Showing posts with label Non-Player Characters. Show all posts
Showing posts with label Non-Player Characters. Show all posts

Monday, August 28, 2017

Adventure Seed: The Village of Nusquam

In my recent campaign, I had to come up with a reasonably sized village to base my players out of. I've planned out several starting adventures meant to take the characters from levels one to four. Should the players wish to stay in the area longer, I've planned for the possibility of expanding on their earlier missions.


As a starting "base of operations", Nusquam, had to have the basic necessities needed to support the player characters. They'd need an armorer and weapon smith, a temple for clerical support, a shop to purchase material components for spells, and a tinkerer's shop for those hard to find specialty items (cough cough.. lockpicks). By leaving several buildings uncommitted, there is room for the addition of other needed service providers as necessary. Should the characters require unusual items or services, there is the possibility of traveling merchants and tradesmen.

To help the players, should they become stumped or require guidance, I've included the venerable sage, Grisvaldor. He plays a central part in the campaign as quest giver, advisor, and as means of getting wayward PCs back on track.


As envisioned, Nusquam, is near a trading route, but out of the way far enough that pesky critters can cause problems, and morally ambiguous NPCs can plot questionable deeds without invoking the immediately wrath of the kingdom's military.

Village of Nusquam - Artist "hornbook1776" from Reddit
Right Click on picture and Save for larger map

How do you pronounce Nusquam? The locals have settled on saying, Nus-kom or Nus-ka. In Latin, "nusquam" means, "nowhere" or "not anywhere".

The map is left intentionally un-keyed to allow the Game Master to place NPCs and businesses where they feel like. In my experience, personalization is important in adding verisimilitude to a location. Each GM should make every adventure their own, never running something straight out-of-the-box. Several key NPCs are included to help get the ball rolling, but feel free to rename them or change them in any way you wish.


Notable NPCs

Grisvaldor - Sage and wizard. Lives in a unique little cottage down by the end of town. Locals say he is a retired adventurer, a bit peculiar, but trustworthy. He has come to the defense of the village more than once over the years, but usually serves in an advisory role to the village elders.

Throdan - Dwarf blacksmith, armorer, and weapon smith. Can reasonably identify common magical weapons and armors, though items with a "curse" appear normal. Throdan's daughters take after their human mother and are quite buxom, and flirtatious, a fact that keeps the blacksmith wary and suspicious of handsome young adventurers.

It is a known fact that nobody but Throdan is strong enough to lift and carry his anvil. It is not a known fact that this is accomplished by a locking mechanism installed under his anvil that prevents anyone else from lifting it. This secret has helped keep loose peckers in their owner's knickers and out of his daughters'.

Brother Timmer - A rather homely, but charismatic parish priest. Though a non-adventurer, Timmer has access to up 2nd level spells. He is knowledgeable about the local Druids is suspected of taking part in their seasonal festivals, which conveniently involve wearing masks and hoods during the celebrations.

Bernadette - Apothecary and herbalist. Bernadette is vivacious woman, of indeterminate age. She has access to minor healing magics, and there are whispers that she is a druidess. She and, Brother Timmer, are friendly rivals for the well-being of the villagers, and can often be seen discussing religion and local traditions in public. Many suspect the two are lovers, but everyone respects their privacy and would never spread malicious rumors.

Spell components for most common spells from 1st to 3rd level can be purchased from her. She carries enough components, per week, for the casting of any one particular spell two or three times. She will stock more at the request of  regular customers.

Binks - Binksy, as he's commonly called, is the local tinker and mechanic. He keeps the local grist mill running, and fixes mechanical device both great and small. Mistaken for a small human, Binksy is actually part-gnome. He has most of the skills of a 3rd level thief, but does not practice larceny.

There is no "guild" in Nusquam, but Binksy can help hook a character up with some connections "in the city".

Dargo - Barkeep and innkeeper. Once a pirate of some small repute, he retired to run the local tavern after he won it in a honest card game. He's tough, but fair, and quick with a joke or information as needed. He makes a practice of giving free room and board in the common room to PCs that don't cause trouble, in exchange for their help keeping trouble out of his business.

Monday, July 31, 2017

Adventure Seed: Grendel Keep

It is said that during the reign of, King Álvis, the last to rule from the Ivory Throne of Albion, there was a time of darkness. A cruel and malicious spirit, known only as The Grendel, had taken hold of the hearts of the people of Albion. War and strife swept the once gentle kingdom, setting brother against brother, mother against child. It was a time of discord and plague. Only the Ljósálfar King and his faithful lords and servants, were immune to the darkness that corrupted the land. The Grendel's hold began to tighten as an army of the strongest began to form under his black banner. The Kingdom of Albion would soon be forever lost, if not for the last desperate sacrifice of the Ljósálfar King.

