Liches are ancient and terrible foes, but having them have a generic set of statistics can make them just a forgettable set of hit points. No Lich should feel like anything less than a true legend- each is a spellcaster who has trangressed mortality and become something far more. Here are a few you can use, with stories that your PCs might know about them.
1. Das'Tokor, Lord of the Suffering Trials: A mighty wizard who ruled over a kingdom of blood and pain for a hundred years. Those who wished to seek audience with him were forced to do batle with one another (or their champions), shedding blood to prove that their cause was worth his attention. He wears a bronze helmet with ornate and archaic angular wings protruding from the sides. 2. Vracmudaq, Dreadlady of Chatyl: A noblewoman who murdered her entire family in order to gain the power of immortality. She wears a ruby held in a tarnished silver locket that many speculate is her phylactery, and levitates around a foot fom the ground, her long, tattered dresses trailing behind her. 3. Dragnan, Reaver of Ghar'Gaen: A warlock renowned to have slain his own patron and cursed to immortality as punishment, Dragnan is in constant agony unless he inflicts pain on others. While still immensely crafty, he favours direct damage-dealing spells. His leather armour is frayed and torn, and he wears a high leather collar decorated with shimmering emeralds. 4. Mevesar the Parasite: A creeping, fawning Lich that disguises his own appearance as an aged human, he prefers spells that manipulate others and often operates as the power behind several thrones at once. He prefers plain robes in neutral colours, trying to stay unnoticed. His one conceit is a single finger-talon ring in gold. 5. Mulgon, Nemesis of Ranzaid: This Lich is renowned for bringing doom to the kingdom adjacent to her own, which has now been a blasted wasteland for over five hundred years. Those who have visited its eerie ruins say that the stone still echoes with the pain of the tens of thousands who died that night, and Mulgon revels in her reputation. She threatens others with this mighty magic, but it has now been lost to her. 6. Strulkrul, Emissary of Doom: This Lich dresses in ancient formal style, with long, iron-hard scarlet fingernails he uses to slash at opponents. His spells favour those that increase his personal combat prowess, and he fears little from attackers, perhaps to his own detriment. Also posted on Game Masters Stash on 29 May 2021. Sir Dietrich Philibert is an extremely accomplished hunter of the land's mightiest prey- dragons. He has opened a school for those who wish to join his knightly order, the Custodians of Glory. In its front room, he has had built a great set of shelves to displays the skulls of those lesser beasts he has slain- a jaw-dropping tally of creatures. However, his mightiest trophy is so gigantic that he had a different room constructed around it- the skull of the mighty wyrm Yndunaith, Tyrant of the Ice.
Those who join his order must work hard to prove their skills, but receive genuine instruction from a true master of his art- weapon use, hunting techniques, how to tell the difference between types of dragons, and what preparations to bring against each one. Members of his order are sworn to assist one another on the hunt should they be formally requested to do so, and certain members announce their challenges in the Auld Wyrmish tongue, understood and respeted by all dragons. Learning this language is a well-respected skill in the order, and a sure mark of leadership. How you can use the Dragonslayer of Audoen in your game: - As a well-known NPC in the city, Sir Dietrich is consulted on many matters, and may be involved in any matter where a dragon is concerned. PCs may recognize the members of his order as they learn and move through the city on quests, marked by the image of a golden dragon's skull. While the order has no grudge against Dragonborn or half-Dragons themselves, the order's knowledge of techiques to slay them may make them uneasy. - The members of the Custodians of Glory often answer requests or bounty notices from far-off places, or go to recover another's fallen gear. If a member has to go to a particularly dangerous area, they may hire PCs to go with them as hired muscle or local guides. - If a small group of rogue members of the order were to begin slaying metallic dragons, they might increase their own power and reputation, but endanger the order itself, which is traditionally at peace with those dragons who would do no harm to humanity. Also posted on Game Masters Stash on 28 May 2021. When setting your games or even encounters in different regions, it's useful to consider that just like humans, there will be regional variations in types of houses, culture, and artwork. Even monsters will dress and act differently if they live in a swamp than if they live in a desert, and eat different kinds of foods.
Kobolds in a coastal environment, for example, would likely act very differently when compared to their cave-dwelling mountain cousins, and they may not even be enemies of the creatures nearby, if they are not rivals for resources. If they can hunt and trap fish, and are not threatened by other humanoids, Kobolds might be well-respected crafty folk rather than mine-ruining nuisances. If you think about the 'invisible' influences on creatures, people, and cultures, these can change how you use them and how you present them. Also posted on Game Masters Stash on 27 May 2021. Merchants need to travel across vast distances, and although the staples of horces and camels work in the real world, sometimes more unusual creatures can make for a more interesting encounter.
