The companions now known as the Shields of Defiance started as an adventuring group, and took ownership of an undead-strewn castle. After they were granted custodianship of castle and the lands surrounding it, they founded a knightly order and took on many squires to keep the lands safe. Their impresa (motto) reads “Audacia Malum in Faciem”, or “Defiance in the face of evil”, and their device depicts the chalice from which they draw their power, kept in the chapel of their castle, Angarth Hold. Hooks: * One of your PCs may wish to join the order, and gain training from one or more of its members. * The PCs may need to request help from the order to be able to battle some great monster, a demon or dragon perhaps. If the situation is dire, they may be asked to drink from the Angarth Chalice (which will be detailed in a later post). * The PCs may be conscripted while in the vicinity of Angarth Hold to battle off a large force of enemies- whether undead, demons, or some of evil humanoid army. Location: The Order is based in Angarth Hold, and spend much of their time in the surrounding lands, or on quest outside its area. Angarth Hold is located on the outskirts of a kingdom, on the farthest reaches, and is in recently-retaken lands. Thus, its towns are being rebuilt and not heavily populated at the moment. Tenets of the Order: The Shields of Defiance are an order dedicated to retaking, and defending, the lands surrounding their castle. Their secondary objective is to protect the Angarth Chalice from falling into unsafe hands. While the order’s personal desires and objectives are diverse, they are good friends, and united in their drive. Each of the full Knights of the order has donated a vast sum of their personal wealth together, to repair and restore Angarth Hold. They have also made an oath to protect and defend the lands together. Reputation: The Shields of Defiance are a new order, founded only three years ago, but they have a fine reputation at court, and have accomplished much together. They have started to attract faithful servants and Squires to aid them. Rituals of the order: The Knights of the order have all drunk a swallow from the Angarth Chalice, and gained its powers. On induction of new members, they will all gather in the chapel of Angarth Hold, and wear robes to witness an initiate’s challenge at the doors, a ritual (mock) battle, and will then solemnly intone their oath and ask the initiate to swear it with them. On hearing the initiate speak the oath, they will offer the initiate a swallow from the Chalice, and then garb them in a cloak of the order, asking them to rise and meet their companions. There has not been a situation where membership in the order has been revoked, though its members will likely discuss the situation among themselves. Membership: currently 7 Knights, and 3 Squires between them, in addition to 48 servants at Angarth Hold. (Originally posted on Game Masters Stash on 13 March 2018) Categories All Henry Böhmen is a herald, a traveler, and a coward. He doesn’t like getting into conflict, and tries to avoid sources of it. His profession, however, means he often needs to attach himself to warriors, and try to teach them manners and courtly bearing. He is world-weary, but might be revitalized by someone he truly believes in. He does enjoy a laugh about how “with this name, I should have been an archer, right?”. He usually asks for about 10 hold pieces per week, but will often ask for additional funds to cover new clothing (in his patron’s colours and design), banners, and so on. He will likely recommend that his patron purchase several sets of finery as well, and perhaps some scent to cover up that... “armour stink”? Physical: Henry dresses in comfortable, elegant clothing, with a large heraldic surcoat. He wears his mustaches and beard long, and enjoys meeting new people. He tires easily of conversation about combat, battle, and war, and longs to instruct on dance, courtly manner, and teach appropriate games. He truly believes that bettering oneself is the true path to enlightenment. Complications/Hooks: * Henry is looking for a patron, and decides that one of the PCs is worthy. He attempts to court their favour, and offers his services as an announcer, instructor, and general assistant. * Henry’s cowardice and general reluctance to be in combat is certainly frustrating- he won’t act at their sides, only to assist them with inspiring words, and waving their banner/shield/hat (at a pinch). But someone who really inspires him may cause him to act in order to aid them, offering healing potions, replacement weapons, and