Showing posts with label aasimar. Show all posts
Showing posts with label aasimar. Show all posts

Wednesday, April 2, 2025

Children of Trouble - the D&D Suicide Squad

 So, my Isle of Dread campaign has been going well for months, running almost every week. A couple of months ago we were missing an important player and the discussion began about an alternative I would run when somebody needed could not attend but we still had enough for a session. One player shot down my idea of just starting another secondary campaign starting at 1st level. He wants to start higher, and that does seem to be the trend these days. The other players were fine to start at 1st, but then I started wondering if I wanted another standard campaign starting at 1st. 


So I started pondering. Then the idea came out of the blue, Well, maybe not so out of the blue. Over recent years I had considered this campaign, but the idea was a bit off the beaten path for me. Almost all of my campaigns in my homebrew world I started as a kid happened in or around the west coast kingdom of Tanmoor. Almost 120 years of character continuity there. But for this I thought outside the box. Why not a campaign set in the Acherian Empire on the east coast?



The free kingdom of Tanmoor started over 800 years ago as a colony of Acheria, the first city of the lands of Acheron, based heavily on ancient Rome. A fantasy Roman Empire where they hate non-humans and magic types that were not clerics.

A few decades ago Tanmoor gained independence after many battles across the lands and in Tanmoor itself. A new age of kings and queens had begun in the west. Even during the centuries of Acherian Governors Tanmoor had evolved to be a city diverse in terms of non-human presences (due to proximity to the Wood Elf forests) and in contrast to the Empire proper, Tanmoor was like any DnD city chock full of wizards and all that. Big mages guild and all. 



But in the Empire, an age of decline began after the loss of Tanmoor. Now, Acheria itself was mostly just a place far away that Tanmoorians hated. I never had games set directly in the empire. Or on the upper east coast period. Well, now I am. 

So during those times decades ago when Acheria was sending troops to the west to secure their hold on Tanmoor, and them mostly being trounced in large part due to high level player characters taking part in the struggles, they came up with a specialist group they called The Children of Trouble to send in and counteract the diverse, magic wielding character parties that were devastating the troops. This group was made up of criminals of the empire. Wizards and non-humans. They were given powerful magic items and sent west to challenge the west and its player characters. 

This was way back in the 90's, and I had based the concept of The Children on a group of violent mutant hunters that appeared in X-men comics called The Marauders. The Children of Trouble presented a real challenge for the player characters. The Acherians considered it a successful strategy. But they were a product of their time.

But lately the notion hit me. Why not tap into the concept for this alternate campaign.  So I presented it as having been inspired by The Suicide Squad. They knew the movies, but I collected the comics back in the day, and it made sense. I would run it like that.


Will "Slappy" Smith

Oddball characters, either nonhumans or illegal magic users, who had run afoul of the Empire and earmarked for death in the colosseum but taken into a special prison and inducted into the new Children of Trouble program. 

I started them at 4th level, but would quickly put them to 5th. I gave them some decent starter magic items. Unarmed, dressed in wool prison togas, they were escorted by many guards with war dogs and removed from the regular prisons (where they had anti magic collars, and to an old abandoned and ruined ancient part of the city (as I say the Empire was in decline) where some very old academic buildings were being used as this special prison. 





The Warden. Brutal high level fighter.





Mentor, a high level Wizard and a former
member of the old CoT. He's their handler
at the prison. Fairly kind and somewhat helpful,
He represents the "benefactors" of the CoT
program. In a way he is as much a prisoner
as they are. 

Led into the main building, still partially in ruins and being restored, the characters are shackled, have anti magic collars (created by clerics), and are dressed in light togas. well armored guards and lots of barking guard dogs surround them, as they were told the deal: serve the empire out of the prison and they will find their circumstances improving more and more. If they agree (otherwise back to the main prison and prepped to die in the colosseums) they fight in a testing room lightly armed against archers, and then sent to their tiny crappy cells they will be in until after they are fully proved. Also, they are told that if they escape they have temporary tattooed "glyphs" on the back of their necks that will allow Orcus clerics to cause a demon to be summoned next to them to attack. That takes care of the "exploding collar" type situation the Suicide Squad members are in. 

