Crossbow Man in Arcadia

An outer-planar, modular hex-crawl with a fabulous map and a provocative, exclusive miniature!

Trails of Arcadia Now on Kickstarter

Trials of Arcadia is the third module of the Circle of the Blood Moon adventure path for 5E and Pathfinder 1E. It is a 32-page adventure for levels 5-8 that you can run as a stand-alone or the next chapter of the campaign. It is also setting-agnostic, and you can easily insert it into any medieval fantasy world of your choosing – including Kingdom of Lothmar, our very own campaign setting.

With this Kickstarter campaign, you will be backing the production and publishing of the third module, Trials of Arcadia. Still, you will also be able to acquire the first two modules of the campaign at a preferred price through add-on products!

We are also bringing Kickstarter an exclusive miniature of one of the campaign’s antagonists, the celestial Naradul!

Click here to back us on Kickstarter!

 

Fire On Claymore Woods

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“A vain celestial, drunken fairies, and plotting druids. Meet the second chapter of the Circle of the Blood Moon campaign!”

Primary Link |  Back now on Kickstarter!

 

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Choices and Consequences: which way will the PCs go, who will they support, and how far will they go to achieve victory?

Choices

In  Fire on Claymore Woods, we present the PC with many choices, including making no choice at all. For example, do they help the villagers protect the village core and its chapel with the mysterious obelisk, or do they help the surrounding farmers protect their farms?

But that choice is only available if the PCs solicit a knight in defense of the village. The knight is concerned with his farms and tells the PCs the villagers can rebuild it. But the Burgermeister counters that the farms rely on the village, and without it, everything from obtaining supplies to surviving the winter will be difficult and potentially catastrophic.

PCs might not even know the farms need protection! The local knight is the only NPC with the strategic training and forethought to realize their enemy will try to draw them away from the village by setting fire to structures far enough to draw them away from the chapel.

If the PCs don’t talk to him, they might never know.

Where do they go now?

That’s a sample of the decisions the PCs must make. Once they defend the village (or not), they need to find the druids to talk to them or exact revenge. But the Claymore Woods are wild and dangerous, filled with threats, supernatural shenanigans, and wonders. There is no map of the woods, the PCs are on their own, and they will need to explore.

The direction they choose sets the stage, but the deeper they go into the woods, the more dangerous it gets. They’ll need to do more than make a few tracking rolls. They’ll have to start thinking like their adversaries. They’ll need to decide how sneaky to be, or if a good-old-fashioned “kill everything that moves” play is in order.

Consequences

We hope that gives you as a Game Master a sample of the adventure flavor in  Fire on Claymore Woods. Like most Griffon Lore Game products, there are no easy answers, and those answers are usually not right or wrong. Indecisiveness is the best way to “lose” our modules, and the players always have the ultimate choice:

Are their PCs Zeros or Heroes?

Back Fire on Claymore Woods today and find out!


Back now on Kickstarter!

 

Burials of Teganshire Post 31 of 30.

Harken ye to the master table of the 30-Days of Burials of Teganshire Posts.

Which one was your favorite? Leave a comment and discuss!

Index of Burials of Teganshire Marathon Posts

Post

System

Type

Link

1

RPG

Running the Game

2

RPG

World-Building

3

RPG

World-Building

4

RPG

Plotting

5

RPG

Design

6

RPG

Running the Game


7

RPG

Plotting


8

D&D 5E

Encounter & Monster


9

Pathfinder 1E

Encounter & Monster

10

RPG

Plotting


11

D&D 5E

Design


12

RPG

Humble Brag

13

RPG

Encounters


14

D&D 5E

Backgrounds

15

D&D 5E

Design

16

D&D 5E

Design

17

D&D 5E

Feats

18

RPG

World-Building

19

Pathfinder 1E

Design

20

RPG

Burials of Teganshire


21

D&D 5E

Monsters

22

Pathfinder 1E

Monsters


23

RPG

Running the Game

24

RPG

Burials of Teganshire

25

D&D 5E

Monsters


26

Pathfinder 1E

Monsters


27

RPG

World-Building

28

RPG

World-Building

29

RPG

Plotting

30

RPG

Design


31

RPG

Running the Game

This post!