so on. * Henry’s confidence and capability grow as his patron’s social confidence does. This may get him into conflict with others who bad-mouth his patron, however. Statistics: Henry is a physically unremarkable person, but has a brilliant mind and rapier wit. He is very aware of his patron’s displeasure, and will act appropriately, marketing them ostentatiously if that is their desire, or more formally if they need. His skill set is in knowledge pertaining to Nobility and Royalty, as well as the various social customs, and in diplomacy. He will offer to act as a voice for his patron if it will be of aid, or will offer advice on which Counts to converse with about their children, and which about their horses. He is a 5th-level Bard, with his performance skills based on Oratory and spoken word. Although he plays several instruments and is a consummate dancer, he does not use these to inspire confidence or courage, generally. (Originally posted on Game Masters Stash on 12 March 2018) Categories All Moriio is a street scamp, with a little practice in coin-teasing, purse-cutting, and pocket-picking. As a survivor of the Red Whisper plague in the city as a baby, he was raised on the streets by any who’d care for him. He’s been on his own now for the last year, on the run from the street gangs of bigger children who will gladly beat him for status and whatever possessions he has. His old master has slipped into disrepute in the local Thieves’ Guild, and has stopped hunting for him. He is usually accompanied by his faithful friend and companion, Woofy, a mongrel dog. Physical: Moriio is a scrawny, scruffy child of indeterminate age- somewhere between six and twelve, probably. He has cast-offs, rags, and thieved clothing on his back, and has never worn shoes. His crooked teeth shine from his grubby face, and when he has enough (generally, a hot meal and three coppers will make him feel rich for a week), he’ll be seen to smile. His manners are almost nonexistent, but he’ll fiercely defend people who are kind to him. Complications/Hooks: * A PC’s first impression of Moriio is likely to be seeing him play with his dog in the marketplace, and subsequently being robbed by him. Moriio is smart enough not to go for a whole purse, or even silver coins, unless he’s really desperate, but a quick fumble might be enough to bring the wrath of the PCs down on him. He’ll try to flee and hide, but not well. * If he’s not in danger from the PCs, Moriio may become a regular in an area the PCs frequent (somewhere with a kindly innkeeper who’s willing to part with scraps, perhaps). He might even become ‘civilized’ enough to pass on information which might be useful to them, about where to find a contact in the underworld, who to avoid, and who’s coming this way. * Moriio and many of the other street children might be threatened by some kind of terrifying monster or other danger, and conscientious PCs will likely intervene to help. Statistics: Moriio is undernourished and scrawny, with Strength and Constitution scores both quite low (6-7). However, his Dexterity is good for a child (12), and he is a quick learner, but not educated (Int 7, Wis 11). Currently, his social abilities are very poor, as he distrusts most people, and has not learned any graces (Cha 5). These might change radically depending on the next ten years of upbringing. Currently, his consciousness does not extend to morality, except caring for Woofy, making him Neutral. Though he is competent at some thievery skills, he is only a 1st-level Commoner. (Originally posted on Game Masters Stash on 11 March 2018) Categories All Kagan’s a lovable rascal, a simple guard who’s been working the caravan circuit since he was old enough to hold a sword, and has been everywhere, even to the Keep on the Borderlands. He’s seen terrible beasts, taken ‘orrible scars, bedded duchesses and battled Templars; he’s made fortunes, lost it all, and lived like a pauper; he’s tried his luck as an adventurer, a conqueror, did a brief stint as a King for a week, and packed it all in for a simpler life. He’s gruff and hard, but he has a soft spot for kids, and always buys a bunch of apples to give to beggars when he’s paid. Kagan will always have a word of advice mixed with odd sayings, some of which seem particular only to Kagan himself (“Gnolls. I’d swear it on me mum’s grave, and she’s still bedding the burghomaster three towns back”, or “Ye can tell it’s ogres, they always keeps their treasure up high, they think we all can’t reach it. A friend o’mine and I once stole a chest of gold from em ‘coz they didn’t think we could