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.

Lore Drop – The Family

And so it came to pass that three prodigies were born to the trolls of the Blackcap Mountains. Three brothers, born with rare wit and insight to match their physical strength, and they thrived. As they fought and grew, they developed a strong sense that their lot could be better. The listened to their elders talk of the wars with the dwarves and how they had been driven out of their hunting grounds and away into the harshest peaks. They raged at the loss of their ancestral homes. When they were grown, they crept away from their scattered tribe and away from the harsh territories they had known to spy on those who had conquered their birthright. They saw how the dwarves built their Hold and traded, and enjoyed the fruits of the land and the treasures of the depths. They learned all they could of civilisation, and then went their separate ways into the lands beyond after swearing a bond to return and reclaim their place. One went North and found the Wastes of the Last War. One went South and found The Pit. One went East, and found The Sisters.

In the Wastes, Urash found weapons and machines abandoned and broken by war. He created armour for himself and taught himself how to use what he had found. He began to seek out scattered trolls willing to join his cause and strike back with him. Inspired by the uniforms and medals of the fallen, he forged amulets and gave his new companions pride and purpose. The Fists of Urash would strike hard and endure. They would be loud, and draw all eyes to them. Urash The Proud was his name.

Dhumish crept into The Pit. He was second of the brothers and the hardiest of them all. Amid crumbling ruins and fell residual magics in the Lands Below, he became warped in appearance and mind alike. Preserved by his trollish resilience and unnatural will, he became a walking blight. He pulled the broken and dying of his race to his embrace, and gave them new purpose and new forms. Among his forces are trolls who are too angry to die, trolls who are riddled with rot, venom, and mutation. The Tide of Dhumish would undermine and corrupt. They would be the quiet before the avalanche. Dhumish Crackleg was his name.

Irreck made his way through broken lands to distant Droaam, the nation of monsters. Along the way he haunted the roads and passes to hunt travellers and hone his skills. As far from home as he was, he never forgot the Bond. The Daughter of Sora Kell were amused by the impudent troll hunter, but revealed to him the location of the Sisters of Rot. These remarkable troll sisters had studied with the Hags and also had a dream. The three sisters were a match in ambition and power to the three brothers. Irreck the Stalker was his name.

Irreck brought the Sisters of Rot back to the Blackcaps. They watched the turmoil in the dwarven lands as the forces of The Pit and the Winter Knight were pushed back into the night and swore to take advantage. A new Pact was formed. The Brothers and The Sisters became a Chosen Family. They would undermine and overthrow the dwarves and their allies. They would reclaim the hunting grounds. They would raise high the Eye of Khyber and nothing would be the same ever again

Urash The Proud, Dhumish Crackleg, and Irreck the Stalker. Granny Riptooth, Nanny Gutrun, and Missy Lambrot were their names. Their Chosen Family would soon be known to all.

NPCs – Town Guards

I’ve been playing round with designing tokens for more generic non player characters – in particular this week I’ve been toying with themed and uniformed groups that the DDC and others are likely to encounter. To cut a long story short, here’s some tokens for two sets of guards for your virtual table. Rather than do a portrait and token, I’ve instead done two different styled tokens in PNG format – one a circled portrait, the other a top-down view of the figure that preserves transparencies.

This first one is a half-elven city guard in chainmail and armed with a buckler shield and hammer. His yellow half-cloak is as much a badge of office as a protection from the elements while on patrol. I’m not sure which faction these guards will be connected to, but I can repaint the model with different schemes. These are not bad people – they’re just doing their job.

This second token is for the newly-reformed guards of Amberhammer Hold. They’re dressed for the cold winter heights as well as the dark below in colours that reflect the yellows of the amber fields and the glint of gold in the mines. They wield war hammers as they keep the peace, and bear battle axes for times of war.

