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Archive for the 'Nonplayer Character' Category

Feb 22 2009

Castles and Crusades RPG: The Cumulus Clan, a Covey of Cloud Giants

 

There are several different clans of Cloud Giants, and these clans are loose gatherings of family units that form the basis of Cloud Giant society. They have a caste-based society which is based on the type of clouds they call home- the higher the cloud, the higher the social status. Cumulus clouds are the second-lowest clouds, and that gives you a rough idea where the Cumulus Clan falls in Cloud Giant Society.

 

The Cumulus Clan is quite large, and has family groups living on clouds almost everywhere. Here is an example of one such family. They can be introduced into a campaign easily enough- just have their cloud castle float into the area, and the Cumulus hunters begin to loot the countryside. Giants have appropriately enormous appetites, and herds of cattle make an irresistibly easy target for such a large stomach.

 

The Cumulus Clan presented here is typical of Cloud Giant family groupings- the family is run by the female of the house. In most cases, there are many more males in a domicile than females, and the males compete for her attentions, with gifts, food, and so on. When push comes to shove, and decisions need to be made, however, the females wield unquestioned authority.

 

The head of this particular family is named Cordelia. She is an attractive, matronly woman as far as giants go. The males of the family are her consorts, guardians and providers. Cordelia has one child, a daughter named Corinda. Corinda is spoiled tremendously by her mother and fathers, and is quite used to getting her way.

 

 

Cordelia Cumulus

HD 11(d8), HP 51, Size L (14 ft), Move 40ft, AC 20, Attacks:2 fists (2d8) or Bastard Sword +1 (1d10+5) or Giant Club (4d6), Special: Rock Throwing (540ft, 2d10), Levitate, Twilight Vision, Scent. Saves: P, INT Average. AL ne, Type: Giant

Cordelia almost never leaves the castle. She oversees all the domestic functions of the home, such as cooking and cleaning. When encountered at home she can be found doing all manner of domestic chores, such as sewing and mending. She is no stranger to combat, but prefers to leave such things to the males. She keeps her war club propped in the corner, while she carries a magical human-sized bastard sword tucked in her belt, which serves as her dagger. One thing that is sure to bring her out of the house is if her daughter is in danger or has been abducted. Cordelia also carries a Potion of Cure Disease in her belt pouch, which she is saving in case Corinda becomes ill.

 

Corinda Cumulus

HD 4(d8), HP 21, Size L, Move 30ft, AC 16, Attacks: slam(1d10) or longsword +1 (1d8+4), Special: Twilight Vision, Scent. Saves: P, Int: average. Al ne, Type: Giant.

 

Corinda has been indulged endlessly by the adults around her, and is prone to throwing tantrums when her will is defied. She comes across as the penultimate spoiled little girl, and has a nasty streak a mile wide. She is not old enough to have developed her levitation powers yet, but she often prevails upon one of the males to carry her down to the surface to play. The males watch her fairly closely on these forays, and will take any threat to her safety quite seriously.

 

The Cumulus Hunters

HD 14(d8), Size L, Move 50ft, AC 25, Attacks: 2 fists (2d8) or Giant Club (6d6), Special: Rock Throwing (690ft, 2d12),Levitate, Twilight Vision, Scent. Saves: P, Int: avg, AL ne, Type: Giant.

 

 

There are seven males of the household. Competition amongst them is fierce, and each one goes through stages of being the favorite, with the most attention going to the one who brings back the best loot and food from his “hunting trips.” Since competition is so fierce between them, it is rare for them to collaborate. The only thing that will bring the males together is defense of the Cumulus Castle, and protecting Cordelia and Corinda. The names and respective hit points of the males are:

  • Chester (69hp)

  • Charles “Call me Chuck” (63hp)

  • Corwin (62 hp)

  • Cal (60hp)

  • Cab (55hp)

  • Caleb (53hp)

  • Chauncey (51hp)

 

Treasure: The family keeps all of its valuables at the homestead. The males have no need for currency, so almost never bring it home. However, Cordelia has an eye for fine gems and jewelry, and shows much favor to the males that bring these things back to her. Currently the family hoard consists of:

  • 5 gems: Tiger’s Eye (25gp), Green nephrite (250gp), White Moonstone (100gp), Bloodstone (50gp), Peridot (250gp).