stand on each other’s shoulders!”). No-one is entirely sure which of Kagan’s stories are true. Sometimes Kagan can’t remember which ones he’s made up, as they all blend together a little. Physical: Kagan is fit and has a wiry strength, despite his lack of hulking build. He’s unremarkable in appearance, but his weathered olive skin is criss-crossed with fine scars, and he’ll gladly tell the story of the interesting ones at a campfire some night. He dresses in simple, battle-worn but nonetheless cared-for gear, and swaps it for bits and pieces as it needs to be replaced. He’ll fight with whatever weapon is to hand. Complications/Hooks: * The PCs are hired to guard a caravan along with Kagan, and run into more trouble than they were expecting. If they can follow his cryptic utterances, they’ll be able to return as heroes, and possibly make a profit. * Kagan runs into trouble in town- a girl he’s been seeing is having trouble with a local thug, and needs a good amount of gold to get out of difficulty. Seeing that he’s being scammed is one thing, but persuading him of it is another. * Trouble from Kagan’s past finds him, and brings trouble for those traveling with him. Someone he had locked up while he was (yes, actually) King has escaped after many years, and is threatening all sorts of violence. Statistics: Kagan is quite experienced as an 8th-level Fighter, but doesn’t have much interest in making a name for himself. These days, he doesn’t do much that’s remarkable, he’s just “quite good”, for someone in a career where most people retire fifteen years earlier. Physically, he’s got good Strength, Dexterity, and Constitution, despite his middle age. He’s not terribly bright, with an Intelligence score just under average, but high Wisdom and a slightly-above-average Charisma. Kagan’s not committed to any sort of politics, and is pretty Neutral in most subjects. He’s skilled in storytelling and woodcraft, as well as a dazzling variety of other smatterings. (Originally posted on Game Masters Stash on 10 March 2018) Categories All Lady Janshali is a competent and well-renowned member of the local Mages’ Council. She is skilled in her applications and research of magic, and known for championing ‘new’ magics, and research into things that have been forbidden by the Council. She often challenges their authority, deriding them as “a bunch of ivory-tower academics” who fail to question the accepted way of doing things. She has set her sights on being no less than the Court Mage, and works relentlessly for both the advancement of magical theory and practice, and her own renown. Physical: Lady Janshali wears up-to date and practical fashion, with accommodations for her occupation. She enjoys being seen to be involved in society, and attends both Court and social events to make connections. In person, she can come across abruptly at times, but will rapidly warm up to someone with something interesting to think about- whether magical theory, history, or social discussion. She has little patience for those who do not have intelligent things to say, or who underestimate her. She has long auburn hair, usually done in whatever style is fashionable at the time. Complications/Hooks: * Lady Janshali would be an excellent choice of mentor for a PC. Although still young, she has several apprentices, and favours sending them out for ‘real education’ rather than just learning from books. * The PCs are hired by Lady Janshali as backup, in case her investigation goes wrong. Though she is delving into Forbidden Knowledge, she is not careless about the outcomes if it goes wrong, and wants hard-hitting experts there if it does. Predictably, something will go wrong. * Adventurers hired by Lady Janshali clash with the PCs during a mission for another member of the Mages’ Council. She might turn up in person and try to persuade them to side with her against their original employer. Statistics: Lady Janshali is physically competent and in good health, but is famous for her mind. She has a keen intellect and social consciousness, with exceptionally high Intelligence, and good Wisdom and Charisma scores. As a member of the Mages’ Council, she is a 10th-level Wizard, and is looking to advance as a Loremaster before turning to the path of Archmage. She is in a position to reward PCs who assist her in this venture. (Originally posted on Game Masters Stash on 9 March 2018) Categories All So your characters are gathering information? Get them to drop some cash and roll for what kind of information they get (one roll at DC 10, an additional roll per 5 points, re-rolling doubles) :