The demon glyph. I also use it as the home
page image for the campaign. The symol
for the CoT, if you will. 

They get their first mission pretty quick. An area called "the Prefectures" between the twin cities of Acheria and Achium, a once vibrant suburban area fallen into some disrepair like much of the Empire, where a growing bandit gang called The Bloody Red Caps is taking over entire neighborhoods. 


So they went to Sarnath prefecture neighborhood where a couple dozen members of the gang had taken over. They were to send a message by destroying them as brutally as possible. This gang of freaks were certainly very horror show. I had named this session "The doom that came to Sarnath" or "the Bloody Red Caps have a bloody bad day"





The Mastodon, an old school Acherian troop 
transport used to transport CoT when outside 
the city proper. Drawn by warhorsed and driven 
by a pair of half ogre prisoners. 




The assault on the gang in the taverna was one of the most violent sessions I have ever run. My intention in the campaign was to have these mostly combat sessions, with a sort of over the top DnD combat parody vibe. Fantasy Tarantino. Not all the characters are evil, but they are all capable of coming off as terrifying. 



An elf from the Shadow Realm


A death goddess worshipping Dragonborn

An Asian female shape shifter assassin


Goblin artificer, raised by dwarves


Her mechanical familiar

Paladin Aasimir angel sort of character. She has
a halo that can come down over her face and it 
has eyes on it. She is imspired by Nephlim or
something. One of the few non evils


So it was a bloodbath and lots of fun. The CoT went back to the prison and were given access to after mission open air bathhouse with massages, and nice clean linens and better and warmer wool prison tunics, and an hours access to the meal hall for all kinds of decent food and drink. After their next mission they are given a dorm building to habitat, though still well guarded. 

Not only was this Children of Trouble idea and session super fun, but the players came up on their own with a secondary group to run for. Group B. 

A whole 'nother pack of freaks. 


And I have run an intro session for these monsters. Good Golly. I may post about them next, though I can't let the main campaign, Isle of Dread, get lost in the shuffle. This was supposed to be an occasional thing to run. But you gotta give the players what they want. 

Cheers.  





Sunday, July 3, 2022

NPC's because Reasons

 Including NPC's in campaigns has always kind of been my jam. Because one of my main joys I get out of running games is watching PC's interact with my setting, NPC's need to be a part of that backdrop. 

They are usually created and injected into the games with particular purpose. And I'm not talking about generic shopkeeps and villagers. Its NPC's that stand out in one way or another. In many games over the decades I would have an NPC be part of the party. Either out of necessity (no cleric, not enough fighter types, etc) to fill a niche, or because I thought they might lend themselves to emergent game play. In the case of the party member, they were there to pad things out. But in other cases it was usually just a nice sprinkling of personalities that would be around for PC's to interact with as they wish. Sometimes they are briefly delt with and fall to the wayside as characters move on. But there are times that the NPC might get swept up into the ongoing doings of the characters. That's where things get all emergent. There have been times when an NPC I thought would just be minor gets involved one way or another with a PC, and in many cases have had major effect on the emerging story that is the campaign and stuck around forever. In a couple of cases relationships were born and marriages eventually happened. 

In the early days of the OSR I remember visiting one daft neckbeard forum or another where I would see arguements, people actually getting heated, over whether DM's should have NPC's around other than as cardboard backdrops. "DM NPC" was a dirty phrase. How dare the DM inject some precious NPC into the doings of the characters, taking away their god given time in the spotlight. Yeesh. I certainly never saw it that way. No matter how cool an NPC seems, they are ultimately there in service to the PC's tale. Patrons, royalty, mentors, apprentices. They can play an important part in the emergent play. 

OK, so in my current main campaign on Roll20, I introduced a couple of NPC's in the first session. They actually did not interact much with the party, other than a smiling glance across a tavern room. The party did not know it yet, but they had a keen interest in at least a couple of the characters, and would follow them, mostly at a distance, over the course of several sessions. Stalkers really. 

Relanis

Demul. 


I did not exactly come up with these two, the "odd couple" as the party calls them. Their inclusion is sort of an inside joke with myself. I have done these little inside jokes most of my DMing life. Here is how this one started.

