Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Wednesday, June 05, 2013

Enemies of Samardan: The Disciples of Somasumar...

Good Afternoon, All:

Our fourth and final minor regional enemy for the World of Samardan campaign setting was originally conceived as the classic power-mad warlord bent on conquest. Very quickly on, I realized that I already had a number of those in the setting, and while that type of antagonist is a classic trope of the genre, I didn't want it to get old.

Then I thought about the various Warrior backgrounds in Sword and Planet: An Old School Roleplaying Game of Planetary Romance, and recalled that among them could be found the Martial Artist. Suddenly, I started picturing a more Sword and Planet version of the dreaded Sith, the enemy of the Jedi Knights, and things started to fall into place for me. After all, Dray Prescot was a member of a martial order called the Krozairs, and one of his companions, Turko the Shield, was a Khamorro, an expert in unarmed combat. Obviously, martial arts is part of the mystique of some Planetary Romance series. What would be better than having an order of evil monks as a regional villain? The idea works for me, so I now present the Disciples of Somasumar.

The Disciples of Somasumar

History: Originally a martial order, the Disciples of Somasumar became a quasi-religious cult after adopting spiritual teachings thought to belong to the Ancient Ones. Based on incomplete documents recovered from ruins in the wastelands of the Torafeldan, the Disciples of Somasumar practice a disciplined form of unarmed combat. When the Disciples elect to use actual weaponry, they prefer to fight using malkuni (claw-like weapons similar to the Indian bagh nakh) or barkuni (larger claw-like weapons similar to malkuni, with longer blades). The barkuni are traditionally reserved for acknowledged Masters of the order.

Personality: Sena Logana Mudaganan, the current Grandmaster of the Disciples of Somasumar, leads the order in the pursuit of the Grand Plan, which is to unite all of the lower valley under the rule of the Disciples. At her disposal are Disciples specialized in gathering information, assassination, military tactics and the finer points of estate and resource management. While her predecessors have been cautious and meticulous in their clandestine progress toward the Grand Plan, Sena Logana Mudaganan prefers a more aggressive approach, and has become more open in recent years. Intent on seeing the Grand Plan come into being during her lifetime, the Grandmaster has escalated to more militant tactics. She is a driven and fanatical woman, with the power of a well-established and devout following operating at her behest.

Stat Blocks: The following stat blocks for representative members of the Disciples of Somasumar are based on Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Somasumaran Initiate: DEF: 14; HD: 1; ATK: by malkuni (1d6) or unarmed combat (1d6); ST: +2; SP: Unarmed combat; SPD: 6; CL: 1/2; XP: 150.
  • Somasumaran Disciple: DEF: 15; HD: 2; ATK: by malkuni (1d6) or unarmed combat (1d6); ST: +3; SP: Unarmed combat, weapon mastery (+1 atk with Claw Weapons); SPD: 6; CL: 1; XP: 300.
  • Somasumaran Master: DEF: 16; HD: 5; ATK: by barkuni (1d8) or unarmed combat (1d6); ST: +4; SP: Unarmed combat, weapon mastery (+1 atk with Claw Weapons); SPD: 6; CL: 2; XP: 450.

Enjoy,
Flynn

Tuesday, June 04, 2013

Enemies of Samardan: The Swarms of the Rak-Pansanu...

Good Afternoon, All:

Our third minor regional enemy for the World of Samardan campaign setting is actually inspired by a Scooby-Doo! Mystery Incorporated episode entitled "When the Cicada Calls", of all things. (I admit it; as a GM, I am not above the "resourceful acquisition" of plot ideas from the shows that my kids watch.) As I watched this particular episode unfold, I thought of someone using ancient technology to tap into the hive mind of a swarm and make the insects to wreak havoc on the world on his behalf. In Samardan, the translation of "insect lord" is Rak-Pansanu, and thus I had the name of my next regional villain. I thought this would create a different scenario than most, something that an enterprising Referee could use to really capture the Planetary Romance adventuring style. With that in mind, I now present the Swarms of the Rak-Pansanu.