1: Meaningless gossip (“the fisherman’s wife has been seen talking to the butcher a half dozen times this week, and you just *know* what that means...”) 2: Vaguely useful gossip (“I think all the young fellows about are doing something secret... lots of ‘em running off on errands around dusk, but no clue what they’re up to.”) 3: Surprisingly useful and specific information (“Actually, there’s been a lot of young men joining some kind of secret group recently. My cousin told me not to tell anyone, but I spotted him at that warehouse down by city hall, and he pretended not to recognize me!”) 4: Misleading gossip (“young men in a secret society! They certainly are, and they’re up to something crooked! Young Simmon told me there were a group who all said they wasn’t going to marry my sister, can you believe it?”) 5: Political arguments (“I’m not surprised there’s some rumours of a secret society- can you believe the tax they’ve tried to level for each window in your house? Bad government like that is just askin’ for rebellion!”) 6: Hints for another adventure (“Can you believe? That’s the third body they’ve pulled out o’ the river, all mauled-up, like. They say it’s sharks, but we don’t get sharks this far up the river, and all those poor folk was last seen down by the Docks!”) (Originally posted on Game Masters Stash on 9 March 2018) Adewain and his wife Haili are the hard-working proprietors of the Explorer’s Arms inn. They are earnest and well-meaning folks who will identify with, and cheer for, adventurers based out of their inn. If they can get souvenirs from the party’s battles, they will offer discounts to the entire party in order to display them/bring them back. They would love to be tied to a famous group in order to bring in more customers, and be able to improve their facilities. Physical: Adewain is a little scrawny, and not very confident in himself, but has a good head for business on his shoulders. He buys second-hand clothes from merchant families, so his clothing is often worn and a little ragged. He loves to tell stories, and if the PCs have been up to anything recently, they’ll often walk into him telling others about what’s gone on, which will result in the party having their drinks paid for. Haili is a little more quiet, but confident. She really adores her husband, although he is a little older than her, and she wants to drive him to accomplish greater things. She mends both their clothes, but doesn’t wear hers as hard as Adewain does. She’ll often make sure that the PCs get larger servings of food, or extra dishes when they order. She loves looking after her friends. Complications/Hooks: * The Explorer’s Arms is under the ‘protection’ of a local Barbarian and his buddies, who make a mess, cause trouble, and are draining the customers and staff of any money or desire to be there. He picks a fight with the PCs, hoping to threaten them out, and Adewain and Haili offer free lodgings and drinks for a month for anyone who can help them. * Adewain has been talking up how great the PCs are, and it’s bringing them business, as well as a safe place to conduct it. However, the place could do with some decoration, and a Wyvern’s head over the fireplace would be pretty impressive- after all, no-one else in town has one of those, right..? * Someone angry with the PCs targets the people who support them, and that puts Haili and Adewain in the line of fire. Whether it’s a kidnapping, a poisoning, or murder, hurting innocent NPC helpers is a surefire way to set the PCs on a path of blood and vengeance. Statistics: Adewain and Haili are both Commoners, and although they’re skilled adults, they’re only about 3rd level, with no specific training behind them. Their physical abilities are mostly unremarkable, and their skills are revolve around building, running, and improving their business. (Originally posted on Game Masters Stash on 8 March 2018) Categories All Captain Lamisten is the Guard Captain no-one wants to run astray of. He refuses compromise, flaunts his authority against even the Nobles who would resist the laws, and will ruthlessly punish lawbreakers. He proudly wears his black-and-white armour, given to him as a veteran of a war that ended twenty years ago, and deliberately shows the limp from a thug that broke his knee a decade earlier. He was healed, and arrested the thug within the week. Physical: Captain Burt Lamisten is a hardline, confrontative Captain in the city Guard. He is gruff, protective of his own staff, and constantly seems angry about a great many things. He wears his white beard bushy, and is pushing sixty, but not letting