After a successful 12 or so session initial campaign on Roll20, I wanted more. And I strived to find that perfect little group to run for. At the same time, thanks to adopting 5th edition, I had a couple of face to face groups over the last couple years or so. But another satisfying campaign on Roll20 was elusive. I had a couple of session zeros. 

For one I was in contact with this artist, a transgender woman, who had a couple of guys she knew from other games, and along with my long-time player "T" we tried a session out. I kind of knew it was going to be trouble from the get go. This lady, "J," was into playing characters that ran around barefoot with their breasts out. And I mean, ALL her characters were like this. So she wanted settings where that was normal. Well, my setting was not that. But I kind of hand-waved it. One of her guys, a Texan, had a normal name, but insisted on being referrred to IRL as "Morpheus." I found that kind of ackward. Nicknames are great, most of my friends call me "Mac," but Morpheus? I found it kind of lame. 

Then we get into the session and things move along for a bit. Then some combat with an Ankheg goes down. The non-Morpheus guy, who supposedly had some experience, suddenly was clueless. Like "move up to 5 squares and attack if you like" was over his head. No amount of coaching could get him to act. For 20 minutes I was like "just move up to it and roll a die." It was ridiculous. Then I skipped him and it was Morpheus turn. He had a bard character and gave a 5-minute dialogue at the start of the game about his background. Well, it was his turn and he declared "I don't have a character sheet done up." Um, what? You had this elaborate story. You have D&D experience. How could you not have a 1st level character prepared? I didn't even say that out loud; as usual in a difficult moment in a game I try to push past it and wing it as best as I can. "T" would later tell me that she turned off her mike for a few minutes because she was cussing out loud in frustration at these idiots. Meanwhile "J" was still worried about having her tits visible. 

We got through the session, but that was enough for me. "Morpheus" actually had the nerve to lecture me in an email about proper running of a game (me with over 40 years of successful campaign experience and waiting lists for my games based on local word of mouth alone). Yes, the guy who didn't even show up with a character prepared lectured me. Disappointing. I apologized to "T" and told her I would vet a little better next time. 

And I did. A couple of months later I heard from a couple of "gals" through the Roll20 forums. Both had some gender pronouns I would have to be aware of; them/they or her/har or whatever the fuck. I didn't care. I'll run for anybody, though the Roll20 forums seemed to be suddenly awash in "game must be LGTB- ABC" or whatever friendly. Fine. My best friend when I moved from LA was my transgender neighbor, and she was the first person to call and see how I was doing when I got into my new town. I'm hip. Let's just have a game, and I apologize in advance if I use the wrong pronoun/verb/person place or thing verbiage. They had very little experience with D&D and wanted to learn. Great, I love noobs. 

We had two sessions and I thought they went great. They seemed real into it. They had two characters, bards. Here are the images they provided:
 



Look familiar? Yes, these or the NPC's 
involved in the current campaign.

 

I did not invite T to the first or even second session. Before I took up her time I wanted to be sure this might last. So I ran two sort of learning games for the ladies. It went well. So for the third session T entered the game, and the set up was there for them to join the merchant caravan that would be the first half of the campaign. 

I sent a message right after the game saying it was fun and they did great. The reply a couple minutes later was "it was fun, you run a good game. But we need to admit we just wanted a couple of games to learn how to do it so we could run for each other. Thanks. "

Fuck. OK, they were fun little sessions, but it was a lot of work to hand hold noobs during them. I wanted a campaign. Disappointing, and I felt I wasted T's time with these two attempts at getting something going. 

I said "screw Roll20" and ended up running for a second face to face group in town. It went well for several sessions, but then the hosts having a family illness nixed that. And I was sort of getting fed up with going to a house and running in person. After a bit, I decided to try Roll20 again. Long story short, I met this great gal "M" in the forum who is very skilled with 5th ed and Roll20 and has been a bit of a mentor for me. Found a few more players, and the campaign is now going into session 7. It's the best group I have had since the 90's. Great role players with interesting characters. 

And here's where Relanis and Demul come in. 

As I said before, I love to do inside jokes with myself in games. Spoofing myself, my settings, and various pop culture things. Fitting in The Godfather references ("take the crossbow, leave the mince pie") or modern music nods. 