The Swarms of the Rak-Pansanu

History: The Rakran mystic, Sen Safakusan, has always been the pariah of his family. From an early age, Sen Safakusan had explored the power of his mind instead of learning to utilize ancient technology as his father and brothers had. Because Sen Safakusan hindered his family's status among the rest of the clan, they would often force him to serve as the clan's representative on small clan-sponsored expeditions to explore ancient ruins. Out of sight, out of mind. While on one of these expeditions, Sen Safakusan stumbled upon a partially-functional artifact that gave him the unusual ability to mentally communicate with and command insects. Having realized the power of his find, Sen Safakusan fled the expedition, and began using his newfound abilities to further his vengeful and hedonistic desires.

Personality: Before Sen Safakusan found the ancient helmet that gives him control over insects, the Rakran mystic had been spiteful and vindictive. These personality traits have only become more pronounced after taking on the mantle of Rak-Pansanu. As the lord of insects, the Rak-Pansanu has sent his swarms to attack every site where he was once bullied or ostracized, accumulating quite a treasury in the process. While the Rak-Pansanu has discovered a taste for expensive wines and rich foods, his first priority remains the humiliation of his family and clan.

Stat Blocks: The following stat blocks for representative members of the Rak-Pansanu's insectile servitors are based on Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Cat-sized Insect: DEF: 12; HD: 1; ATK: sting (1d4+poison); ST: +2; SP: Poisonous sting (1d4/round, Fort DC 12 ends); SPD: 5 (fly 8); CL: 1/2; XP: 150.
  • Wolf-sized Insect: DEF: 13; HD: 2; ATK: bite (1d6+poison); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends); SPD: 6; CL: 1; XP: 300.
  • Man-sized Insect: DEF: 14; HD: 4; ATK: bite (1d8+poison); ST: +4; SP: Poison (1d8/round, Fort DC 14 ends); SPD: 7; CL: 2; XP: 450.

Enjoy,
Flynn

Wednesday, May 29, 2013

Enemies of Samardan: The Huntsmen of Sumakan...

Good Afternoon, All:

Our second minor regional enemy for the World of Samardan campaign setting is inspired by a number of stories both in and out of the genre. I wanted a group of men who hunted other men for sport and pleasure. With the presence of airships, such a group could easily be a regional menace, raiding small outlying settlements for prisoners while avoiding the stronger military forces of the cities and city-states. These murderous slavers call themselves the Huntsmen of Sumakan.

The Huntsmen of Sumakan

Description: Based out of an abandoned fortress overlooking a small box canyon, the Huntsmen of Sumakan raid settlements far and wide using their stolen airships. These bloodthirsty hunters will raid settlements solely for the purpose of taking prisoners. Those captives that show any initiative in trying to escape are used as the quarry for their monthly hunts, while the rest are sold into slavery. Those who survive the games are giving a choice between freedom and membership. Either way, they are branded with the mark of the Huntsmen, which could make it difficult in communities that have been struck by these raiders.

Personality: The name of this band, Sumakan, translates roughly conceptually as "honorable wolf," and they embody this mentality. Loyal and devoted to their pack, the Huntsmen are fierce warriors that strike quickly to cripple their foes. Unproven prisoners are considered prey, and are held as being less worthy of respect than the Huntsmen's pet dilkankati (highly intelligent six-legged wolf-like beast with an extraordinary talent for ambushing its prey). These men are fierce and wild, but surprisingly honorable to those who have proven to be predators rather than prey.

Stat Blocks: The following stat blocks for each representative member of Sumakan forces are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Sumakan Raider: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: Terrain mastery; SPD: 6; CL: 1/2; XP: 150.
  • Sumakan Huntsman: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: Terrain mastery, skill mastery (1/rest); SPD: 6; CL: 1; XP: 300.
  • Dilkankat: DEF: 15; HD: 4; ATK: bite (1d6); ST: +4; SP: Ambush (+5 on Stealth), sneak attack; SPD: 7; CL: 2; XP: 450.

Enjoy,
Flynn

Monday, May 27, 2013

Enemies of Samardan: Sky-Pirates of the Northern Peaks...