Burials of Teganshire on Indiegogo

Wait until you see upgraded Crossbow Man in the next module!


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Burials of Teganshire Post 23 of 30

The successful funding campaign is over, but Burials of Teganshire is still available on Indiegogo’s InDemand service. Click here to get your copy! https://igg.me/at/teganshire 

Session 0 doesn’t necessarily mean a separate session but is a meeting of minds between the DM/GM and the players. It is where the DM sets the tone, logistics, and expectations.

Personally, I find it helpful to put Session 0 information in a handout, and then both email and then physically hand it to the players. Session 0 is also an excellent time to roll up a new PC, so the information should be sent before the DM expects the players to have their new PC ready to go.

Here’s an example Session 0 handout for Burials of Teganshire and the Circle of the Blood Moon Adventure Path. As always, simple information that a player would find helpful is better than a “lore dump” that just gives the DM a captive audience.

No need for a lore dump. Let the PCs make their own story, discovering the world as they go.

Session 0: Circle of the Blood Moon Adventure Path

Circle of the Blood Moon is a 5E D&D game using standard D&D rules.

When

Every Friday at Rob’s House

Player Books

D&D 5.0 Player’s Handbook or SRD (required)

Xanathar’s Guide to Everything (optional)

Stronghold and Followers (optional)

Campaign Setting

Homebrew, European-style feudal system

Races

All except Dragonborn and Tiefling

Classes

Any

Character Creation Rules

Any class out of the PHB

Standard Point Buy

Standard Starting Funds

Milestone experience

Roll for HP when leveling

PCs can have feats if they meet advancement requirements

PCs can multiclass

The campaign uses Encumbrance

Campaign Tone

This is a challenging and complex campaign where players will need to earn their PC progression through heroic actions and deeds. Players are in the driver’s seat to the extent that the DM has material to cover what the PCs are going to do that evening, and if they wander too far off the adventure path, then the game pauses for the material to catch up. It is possible to fail objectives and have the campaign continue—win or lose; there’s going to be action. Your decisions have consequences; this is not a railroad, but there isn’t a multiverse shattering puzzle, either. You’ll know soon enough what needs to be done.

PCs will be making trips outdoors. Outside of villages, it is widely known that the less-civilized wilderness contains monsters and fey. The local authorities are feudal-based and, for the most part, well-respected by the local populous.

Difficulty

PC causalities will happen if players bumble about or if merely unlucky.

Players are expected to use team-centric, combined-arms tactics/strategy. There are random encounters that could turn deadly, and PCs can wander into places beyond their ability to survive if the party does not retreat and reassess.

PC Death

PC death could result in a new 1st Level PC until the campaign advances to where it makes more sense to have a new PC at a higher level.

Magic

This is a heroic-magic campaign setting—there are NPCs with magic, but they usually do not wander about killing monsters. The frequency of magic items is straight out of the DMG.

There is no open market for magic items, except potions, and even then, the alchemist making potions usually has a customer list she’s working towards. However, most alchemists rely on external sources for their concoctions and are predisposed to people selling rare materials.

Coin

Circle of the Blood Moon uses the same coin system that is in the PHB. The nobility also uses letters of credit, which they can exchange for coin with other nobility and the crown. There’s no fractional banking system, but there are wealthy merchants that will exchange coins for these letters of credit.


Still time to get Burials of Teganshire on Indiegogo’s InDemand service! Click here: https://igg.me/at/teganshire 

Burials of Teganshire on Indiegogo

Crossbow Man’s first thoughts were that the bridge workers will be avenged.
Via a BOLT TO THE FACE!


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Burials of Teganshire on Indiegogo

Gruesome deaths, arcane wards, ancient rituals, and an old bridge: a 5E & Pathfinder 1E adventure.

Here we are across the finish line!

Thanks, everyone! We appreciate your business–Tales of Lothmar is going to be a great line of products.

Those on the fence can still back, as the campaign has moved into InDemand mode.

Fulfillment Timeline

We are going to move quickly to fulfillment. As soon as Indiegogo sends us the cash and emails, we’ll send out the PDFs’ coupon. We do digital fulfillment through our store website at https://griffonloregames.com/.