  • 6 extraordinary items: wooden holy symbol (50gp), Expert dagger (20gp, +1 dmg), Hair shirt (1gp), Pewter Goblet (2gp), Expert Halberd (100gp, +1dmg), Crystal vase (71gp).

  • 3 magic items: Longsword +1 (carried by Corinda), Bastard Sword +1 and Potion of Cure Disease (carried by Cordelia).

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Jan 16 2009

Castles and Crusades: Rajeed the Amorous

It’s bound to happen sooner or later. The enterprising Castle Keeper has dutifully designed his module down to the last detail; drawing out maps, placing monsters in rooms, inserting traps and puzzles, and, last but not least, rolling the random treasures to be found. When that final critical step happens, it will sometimes be the case that a magic item rolled on the tables will have unforeseen consequences on the campaign, and these items require a little extra forethought and creativity to turn into a viable, living part of your story. Sometimes these are simply items that are subtly powerful, and in other cases there are items that actually introduce an NPC into the campaign, such as sentient weapons or objects that summon a particular creature. One such example is the Ring of Djinni Calling. Just rub it, and you have the services of a Djinn for an hour every day.

 

 

When such an item appears, it is easy for it to become little more than a robotic servant of the player characters, where the creature is called forth to perform a particular task, then stuffed back into the bottle after it is done. The creature that is called forth has no sense of identity or will, and for all intents and purposes, is just another magic item. By giving some thought to the nature of these creatures, and adding some simple personality quirks, these summoned servants grow into what they are really intended to be: a full-fledged NPC.

 

 

This article presents Rajeed the Amorous, a Djinn who has the dubious honor of being the servant of a ring. He can be used any time the Castle Keeper randomly rolls (or chooses to place) a Ring of Djinni Calling in his adventure.

 

 

Rajeed the Amorous, Djinn Servitor of the Ring

Size: L; HD: 7d10; HP: 33; Move: 20ft/60ft(fly); AC: 16; Attacks: Slam (atk +7, dmg 2d8) or Great Scimitar +3 (atk +10, dmg 2d6+6); Special: Air Mastery, Spell-like Abilities, Whirlwind, Darkvision (60ft), Immunity to Acid, Plane Shift, Telepathy (10ft), Mighty Physique; Saves: M,P; Int: High (18), AL cg; Type: extraplanar; Treasure: 7 (see below); XP 996.

 

 

When summoned, Rajeed appears in a flash of light and a puff of smoke. Like all of his kind, he towers over humans in height and is possessed of an incredible physique. His skin is a sky blue in color, while his hair and finely-trimmed beard are as white as the clouds. He appears decked out in finery, with several valuable jewels, and wearing an exquisite-looking great scimitar at his belt (magic, +3 enchantment bonus, value 9000gp). He always appears wearing a purple hair shirt, which he claims was woven from sylph hair (value 5gp). A set of dragonclaw panpipes (500gp) is tucked into a silver and platinum belt (750gp). While many Djinni appear with a wisp of smoke or vapor in place of their legs, Rajeed prefers to appear with his legs solid, so that people may properly examine his lovely jade and gemstone toe ring (5000gp).

 

 

Rajeed will first look over the party, carefully searching the immediate area for humanoid females of any size or shape. If he spies any females within the group, he will break into a wide, charming grin and introduce himself to them with a low bow. He will all but ignore the male members of the party, and the only one who can compel him to action is the owner of the ring. If there are no females present at all, he will appear crestfallen, and quickly settle into a bored expression. If females of any humanoid race are about, he will engage them in conversation, try to make them laugh, flatter them, and otherwise flirt with them (this is also regardless of the woman’s charisma score- Rajeed has different aesthetics from even other Djinn). Given the opportunity, Rajeed will take to playing his panpipes (quite skillfully, in fact), all in the hopes of bedding one (or all) of the women.

