Lore Drop – Deadeye Alice

The Blackcap Mountains hold many strange corners and valleys, but the legend of Deadeye Alice sees many variants across the various tribes and clans that make their home there. Stories are whispered of the kindly auntie who lives past the fields or who whispers in the dead of night and offers her iron trinkets to those in need of a friendly voice. Tales of bargains in the night that bring both fortune and woe are told by dwarves in their Holds, and trolls in their caves. The druids warn of her iron nails and capricious nature, but also of her brutal family who roam the heights and do her bidding.

Illustrative picture - a monstrous and hooded figure with a skull mask and purple skin. Two sets of horns protrude from the hood, and a flaming speear is grasped in one hand.

Deadeye Alice gets her name from the corpse-pale orbs in her head. An Annis Hag, this fey creature has made the Blackcaps her home for generations. Unlike some of her kind, Alice shuns the covens and gatherings of her sisters and cousins. Repulsive in appearance, she is not courted by the fairer folk. Instead she haunts the edges of settlements, gathers rumours and favours, and spins a web of obligations, blackmail, and corruption.

Many tales tell of wanderers who seek her out in search of hidden knowledge, or favours to aid them in battle or love. She sees everyone as children, young and foolish, in need of guidance. Sometimes that guidance is benign, sometimes it isn’t. She can be eloquent, or crude, direct or opaque, and sometimes all of that in one exchange.

Those who particularly interest her may be offered an iron token, reforged from one of her iron nails or teeth. She plucks it forth and reworks it before them and from then on the new owner can talk to her whenever they wish, and hear her whispers in return. She has used these tokens to guide explorers, to tempt priests, and to corrupt children – and they are mentioned in stories around fires and camps as the winds howl in the night.

So when children talk of their Auntie in the fields, parents shudder and ask other parents who was out that day. When old iron toys are found in attics, they are quietly thrown away rather than added to scrap in the forge. The fear is that adding hag iron to the foundry would see warriors undone by whispers as they stood on guard with that iron around their heads.

Deadeye Alice sees all, and hears all, and owes allegiance to nobody. And anyone who tries to change that, meets her family – her two husbands and her five sons.

NPCs – Shifter Gang

In the world of Eberron, one of the species that can be played, or that can be encountered are the Shifters. It is said that they are descended from lycanthropes in the distant past, inheriting the ability to manifest animalistic traits that can boost their reflexes or strength or other senses. Often mistrusted by others – in part due to horror stories of their savage ancestors – a shifter is often welcomed into the world of gangs and other criminal factions.

Having started to make some default guards for my games, I thought I should also look at some tokens for their counterparts and created three individuals who may be encountered together, on their own, or as part of a wider and more diverse group. As with the other entries in this series, they have been made using the HeroForge website, and I’ve shared them on there for others to use the models as they may please.

I’ve not gone for any kind of colour scheme or common theme, but have tried to show different ways that the shifter abilities might manifest. The first has the face of a wolf and claws on their fingertips and is advancing to attack. The second wields a machete and is dressed in a more swashbuckling style that contrasts with his clawed fingers, animal like teeth, and wolf-like legs. The third is more subtle – pointed ears and teeth, and claws even while clutching cleavers and having a more passive stance.

I’m thinking of using these in the Wednesday group sessions which are set in, on, and above the streets of Sharn – a magitech city of impossible towers, suspended walkways, flying transports, and hidden secrets. I think these would be a good match for the tone and power level of that group as a general threat to be stumbled over. Perhaps they might be sent to rough the group up if they annoy the wrong person, or they might be in a dark alley, lying in wait.

This is how I’ve set the tokens to appear on the virtual maps, but the circular tokens above could work just as well, depending on your tastes. Feel free to download and use these PNG images if you like – and if you do, consider letting me know how you challenged people with them – or if they became character tokens instead.

Map – Coal’s Clubhouse

This map featured in our recent one-shot and was a good chance to flesh out the local suburb and bring the group up to speed on what their erstwhile companion had been up to while they were out saving the world.

A shiny metal human-shaped robot in a smart suit cut for a male, and wearing a long coat. He is standing half turned to the viewer. He holds a sword in his right hand and a dagger in his left. A spiked mace appears to be slung on his back. He has a cigar in his mouth. Behind him is a wooden chest that has opened to reveal big teeth and a tongue and seems to be protecting rather than menacing him.