Here are a few interesting fantasy creatures that could make for fantastical caravans, and how they might be used to carry goods. 1- A gigantic Camel Spider. Its pedipalps have been hobbled with lengths of rope, and it carries crates of food and many waterskins hung beneath it. Between its legs are strung small cages containing pet creatures and small goods. 2- A Giant Scorpion. Its tail sting has been removed and now a blunt steel hook is used to carry parcels in a net, hanging above its Deep Gnome master. Its claws are bound in leather straps connected to reins. 3- A Rhinoceros. Its back is heavily laden with a pile of bags and crates tied down under a mesh, and is led by teamsters with long, slender rods topped with red balls to guide its attention. 4- A fast-paced Giant Lizard. Its high legs carry it quickly across the sands like an iguana, and it wears a saddle and pack. 5. A train of Zombies. They are tied together, their hands manacled behind them and each wearing a closed-face helmet and securely buckled with heavy packs. They are led by ropes held by an apprentice necromancer, escorting them along. 6. A Giant Sloth. It wears a custom-made harness underneath its belly allowing it to carry a heavy pack. Its rider allows it to plod along while in view, aware that it can move at a startling speed when it wants to. Also posted on Game Masters Stash on 26 May 2021. The enormously-sized ruby known as The Heart of Sune was unearthed over four hundred years ago from a valley below a volcanic caldera. On first cutting the gem, a humble jeweler realized its value, and no less than three deities demanded it for themselves. In desperation, its finder dedicated it to Sune, goddess of beauty, and begged for sanctuary from the patrons he had spurned. For such a princely gift, he was elevated to Sune's realm of Brightwater. Once it had been named for her, Sune left it to lie on the earth, content at ownership of such an item. Since its naming, the Heart has passed through the hands of warlords, thieves, and spellcasters, been used as the phylactery for no less than two Liches, and served as the focus for one world-ending spell engine (being removed at the last moment).
The Heart of Sune Wondrous item, unique Anyone who sees this gem instantly knows that it is the most beautiful and valuable gem to exist, and has the desire to own it, within their usual means and alignment. Touching the gem instantly confers the knowledge of the gem's name and ownership, and grants immunity to any effect that causes the Charmed or Frightened conditions. The gem can be used as a spell focus for any spell which requires a costly material component, without being consumed itself. Its value for this purpose is infinite. How the Heart of Sune can be use in your game: - Word that the Heart of Sune is coming up in an auction immediately draws thieves. The PCs might be hired to guard it, or to steal it themselves- or both. - The Heart of Sune has been siezed by a powerful Thayvian mage to form the focus of the Crimson Lens of Destruction, an artifact she has invented. The Lens is strong enough to destroy any army large enough to stop it. Stealing the Heart from under the noses of the Thayan Knights defending it will be the only way to deactivate the artifact. - It is long rumoured that Shar, goddess of the night, hungers to own the gem. When it is stolen from Sune's temple three nights before the lunar eclipse, Sune calls in favours from all her allies to recover it, cracking every mirror in the city. If it cannot be recovered in time, Shar's power will be increased and a thing of incredible beauty will be lost to the world forever, turning an inky-black as it transforms into the Heart of Midnight. Also posted on Game Masters Stash on 25 May 2021. Welcome to volume 1 of vanDorne's Class Compendium, a gathering of class archetypes giving players a range of different options to make your games more interesting.