it slow him down. He ignores attempts at humour, subtlety, and irreverence, crashing through most social situations like a wrecking ball. His only perceptible weakness is his family- his wife, a talented singer, and two teenaged daughters. It is well known in the criminal underworld that any action relating to his family is truly not worth the trouble which he would visit on anyone even tangentially related to the matter. Complications/Hooks: * The PCs run afoul of the Guard while dealing with other enemies, and the matter is escalated to Captain Lamisten to deal with. While he will not be forgiving, he will consider their story, and may accompany them with a squad of guards, ready to aid them or execute them, as needed. * The Captain is struggling against some sort of conspiracy, and is being frustrated with interference by members of the City Council. In desperation, he turns to hiring the PCs, who can avoid the politics. * The Captain has made a move against a powerful lord in the criminal world, and they have responded against his family. The Captain implores the PCs to safeguard them against whatever assassins are sent for his family, while he defends his precinct. His family are no shrinking violets, and several of them would rather take the fight to their enemies. Statistics: Captain Lamisten is a simple man with fine physical characteristics despite his advancing age, and retains his combat effectiveness (6th-level Fighter). His strengths are in endurance and durability, and he has survived through injuries which had crippled some of his contemporaries. (Originally posted on Game Masters Stash on 8 March 2018) Categories All Sir Dane is the kind of wholesome knight in shining armour that every kingdom wants on its side. He hails from a good noble bloodline, has won acclaim on the tournament field and in battle, and has a sterling reputation with the ladies of the court. When quests arise, he is first to raise his hand and ask for tasks that take him far from the capital, to dangerous and distant locations. Physical: Sir Dane is tall, well-bodied, and in peak fitness. He has a winning smile, hair that always seems tousled and boyish, and smiling eyes. He comes from nobility, and looks every bit the part. His gear is always immaculate, kept clean by his trusty squire Artaeus. Complications/Hooks: * Sir Dane might be sent to accomplish the same mission as the PCs, perhaps clashing with them in order to complete the mission first. He’ll act very honourably, especially around what he considers a beauteous woman. * In lands where Sir Dane is unknown, his demeanor changes- he is openly interested in bloodsports and violence, and he may be drawn into discussion of how much he hates his homeland. * Dane Antemosyne is a practicing Blackguard, masquerading as the finest knight of his kingdom, all the while planning its demise. He despises the current ruler, and is slowly taking actions to damage the kingdom while on quest. If the PCs do anything criminal or treasonous in his presence, he may attempt to conscript them to his side. Statistics: Sir Dane is in peak fitness, with high Strength and Constitution, and reasonable Dexterity. People naturally gravitate to his high Charisma, as well. However, he is much smarter, and more patient than he lets on. His skill with a blade or horse is impressive, but conceals his true ability- that he has been a blackguard since the day of his Knighting. He is a Fighter 7/Rogue 2/ Blackguard 7, and has many skills at his disposal. His trusty squire Artaeus is an Imp (with Rogue levels) in human form, dedicated to aiding him to wreak havoc in his kingdom. (Originally posted on Game Masters Stash on 7 March 2018) Categories All Addragh is a pilgrim, dedicated to walking the sacred paths and seeking enlightenment. He’s good-tempered, kind, and just the sort of person you’d run into on the road or at a campfire. Physical: Addragh dresses in plain brown robes and keeps a stout walking cudgel “in case of the goblins”. His face is quite scarred down the right cheek, and he has the clear marks of surviving violence, with many old scars crossing his balding head, thick knuckles, and fingers. He is genial and always welcomes travelers, offering to share food with any whose campfire he joins, or who join him. He’ll even be tempted (and thankful for) by a mouthful or two of wine or ale, but never too much. He avoids violence, but is always willing to aid the injured and unwell afterwards. Complications/Hooks: * Addragh was a mercenary for many years. He doesn’t have any dark past, but he’s weary of violence, and just wants to