I’ve enjoyed starting to make these – there will be more

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…

NPC – Berenghast the Dire

There’s nothing like a good villain for an adventure to highlight. Here I am again unwinding after a long day and rather than heroic or nuanced characters I thought I’d go with something a bit more malevolent for adventurers to contend with. Using my general approach of start with a random template and start playing around, I had a bit of a play in HeroForge and came up with this pleasant chap: Berenghast the Dire

Berenghast belongs to that wonderful pantheon of delvers after forbidden knowledge and power who don’t let a little thing like dying and the corruption of their immortal soul get in the way of results. As his skeletal appearance suggests, he did not rest in his grave easily – and the broken horns on his brow suggest the nature of the entities with which he dealt. There’s a rawness and bloody tinge to his bones and fanged maw that suggests he is still somewhat fresh from what should have been his final fate – and his magical blades positively gleam with potency. The scimitar in his right hand gleams with ruby light, while the blackened poniard in his left boils with greasy flame. The remains of purple robes still twine around his body, hinting at royal ambitions. Even his token suggests something twisted compared to the simpler circles of others.

Now, I have no idea what use I’ll put him to – so he’s going in the back pocket for now. If you use him in your own games or stories, let me know what he gets up to.

One Shot Part Two

The chaos continued this weekend, as the reverse heist D&D caper hit the point where the plan met reality – and the silliness was wonderful. A fairy sorceror, a harengon monk, a human rogue, a halfling wizard, and a tiefling bard made their plans to deliver presents as snows fell on the neighbourhood. Nobody made the Christmas connection, or if they did they didn’t mention it – but that was fine.

All focus was on delivering presents to Valenia’s parents for the first part of the session. They were staying at a guest house, and so a distraction was needed. Between sandwiches from the pub and Cupcake’s non-stop babbling, all eyes were distracted while Fearne, Ignis, and Guiness crept upstairs, evaded a tabaxi reading in a window seat, and broke into the correct room to deliver presents.

One successful drop-off later, the group made their excuses and headed out into the gathering gloom of the evening. They hadn’t managed to get the key from Coal, so some old-fashioned breaking and entering was called for. First, however, Cupcake made friends with the mimic disguised as a bench in the front garden. Bribery and a distressing amount of rabbit droppings left a cheerful mimic promising to not raise the alarm while they wandered around the garden.

By hook and proverbial crook they made their way up to a first floor balcony, and found a way in to Thorin’s bedroom. The only sound came from a chest in the corner which was gently snoring, so everyone was very careful to tiptoe to deliver the first present and then out into the hallway.

The whole session followed a similar pattern of bypassing sleeping mimics, a sleeping wolf, and dealing with a prank-trap of a wasps nest over a door. The group met Tanglefinger too – the boggle who shares the house with the DDC – and as they framed their intrusion as part of a prank, they were able to persuade him to help and again, not raise the alarm.

Having reached the top floor and dropped off the final present on Kerne’s bed, they then escaped by way of ropes down from the top balcony – well, apart from Fearne, who fell most of the way and broke his leg. They all then hobbled back to the Clubhouse for payment and healing – and a bonus present delivery to Odif of a set of mini automatons modelled after the DDC.

All in all, a gentle and funny romp was had – with lots of laughter and silliness – what a lovely way to spend a Sunday afternoon. Next week, hopefully, the DDC return…

NPCs: A Coven of Trolls?

I’m not sure if these will turn up in either of the games I’m running at the moment, but I like the design and it wouldn’t be too difficult to fit them into the ongoing story on either front. I was playing around in HeroForge and was looking at trolls when the idea came to see if I could make them look like the sort of hags that the DDC had already encountered – there’s a subplot involving Kerne’s sister and rules for custom lineages that give ideas for those sworn to or in the company of hags to begin to take on their qualities and appearances – notably horns as a sign of power.

And so with some tweaking of faces and bodies and scratching of heads I came up with these lovely individuals – and I’m still undecided as to whether they are hags (in the D&D monster sense) or trolls who achieved hagdom and formed their own coven.

So welcome to Granny Riptooth, Nanny Gutrun, and Missy Lambrot – who may well be gathering together the scattered trolls defeated by Thorin’s clan during the Last War to contest the area again. I haven’t decided if they are aligned with the Winter’s Knight as an ongoing threat, but it would fit the themes of the story and the pattern of past encounters. I’m really pleased with how these models have worked out – there are more detailed schemes out there, but this works for virtual counters and inspiration for the games.

Well, I think we’ve all learned a valuable lesson about what you’ll find if you go down to the woods today…

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.