Print copies are moving along, too. Theoretically (it’s always a bit unsure in the COVID-19 shipping world), we should get the printed proofs today and approve them. We’re still optimistic the printed versions will go out in September, too. 

Our support alias is support@griffonloregames.com.

Best Regards,
Anthony, Christophe, Anna, and Etta

 

Burials of Teganshire post 20 of 30

The Indiegogo Campaign is down to hours before ending! Back today to get your copy in September!

Burials of Teganshire is a self-contained, modular adventure that emphasizes localization, so the DM can plug the module into their own environment. It’s also so the players can develop their own story without the plot forcing them to travel hundreds of miles somewhere else. Going back 20 days, we talked about Localized Campaigns:

These posts are a mix of DM Practical and DM Design. Practical is necessary for the DM to save time. The Design is essential for the DM to add bespoke flavor—no commercial product can anticipate all the needs of your game table.

This post gives you some practical options to liven up Burials of Teganshire. Page count, modularity, and such prevented the information from showing up in the module. Perhaps one day, when we complete the adventure path, we can expand the text to include all that flavor that makes a setting come alive.

Of particular note, the next adventure in the series in the Circle of the Blood Moon adventure path (#CBM2) will have more information on Teganshire Village, so the options here are generic.

Before the PCs Head Out

Before the PCs head out to take care of the “bridge problem,” here are some generic flavor additions.

Carols the Halfling Merchant

Carols is a female halfling brewmaster with a wagon of high-quality beer heading up the road to the bridge. However, Carols only has two guards with her, and they are accompanying her mostly to handle the four horses pulling the wagon.

She is now held up and will approach the PCs—she’ll add to their reward. Carols doesn’t have much spare money (only 10 gold pieces), but will pony up a keg of beer if the PCs take care of “whatever killed that poor man!”

Carols and Laura of the Bouncing Mutt don’t get along, as Carols never has any beer to sell her, selling it up the road where she gets a better price.

Randy the Rider

Randy is a message courier with a swift horse, wearing leather armor and a light crossbow, but obviously, he’s not a fighter, but a mailman.

He’s contemplating a bypass, but his horse is a jumper. He’ll ask the PCs if he can follow them, in hopes of saving time crossing the river.

Randy is not allowed to engage in combat, and won’t do so. As soon as the PCs kill the monster, he’ll rush the bridge at full gallop and jump over the damage, continuing on his route.

Randy is a young man and only carries a small amount of coin, as the stops on his route feed both him and his horse. Interfering with Randy has severe consequences, as the local authorities also use his route to deliver military correspondence.

If Randy watches the PCs kill the monster, he’ll inform his employer who will arrange for the PCs:

  • Discounts on fast riding horses
  • Free mail delivery throughout the region
  • Discount at the inns along Randy’s route for a month

No Empty Stomach Left Behind

Before the PCs head out, the matrons of the village pack the PCs lunch, including two freshly baked pies. Farmer Paul, a man of modest means, also gives the PCs two small bundles of high-quality, smoked sausages, one for the PCs, and one for the “nice fellows in the watchtower up yonder.”

While PCs are Traveling

Beyond the random encounters in the module, here are some things to add for additional flavor.

Three Men

Three men were riding war horses along the river coming from the west, hoping to cross the bridge. However, they could see the bridge had significant damage and turned away. They are now riding to Teganshire, to warn the Burgermeister of the issue.

They did not investigate the bridge, but their horses were very nervous, and since they are the ones who trained said horses, they left.

These men are horse trainers. Their mounts are high-quality, and they were set to deliver the horses. They will continue to Teganshire and then leave after a meal, avoiding the road, traveling west.

The Guard Tower

As mentioned in the module, the purpose of this guard tower is less of a way stop and more of a patrol waystation to prevent errant forest critters from molesting the farms and ranches to the west.

