blood Cultists (melee, dmg) AC 10 cowled with blood-streaked white robes; attack with battle axes (1d8 dmg)

7-8 hp "Wolves" (melee, dmg) AC 12 covered in leather of human skin; ferocious attack (+1 to-hit) with a bite (1d6 dmg)


Wants & Gives and use of a faction turn

No NPC or faction is complete without listing what they want and what they will give. I've decided to give Among Cats and Books faction turn a spin with the cult to see if I like it. The "wants" are obvious using this system; the "resources" could also be "gives".

Cult Resources
  • Friendly with the Butcher
  • Facilitate an audience with the Baroness
  • Loan out her Man-Eaters
  • [Can teach 1st level spells via skull]
Cult Goals
  1. Become the favorite of the Baroness
  2. Revenge on the Bogdani village that persecuted her
  3. [Find pieces of the gold skeleton]
Cult Missions (currently occupying the cult)
Roll 1d6, 1-3 no advancement; 4-5 one task advancement; 6 two task advancements. If a task stalls twice in a row, a setback has occurred (maybe roll on the regional events table to determine the nature of the setback)
  • Goal 1 Mission: Rid the Abbey of Deermen (0000)
    • Task A: Scout all Deermen locations (00)
    • Task B: Find Deermen Shrine (00)
  • Goal 3 Mission: Search for a Piece of the Gold Skeleton (0000)
    • Task A: Send a scout party into the gardens (00)
    • Task B: Obtain a Lost Soul (00)

CAVE EVIL: Random Thoughts on Barrowmaze Campaign ft. PC as Cultists

 

S. Poag bringing it as always for the older BARROWMAZE cover

Despite running Archaia, I think Barrowmaze might be the stronger of the two modules. Here are just some random thoughts I had post-Christmas while flipping through my copy. Would it be more fun if players were either Acolytes of Orcus (clerics) or Necrolytes of Set (magic-users) instead of regular adventurers? 

  • Mono-Faction Play With All PCs Would Be Part of One Faction: Sorta a Cave Evil vibe meets The Venture Brother's Monarch. Each group must be on the lookout for a specific set of magic items,  objectives, and the Tablet. And of course, kill the other guys.
  • Different Classes for Each Faction: Maybe even different character classes for each faction, nothing too different, but more like a reskinning. Or maybe just use KNAVE.
  • Hide From the Normies: Basically, you can shop in town, but don't let the law or the church find out what you are
  • Carousing Ritual Table: Going with a baddies campaign, instead of a carousing table, characters must participate in a similar mechanism that gives them supplies, gear, and undead minions for the next session?
    • Must do this at the end of every session-- draw upper-level cult leadership ire if you don't make it on time. Yes it sucks, but you're in a not nice cult.
    • Have results ranging from "mildly useful" to "YOU are the sacrifice!"
  • Spread the Faith: Using some bits from my "cleric campaign" maybe an objective would be to set up shrines to Nurgle and your faction to win favor. Add a sorta area control element to the greater dungeon. 
    • Maybe have some Chainmail level dust-ups when things get slow. Just have the players fight a battle for some portion of the dungeon
  • Dungeon Weather: I'd certainly want a Barrowmaze-specific Overloaded Encounter Die
  • Undead Monster Parts: Maybe also each faction has a use for some pieces of undead they kill: salts, biles, and ectoplasm

Necrolytes of Set

Acolytes of Orcus
 



MAKING A LASTING IMPRESSION: Downtime & institution building

Sidney Sime

I think a key element of D&D abandoned by editions after 2e is the notion of domain level play. The promise of griffin riders at 9th level as a 2e fighter was a dream that always kept me going and still motivates a lot of my characters presently.

Creating a thieve's guild, starting a cult, growing wizard's tower or other "keeps" is not only a great sink for the hoards of coin players haul in, but it firmly shifts the momentum of the campaign's plot into the hands of the players. Then the DM is playing and reacting almost to ~90% of what the players are interested in grown from the campaign's soil (which is what the DM is interested in). This combination, I think, makes for a more enriching campaign.

Factions, in general, are roughly the same thing.

A lot has been written on this, but what I like about Ben's take on factions and "keeps" is that he's developed a pretty light way of tracking these types of actions. Which is what you need in a game-- just good enough to make it work.

Also Sime