Good Afternoon, All:

In this post we start our revelation of the four Minor Enemies that will cause problems for the population of the World of Samardan campaign setting. For the first of our four entries at this level, I chose the one that sounded the most fun to me when I made mention of them previously. Straight out of the entry on Kolgrat, City of Marble, comes the dreaded Sky-Pirates of the Northern Peaks...

Sky-Pirates of the Northern Peaks

History: The dreaded Sky-Pirates of the Northern Peaks are considered a nuisance among most of the cities of the Granbalem, mostly because the Sky-Pirates know better than to attack the larger forces there. Among the smaller settlements of Samardan, however, the Sky-Pirates exert considerably more influence. Several times a year, the Sky-Pirates will visit such a settlement and demand tribute. Those who pay the exorbitant price are left alone, while those that do not are attacked from above with burning oil and makeshift bombs, to serve as a lesson to all who would dare oppose them. The current leader of the Sky-Pirates, the Pansanuba Bama Kudisjanan, has a penchant for collecting beautiful works of art. In recent years, she has taken to harassing Kolgrat, the City of Marble, in search of beautiful statues to add to her growing collection. The Crime Lords of Kolgrat are none too happy with her, and have offered a sizable bounty for her head, with or without her body attached.

Personality: The Pansanuba Bama Kudisjanan is, by all accounts, burdened with overconfidence. A talented flyer with a daredevil mentality, she tends to be rather showy in her conquests and actions. Subtle, she is not. Some rumor that this self-made Lady of the Skies is actually the daughter of one of the Crime Lords of Kolgrat, perhaps even Yaranu Moro himself, but proof has never been offered, nor does the Pansanuba claim such a heritage.

Stat Blocks: The following stat blocks for each representative member of the forces of the Sky-Pirates are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Sky Pirate: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: Shipborn; SPD: 6; CL: 1/2; XP: 150.
  • Sky Raider: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: Shipborn, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 1; XP: 300.
  • Sky Commander: DEF: 16; HD: 5; ATK: by long sword (1d8) or crystal rifle (2d8); ST: +4; SP: Shipborn, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 2; XP: 450.

Enjoy,
Flynn

Wednesday, May 22, 2013

Enemies of Samardan: The Crime Lords of Kolgrat...

Good Afternoon, All:

In this post we are going to discuss our second Major Enemy for the World of Samardan campaign setting. From the information presented in the location pieces, there were few obvious options for this slot, so I started to consider less obvious options. I wanted an organization, because those don't die as quickly with the death of one person, and I wanted this group to be a lingering threat that requires the attention and concerted efforts of our protagonists to deal with. In the end, I decided that other Major Enemy will be Yaranu Moro, Master of Assassins and the Crime Lords of Kolgrat whom he represents. The reason I chose this route primarily is because I already had a mystic-based enemy and a warrior-based enemy. Therefore, I needed an expert-based enemy to for conceptual symmetry. After making the selection, Yaranu Moro and his fellow Crime Lords almost seemed to take on a life of their own in my imagination...

The Crime Lords of Kolgrat

History: The Crime Lords of Kolgrat have always been a tumultuous group, until they were forged into a secret alliance under the iron fist of Yaranu Moro, Master of Assassins. Rising up the in the ranks of Kolgrat's famous assassin's guild, Yaranu Moro achieved the rank of guildmaster through right of assassination and then began a ruthless campaign to force the other Crime Lords under his thumb. With his success, Yaranu Moro now appears publicly as the Master Assassin for the court of Kolgrat and the representative of the Crime Lords of the city in the Raganu's courtly affairs.

Personality: Some might believe that Yaranu Moro is paranoid, but it isn't paranoia if everyone really is out to get you, and that's the reality of his position. The only way to achieve masterhood in Kolgrat's assassin's guild is by right of assassination, and that's in addition to those Crime Lords he has had to manipulate and coerce into supporting his leadership. Yaranu Moro is known for his cruelty, which rumors depict as being even greater than that of the kelshrani. He has a particular love of poisons, and has been known to purchase slaves simply to serve as test subjects for his latest toxin.