As such, they are highly knowledgeable about the region. If helped, the well-paid guards are a treasure trove of information about:

  • Local nobility
  • Which farmers or ranchers have eligible, marriage-age bachelors and bachelorettes (ranked according to appearance)
  • All have respect for Harold and tell the PCs his young wife died long ago before they had children. If the PCs seem like honest, good folk, one of the guards says to the PCs that Harold needs help getting over his grief, and it would be a shame if he continued to be unmarried, as he is a respectable man
  • One of the guards was shot down, spectacularly, by the owner of the Bouncing Mutt in the village. If the PCs haven’t heard her story yet, he tells it here. He feels terrible because he didn’t know she was in mourning

If the PCs help the guards, they can also supply the PCs with some fresh goods from the local farms. If given the sausage bundle, the guards share a recipe of fried sausage and eggs.

One of the guards knows how to skin and process animal fur. If the PCs killed the dire wolves, he offers to the skin and process the hides, so the PCs can turn them into clothing sometime later.

Machan’s Tower

This would be a great place to put in a cursed book that ties to the next module in the Circle of the Blood Moon adventure path. Just put it there with Machan’s journal, no need to be fancy about it:

Book of Celestial Whispers

This book does not detect as magical but is a highly magical tome and a dangerous one as that. If read, the book, will without fail, impart the ability to speak celestial to the reader. It will also turn the reader’s alignment permanently lawful, so if the reader was neutral good, they would then be lawful good. If the reader was chaotic evil, then the book would change their alignment to lawful evil.

Book Contents

The book, written in Common, is an engaging and well-written story about a paladin named Sir Hashmon Keirman coming to the aid of a celestial forced into mortal form and now besieged by enemies in the mundane world. The story ends with Keirman finding out his paramour is an angel, and in a bittersweet decision, convinces her to go back to Arcadia, and resume her position.

This story is true and contains a large amount of action, romance, and philosophical questions between the nature of duty and desire. It’s approximately 70,000 words.

Curse

However long it takes for the reader to read the book (some can read it in a week, some in a day), when completed the curse takes hold and is irreversible—the Law, Neutral, Chaos portion of their alignment shifts to Lawful. The reader is made aware of this, but they may not know why.

One of the “benefits” of the curse is the reader understands celestial but has no knowledge of the fact. Celestial spoken to the reader sounds likes the reader’s own native language. When they talk to someone else that understands celestial, that’s the language they unknowingly speak.

If the reader already knows the celestial language, the alignment shift still occurs. If the reader is already also lawful, they feel a supernatural sense of understanding Sir Keirman, and their Wisdom score is increased by 1 (to a maximum of 20).

Recharge

Once the book curses a reader, it takes 4d6 weeks for it to “recharge” before it can curse someone else (reading the book twice has no effect the second or subsequent times). If destroyed, it reforms 4d6 months later in a random location, next to another book on a bookshelf.


Now’s the time to back! Click the graphic below to head on over to Indiegogo!


Burials of Teganshire on Indiegogo

Crossbow Man is now wondering if he shouldn’t have eaten that extra slice of pie from the village.

 


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Burials of Teganshire Post 12 of 30

We passed the 100% funding mark last night–thanks a ton for those who backed!

Let’s keep this train of awesomeness going! Head on over to Indiegogo and back if you haven’t already. The Indiegogo price is a significant discount off our retail offers, and funds collected now help us by paying for the production costs of the next project.

Friends, the printed book will be spectacular in quality. It’s thick, premium paper with a color interior coming off a digital offset press with one of the best covers in the industry. Back today, if you haven’t already, and if you already have, our heartfelt thanks!

This is the start of a product line of first-class adventures for 5E and Pathfinder 1E. How exciting!

Best Regards,

Anthony, Christophe, Anna, and Etta

 

Burials of TeganshireCrossbow Man appreciates your patronage

 

Gruesome deaths, arcane wards, ancient rituals, and an old bridge: a 5E & Pathfinder 1E adventure.

 

Burials of Teganshire post 7 of 30

All it takes is several 10-minute slices of prep time per adventure to personalize the content in a module and have the PCs dive deeper into the game world as a result. Previously we covered the benefits of keeping the campaign world barony sized (or, 30-mile hex sized) for most of the campaign.

Designing adventures is a lot of work. A prudent DM, even one with plenty of development time to devote to his campaign, can also use commercial adventure modules to add to the campaign world—indeed, this is more likely than not.