 

 

Outside of these behaviors, Rajeed is friendly and vivacious. When he meets a new master of the ring, he summons enough wine to get himself and his new master stinking drunk (along with any traveling companions), with the hope that the master will quickly pass out and leave Rajeed enough time to pursue his real endeavors (chasing women). This rarely works out, however, as Rajeed only has an hour in the prime world every day. It still doesn’t keep him from trying, though.

 

 

When sent out into the world to perform tasks, Rajeed is often sidetracked by his desires. If he sees females while out and about, he will quite likely forget his objective, and try to seduce them with food, wine and song.

 

 

Rajeed is also terribly vain, and goes out of his way to acquire jewels and finery that look good on him. This can be anything from a silk shirt to a crown jewel. While out performing the will of the ring’s master, he will often steal anything of this nature that catches his eye. More than once, the offended individual has tracked the item back to the owner of the ring.

 

 

When it comes to fighting, Rajeed prefers to use his powerful fists. When hard-pressed, or directly ordered to, he will fight with his scimitar (his mighty physique allows him to wield the large weapon in one hand). However, Rajeed doesn’t really like to fight- he views the pursuit of the fairer sex to be a better investment of his time.

 

 

Rajeed has a sleeping chamber within a Djinni Sultan’s castle, on the elemental plane of air. The Sultan that provides him shelter is the one who got him this job and bound him to the ring (apparently, being a ring servitor is a major industry amongst the djinn). He carries most of his valuables with him, as noted above, but keeps the rest locked in a chest in his chamber. These include a decorative egg (100gp), a wood carving of himself with inset gems (500gp), a gold and gemstone coronet (5000gp), and a potion of spider climbing.

 

 

Rajeed legitimately likes his job, and will perform services for good-aligned individuals with no qualms. He also likes any time he gets to spend on the prime plane, as this allows him the opportunity to indulge his taste for “earthly flesh,” as he calls it. When in the service of evil masters, Rajeed will subvert them in any way possible, short of open rebellion.

 

 

Tips for using Rajeed:

  • As mentioned, Rajeed can be inserted any time the CK finds the players in possession of a Djinn ring.

  • While not malicious, Rajeed will often neglect his duties to pursue carnal pleasure. Whenever he is not directly supervised by the ring’s master, he is probably trying to find women.

  • Keep in mind that someone owned the ring before the PCs got their hands on it. These previous owners probably want it back, as the djinn is a very powerful servant to command. Also, remember that whoever has the ring before the PCs find it will use it on them if possible.

  • If there are female PCs in your troupe, then they will get the lion’s share of Rajeed’s attention. Outside of finding the ring, another way to introduce the group to Rajeed is to have him stumble across the party while performing a task for his current master. He will spy the ladies in the group, promptly forget what he is about, and begin to flirt with them.

 

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Jan 15 2009

Castles & Crusades Encounter: “None Shall Pass…”

The path breaks away from the woods to show a very small stream ahead, no more than five feet across at the widest point. The path leads to a small bridge across the stream, just wide enough for a cart or wagon. Standing astride the small bridge is a figure in black full plate armor. His face is completely obscured by the horned helmet he wears, and his gauntleted hands rest on the pommel of a greatsword which has its point in the wood of the bridge. Nearby, on the same side of the stream, is a small campsite, including a burlap tent, that looks like it has been in use for some time. As you approach, the guardian of the bridge shows no signs of stepping aside…

 

 

This is an encounter written for use with the Castles & Crusades game system. It’s intended for low level characters, but with some modification could be used for more experienced parties of adventurers. This encounter is also meant to take place in the daytime.

 

 

Indeed, the armor-clad figure guarding the bridge has no intention of letting anyone cross it, and he will say so in short and simple terms (refer to the title). If anyone tries to cross, he will attack ferociously, and fight to his last breath. If the PCs try to engage him in conversation, he will be unresponsive. He will also accept no offers of money or valuables to stand aside.