Stat Blocks: The following stat blocks for each representative member of the forces of the Crime Lords are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Thug: DEF: 13; HD: 1; ATK: by short sword (1d6) or short bow (1d6, Rng 12/24/48); ST: +2; SP: Sneak attack; SPD: 6; CL: 1/2; XP: 150.
  • Thug Overseer: DEF: 14; HD: 2; ATK: by poisoned short sword (1d6 + poison) or short bow (1d6 + poison, Rng 12/24/48); ST: +3; SP: Poison (1d6/round, Fort DC 13 ends), sneak attack, skill mastery (1/rest); SPD: 6; CL: 1; XP: 300.
  • Assassin of the Outer Circle: DEF: 15; HD: 4; ATK: by poisoned long sword (1d8 + poison) or long bow (1d8 + poison, Rng 12/24/48); ST: +4; SP: Poison (1d8/round, Fort DC 14 ends), sneak attack, skill mastery (1/rest); SPD: 6; CL: 2; XP: 450.
  • Assassin of the Inner Circle: DEF: 16; HD: 6; ATK: by poisoned long sword (1d8 + poison) or long bow (1d8 + poison, Rng 12/24/48); ST: +5; SP: Poison (2d6/round, Fort DC 15 ends), sneak attack, skill mastery (2/rest); SPD: 6; CL: 3; XP: 600.

Enjoy,
Flynn

Friday, May 17, 2013

Enemies of Samardan: Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem...

Good Afternoon, All:

Now that the Supreme Enemy of the World of Samardan campaign setting has been established, it is time to determine the two Major Enemies that will plague our protagonists once we start using the setting. The first and most obvious Major Enemy should be Torkobalem, City-State of Crystals, and more specifically, Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem.

Raganu Pekadevi Rekatur, the Lord-Emperor of Torkobalem

History: Raganu Pekadevi Rekatur ascended the throne of the City of Crystals after his father's fatal hunting accident, although some whisper that the old Raganu's death was no accident. Shortly after Raganu Pekadevi Rekatur began his reign, Torkobalem launched both land and aerial assaults on several cities, who have been weakened considerably by Torkobalem's stranglehold on power crystals. The Raganu has made no effort to conceal his desire to conquer the cities of the Granbalem and forge a new empire under his iron rule.

Personality: Raganu Pekadevi Rekatur is known to be a vengeful man, and he has been known to hire assassins and bounty hunters to go after those who have wronged him. The Raganu is also a cruel man who believes in torturing his victims before he kills them, and many of his personal guards and appointed military leaders are cut from the same cloth. Above all else, however, Raganu Pekadevi Rekatur desires to conquer his many enemies and to control as much of the world as he is capable of. He has even proven willing to sacrifice vengeance and torture if doing so would benefit his desire for conquest. Woe be unto any who would take advantage of this fact by lying to him, for the Reganu's vengeance becomes all-consuming against those who betray him.

Stat Blocks: The following stat blocks for each representative member of Torkobalem's forces are based on the Sword and Planet: An Old School Roleplaying Game of Planetary Romance, which I wrote last year. Please feel free to convert these stats to the system of your choice, if you wish to use them elsewhere.

  • Torkobalem Soldier: DEF: 14; HD: 1; ATK: by short sword (1d6) or crystal pistol (1d8); ST: +2; SP: First strike; SPD: 6; CL: 1/2; XP: 150.
  • Torkobalem Veteran: DEF: 15; HD: 2; ATK: by short sword (1d6) or heavy crystal pistol (2d6); ST: +3; SP: First strike, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 1; XP: 300.
  • Torkobalem Leader: DEF: 16; HD: 5; ATK: by long sword (1d8) or crystal rifle (2d8); ST: +4; SP: Inspire courage, weapon mastery (+1 atk with Personal Firearms); SPD: 6; CL: 2; XP: 450.
  • Torkobalem Commander: DEF: 17; HD: 8; ATK: by great sword (2d6) or heavy crystal rifle (3d6+2); ST: +6; SP: Inspire courage, weapon mastery (+1 atk/+2 dmg with Personal Firearms); SPD: 6; CL: 3; XP: 600.