When running a campaign to keep it personal to the PCs, it takes more than just tweaking the plot so it makes sense. A McGuffin at the bottom of a dungeon the PCs need to retrieve to get closer to their nemesis is a popular pastime with DMs. It doesn’t take a lot of prep for a DM to add more investment in any adventure. Let’s go over one method—spending 10 minutes at a time.

The Personalized 10 Minute Slice Per Player

In a campaign, player drives vary. Some are interested in role-playing, some just want to show up, others like the idea of min-maxing their PC, others want to live out the fantasy of being a feudal lord, etc., etc.

I have a spreadsheet that tracks each PC. It contains any background info, which includes a 5E or Pathfinder background and their backstory (and half of my players didn’t start with a backstory). I also track things they are interested in, or plot points they bring up or anything usable by a DM.

In Excel, notepad, or 3×5 cards—it only takes about 10 minutes per player to add to adventure content that is personal to the player.

Example

Player 2 is one of the players that provided a backstory, which contains information about his grandfather’s disappearance one stormy night. In the adventure, there is an encounter location that contains treasure in an abandoned desk.

The DM puts a clockwork timepiece (aka a pocket watch) in the desk that the PC recognizes as his grandfather’s. It holds some type of enchantment, too, but the party’s wizard can’t figure it out.

The DM plans to have the investigation of the watch reveal more details of what happened to grandpa, cumulating in an adventure to bring back his bones to rest next to grandma.

Another Example

Player 3 didn’t provide a backstory but has the Acolyte background. In a room discovered while running the module, the party finds a trio of bodies—all wearing the acolyte livery that the PC used to wear.

Here the DM is playing it loosey-goosey. He listens to the player’s banter and guesses about what these acolytes might have been doing before here and see if the player in question has anything to say about his time in the church. The DM files exciting tidbits from the discussion for use at a later time, picking the best outcome (it’s always great when the players add their own lore!). There are some personal belongings on the bodies, so between the time the PC returns the items to the church and the adventure, the DM has a chance to come up with additional details as needed to advance this personalized plot—the main goal, however, is to snarf tidbits from the player discussion.

The Personalized 10 Minute Slice: Locality

It’s not just the players that should get 10 minutes each. The DM should also spend some time on the intrinsic parts of the localized game world. Harken ye back to the campaign plotting chart:

NPCs should have some type of interaction in the adventure based on their motives and dispositions to the party/PCs:

  • The mayor asks PCs, on their way to an adventure and passing through the next village, to deliver some letters.
  • The blacksmith hears about the PC’s trip and asks them to show any ancient weapons or metal armor that they find.
  • Nisha, the barmaid, the girlfriend of one of the PCs, is super mad the PC is going away again, and says to come back with a present, or at least flowers, or don’t come back at all!

There should also be setting interjections:

  • Winter is arriving, and the DM decides there’s just going to be a rip-roaring snowstorm. Because, why not!
  • The PCs have been hunting quite a bit with the local lord. They run into a druid that asks them politely to dial it down before the tasty fauna loses too much population to sustain itself.

Also, interjections based on prior Party Actions:

  • The party cleared out an old wizard tower, but when they ride by it, there’s a blue light in one of the windows!
  • The PCs, in their very first adventure, helped a hurt dire wolf. Now the wolf shadows them, seemingly wanting to join them at the campfire, but still skittish.
  • There is a bit of lore that says that periodically on a clear night, ghostly wind chimes are heard in an abandoned orchard outside of the village. The PCs hear this while preparing to sally forth.

And finaly, 10 minuites for the Villan:

Assuming the current adventure isn’t directly about the bad guy, spending 10 minutes adding some detail for the PCs to discover or experience is time well spent. Example:

  • The PCs don’t know it, but the undiscovered vampire that bought a local farm is waiting for the PCs to leave so she can charm some of the critical villagers, starting with the loud-mouth barmaid that gossips about her.
  • The vampire arranges for the local priestess to be out of the village for a couple of months. A low-level acolyte that doesn’t know anything about anything replaces her, dramatically decreasing the threat of receiving a blast of radiant damage to the face.
  • Despite her best efforts, the vampire finds herself enamored with the PC Bard (of course). Before the party leaves, she anonymously sends the local bard a rare and old poetry book.