Within this tome you will find a selection of class archetypes from many walks of life and formatted for 5th edition Dungeons & Dragons. Many of these were based on classes or prestige classes from previous editions of the ame, and have been updated for a more recent edition. Where possible, these have incorporated community feedback when previously posted here or on Game Masters Stash on Facebook. So have a look at these, see what you think, and feel free to post feedback in the comments here or by email at [email protected]. Without further ado, please entertain yourselves, and may these help you conquer all the dungeons and defeat all the dragons which deserve such. Also posted on Game Masters Stash on 25 May 2021. While Dragons are literally THE titular monster of Dungeons and Dragons, they can sometimes make it a bit tricky to involve them. Here are a few small adventure hooks you can use to bring a dragon into your adventures:
1- Patron. A dragon looks after a particular geographical area (it might be out of enerosity, or it might be a protection racket) in exchange for something valuable- cattle, tithing of gold, or human sacrifices (perhaps it takes them to be servants, taking inventory of its treasure hoard, polishing its scales, or even running the administration of its empire). For whatever reason, the village is unable to pay its price, and asks the PCs to intercede for them. Maybe they're bringing a different or substandard offering, or maybe they're trying to renegotiate the deal. Maybe the PCs aren't even aware that there is a deal... 2- Tyrant. A dragon imposes its will on the nearby area by force. It's powerful and dangerous, and the bones of would-be heroes adorn the scorched fields near its lair. Those who would win glory and renown would do well to end this dragon's reign of terror. 3- Vicious Beast. A dragon has been wounded by something which has lodged within it. This might be a poisoned thorn, the axe of a would-be killer, or something it has eaten. Whatever the injury, this has driven the dragon into a rage, despoiling the area. A reward is offered for bringing peace to the region again. 4- Territorial conflict. Some kind of dragon lives in the region, and has an uneasy peace with the humanoid that live there. However, a younger, but more powerful dragon is looking for territory nearby and is trying to drive the first dragon away. If you can make things uncomfortable for the new dragon, it might seek a lair elsewhere. 5- Undercover Boss. A dragon lives peacefully in shapehanged humanoid form, pretending to be a simple noble or perhaps a sorcerer. When someone discovers the dragon's identity, they call in professional dragon-slayers (perhaps including the PCs) and try to win themselves a hoard and a name. If the dragon is good-aligned, it may even seek out some of the slayers to neutralize or recruit them against its foes. 6- Power Vacuum. The death of an ancient dragon causes a 'gold rush' of sorts, with various adventuring parties, wizards, and even nations sending caravans to claim part of the dragon's hoard. Whether the dragon's descendants (perhaps including Dragonborn or Half-Dragons) agree to this is irrelevant. Perhaps the dragon even had a Will instructing what should be granted to each of its many descendants. Also posted on Game Masters Stash on 22 May 2021. A Symbol spell is an incredibly powerful spell which can be inscribed on a surface to inflict a variety of effects, from outright death to fear, insanity, or sleep for everyone close enough to see it. An option as a unique magical effect could be to feature a spellcaster who has found a way to 'super-size' the effects of this spell, making it visible from a great distance in the sky, and affecting all those who gaze upon it (the 'drone QR code in the sky' from not too long ago comes to mind).
Imagine a blazing symbol so bright and so gigantic that everyone who can comprehend it is instantly stunned by its power, or cursed into sleep. This could act as an impressively powerful defense against invaders, or a tool for subjugating the masses. Just surviving the sight of the grand symbol will be difficult, but then evading its baleful light and making your way to the enormous crystal maintaining its power (as an example) could be a dangerous feat. Perhaps the caster has even recruited blinded or unseeing monsters (like Grimlocks or Grimbrutes) as protection, which are able to navigate regardless of the grand symbol's effects. Also posted on Game Masters Stash on 21 May 2021. When laying out a big set-piece for a fight scene, often for a boss fight, it can be tempting to make only one entry, and maybe a different exit, and a big arena-shaped blank space so you don't have to worry about different rules and complications. I'm going to recommend exactly the opposite, though!
Letting some players choose to sneak around to flank an enemy, or hide behind cover, or use their actions to do fun cinematically-cool stuff instead of just standing there and duking out hit points for the bad guy are a LOT more fun. Have some steps, some walls, some destructible cover that might hide someone from a firebolt (but not for long!), or some prisoners who might reach out to grab people nearby. The more that you can let your players be in the moment, not just thinking about how they can get the biggest damage, the better your storytelling is going to be, and the better they're going to play off of that. Having an atmospheric location that actually does things can be really useful and fun, and much more interesting than yet another rectangular battlemat encounter that involves plonking down a named sack of hit points and damage. Also posted on Game Masters Stash on 20 May 2021. Bards of the College of the Ingenue often have a simple nature, and their innocence shines through, inspiring their allies and captivating even their worst foes.
Armour of Fate From 3rd level, when you select this college, your presence of spirit shines through so strongly that foes find it difficult to injure you. While you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Bonus Proficiency At 3rd level when you select this college, you gain proficiency in either History or Persusasion. Your proficiency bonus is doubled when you make an ability check that uses either of these skills. Inspirational Presence From 6th level, an ally to who you have granted a Bardic Inspiration dice may choose to use it as an action to regain a number of hit points equal to the number rolled, instead of gaining this bonus to an ability check, attack rolls, or saving throw. Inner Reserves From 14th level, when you roll initiative and have no Bardic Inspiration dice remaining, you regain 1 Bardic Inspiration die. Also posted on Game Masters Stash on 19 May 2021. The Silver Pegasus Smithy is well-known for the quality of its wares, and the respectable wait time for custom orders. The Smithy is run by Heggar, the master-smith as well as his two apprentices, and his three daughters, who are genius designers and have invented many of the specific pieces sold by the smithy. Any item bearing the smithy-mark of the Silver Pegasus can easily be sold for an extra 20% due to its durability and origin.