Enjoy,
Flynn

Tuesday, August 28, 2012

Stock NPCs for Modern/Futuristic Games...

Good Afternoon, All:

In looking forward, I am trying to identify what would best help me in terms of prepping for the next campaign, whether it's a modern setting or a fantasy-based one. (And of course, they may totally change directions on me and go with steampunk or post-apocalyptic, for all I know.) Until I have a strong sense of direction from them now that we're at this point, my prep work will likely be generic.

One of the things I know I'm going to need is a set of Stock NPCs. Having stock NPC stats is always helpful. I have a basic list for fantasy, but I feel I should consider expanding on it, building up modern concepts that can easily be ported into futuristic games as needed. With that in mind, the Stock NPCs list may look something like this:
  • Aristocrat/High Society
  • Assassin/Sniper
  • Beggar/Homeless
  • Big Game Hunter/Survivalist
  • Bureaucrat/Clerk
  • Citizen
  • Courtesan/Escort
  • Cultist
  • Dock Worker/Laborer
  • Doctor/Medic/Nurse
  • Diplomat/Liaison
  • Gang Member
  • Hacker/Programmer
  • Mechanic/Engineer
  • Merchant/Trader
  • Military Commander
  • Mystic/Psion
  • Pilot (water or aerospace)
  • Reporter
  • Scientist
  • Security Guard/Police
  • Soldier/Mercenary
  • Spy
  • Thief
What other major concepts am I missing from a modern/futuristic campaign?

With Regards,
Flynn

Monday, May 31, 2010

The Madlands Campaign: Four Unusual NPCs...

Good Afternoon:

I couldn't think of much to talk about today, given that I haven't had much sleep from last night, so I decided to exercise a little creativity. Firing up Inspiration Pad Pro, I generated a few unusual titles using a set of tables taken from the Age of Fables website, which in turn was inspired by the unusual titles of major NPCs in the Carcosa setting. From the list of entries that IPP created, I decided to choose a few of them and create some NPC descriptions for these guys. Hopefully, you find them interesting, and perhaps can use them in your own campaigns. For me, I intend to find a way to work them into the Madlands Campaign, or barring that, perhaps some of these guys may see some play in a future One Shot.

Ancient Regent of Dreams
A serpentfolk mage dwelling in exile near Scorpion Bend, the Ancient Regent of Dreams is an oracle of considerable talent. When this serpentfolk predicted the fall of the Empire's armies, he was chased into the wilderness, never to see his homeland again. The Ancient Regent of Dreams is still sought out from time to time, as he is rumored to still offer insight into the future to those that pass his trials.

Eloquent Joy-Giver of Small Petals
A minor lord of the fey courts that border on this region of the mortal realm, the sprite known as Eloquent Joy-Giver of Small Petals maintains friendly relations with the criminal underworld, and is said to traffic in unusual vapors, such as the euphoric fumes of a pseudodragon's breath weapon. Small Petals, as the mortals call him, often holds audiences with those seeking his services or assistance in a twisted mockery of a traditional fey court.

Inapproachable Victory
In recent years, an artathi warlord bearing a self-appointed title that roughly translates as Inapproachable Victory has been forging a large tribe from a number of conquered artathi tribes. As Inapproachable Victory's purposes remain unclear, the orcs of the Malnoth Tyranny watch the lands of the artathi with an attentive eye. Little do the orcs know that Inapproachable Victory's true goals are much more sinister than causing trouble for the Tyranny.

One with the Gatherer
While many of the mantisfolk hives of the great plains worship the demon lord of insects, those that follow the mantis queen known as One With The Gatherer swear their souls to a being that is neither god nor demon, but a being from beyond the stars above known by many names, including Star Child and the Gatherer. Her faithful hive worships One With The Gatherer as the mortal avatar of their otherworldly patron, and aggressively expand their territory as they seek new converts. Those that accept One With The Gatherer as the Star Child made flesh here in the mortal realm are integrated into the hive, and given a position of service to the collective. Those who do not are sacrificed to the Gatherer through bizarre rites to strengthen the Star Child's hold in this plane.

Hope This Helps,
Flynn