Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

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. 

Friday, January 29, 2021

The Lichway - "why are they here?"


 


The Lichway is a dungeon that originally appeared in issue #9 (Oct/Nov 1978) of White Dwarf magazine out of England. It was an old favorite of mine, and over the decades I've now used it probably 4 or 5 times. It would have been more than that, but my groups tended to be long lasting, years, and I could only spring it on an entirely fresh group of players. 

Many old schoolers probably are more about using Keep on the Borderlands and the Caves of Chaos multiple times (I've used them maybe twice since I was a kid). But while KotB is about as basic and vanilla as it gets (just fight endless caves of humanoids and maybe a nice-seeming cleric is a homicidal asshole), Lichway is an artifact of old indy style D&D like Arduin Grimoire and Judges Guild. The old school common dungeon elements are abundant:

The location has a gritty background (necropolis for deceased undead worshippers).

It has a shallow waterway running through it.

A deep variety of mostly offbeat monsters inhabit the area. 

There is plenty of grim mood and dungeon dressing (hundreds of open crypts, worms that will choke you in the fresh water sources, vampire statues, a long-ranging rustling sound emitted by a unique creature, a horrifying possible no-win scenario...think quick!).

But most iconic to me is the fact that several (and by several I don't mean like just 2) different groups/gangs are currently inhabiting the dungeon with for the most part no real goal or purpose other than await murder hobo's a'coming to call. I mean, there are a pair of Man Beasts (character class out of White Dwarf and another favored old school thing of mine)  just sitting around in a small enclosed hallway. Just like old school you need to inject your own motivations and reasons, whether the designers planned it like that or not (I suspect in most cases not. The style was just to give little description, because D&D was once a game about just killing monsters. Period.). 

I always injected a little of my own juice here and there since the first time I used it as a teen. It was easy just to assume the 2nd level Man Beast, a male, is training his lower level female follower, and a crypt with all kinds of creatures in it seemed like a good spot. 

I think that in all but one of the times I used it, the party manages to release the Sussurus, the ape-shaped thorn creature that emitted a windy sound that put undead in earshot to sleep. In my second to last use around four years ago back in LA the MU cast silence on it. So I've experienced that joy of playing out the party running away in chaotic "every man for himself" style through the part of the dungeon they hadn't explored yet to get away from hundreds of angry undead. Always a hoot. I think a player or two has been lost over the play through due to a bad decision or delay (describing a body being torn to bits by a howling mob of skeletons never gets old), but so far no TPK. but its come close almost every time.



So anyway, my first campaign in my new town the other year ended up geared towards Lichway. It didn't start out that way. This was an entirely new group and I was using 5th edition for the first time. To say I went into it NOT studied up on the rules in an understatement. Since all my players were newish to the edition, I used that as a way to learn. As the players learn while using their characters I would tap into that and learn along. 

And to be honest, on an old school note, I was able to wing things much more than I thought I could. Just tap into the stat base save mechanics for everything and you are good to go. Really, outside of magic use the system is pretty easy peasy. 

But since I was new to it I started slow. Running each game in sort of a simple episodic manner. At first not really looking to the future, but as time went by, the characters made contacts and friends in the way of NPC's, I had to start looking at a direction. And I knew I wanted to use an old school module, in part because I knew the players would not be familiar with anything I had from the old days. They were all a good bit younger than me. 

So first thing was to be prepared to use Lichway for 5th editon. No worries. Really nothing in there was too out of the ordinary. Man Beasts and the Susurrus were needing to be adapted. Not much else. 

But this time I decided to do something entirely different. This was a twist for me, and since it might be for you, you might want to consider it if you ever use this really excellent dungeon setting. What did I do?

Two things. First I decided to give all the groups in the dungeon an actual reason, and actual purpose, for being in the dreary place. A convergence of coincidence for good reasons.

Second, I would have the party, early on adventuring a hundred miles south of the Lichway in the big city Tanmoor prior to the Lichway delve, actually meet and interact with some of the inhabitants whom I had yet to set up shop in the Lichway. There would be a variety of things ahead of time that would set up the dynamic elements within the necropolis. And in so doing quadruple the feeling of gravitas once the location was reached. Sort of a prequel to Lichway as presented, starting  maybe a month before the actual dungeon delve.

I switched the female MU gang leader Dark Odo from a human to a young drow magic user. Highly charismatic and specializing in charm magic, the dark elf enchantress' gang was almost complete as shown in the module.. The Man Beasts were paid scouts and body guards working for Odo, hirelings more than charmed henchmen, while all the other members of the gang were recruited by Odo's considerable, manipulative charms.



Why would Odo go to the Lichway? And who where the unrelated thieves who were exploring the Lichway? Not to mention the former adventuring party that was slaughtered except for Odo's gangs captives. How did the character party get involved in all this? 

In my next post I'll lay out how I took my first 5th edition campaign towards the Lichway, and why all the NPC's are in it when the party finally shows up at the Korm Basin necropolis. 