Special Items for sale at the Silver Pegasus: 1 - Master-forged smithing tool kit: This functions as a Smithing Tools kit, including a variety of hand-forged and polished steel hammers, each bearing the smithy's mark. While making Smithing proficiency checks using this kit, you gain a +2 bonus. 2 - Master-forged climbing kit: This kit functions as a climbing kit, including work-hardened steel pitons and a forged-steel grapple hook, as well as a variety of cleverly-designed pulleys. The parts of this kit have resistance to damage from weapon attacks and cold. 3 - Master-forged weapons: The weapons designed and built by the Silver Pegasus are of incredible quality, their parts fitting perfectly and polished to a mirror shine. These weapons are rarely nicked or worn, and have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapon attacks and effects, making them last much longer in pitched combat. 4 - Master-forged armour: The steel plates used by the Silver Pegasus Smith are made with a rare water-powered trip-hammer made by a Gnomish artificer, and have near-perfect flatness and thickness to them. The many fittings and adjustments required over a series of weeks grant the armour a bonus of +1 to AC. 5 - Acid-etched steel blades: With the assistance of a well-paid copper dragonin the region, the Silver Pegasus makes beautiful blades of acid-etched composite steel. The blades have resistance to acid damage, and cannot rust. The blades have incredible appearance, and bearing one of these blades is a sign of incredible prestige. 6 - Cold-worked iron weapons: The Silver Pegasus has an almost-secret line of cold iron weapons, forged to battle against the fey. Heggar once suffered some form of curse from a powerful fey creature, and has been known to make a gift of one of these very rare daggers to someone who wins a battle against them. These weapons inflict double their base damage against any creature with the Fey type. Also posted on Game Masters Stash on 18 May 2021. Mushrooms are known to absorb chemicals from the soil they grow in through a process called Mycoremediation. If we accept that magic has energies as well, you can use this idea to have some fun and interesting mushrooms that have absorbed magical powers and become something very weird.
Here are some special powers that mushrooms could manifest: 1 - Agigantaricomycetes: These mushrooms have grown to colossal size, and perhaps some have even been hollowed out to make homes or lairs. Someone who eats them might gain the effects of an Enlarge spell, or a sustained diet may lead to uncontrolled gigantism. 2 - Biolumycetes: These mushrooms glow brightly in the dark while attached to their roots. Small pieces broken off might be able to be used to light an area briefly. 3 - Necromycetes: These mushrooms have absorbed deathly energies, and manifest awful, skull-like growths and a greenish pallor. Eating them may be poisonous, and could be used to weaken some large monster ahead. 4 - Profugus Fungus: The mushrooms are animated by restless magic, and have small, creeping tendrils enabling them to walk around. They might follow bright lights or loud sounds, enabling them to be led in a direction by farmers. 5 - Flux Fungus: These mushrooms react violently to being disturbed. If they are subject to a hard blow (5 hit points or more), they explode, dealing 3d6 damage to creatures or objects within 20 feet (Dexterity savd DC 11 for half damage). These can trigger off other mushrooms, if they are close enough, allowing PCs or enemies to use them in combat. 6 - Veracitagaricus: These mushrooms have absorbed divination magic, and force anyone consuming them to speak only truth for the next hour, as a Zone of Truth spell (Charisma save DC 11). Also posted on Game Masters Stash on 15 May 2021. Lower-level adventures can be hard to write for- you don't want to have world-shaking or even kingdom-threatening threats, but you want players to feel like their actions have meaning and importance. Here are a few quick hooks which you can use to populate a bounty board, or offer to your players if they're looking for work.