travel the world without fighting his way across it. Though the saying “never underestimate an old warrior” was not coined for no reason. * Old companions from Addragh’s former life may try to lure him back, or intimidate him into silence about something he’s seen. * Addragh might take up a cause (defending a village, or monastery, or orphanage) and ask the PCs for assistance. If it’s dire enough, he might even unwrap the oiled sword he has kept in his pack for years. Statistics: Addragh has lost his old fitness, but he’s still quite capable as a warrior. He has also actually dedicated himself to his new religion, so is now a Fighter 5/ Cleric 1. He’s well-rounded in skill, though his physical ability scores have atrophied due to his age. (Originally posted on Game Masters Stash on 6 March 2018) Categories All Grennon is a mid-level manager for the underworld in [whichever city you need him in]. He keeps his hands clean, although he’s suspected of a lot of criminal involvement, and he’s ruthless about keeping his reputation. If the players expose an operation he’s involved with, he’ll cut ties and won’t go after the instigators- but he’ll remember them. Grennon has been in his position nearly twenty years without promotion, and isn’t seeking one- he’s aware that rising in the Thieves’ Guild would come with more reward, but more recognition. He’d rather be a reliable cornerstone of business than a target. Physical: Grennon is a pudgy middle-aged man with a beard, dressed well but not ostentatiously. He seems just like a regular, if comfortable, merchant. He usually wears dark maroon robes and keeps his mustache neat. His watery blue eyes give away none of the ruthless violence he has ordered. He has a slight accent (entirely affected, but he finds it makes people underestimate him). Complications/Hooks: * Grennon is managing a risky operation which the players expose. Although he won’t start a fight with them, his brown-hooded soldiers will try to disable (not kill) the PCs so he can escape. * Grennon wants someone silenced, and attempts to hire the PCs through legitimate business (as a spice merchant) to remove the complication. * A larger threat is endangering the city, and Grennon has the PCs captured and brought to him by his soldiers. This is a very risky situation for him, but he offers to help the PCs- he wants stability, not chaos and looting. All that stuff is bad for business, don’t you know? Statistics: It’s a long time since Grennon has had to fight for his own life, and he’s comfortable with that. He hasn’t lost the razor sharp wit and patience that won him his position, though. Lawful Evil human Rogue 2/ Expert 7. High Intelligence, Wisdom, and Charisma. Most of his skills are social and professional, rather than useful. He will likely be most familiar through his ten brown-hooded soldiers, Rogue 2/Fighter 2 thugs who use clubs and a complete lack of morals. They obey him, as he treats them (and their families, should they perish) very well. (Originally posted on Game Masters stash on 5 March 2018) This magical blade was forged only ten years ago, at the request of a famed Paladin, who was murdered before he could collect on the commission. It was taken by his knightly Order, and is loaned out to young Paladins in need for one year and a day. It contains the essence of five Lantern Archons, empowering the sword with powerful holy energy. Abilities: +3 Holy longsword, allows Dancing Lights at will, and can heal as Cure Light Wounds three times per day. Once per month, it can unleash the energy of the Lantern Archons as a Holy Word spell, at the wielder’s level (which often would not be high enough to cast this spell). In addition, it can be called upon for a Find The Path effect once per year. (Originally posted on Game Masters Stash on 3 March 2018) Categories All This sterling-silver ring features the likeness of a wolf, with dimly glowing red garnets for eyes. Its teeth are sharp, and will often cut a finger if the wearer rubs it. In this instance, the wolf’s tongue will lap the blood up eagerly. Powers: the wearer’s hearing and sight are enhanced with a +5 competence bonus on checks. However, the ring is also intelligent, and will challenge the wearer for control if they attempt to spare a prisoner or pass up an opportunity to attack a weak opponent (Int 3, Wis 14, Cha 8- ego score of 9). If the wearer does slay a helpless opponent, it rewards them with a Bull’s Strength effect lasting for the next 12 hours. (Originally posted on Game Masters Stash on 2 March 2018) Archives |
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