King Álvis, and his champions rode into battle before The Grendel had finished consolidating its power. In disarray, the Armies of the Black Lord, were unable to keep the king and his men from entering the citadel of their master. A great struggle was joined between the Darkness and the Light. King Álvis, discharged the last of his legendary magics and with it the last of his immortality, bringing the fell horror of The Grendel to an end. The citadel was brought to ruin, and the armies serving the black banner dispersed across the land.

The surviving Ljósálfar lords, built a keep on the ruined site of The Grendel's citadel, and interned the body of their fallen king. Legend has it that the holy site serves as both a reminder of those dark times, and also to keep the powers of, The Grendel, from ever reforming.


Grendel Keep

Image courtesy of Wizards of the Coast - Map-A-Week Archives
Grendel Keep, can be located anywhere you wish in your campaign. The background story and the mythical Kingdom of Albion, are tales far older than anyone remembers, so they need not interfere with current, or past, story lines. These are just suggested story elements, and need not be used at your discretion. It is left to the Game Master whether or not "dungeon" levels from the Black Lord's Citadel still exist under the foundations of Grendel Keep.

The current lord of the keep is, Lord Aethelwulf, and Lady Bronwyn.


Ground Level: 
  • Courtyard (Lower Left) - Stables, and blacksmith's shop
  • Outer Bailey (Right) - Chapel (with guarded room down to the Tomb of King Álvis), well, training grounds, workshops, and storage
  • Inner Bailey (Upper Left) - Barracks, servants' quarters, kitchen, well, storage, basement of the Lord's Hall with servants' quarters, and the front steps leading up to the Lord's Hall entrance (accessible only by drawbridge)



Image courtesy of Wizards of the Coast - Map-A-Week Archives


Upper Level: 
  • Courtyard - Wheelhouse for portcullis at main gate
  • Outer Bailey - Living quarters over the chapel, library
  • Inner Bailey - Drawbridge and front doors to the Lord's hall (lowers out to top of steps out front), front hall, reception hall (middle wall can be opened to either side to extend the reception hall)



Image courtesy of Wizards of the Coast - Map-A-Week Archives


Upper Tower Levels of Lord's Hall:
  • Third Story (Left Map) - Private receiving room, council chamber, the Lord's study
  • Fourth Story (Right Map) - Private quarters and rooms of the Lord and Lady



Image courtesy of Wizards of the Coast - Map-A-Week Archives

Suggested NPCs:
  • Lord Aethelwulf - Lord of the surrounding lands, experienced knight
  • Lady Bronwyn - Both sorceress and priestess, she follows the Old Religion
  • Dame Llothbrau - Captain of the Guard, 8' tall half-ogre, looks almost completely human
  • Father Porthos - Shepherd of the Faithful, defender of the Crypt
  • Golden Tigeress & Silver Lion - twin brother and sister monks of the Gemini, pose as lowly servants of Father Porthos
  • Kilraven - Mysterious thief with a raven familiar, failed magician's apprentice turned priceless art collector.. (Up to no good?)
  • Schnickelfritz - A magician convinced that the Golden Grimoire can be found somewhere within the Keep


Suggested Adventure Ideas:
  • The Grendel is slowly re-awakening after centuries of recovery, causing bizarre random acts of violence to occur in local villages.
  • The Black Cult, once dedicated to The Grendel, have grown in power and are testing the waters to see if it is time to make a play for control of the area.
  • A maturing black dragon, driven from its parent's territory, has settled in the swamps not far from the Keep.
  • A clan of berserker raiders has landed on the shorelands, seeking wealth and glorious battle.
  • Legend tells that using a relic (a mummified body part) from King Álvis, can be used to cast Resurrection on a recently deceased mortal (that has died before their time).
  • The Golden Grimoire is rumored to be inside the Keep, guarded from prying eyes.


Resource Links:

Maps courtesy of Wizards of the Coast - Map-A-Week Archives. No claim to ownership, or copyright implied by this website.

The original Upper Tower map, in larger format can be found, HERE.
The original Upper Level map, in larger format can be found, HERE.
The original Ground Floor map, in larger format can be found, HERE.

Tuesday, July 18, 2017

The Caravanserai, Not Just Another Roadside Inn

Image in the Public Domain - Lionel Lindsay - A Caravanserai Kairouan,Tunisia, c.1929

For the purposes of this article, a Caravanserai  (car·a·van·sa·ry), is a defensible roadside inn, surrounded by a protective enclosure, with an open courtyard. They may be constructed of wood, but more often brick or stone. They are built as much to be defensible outposts as they are a place of rest and business. Depending upon a particular location's importance. they may be a small affair that can accommodate a modest caravan for a few nights, or be as grand as a spacious palace meant to house several large trade caravans for extensive stays.

In the real world, such buildings were found in deserts, and along lucrative trade routes into Central Asia, North Africa, and Southeastern Europe. In a gaming campaign, there is no reason these types of establishments can't be located elsewhere.