Cheers

Kevin Mac

Friday, December 2, 2011

Sith Lord Lich and the Three-Headed Apprentice







This weeks KOTOR session was an action-packed blast. The group has been trapped in a derelict, haunted space station along the Hyperspace routes. Some decades ago during the Sith War the Dark Lord known as Darth Sinaes and his apprentices took over a Republic ship repair station and committed mass murder and horrible atrocities there, to the point of the Dark Lords apprentices themselves being appalled and turning on the master. Although they managed to kill him, his evil lingered in his body and allowed him to be a Dark Side Lich. Sinaes used his unholy power to meld the apprentices into one single body (three faces and three sets of arms, but just one pair of legs and a torso) that could use three regular lightsabers and one double lightsaber simultaneously. Oh, the horror! Along with his three-in-one apprentice, zombified bodies of old victims, and some other monstrosities, Darth Sinaes has lurked in the station an occasionally used it to lure unwary spacefarers to their doom, to become part of his growing undead army. Also trapped on the station was the ghost of a Jedi victim, Amelia, who had come along years ago. Amelia had her spirit locked here because of all the corruption, but she came in handy as a warning to players. She was able to tell the party the history Sinaes and his corruption of the place.

I originally meant this to be more or less a space dungeon for the characters to crawl around in, and it was, but in the end I mostly focused on combat encounters. The party had fun in the previous game fighting zombie hordes and a couple mutated monsters, but in this session it was time to face Sinaes and his hideious apprentices. Good thing we had a full group that session.

The apprentice managed to put a lot of fear and damage into the party, before he was ultimately defeated by a combination of good rolls and the infamous Force Grip of Pauls Khil (tentacle faced humanoid) force user. During this battle Terry’s Cathar (cat lady) Jedi Lucia was taken down with a killing blast (not so deadly due to the use of her last force point) of force lighting, but the spirit of Amelia used the force to bond with Lucia and not just bring her back to full health, but increase her stats and abilities for the encounter, allowing her to jump right back into the fray.

The party was now able to put the screws to Darth Sinaes, who I had planned to have run away but I hesitated so he could gloat and get an attack in. Bad move, because they were all over him. After some fierce melee and force use, Darth Sinaes set off explosions in the hull of the station that immediately started explosive decompression and loss of life support. Even though Andy’s Mandalorian soldier had Mando armor with life support, the party on a whole only got a couple more licks in on the beat-up Sith Lord before they had to make it for the ship (in cinematic fashion barely escaping).

This was the most exciting session yet, and I really got a kick out of it (and the players seemed to as well). Although faced with the possibility of a powerful enemy escaping from them, they mixed it up with a real challenge for a change and came out with flying colors. And Terry’s Jedi Lucia gets a colorful addition to her bio – namely, the soul of another Jedi whom now sort of haunts her (in a non-evil way), but also gives her a little bonus to a couple of stats and hit points when she is in contact with her. This will make for some interesting role-play down the line, methinks. I think Terry may have been struggling with what exactly the personality of Lucia was, but now she for sure has an interesting angle to work from. I originally though Amelia might do this bonding thing with the male Jedi (I thought he would get the focus of damage and be the first knocked out of the fight), and also thought it would be funny if her spirit bonded with the Wookiee, but in the end I am glad Terry will be the one dealing with it. Her character seemed the least fleshed out.

Next week we play in Dan’s palace up in Bel Air above Mulholland Blvd, and the party will finally arrive at the Galactic Core and the planet Coruscant for more mayhem. Man, I think I have finally decided that I like this game! (the prequel movies, not so much).

Sunday, September 4, 2011

Oops, I con gamed again



I made another one of my rare public appearances DM’ing yesterday at Socal Smackdown in Anaheim. Last year’s session was a big success, and the organizers (wanting more RPG events, especially old school) had asked me to run a game again. I was back and forth about it for the last couple of weeks, but having not a whole ton of other priorities for the long weekend I was leaning towards it. Earlier in the week a player from my regular group was interested, so I said “what the hell” and went for it. Last year I stayed at a cheap hotel near the con, but this time just travelled down there for the session

I did not have a lot prepared, and had not done OD&D since the pub game earlier in this year, but I dove in the last few days whenever I had a few minutes and tried to hammer out a scenario. I pretty much used my Tegel Manor Dynasty setting I did in the pub game; basically a prequel to full blown haunted Tegel Manor. This setting is sort of turning out to be my Ravenloft, a recurring locale with undead, demonic forces, family intrigue, and atmosphere. In a lot of ways I’m inspired by the old Dark Shadows program to give a living family angle to the cursed mansion.

Even though the con blurb did not mention me specifically, there were three people from my pub and Smackdown 2010 groups, so including regular player Terry it was not a total batch of strangers, which was nice.

It was really kind of a wild and wooly session, the 4 or so hours going by pretty quick. There was a bit of over the top dorkery from a couple players, but it was more funny than annoying. My sessions tend to be boisterous and filled with wild laughter. As a matter of fact, one guy who played another game at a table near mine last year and was playing in mine this year commented that he remembered how loud and fun my game looked, and how he wished he was in that session. And again, it was a success and very worthwhile.

I do have to say that campaign play is always going to be my main fun and focus. I just love having time for characters and situations to be developed through ongoing gameplay. For these more or less one shots (although this is the second time running the same character for both Terry and another guy, so I try to collect the character sheets at the end to keep them in case somebody plays again in the future), I just think in terms of several encounter situations and loosely tie them together. There isn’t a ton of time for sandboxing.

Anyway, I’m in my busiest time of the year now, so I doubt I’ll do another public session anytime soon. But it turned out to be another great way to spend one day of a long weekend.