The club house was founded by Coal, a warforged rogue, to provide a safe space, meals, and general support to local youths – and it is almost certainly only a vicious rumour that it is also a front for a small guild of thieves with a side line in community support.

Just to remind you, this is what Coal looks like: a lithe robot in a suit, with a flowing long coat, various blades and spiked objects close to hand, and quite often a tame mimic nearby as backup.

So, here’s the clubhouse. I only created the main public area – mostly due to time constraint – but also to save some surprises for the future. There’s a large hatch in the main area in the floor suggesting a cellar. There are also stairs to an upper floor.

The general layout was inferred from the more generic area map of the suburb we’ve been using in the main campaign, and created using Dungeon Alchemist. This allowed me to then embed support for dynamic lighting, doors, windows, and movement restriction for walls. As it is on the edge of a public gardens, that provides a pleasant backdrop, while there are buildings either side, suggested by the free-standing walls. In the wider area map, the building to the left is a tea shop and cafeteria famed for its range of produce and cakes. To the right is the home of Iron Ryan, who is a renowned pit fighter, rival to Thorin, and general friend of the DDC who dated Kerne for a while. He’s a regular visitor at the club house and teaches self defence classes – and is most definitely not working as muscle for Coal, and you won’t repeat that rumour unless you fancy waking up tied up and on display somewhere public.

Top down map of a building with rooms as described in the main text. Various tables, chairs and other pieces of furniture fill the rooms and show a moderately comfortable level of living

There are two entrance lobbies from the street that lead into the main hall – and the ground floor contains two study/lounges, an office, a toilet, a kitchen, and a pantry. In our game it made a good place for the group to receive their rewards, debrief Coal on the mission, and give young Odif a present.

I have, as usual with a Dungeon Alchemy map, created a zip file with the original file, a jpg export, and a text file giving all the additional sizing/doors/windows/dynamic lighting support. To use it in Roll20, upload the jpg to a blank map and put it on the map layer, then cut and paste the text file into the chat box while you have the Dungeon Alchemy API script running. It will resize and label the map accordingly.

Feel free to download, and if you use it, drop me a note to let me know what stories unfolded: coalsclubhouse.zip

NPCs – Trolls? In My Swamp?

Depending on your mythology or writer of choice, trolls are often depicted as near mindless beasts – despite the archetypal introduction of a troll under a bridge extorting coin from passers by. One of the things I love about the stories by Terry Pratchett is the growing and evolving troll characters – for example Detritus the Splatter working as hired muscle and then becoming a stalwart of the City Watch. Then we have the story of his courting of with Ruby, the troll of his dreams. Its a celebration of everyone having a story, no matter their background.

In the new DDC adventure, trolls are looming large, and not just in height. The lands that comprise the surrounds of the Clan Amberhammer Hold have seen conflict between dwarves and trolls for generations. During the Last War, the trolls were pushed back. This was in no small part due to the protective militias that Thorin helped set up. Now though, in the aftermath of the coup by the mindflayers and duergar of the Cult of the Triumphant Dead, many of the old forts and defences have fallen – and signs of trolls have been found by scouts to the West.

Here are three troll heroes who are looking to reclaim lands lost to the dwarves: Urash The Proud, Irreck The Stalker, and Dhumish Crackleg

Urash The Proud has assembled his half-plate armour by hand, scavenging and bending the materials scavenged from battlefields into added protection as he leads his fellows to raid and conquer the mountain valleys. Brutal and efficient in combat, he wields a huge claymore in one hand and is known to delight in setting ambushes.

Irreck The Stalker hunts lonely paths at night, picking off lone travellers or unwary shepherds before disappearing back into the gloom. The massive glaive he uses was taken from the first knight of the realm who tried to stop him – and he takes it everywhere with him.

Dhumish Crackleg was warped by magics lingering on the old battlefields, and lumbers along with deformed limbs, a crocodilian tail, and a row of spikes growing along his spine. He lurks in lakes and marshes and takes lone prisoners to slowly break and cook in pieces. Occasionally he might ransom someone back, but they might not be returned in one piece, or even all at the same time. His feverish vitality means that even if he loses limbs, they continue to fight on if he does not immediately press them back into place.