 

 

The stream is indeed tiny, and presents no real obstacle to unarmored and lightly encumbered individuals. To cross it requires a Level 1 Strength save, while those with heavy armor may need a level 3 or 4 save. Horses can jump the stream easily. The guardian of the bridge will make no attempt to stop someone who crosses the stream this way- he only cares about the bridge. It is entirely possible for the party to circumvent this imposing warrior completely, and be on their way unmolested. That is, unless they posses a cart or a wagon, in which case the bridge will be necessary.

 

 

Smart players may stop to question this, and wonder why he guards the bridge so fervently but is willing to let anyone cross the stream with no trouble. Any attempt to read his thoughts will reveal that he cannot remember who he is, or how he came to be here, or even why he must guard the bridge in the first place. While a charm person spell may make him slightly more talkative, it will not make him step aside to allow the party to pass. For them to use the bridge, he must be forcibly dealt with.

 

 

The Guardian of the Bridge

Human Fighter, Lvl 5, AL lawful evil

AC 19 (full plate)

Attack: Greatsword +2 (+8 atk, 2d6+4 dmg)

Str 14 (prime), Dex 13 (prime), Con 13 (prime), Int 12, Wis 8, Cha 13

Treasure: 350gp in his pack, hidden under the bridge.

Magic Items: Greatsword +2, Potion of Remove Curse.

 

 

However, there is another way. If the PCs wait until sunset, the guardian will suddenly leave his post and retire to his small camp by the stream. He will take off his armor, prepare himself a meal, eat it silently, and then fall asleep in his tent. Once he has stepped away from the bridge, anyone can pass as they see fit, and he will make no attempt to stop them. Indeed, local farmers and merchants will begin to show up around sunset to use the bridge. Throughout the night, anyone can cross as they please, but once the sun begins to rise, the guardian rises from his tent, has a morning meal, dons his armaments, and takes up his position on the bridge. If the PCs are intrigued enough to wait around for some time, every week or so, a seedy-looking merchant will come by to sell the guardian food at an outrageous price. The guardian doesn’t haggle and just pays the price for the supplies.

 

 

The warrior goes through his odd routine because he is the victim of a curse. His name is Kersch Hagan, and some time ago he had a love affair with a powerful but vindictive sorceress. In the end, he jilted her for a younger woman, and the sorceress cursed him to guard the bridge where they originally met until the day he died. Ironically, Kersch has been carrying a potion that would remove the curse for months now, only he is not aware of what the potion does, nor does the curse allow him enough clarity of thought to ask a passing wizard about it.

 

 

If the PCs are intrigued enough to investigate this strange guardian, and go as far as to remove the curse, Kersch will offer up his (insincere) gratitude, and offer to accompany the party on their travels as gratitude for his freedom. In actuality, Kersch will betray the party at first opportunity, steal their valuables, and go off to seek vengeance on the former lover who cursed him. The Castle Keeper should keep in mind that the curse in no way masks the guardian’s alignment, so he will always radiate evil if they think to check for it.

 

Tips for the Castle Keeper:

  • The guardian can be scaled up to match higher level PCs, although it is not recommended for him to be less than 5th level, as this makes him susceptible to a sleep spell.  If he his scaled up, you might include something that will make him more resistant to spells of  greater power.
  • This encounter can be a simple combat, or can blossom into a small mystery. Let the PCs drive the action through their own choices.
  • Remember that the air speed of an unladen swallow has no bearing at all on this situation.

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Jan 09 2009

Castles and Crusades NPC Capsule: Sir Reginald II of the Marrowsuckers

This Non Player Character has been prepared for use with the Castles & Crusades system, published by Troll Lord Games . He would also make a perfectly good PC, should you desire.

