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?

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

 

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Burials of Teganshire Post 4 of 30

Your D&D/Pathfinder games (and others, but Griffon Lore Games is currently only on these two systems) are not Hollywood.

The Hollywood-style dramatic plot doesn’t work for the D&D game table. The players may have a fantasy movie running through their heads, and the DM made have a fantasy movie in his head, but D&D is an interactive game. The story you want to tell is a bunch of friends getting together and laughing at just how bad the player rolled his wizard’s saving throws and had his PC fall into a pit of cow dung that was lit on fire, not some grandiose Game of Thrones mega-plot. That falls apart on Season 8 (ahem).

Plot Points in a Localized Campaign

“But Anthony! You just went over Characters and Setting! Now, this is a Plot post! That’s like a novel, Dude.”

Well, my friends, that’s life. More specifically, human history. There is nothing more compelling than human history. In history, we have people, we have places, and we have things that happened.

In a localized campaign, the goal is to make a small portion of the game world come alive, and “what happens in the world” should drive the “plot” of the campaign.

  1. NPCS have their motivates
  2. Players have their game drives—such as leveling their PC, having their PC get a Staff of the Magi, etc. Some players just want to show up and drink beer and roll dice. Obviously, their contribution to the plot will be small
  3. Setting changes—the king’s wayward sister rides into town. A flood. An earthquake. Bad draught. Diseased fauna. Etc.
  4. The main antagonists have his own motives

 These four localized history drivers look like this:

Now that the DM has a history of his world, shaped by players, NPCs, setting, and a bad guy, he or she can move forward with rolling dice and killing monsters. And that’s where adventures come in—a DM can run their own, pull one off the shelf, or, most likely, do a combination thereof. In a localized campaign:

  • Modules that have robust win and fail conditions fit in better than a “win at all costs or we failed the module” adventure
  • Adventure paths can offer a “road” for the PCs to drive down while the other portions of the game world churn. That is, it’s not that the PCs took care of the bad guy, it’s that they solved a problem so they can convince the mayor to back their village expansion. Or mining expedition.
  • Conflict is more personal. An attack on the village’s bridge on the trade road is an attack on the village. If the PCs don’t care about the village, because the description of it and the people in it are flat, or that they are going to “Level and Leave” then the adventure, the roll dice and kill monsters portion of your game, descends into murderhoboism.
  • Lore is only used insofar as applying detail for the PCs to add their own lore. Lore impacts everything and shapes everything. If you find your lore driving the plot, well, that’s not a player-centric game. That’s just you as a DM. Which is fine, as long as you know what you’re getting into.

The Story Thus Far

We’ve talked about avoiding giving the PCs the excuse to disconnect from the campaign world. We’ve also spoken about crunchy NPCs with minds of their own, not some convenient plot-forwarding device. Then we went over the setting, talking about maps and random encounters attached to the map.

“What comes next,” is a combination of all of that, and that’s Griffon Lore Games’ goal: give the DM a module that he or she can run with the tools that support the players feeling like it’s their game and their world, and that they aren’t just cogs in a storytelling machine to advance a plot.

Your PCs are making history. Use that history to give them conflict. Conflict causes action. And who doesn’t like an action-packed adventure?

Next, we’ll depart from the general concept of campaign philosophy and talk about villains. Because who doesn’t like a great villain? Villains are delicious. Let’s feast!

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Burials of Teganshire Post 3 of 30

Moving right along to our locality-based adventure settings, i.e., campaign play, we’ve talked about starting small and staying small. Especially with NPCs, staying local is not just some lazy DM technique, it’s the cornerstone to having the PCs shape the world around them while at the same time, instilling a sense of verisimilitude that said world has a life of its own. That’s a neat trick, yes?

The more often PCs move beyond a local setting, the more they leave behind NPCs with their own motivations and dispositions. They arrive at a new location and start over.

And I cannot stress this enough—it’s that start over that lets apathy set into your game table. Suddenly your PCs went from drama-inducing machines to (wait for it)—murderhobos.

Do you want murderhobos? Well, that’s how you get murderhobos.

Beyond crunchy NPCs with their own drama (character), the DM has a crucial tool in their toolbox, the local map (setting). Handdrawn maps on hex paper to the hyper-detailed Anna Meyer map, your local map only needs three things:

  1. A map scale to reinforce the local boundary
  2. Terrian that identifies the varied flora (farmland, forests, water, etc.)
  3. And most importantly, sites on the map for the PCs to wander into when they go off the beaten path

The Trope of Moving Beyond the Village

Before we go map-happy, let’s talk about a medieval trope—most villagers did not wander away from their village.

In D&D, we dial this trope to 11. Not only can you run into hostile people who don’t like you if you wander away from the village, but you can get eaten by a monster! PCs should be romanticized by the locals—like men-at-arms, traveling bards, couriers, and traders—PCs for good or bad are the people with the gumption to wander beyond the beaten path in search of fame, fortune, and honor. Villagers will think they are either unique and heroic, or unique and foolish. Either way, the PCs are starting to leave a stamp. What they do starts to impact NPC motivations.

The Local Area Map

All those things can occur in a barony-sized chunk of land. Make it a large barony, 144-square miles, and that is a fantastic amount of land, from a medieval perspective, even on horseback. Or, a DM can go old school and use a single 30-mile hex, a whopping 779-square mile chunk of land. Personally, I like the hex grid method. It’s Greyhawk-like, and I love me some Greyhawk.