I feel a plot coming on…

Map – Guest House

I put this together for my games as a generic guest house map – largely because of the reverse heist that we’re doing for the one-shot adventure. Its a town-based guest house with three floors. Five rooms are for guests, while the sixth is a master bedroom for the owner. There is a latrine on the first floor. and a bathroom on the top floor. The whole map is geared for a 39×22 grid which leaves a small border around the whole thing – and the floors go from left to right as they ascend.

There are two doors on the ground floor – one from the garden at the top, and one from the alleyway on the left hand side – and various odds and sods plonked into the map by Dungeon Alchemy. I’ve included a zipfile below with the map jpeg export, original dungeon alchemy file, and the generated text file that defines walls, doors, windows, and light sources for Roll20.

As ever, for Roll20 you import the jpg to the background layer and then, while the dungeon alchemy api script is running, paste the text file contents into chat. That will resize the map and graphic and line up all the walls and features. Let me know what adventures you have with it…

Source file – guesthouse.zip

Map – Volcanic Lair

I spent most of yesterday quietly rumbling through a low patch with making maps, watching old Time Team videos, and playing on the XBox in between conversations with people. It was an unashamed day of taking care of myself, and my partners very wisely let me get on with it and made sure I ate properly and didn’t mumble into my beard too much. I ended the day with the beginnings of a migraine (light flashes and loops of a song fragment) but the near total shut down was very much needed.

And so to the map: I was looking at potential lair ideas and followed on from the bridge maps I’ve been experimenting on. There’s always an epic feel to raised areas over a lava field so went with something that could possibly once have been natural and that now shows signs of having been coopted and adapted.

To the right of the map is a fiery magical portal at the top of carved steps coming down onto the broken circle of level ground. Obsidian walls reach down to the cooling lava surface that still puffs with flames and shimmers of heat below. There’s a lit brazier in the middle on top of an obsidian column in the centre of the “donut” and to the north of that, an eldritch obelisk next to a broken altar. There are bundles of books on that and a broken ramshackle bookcase nearby and some scattered timepieces. To the very west lies a tomb slab. Could the old tomb be what this chamber was built for, or was this space found and then repurposed? Perhaps clues are inscribed on the triple-sided obelisk?

This chamber could therefore be the last resting place of a buried being whose grave goods contain something the adventurers seek. It could be where a missing field researcher is found, overcome by heat or monsters that must be overcome. Maybe it is the lair of some dark spirit risen from death and seeking some elder knowledge or to overthrow the lands below the volcano, or far above this hidden space.

The map is based on a 30×40 landscape grid but doesn’t have one superimposed so you can import it to a VTT of choice and grid scale that suits you – I’ve assumed five foot per grid square as a standard measurement when planning this. If you use it, have fun! Let me know if you remember and tell me what story you told with it.

Map – Arch Above The Ruins

I’ve been doing some more map making to wind down in the evenings – this time using Inkarnate as I get used to the layering options and thinking about the constructive layers involved in areas with multiple levels. In this case the concept was a battle location on a walkway high above some ruins below in some vaulted space underground. Depending on which way any of the various groups wander this may turn up in a session at some point as something I can just drop people into.

The map is for a 40×30 grid square on a landscape orientation for a virtual tabletop – with the main battle areas being the more brightly lit landings and walkway connecting them. The ziggurat and other buildings below could be any depth below depending on how you might want to run the encounter – anywhere from tens to hundreds of feet drop. Even now, looking at it, I’m considering how I might add a blur to the lower level so its implying a different height for the purposes of suggesting eye focus.

I’ve added a couple of lighting shades and textures to the lower level to try and suggest depths apart from the braziers on top of the ziggurat – and then added some lanterns on the walkway to make it stand out a little and draw the eye.

The types of encounters that could be run here range from being cornered by guardians, being attacked by flying predators, stand-offs threatening an object being dropped over the ziggurat’s flames, traps defending the entrance to the complex while implying what is to come later – go wild – and if you let me know some of the uses you put it to, that’ll be lovely.

Enjoy! The map is yours, freely.