 

 

Half-Orc Knight

Lvl 3 (HD 3d10+3)

Hit points 24

BtH +2

Armor Class 19 (full plate, lg steel shield)

Alignment LG

 

Str 13 (+1) *prime*

Dex 11

Con 15 (+1)

Int 12

Wis 10

Cha 10 *prime*

 

Weapons: Longsword +2 (atk +5, dmg 1d8+3), Hvy Lance (atk +3, dmg 3d8+3), Hvy Crossbow (atk +2, dmg 1d10, rng 120ft)

 

Special Abilities: Birthright mount, Horsemanship(dex), Inspire , Embolden , Darkvision, Enhanced Smell, Martial Prowess, Resistance to Disease

 

 

Background:

Roughly twenty years ago, Sir Reginald of Wortmoor was an adventuring knight who embarked with a small group of companions to a lair of orcish tribe known as the Marrowsuckers. During the raid on the lair, Sir Reginald was gravely wounded and one of his companions poured what was thought to be a healing potion down his throat. However, the potion had no effect on the knight’s wounds, much to his companion’s puzzlement. Luckily, the party’s cleric was nearby and able to use healing magics to save Reginald’s life. The knight got back to his feet, shouldered his arms again, and the incident was forgotten as they pushed deeper into the lair. However, unknown to everyone, the potion was having its effect.

 

It turned out that the potion was an elixir of love, which would cause whoever drank it to fall in love with the first person of the opposite sex that was seen. Therefore, when the band of stalwart warriors had broken through into the common room of the lair; Reginald fell madly in love with the first orc sow that he saw. He immediately took her home and made her his wife.

 

The new bride was reluctant, to say the least, but Sir Reginald treated her kindly, and showered affection and gifts upon her everyday. At first, he locked her away in a tower, but she didn’t like it, and promptly moved her quarters into the manor’s basement. Over time, she softened to his advances, as even an orcess can resist only so many poems and serenades. They are married to this day, but she has never been much for social occasions.

 

Not long after, their son was born, and his father named him Reginald, after himself. He was a strapping lad throughout his youth, with a bright, if homely, smile that won many hearts in his favor. He was brought up in the ways of chivalry, and takes pride from following in his father’s footsteps as a knight. While raised amongst humans, Reginald II has also been around his mother for his entire life, so he knows a good deal about life among the orcs. His father even insisted that he must honor his mother’s family by keeping the appellation of “Marrowsucker” after his name. When he had grown to adulthood, his father passed on his own sword to the lad, and it is Reginald II’s most treasured possession.

 

In recent years, Reginald I has come under attack by political opponents as being “soft” on orcs. They hold his strange wife and half-breed son as evidence of mixed loyalties. This, in addition to several consecutive years of poor crops, has cost Wortmoor in terms of prestige and money, which has put the family in tight straits. Seeing the family sink deep into debt, Reginald II has taken it upon himself to win back the family fortune and good reputation by entering tournaments throughout the neighboring lands. He hopes to build enough of a reputation through his actions to restore prominence to his father’s name, and to earn enough with his winnings to get the family out of debt. He is also apt to take on adventures that promise great reward. He is likely to be found wherever there is a tournament taking place- he prefers jousting and swordplay, but will enter any horsemanship event. He can also be found in areas with legends of valuable treasures, looking to form or join a band to seek it out.

 

Tips for role-playing Reginald II

  • Take honor very seriously- you won’t stand for someone casting aspersions on your father’s house, or your racial heritage.

  • Stick to the chivalric code- any misstep on your part could set the family’s reputation back. This includes being on your best behavior in any social situation.

  • Jump at any opportunity for a profit- while not motivated by riches for their own sake, you need to get your father out of debt.

  • Display elegant manners and a well-groomed appearance. Appearances and etiquette is important for any knight and you must work extra hard to overcome preconceived notions about your orcish blood.

  • Take any opportunity to prove your prowess as a knight, by entering competitions, challenging others to duels, and doing good deeds for the common folk. If these deeds promise rewards, then all the better.

  • Protect your father’s sword. It’s a valuable family heirloom, and if lost, you would go to great lengths to recover it. You can’t bear the thought of going home to tell him you lost it.

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