1 - Bandits have been attacking travellers on the Western Road. They seem to have attacked multiple caravans at once, and are clearly more than just a single, disorganized band. 500 gold pieces have been offered for bringing their leader in alive, and ending the threat. 2 - A Manticore has been preying on sheep from the town of Redhill, and has taken over a dozen from shepherds' flocks this month. A purse of 300 gold coins to anyone who brings in its head. 3 - A thief took the armour from the body of Father Adwun, a priest who fell in battle recently. 100 gold for returning the armour, double that if the thief is brought to justice as well. 4 - Sir Agraine, a knight of the crown, has gone missing while on quest to find an ancient banner of the kingdom. A gold coin for words of his location, a hundred gold coins for finding his body, another fifty if he lives. 5 - A pair of thieves have been deceiving and stealing from nobles, taking valuable pieces of jewellery. One-tenth of the jewellery's value is the reward for returning each piece, and an extra hundred gold pieces for capturing the thieves. 6 - A family of vicious Bugbears, the Zarrunk clan, have long lived in the Photus Woods, setting terrible traps and ambushes for travellers. They are skilled trappers and survivalists, and experts at stalking their prey. In the ast twenty years, three major bands of hunters have gone after them, and only two survivors have returned, babbling of skulls staked into trees and grim warnings to those who would pursue them. A thousand gold pieces have been offered for burning their homes to the ground and exterminating the entire clan. Also posted on Game Masters Stash on 14 May 2021. This blade, made from the sawlike bones of some giant monster and set into a steel hilt, is a weapon fit for a giant of a warrior. Although originally made as a display piece, it functions as a vicious weapon and certainly has an intimidating presence. Its sharp toothlike blades tear horrid rents
Bloodthirsty Blade Weapon (greatsword), Very rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a humanoid or beast with this weapon, the humanoid takes an extra 2d6 slashing damage. Using this weapon can certainly bring a bloodthirsty reputation, and someone who carries this weapon casually may be distrusted by common folk due to the sheer presence of the weapon. Also posted on Game Masters Stash on 14 May 2021. Spellbooks as treasure items are rarely rolled up, because they only benefit one class (Wizards), take a lot of time to fiddle around with to pick which spells are included, and can't be used to do anything else (unless you let the book get used as a set of scrolls, or something similar). A way you could change this is with a simple rule: spellbooks are spell focus items which can grant a bonus to saving throw DC, or to attack and damage rolls, for specific spells based on how powerful they are. This unlocks them for use by other classes who can use the spells, but keeps them more useful for a wizard.
Arcane Spellbook Spellbook, uncommon (+1), rare (+2), or very rare (+3) While holding this spellbook, you gain either a bonus to saving throw DC, or to spell attack and damage rolls, of spells from a specific school of magic. This bonus is determined by the spellbook's rarity. In addition, when you use the Arcane Recovery feature, you can use one spellbook to increase the combined number of spell levels you recover by the spellbook's bonus. Each arcane spellbook is of one type from the list below: - Book of the Battlemage: bonus to evocation spells. - Book of the Bonewarden: bonus to necromancy spells. - Book of the Farseer: bonus to divination spells. -Book of the Mindshaper: bonus to enchantment spells. - Book of the Shadowcaster: bonus to illusion spells. - Book of the Summoner: bonus to conjuration spells. - Book of the Transmogrifist: bonus to transmutation spells. - Book of the Warder: bonus to abjuration spells. Also posted on Game Masters Stash on 12 May 2021. Potions can take a variety of shapes, sizes, colours, consistencies, and flavours. In practice, these differences won't change much about gameplay, but remembering that "that sloshy glowing blue potion was the potion of Haste, but the treacle-y red one that smells of strawberries was a potion of Healing" can be fun. Older editions included rules for these, but if you want to add some extra details, here are some tables you can use, as many or few of them as you like:
Potion Bottle Shape: 1 - Squarish jam-jar style bottle 2 - Tall, tear-drop bottle 3 - Vial with flattened bottom 4 - Spherical bottle 5 - Flattened disc-shaped bottle (like Cognac) 6 - Faceted diamond-shaped bottle Potion Colour: 1 - Dark green 2- Blue 3 - Golden/yellow 4 - Red 5 - Uncoloured 6 - Shifting colours Potion Consistency: 1 - Thick, honey-like consistency 2 - Syrupy consistency 3 - Chunky/blobby consistency 4 - Milky consistency 5 - Watery consistency 6 - Effervescent or bubbling consistency Potion Flavour: 1 - Vile flavour (almost toxic) 2 - Unpleasant (spinach, or worse) 3 - Salty taste 4 - Bland taste 5 - Sweet, pleasant taste 6 - Almost unpalatably sweet Also posted on Game Masters Stash on 11 May 2021. Princess Khousgrahylda, daughter of High King Motir, is a highly-placed noble in the Dwarven court. Her father respects her opinion greatly despite her age, and sends armed guards with her at all times to guard her from his foes. Hylda, as she prefers to be known, rankles at this constant supervision, and has made off on her own several times to perform works for her nation's benefit.