Recap

A localized campaign requires a small time commitment per adventure (commercial or otherwise), along the lines of:

  • 10 minutes per player
  • 10 minutes for the localized campaign plotting
  • 10 minutes for the villainous villain

Note that all this prep was mostly about things the PCs did, about the PCs, or the villain. Little of it had to do with lore, and really, your lore should simply be a backdrop to action and drama.

Finding sand-boxy adventures to put in your localized game world makes things a whole lot easier when it comes to the players generating content for you. But even a rail-roady type adventure will seem all that more personal—when the DM personalizes it with local, and PC, flair.

Back Burials of Teganshire on Indiegogo for some excellent local maps and start adding that bit of detail to keep your players coming back for more.


 

Crossbow Man recognizes one of the runes on the bridge as the same rune on his brother’s sword. Isn’t that odd?

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Burials of Teganshire post 6 of 30

So, yesterday was all about the bad guys—who are they and what to do they want. We had everything from a possessed sword to a dragon lich. Some people had favorites, some didn’t like one or two, and the real question on the table is—how do I bring this villain home to the PCs?

How do you make it—personal?

And this is where an open-world (and sandbox) campaign shines. Because of the organic nature of how your PCs deal with problems in a localized campaign vs. “the BBE is gonna kill everyone!” style of adventuring, it does, indeed, make it personal.

Wind up your PCs with the villain

Ever see one of those toy plushies with wheels and a windup key? Where you wind it up and then set it down? You have a vague idea where it’s gonna go, but then it just zooms, hits a wall, and careens off into a direction you were not expecting.

Yeah, that’s that plotting you want, adjusting to the PCs’ actions. Let’s give an example with a villain from yesterday, Lord Marthous the Betrayer:

5. Lord Marthous and the Lady

Lord Marthous and his wife are on the lam, hiding from the King’s Men. Lord Marthous recently found out he was the bastard son of the king and confronted the nobleman he thought was his father and also his mother for her discretion. The confrontation escalated out of control, and while fighting his step-father, his mother interjected herself in front of a mighty sword blow and died. Marthous in a rage then slew his step-father.

Hunted, despised for patricide, Lord Mathous and his wife fled but ran into a trio of paladins hunting them, the three not realizing that the Lady was a sorcerer with powers of her own. The duo slew the young knights.

Now Marthous is done running. He plans to clear his name by usurping the throne. He will replace the King, the man in his mind, the cause of all his troubles. He makes an impassioned plea for the PCs to help him. If the PCs join him, when he is successful in his plot, he will reward them with betrayal! He will blame them for the atrocities committed to ascend the throne (guilty or not) in order to appease the nobles still on the fence.

If the PCs refuse him upfront, he becomes a bitter enemy, and the King solicits their help in the dispute.

Either way, the PCs at some point will probably ask—are we the baddies?

Example Series of Events

  1. Lord Gwain Marthous, newly installed in his manor lands after his “father” expanded his holdings, awaits the arrival of his bride in his new manor home in the obligatory arranged marriage.
  2. Still moving in, short on time, men, and knowledge of the area, he hires the PCs to deal with “a particularly aggressive brown bear.” He pays them well.
  3. Said bear turns out to be a Dire Bear. And it’s rabid. It mauls the Level 1 PCs, but they emerge victoriously.
  4. Lord Marthous is taken aback at the PCs mauling. He doubles their reward and gifts them a hunting cabin in the nearby woods, an excellently furnished vacation home the PCs now can call their own.
  5. Gwain comes calling with a small cask of brandy. Everyone gets drunk. Gwain lays out three things he needs to handle, asking the PCs if they can help him out again. PCs pick one.
  6. During the adventure, the PCs have a random encounter—the abandoned campfire.
  7. Picking up the gold from Marthous, the PCs mention the campfire. Gwain tells them his falconer is overdue.
  8. Adventure ensues to find the lost falconer.
  9. No sooner than they investigate the falconer (some unusual fey thing killed him), Gwain comes to the PC in a panic. A passing merchant found his bride’s carriage overturned, the guards missing, blood everywhere!
  10. This adventure revolves around the PCs’ particular strengths, tailored for their backgrounds, prior contacts, and knowledge of the politics of the area thus far. Bandits kidnapped the Lady (paid by the political enemies of his “father”).
  11. An epic, drawn-out slugfest occurs, and the PCs return the Lady to her Lord. The Lady, who saved her sorcerer powers for just the right time, helps the PCs in any way she can. The DM uses that to save a PC’s life at just the right moment.
  12. Marthous says he can award one PC with knighthood and titled lands befitting his or her new station. He can then make the other PCs official Lord’s Men, men-at-arms with special privileges.
  13. The DM designs a small “bachelor party” adventure, complete with shenanigans and stealing the Bishop’s prized poodle.
  14. Wedding!
  15. Here the DM interjects two or three small adventures/encounters that revolve around the PC’s backstories, drives, or outright stated plans. Homebrew or off the shelf modules work well, here.
  16. Marthous finds out about his real father, and the events outlined in the villain’s description proceed.