HeroForge: Rakkan and Rekkam

There’s been new content added to HeroForge in the form of mounts and companion animals so I’ve had a bit of a play and then added in one of the new faces from last week. I’m not sure how or even if I’ll use this so I’m throwing the concept out there for anyone to grab and use.

Introducing Rakkan and Rekkam – a dragonborn monk and his raptor mount and companion. Rekkam favours the use of a bo staff and tends to have a veneer of amiability over the hardened discipline that his meditation and training have developed. Rekkam hails from a snowy mountaintop monastery near to where he was born – and unsurprisingly his lineage descends from one of the ancient white dragons that lair in the highest reaches. A follower of the Way of the Ascendant Dragon, Rekkam embraces his heritage and devotes himself to working in his local communities as a mediator and defender.

Rakkan is a trained raptor raised as part of a cadre of beasts by the monastery. While capable of fighting and hunting alongside his partner, Rakkan is mostly used for longer journeys where Rekkam acts as a courier. There is a deep affection between the two and more than one bandit has needed a change of underwear when Rakkan has crept up on them and growled in their ear.

As to how to use these characters? Well I’ve left lots of space for you to flesh them out. In my mind’s eye, Rekkam moves with purpose but sits or stands very still when others are talking or if he is observing them. He’s probably about 5th or 6th level – competent enough to deal with most common challenges and be a noted defender of the local community. He is most likely to be encountered as a courier – perhaps as a target for the party to intercept, or encountered while defending himself against bandits. Perhaps he is encountered as a scout, or a mystic contemplating the view in a mountain pass. Perhaps he rides to the aid of a group if they are being overrun.

As a couple, Rekkam is serious but kind – while Rakkan is curious and willful. You could probably get some humour from describing their interactions which may feel more like partners in misadventure rather than rider and mount…

A New Challenger Appears?

One of the fun things from playing around in HeroForge and drawing maps while doing some plotting, is that sometimes a character coalesces and you know you want to tell their story. I’m still not entirely sure what the story is for this character, but they’re definitely shady, have more than a hint of the infernal to them, are deliciously non-binary, and with any luck can become a decent foil for characters.

I’m not sure which group or story they’ll appear in – quite possibly in the Librarian adventures – or how I’ll use them – but please welcome Caiaphane, and feel free to grab their portrait and token for your own VTT or illustrative purposes. They are possibly a tiefling or a cambion pretending to be one, and they seem to be brandishing a molotov cocktail alongside their trident dagger. Suggestions for their plans or motivations in an Eberron background are welcome…

HeroForge – Faye Hagsworn

An influential background character who hasn’t had much visibilty so far is Kerne’s younger sister, Faye – who went to study in the Feywild after their family was split up. There’s been a loose connection between the sisters by way of an enchanted journal, which each has a copy of, and that they can read and reply to each other by writing in it.

It was fairly late in the first year – as the group closed in on a group of Hags who had kidnapped an alchemist – that the DDC realised that Faye was apprenticed to the same Hags, and had been learning their crafts. When they defeated the coven, there was no sign of Faye – and it looked like she had fled with some of their research and materials after chaining up the nearby portal to the Feywild with iron. Removing the chains allowed Faye’s warlock patron – the Winter’s Knight – to emerge into the swamp. He too wanted to know where Faye was – but on learning that Kerne didn’t know anything permitted the group to leave.

Later investigations determined that a block on the group’s memories about their first adventure had been put there through the actions of Faye so that they would not remember Faye’s involvement in an ambush that took place by Morgrave University, and for a while there was a chill in relations between the siblings.

During their most recent adventure, the sisters began sharing knowledge again. Faye confirmed that she was on the run from the Winter’s Knight as the research she had taken pertained to making a drug that the Hags had been creating and planning to spread that made people more susceptible to magics cast by the fae. She was keeping that knowledge hidden to frustrate those plans while the DDC acted against Knight. Cooperating, the siblings were able to create a potion to cure lycanthropy, with Faye passing on the Hag recipe and Kerne interpreting the instructions and ingredients to what was available locally.

What is known is that Faye is Dragonborn, and a warlock sworn to the Winter’s Knight or some other high ranking Fey. She may or may not have taken on Hag-like characteristics as part of her training with the Broken Eye Coven – and quite what her plans and allegiances are remain somewhat nebulous.

As ever, feel free to appropriate character design and concept for your own uses