Her politics and appearance often shock the more conservative nobles of her father's court- she is fond of piercings and bright colours, and deeply wants change to remove harmful traditions among her people. There have been some attempts on her life by enemies both political and national. How you can use Princess Khousgrahylda in your game: - A dwarven activist by the name of Hylda may recruit the PCs to assist her with some work- rescuing someone unwilling from an arranged marriage, freeing someone forced into indentured servitude to pay their debts, sabotaging the forge of a thieving master smith. She pays with pieces of heavy, valuable jewellery that she recommends be sold far, far away. - If Princess Khousgrahylda has gone missing again, one of King Motir's seneschals might hire the PCs to find and bring her back. A locket with a painting might bear more than a passing resemblance to Hylda, the PCs' previous employer, which could bring the PCs under some unpleasant scrutiny if they let on. Hylda will be unwilling to return right now, as she is embroiled in yet another mission. - If Hylda is being threatened by enemies that she has made, she might lean on some old friends for help, rather than her father's men- perhaps someone her father trusts has begun a conspiracy against him, and she needs help to uncover them. Also posted on Game Masters Stash on 10 May 2021. Royal courts are filled to the brim with rumours, and any one might be lethal for people. Here are 6 you can use in a game, either as things that could spark off a quest, or ideas to overhear while at a ball.
1. The recent orders to expel refugees from the border may have had an ulterior motive- some say that spies have been trying to infiltrate disguised as pilgrims! 2. Lady Valotton appeared at the ball last week in a scandalous outfit spun out of Phase Spider web. It was magnificent until the entire dress all, er, ...phased out at once. 3. Someone's been hiring mercenaries out on the Eastern March recently- several companies have been hired in their entirety at once, and won't discuss details of the contracts. 4. The Seneschal has been glimpsed visiting a very doubtful tavern by the docks, twice a month like clockwork. He wears a long cloak with a hood, but how many 6'4" people wearing silver-filigreed cloaks do you know? 5. Some people say that the new flower patterns in the palace gardens have a hidden meaning. Some say they form arcane patterns of entrapment centred on the dungeons, while others say they show different words if you view them from a distance while bending your head to the correct angle. One thing's for certain- those new purple tulips have a fabulous colour! 6. Several of the serving-men in the palace have reported feeling watched while going about their business. It's been a generation since the spirit of the Whispering Lady was seen- perhaps she has returned? Also posted on Game Masters Stash on 8 May 2021. This magical weapon slowly grows crystals along the back of the blade, which shear off inside the wounds it inflicts. Its enamelled handle is decorated with tiny rubies, and the sharp blade is able to penetrate steel.
Crystal Khanjar Weapon (dagger), rare (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you harm a target with this weapon, the target has disadvantage on any saving throws against psionic attacks until the start of your next turn. Also posted on Game Masters Stash on 7 May 2021. Doigan, Son of Gluiran, is an aged dwarven warrior and a faithful doorguard to his King and Lord. He once knew the adventuring life, but retired more then seventy years and fifteen grandchildren ago. He loves to hear stories from those who've seen more than the same corridor recently, and although he'd never violate his Lord's trust, he can be persuaded to share a little more than he should, if someone spends some time with him and gives a little exciting story. His knowledge is sometimes a little out-of-date, but occasionally useful regarding types of monsters and their weaknesses, or what kind of help to seek.
How you can use Doigan, Son of Gluiran, in your game: - Doigan can make for an entertaining guard if the PCs are asked to wait for an audience with his Lord. He initially maintains a stony and stoic silence, not even flinching if people yell or scream. He might, however, be persuaded into a chuckle with a particularly entertaining or dirty story. He might even be tempted to reciprocate, if it's impressive enough. This will usually endear him to travellers, and especially if they need to come back at some point, Doigan may be a memorable point of contact for them again. - If some kind of corruption or affliction has beset his Lord, Doigan may seek out the PCs for advice or help. Although his oaths compel him to silence, he may be able to hint at just enough to prompt them into action, without out-and-out saying that there's a problem. - If Doigan himself is threatened somehow, his skill at arms is impressive and won through decades of experience. However, he's getting on, and he's had years at a stretch of standing peacefully at guard, reducing his fitness considerably. He might be tempted to call upon his favourite visitors if he has a chance. Also posted on Game Masters Stash on 6 May 2021. |
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