That’s just one example of how to tie a bad guy up with the PCs, and this particular route would make Lord Marthous’s betrayal all the more painful. And Marthous is following the despot’s script: after the revolution, to preserve the state, someone must be punished for doing what had to be done, and the ones that did it must fall lest they do it again.

And let them go

A Picture of War

For Marthous’ betrayal to hit the players in the gut, they need to be invested in both him, his friendship, and the shared hardship or they all could hang for a tragic mistake. While the above is a linear progression from “Here’s an NPC” to “and now everything goes sideways,” there are numerous spots where the path wanders between a random encounter, a “pick your own adventure,” and adventurers according to PC actions/desires before the festivities start.

But, more importantly, there is a choice. And the PCs might choose to side with the King. And if they do, they have the terrible task of bringing their friend in for justice so he can be drawn and quartered for not only patricide but treason. Indeed, picking this route makes Lord Marthous all the more ruthless. He has nothing to lose and no friends to watch his back.

This is a campaign arc where there are no winners. The campaign starts in earnest with the Bastard Son’s Rebellion and should contain the majority of the campaign’s action cumulating in the only way it can: the PCs facing their former friend in a showdown for the Kingdom. It’s messy, bloody, and personal. At the end of the campaign, the PCs should be the last men and women standing. They are either the hero or the antihero, but whichever path they choose, they were not a lead-by-the-nose zeros.

And now, my friends, at the end of this arc, would be the most excellent time to introduce an outside threat—just when the Kingdom recovered from a rebellion. At her weakest, her real enemies attack.

Tomorrow we’ll go over how to use commercial modules to make them more personal for the players.

And for some villains with motivations other than twirling a great mustache, back Burials of Teganshire on Indiegogo today!

Burials of Teganshire

Crossbow Man would stick by his friend through thick and thin,
and betrayal would fill him with a righteous burning vengeance!

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Burials of Teganshire Post 5 of 30

So much has been said about making good villains for the D&D campaign that rehashing Villanous Design Philosophy is both superfluous and probably dull. Let’s just give you some! Here are six villans with motivations and that personalized touch to keep your players interested in the campaign world. We follow that up tomorrow with some villain integration tips—the mechanics of inserting the PCs nemesis into the game world.

Shall we begin?

The Dead Knight Harakan

The PCs Personal D&D Villains at Home

The Villainous Villains await!

1: CheryLynn, Vampire at Large

Long ago, a charismatic but lonely vampire stayed at the local inn, and, enamored with one of the peasant girls, engaged in a torrid affair that resulted in CheryLnn becoming a vampire herself. Ashamed at turning another woman into a damned thing, the master vampire fled, chased by an enraged CheryLnn. She eventually caught up to him and slew him. CheryLnn, wandering here and there, decided after a long while to research her affliction to cure it.

Lady CheryLnn is now an educated, but wicked, vampire with extensive wizard capabilities. She is convinced the path to a cure is running experiments on people related to her. After all these years, that is a considerable number of the local area’s inhabitants. All she wants is to be the girl she was so long ago and will let nothing stand in her way.

2. Ranger Gifford the Vigilante’s Sword

Witnessing a crime from a minor noble, the ranger Gifford took it upon himself to avenge the innocent outside of the King’s Law. And he got away with it. He’s been an unsung hero since, righting wrongs and punishing the guilty behind the scenes.