Image in the Public Domain - Artist Unknown

These locations not only served as temporary housing for travelers, but where one could also learn the latest commercial and political news, meet with merchants from other cities and countries, and to conclude trade deals. Travelers could also purchase much need supplies and equipment, and mounts from local and traveling merchants. It was also not uncommon for tax agents and their armed retinue to frequent such places.

Not every location will have the following features available on site, but access may be possible in the local area at the GM's discretion.

Typical features:

  • Defensive wall, either extending around courtyard, or entire compound
  • Sturdy gate, may feature gatehouse with draw bridge, or guard towers
  • Surrounded by cleared fields of vision/fire to reduce ability of attackers to conceal themselves
  • Communal well in courtyard, with watering troughs for livestock and mounts
  • Stalls and barns for livestock and mounts, access to a blacksmith and wagon repair
  • Storage buildings for higher value goods - lower value goods may be piled in courtyard
  • Accommodations for merchants and travelers - lower quality accommodations for guards and retainers
  • Typical tavern or banquet hall, with common room, and private rooms for business
  • Bathing facilities, area to worship
  • Goods, equipment, services, and possibly hirelings
  • Provisions for restocking food and water, and fodder for animals
Typical Encounters:
  • Tax Collector and guard retinue! Caravans passing in and out of territories must keep current on their tariffs, duties, and any other payments (bribes)
  • Local garrisoned troops
  • Other merchants, both local and from afar (either legitimate or illicit)
  • Important officials, nobles, maybe even traveling royalty
  • Assortment of travelers, pilgrims, tradesmen
  • Hirelings, skilled and unskilled, men-at-arms, and maybe a specialist (cleric, sage, etc)
  • Con-men, thieves, and mountebanks
  •  Local and distant news, rumors, and gossip (useful or not)
  • Civilized non-humans
  • Humanoid "monsters" (on non-aggressive business, of course)

Example Caravanserai:

The following is a caravanserai done by Dyson's Logos. You can download this free-to-use map, both with or without grid, HERE. 


Cartography by Dyson's Logos

Suggested Further Reading:


Tuesday, July 4, 2017

Random Beggars for Your Campaign

Beggars come in all sorts and types, with no two being alike. The following tables should help add color to your street encounters. Don’t be afraid to have fun, or mix results. Most beggar encounters should be of the everyday variety, but now and then the Player Characters will come across someone unusual that catches their eye, or that may be used for an adventure plot hook.

Illustration 362 - Samantha At The World's Fair - Baron C. De Grimm 1893



Table 1: Beggar Type (1d8)
1 Helpful beggar
2 Streetwise beggar
3 Aggressive beggar
4 Unusually filthy/smelly beggar
5 Sickly/diseased
6 Drunkard/drug addict
7 Roll twice on this table using 1d6
8 Unusual – Roll 1d6 once on this table, and 1d12 on Table 2

Table 2: Unusual Beggar (1d12)
1 Blind, deaf, mute – natural or injury
2 Deformed – hunchbacked, twisted
3 Amputee – missing arm(s) or leg(s)
4 Being robbed
5 Being chased/abused
6 Simple holy man
7 Veteran soldier
8 Runaway – slave, teen, other
9 Elderly
10 Dead – natural death or murdered
11 Roll twice on this table using 1d10
12 Exotic – Roll on Table 2

Table 3: Exotic Beggar (1d12)
1 One-handed thief/branded outlaw
2 Has performing pet – monkey, dog, etc
3 Informant – will sell information (DM’s choice as to veracity)
4 Humanoid monster – goblin, kobold, etc
5 Cursed and forsaken
6 Former friend/acquaintance of PC
7 Upper class, now fallen on hard times
8 Beggar master – has stable of 2d4 beggars under their direction
9 Thugee – will stalk and kill unsuspecting PC, attacks as a 4th level assassin
10 Failed human/polymorph experiment
11 Roll twice on this table using 1d10
12 Roll 1d6 on Table 1, Roll 1d10 on Tables 2 & 3

Ignore conflicting rolls, or interpret creatively.

These tables can be downloaded in PDF format from HERE.

Thursday, March 9, 2017

What? Another Hyborian Campaign?

Conan the Barbarian 1982 - Artist: Ernie Chan

Anyone who has been gaming for awhile is probably aware of the many attempts by GMs to bring the world of Conan the Barbarian to tabletop. Some are successful, many are not. Commercial releases are a mixed bag, even when well done, because licensing considerations often limit what can and can not be included in the printed materials. Home made efforts often lack quality control and can be a jumble of gems hidden amidst a tangle of bad writing. Like others, I already pay too much money to bring new material to my games and I don't have the time to rummage through someone's personal notes to translate them into something I can use.

I'm glad to say, David Baymiller, has once again already done the dirty work and shared some ready to use, clear information on his Hyborian Campaign.