So the inside joke here was I would not let the last attempt at campaign be a total waste. I would use elements from it. Relanis and Demul had a game with T's dwarf and said they would work the caravan. So in large part for T's dwarf's sake, I would not retcon that last session. It happened for T's dwarf, and Relanis and Demul would now become NPC's for me to use. As they almost joined the caravan, they would be lurking around watching the other characters who did take the job. And with some changes I could make them possible antagonists of some kind or another. I mean, they were sort of offbeat characters. I would make them offbeat NPC's. 




Changes were in order. Both characters were good aligned bards before. First thing was I would change them to neutrality on the darker side. Relanis was a Scourge Aasimar bard. I would keep her a bard, but make her a "Broken Aasimar" (see my last post for more details). Demul would be changed to a rogue (though still a musician), with the ability to create undead with a flute. And based on her image provided she would make a perfect "Voor" dwarf (also see last post). They would follow the party throughout the campaign, Relanis having an interest in Callie the (unknown to the party and Callie herself) Protector Aasimar based on a hunch, and Demul causing problems here and there with her addiction to creating undead. 




I had another inside joke throughback to the original games with the LGTB girls. The Inn map I used had a stuffed bear in a corner of it. In the game last year the Demul player talked to the bartender and insisted on hearing an interesting story about why the bear is there. "Uh, its a stuffed bear. Somebody killed a bear and stuffed it. It came with the place." She was insistent. Give me a damn story about the bear. I did not have one to give, and we wasted like 5 minutes on this. 

So for the first session in an inn with these new characters, I used the same inn and same map. The one with the stuffed bear.  I was obsessed with incorporating that bear in this first session. You want a fucking story about the bear? I'll create a great story around it. This is when during pre-campaign prep I decided to give one of the girls the ability to bring a corpse to live. Even if it was just fur and wood framing. I would use that fucking bear. And I did. It came to life and was the first combat of the campaign. That's often how concepts to include in a campaign come to me. "Wouldn't it be cool if..."  Now that ability to create skeletons or whatever became a major part of the campaign and part of what the characters are dealing with. 

You can read my last post for more details and how I have used Relanis and Demul, but the point here is I wanted to get some use out of a previous failed attempt at a campaign, and I did. I found it satisfying. 

I suppose a case could be made that I should not use their ideas. But screw 'em. They will never know. I don't get the impression this was their original artwork. And it's not like I'm making money on any of this. But using those concepts for my own sinister purposes is not just satisfying in a closure sort of way, but what the heck. It's my world and I can use anything that came before. And it certainly is not the first time I tapped into characters of previous players who I'll likely never run for again. 

And I doubt it will be the last. YMMV, as the grogs like to say. 

Cheers. 

Saturday, July 2, 2022

Two New subclasses - The Voor dwarf, and The Broken Aasimar

 

In my latest campaign (run weekly on Roll20), I introduced two NPC's. One is an albino dwarf long known in my game world as a "Voor," and the other a 5th edition specific race known as Aasimar. In this case, a sub-class I created of Fallen type I'm calling a "Broken Aasimar."

OK, first the Voor. Its less complex than the other and is actually a dwarf race that I came up with for my setting around 30 years ago or so. 

I honestly don't remember the specifics of introducing them into my world. I just remember a party from the city visiting a lone mountain sitting 3 or so days north. Once a small kingdom of friendly dwarves, some time centuries past a strange gas was released by mining there that engulfed the dwarves of Voor mountain and mutated them. They were bleached albino, and their bodies became a bit more emaciated in contrast to the usual stout dwarvish form. They lost passion for most things that bring joy to dwarves, and in fact lost a sense of emotion. Not becoming truly evil, just kind of sociopathic. 



I don't really recall why I didn't use Duegar or any number of fallen dwarvish races that came along with the Fiend Folio and Monster Manual 2. For whatever reason I did not delve into these alternate dwarf races until decades later. 

The Voor NPC in my current campaign, part of a duo the characters have come to call "The Odd Couple," is a young girl named "Demul." 