Unfortunately, Gifford’s actions are the direct manipulation of his corrupted, mighty longsword that whispers to him while he is sleeping, invading his dreams and replacing his original personality with one of its own choosing. Now it is turning Gifford into a captivating cult leader, to “gather the righteous for the True Inquisition.”

3. Yonson the Werewolf

Yonson is an anomaly of sorts—when he turns into a werewolf, he has a modicum of control over his great rage and viciousness. He plots to quietly take over the region, convinced that he is chosen to lead people into a better state of existence. Yonson is also motived by a series of odd images he received. After dragging a deer into a cave behind a waterfall to munch in private, he touched an old magical tablet and received a vision. Something thoroughly malevolent and destructive will be coming to the area, an ancient prophecy coming to fruition.

Yonson, in his mind, is doing all the right things, at any cost. If the PCs defeat him, they will have to deal with his nemesis alone, without the werewolf army.

4. The Dragon Duo

Moving into the local forest is a young green dragon, bent on turning the whole into a “proper wood where only the strong can tread.” Cagey, avoiding direct conflict, and devious, the green causes no end of trouble for the region.

When the PCs figure it out and decide to deal with the dragon, they are approached by a woman with a silver streak in her hair. She tells them the green is the last offspring of a famous, ancient green, and she was tasked to make sure nobody kills him before he’s able to learn the ways of men and avoid the King’s Dragon Hunters and preserve his great lineage. She claims to be a silver dragon named Missy and wants the PCs to capture the green and move him somewhere else without implicating her involvement.

If the PCs thought the green was bad, Missy is completely bad, a mighty dragon lich wanting the green for her own fell purposes. She is telling a half-truth—the green is the last of his line, but the forest contains a powerful warding stone against the undead. Missy wants to dupe the PCs to be her unwitting servants, turn the green into a lich, and destroy the warding stone.

5. Lord Marthous and the Lady

Lord Marthous and his wife are on the lam, hiding from the King’s Men. Lord Marthous recently found out he was the bastard son of the king and confronted the nobleman he thought was his father and also his mother for her discretion. The confrontation escalated out of control, and while fighting his step-father, his mother interjected herself in front of a mighty sword blow and died. Marthous in a rage then slew his step-father.

Hunted, despised for patricide, Lord Mathous and his wife fled but ran into a trio of paladins hunting them, the three not realizing that the Lady was a sorcerer with powers of her own. The duo slew the young knights.

Now Marthous is done running. He plans to clear his name by usurping the throne. He will replace the King, the man in his mind, the cause of all his troubles. He makes an impassioned plea for the PCs to help him. If the PCs join him, when he is successful in his plot, he will reward them with betrayal! He will blame them for the atrocities committed to ascend the throne (guilty or not) in order to appease the nobles still on the fence.

If the PCs refuse him upfront, he becomes a bitter enemy, and the King solicits their help in the dispute.

Either way, the PCs at some point will probably ask—are we the baddies?

https://www.youtube.com/watch?v=hn1VxaMEjRU

6. Fey Gone Wild

Teamai, the elf druid, has in her possession a fey stone, a magical device that lets her summon fey to do her bidding. She has decided that she wants to take over her people’s ancestral lands, the place where the PCs are from. Young, idealistic, and charismatic, she wages a passive-aggressive war against the region, to have the populous rebel against the “wicked tyranny of the nobles” and replace them with her “rightful, benevolent rule.” It escalates, and people die.

PCs can convenience Teamai to stop her reign of terror or defeat her, but the fey stone has other ideas, turning to dust and seeping into her brain to directly control her (either alive or dead). Complicating matters a powerful elf matriarch shows up and pleads with the PCs to save her daughter, the rest of her children perished in war and Teamai is all she has left. And the nobles have plans of their own to protect themselves by doing away with the elves, who will respond in kind. Now, in addition to battling the fey stone zombie that is Teamai, genocide is staring at them in the mirror.

Want some more D&D or Pathfinder 1E Villains?

Back Burials of Teganshire on Indiegogo and get on some tragic villainy!

Burials of Teganshire on Indiegogo

I bet Crossbow Man thinks the monster at the bridge is the real enemy.

 

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