Demul and her friend Relanis are travelling musicians. But in Demul's case not a bard, but in actuality a Rogue. So far I have enjoyed her being underestimated. Quiet and always following Relanis lead, Demul discovered she had a strange power prior to the campaign while practicing playing a flute. When she plays a sinister tune on it (I've been humming the old Dark Shadows theme when she does it), a certain amount of undead come to unlife and begin attacking whatever living things are nearby. So far she has no control over them. Indeed, she seems to have a certain lack of control about using her power in general. She is obsessed with this ability, and dead things in general. And because, for certain reasons, the "Odd Couple" is following the party at a safe distance, Demul has brought dead things to life that the party has had to deal with. In the first session at an inn in town there was a stuffed bear in the bar. From a dark corner Demul player her tune, and the stuffed bear was the first fight of the campaign for the group. 


In the second game the party fought a troll on the road, eventually burning him up in fire. From the treeline, Demul played her tune and hey presto, the party were fighting a zombie troll. 



Her travelling partner, and mentor, is the 26 year old bard Relanis. Dressed very straight laced, and wearing half a face mask and walking with a cane due to childhood injuries, Relanis is secretly a "Broken Aasimar." One that became "fallen" due to her transformation happening during severe childhood injury.

Strait-laced townie Relanis




Hair down, out in the field 
travelling Relanis


A traditional Fallen Aasimar is an Aasimar that experienced some kind of emotional trauma that caused their Aasimar form to take on a more demonic appearance. Especially so in the case of a Broken Aasimar. Perhaps a bit cruelly, the Aasimar form of a Broken has no such injuries or disfigurement. 

Relanis' Broken Aasimar form


So Relanis and Demul follow the party around, slowly gaining suspicion. It actually took the party awhile to realize that they were responsible for the dead coming back to life after they killed it. And also that Relanis has an obsession with the Paladin (also secretly a Protector Aasimar) Callie, a lovely unassuming, cookie baking village girl who doesn't even seem like a paladin (she often uses a rolling pin in battle).

I think all the male characters are
around because of Callie.



One of the traits of my Broken Aasimar class is that they are in large part driven by nightmares as well as dreams, and also have a minor sense that somebody might be an Aasimar of some kind themselves.  Though in Relanis' case the nightmares tend to be about her childhood injuries, caused by her house burning down with her in it. But as soon as she saw Callie in the first game, she sensed something, that she may be Aasimar as well. Hence, she and Demul follow the party, usually at a distance, because Relanis wants to be around when Callie makes "The Change." 

This caused all sorts of suspicion, right up to this last session where Relanis asked the party to come along on a short adventure nearby ("we are musicians, not fighters"). In the goblin caves things started coming to a head. While Callie is a bit freaked out by "the Odd Couple's" attentions, its the parties grimdark Shadow Elf that treats them like crap, and since he hates undead, he has come close to drawing down on them when he learned Demul is responsible for all the foes coming back after a fight. There was a lot of tension in this session, especially after Relanis and Demul (hanging in the back) were ambushed by goblins and Relanis made the change to her Aasimar form. Relanis broke into sobs after changing back (the Aasimar form is not disabled and has no face burns, and Relanis wishes she could stay in that form), and instead of sympathy, the Shadow Elf still wanted to kill them. But the fighter Zip, who grew up in a small village with Callie, has a certain fondness for Relanis after she bought him a tavern dinner in a previous session. 

The inclusion of these two unique NPC's in the campaign has paid off as a nice side-interest thing, and I so look forward to where it is going. The party just turned 3rd level, so Callie should make and Aasimar transformation before too long. It will be Suprise for her seeing as the player has her clueless about that celestial blood, and maybe at that point she will understand why Relanis has such interest in her.  The party is none the wiser about her secret race. And my misdirection of having Relanis show a morbid interest in the Shadow Elf ranger has helped them remain clueless. I was a bit worried originally that I might blow it for Mary, the Callie player, by drawing all that attention then her stalker turning out to be an Aasimar. But it remains secret. 

I think I will make a quick post on the origins of "The Odd Couple" in this campaign. I actually have specific reason for why I included them. But for now, it's just fun to get some experience with Aasimir in my games, and to finally after all these years get to touch upon the Voor dwarf race with the inclusion of Demul.