Adventure Sites on your Map

How many adventure sites do you need? I suggest a different approach—how many random encounters do you have, and how much conflict do you want to articulate ahead of time? In a localized campaign, PCs are generating conflict and solving conflict. A DM needs room for expansion, so putting down twelve areas with a paragraph description, with the idea of creating twelve more as the campaign progresses, is a viable campaign (linked adventure) plan. As a DM, you need both the flexibility for the players to wander a bit, but also the ability to add a location, based on players generating encounter locations for you.

Picture this scene around the table—an innocent conversation between players.

Player 1: “That eff’n mimic was annoying. I hate those things.”

Player 2: “I wonder where it came from?”

Player 3: “Somewhere needs to receive all the fire.”

DM: (secretly writing notes)

And thus, the Great Mimic Breading Ground (heh, heh, heh) in the abandoned wizard tower basement (of course it was a wizard) was born. Player 1 secretly loved everything about the adventure. Player 2 regretted opening his big mouth. Player 3 enjoyed having her PC buy a wagon full of oil barrels. Player 4, the Druid, was sure annoyed with the resultant forest fire. Player 5 was eaten by a mimic and later picked a place on the map of where his new PC’s ranger uncle had a hunting cabin.

Random Encounters on your Map

Just as crucial of generating encounter sites (and an encounter does not always mean combat), the DM should have Random Encounter Tables ready to go, the number dependant on the landscape and people therein:

  • Village Random Encounter (rats, ruffians, drunkards, lost dog, belligerent guard, etc.)
  • Road Random Encounter
  • Woods Random Encounter
  • The Other Woods Random Encounter
  • Lake Random Encounter
  • Repeat the above, except at night

Etc. Random Encounters are an essential tool in the DM Toolbox. It’s the mechanism in which the randomness of dice gives the game world a chance to interject itself as an entity, rather than careful plots, narratives, and plans. When they are location-based, they are just as important, if not more, than the static encounter placed there.

In a game world, “stuff happens.” There is a trifecta for localized campaigning, each as important as the other:

  1. DM created encounters
  2. Player generated encounters
  3. Random encounters

Consider random encounters the Game World having a say, and your gameworld needs to make itself known in a localized campaign.

Map-Based Random Encounters — Frequency

There are several methods for encounters, here are the rules we frequently use, rolling for an encounter when:

  1. The players are moving from point A to point B
  2. Players arrive at point B
  3. Every four hours
  4. Players do something that generates attention

Encounters happen on a d12 if the dice shows an 11 or 12. On a 12, the DM makes the encounter more difficult—adding a monster, making the NPC more belligerent, adding environmental effects such as rain or fog, maximizing monster hitpoints, etc.

Map-Based Random Encounters — the Table

Spending time on the encounter table is worthwhile, and there are several different ways to do it. My favorite method is a list from 2 to 20. Roll 2d10, and run the encounter indicated on the dice.

What to put on the table? It should be specific to the day/night cycle and location. Coming up with the 2 to 20 encounters, in 2020, is easy. If you’re having trouble, take encounter tables from anywhere–the web, old modules, your notes–and mix and match while putting in your own flair.

In addition to monsters, I always have:

  • Mystery encounters (“you come across a campfire still smoldering, but no one is around”)
  • Odd encounters (“riding a large centipede is a tiny sprite, complete with reigns and a tiny saddle”)
  • Helpful encounters (“an apple tree with fruit ready for picking”)
  • Fauna encounters (“several deer are nearby, oblivious of your presence”)
  • Weather encounters (“an odd shift in the wind carries with it the hint of rain”)

The Local Map: Beyond the Village

So we’ve talked about the map, tropes, and placing encounter locations and leaving enough room for expansion, so now let’s talk about the map itself. We’re going to use an Anna Meyer map from Curse of the Lost Memories.

The Lost Barony of Wailmoor Map

Click on the Map to Embiggen

This map has some locations therein outlined in the module. Even if you didn’t want to use the module, a DM could purchase the map separately. There are some exotic locations, a castle, a temple, tors, obelisks, a bog, etc. There is plenty of room on this map for the DM to place to expand.

And this is where Griffon Lore Game location maps are a cut above. With the amount of terrain detail on the map, the map itself generates encounter ideas due to its gorgeous precision. A flying monster can rost on top of one of the tors, or a rebel wizard can have a secret lair underneath it. Just by looking at our maps, the DM has a greater understanding of what the localized campaign physically looks like and can add his or her own flair accordingly.

And we’ve stripped this map of detail from 300 DPI to 96 DPI so it can display on the web. You can get the 300 DPI version at our web store.

Switching maps, here’s a web version of the local map in Burials of Teganshire.

Burials of Teganshire Local Map

Click on the Map to Embiggen

If I was adding an encounter to this map, you know what I would do? I would place an location on these three little river islands:

  • Haunted camp-site, where the ghost of Marylou died in a flash flood waiting for her lover—who was with another woman
  • Beligenant giant freshwater pistol shrimp
  • Sunken treasure—a chest containing a magical folding boat
  • The secret place where the horse-lord of Harasdra likes to fish with his buddies

And that was just a tiny portion of the map. This is a localized campaign map for sure, and it’s spectacular. Back Burials of Teganshire on Indiegogo to add it to your collection!

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Go on, Crossbow Man. Step on the bridge.

 

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Burials of Teganshire Post 2 of 30

Yesterday we talked about Player Character investment in the game world, adding extra sauce to the Player Characters’ adventuring shenanigans. Detail about the immediate world adds verisimilitude. By keeping things local, PC actions have a significant impact on the game world until, after a while, it is their shaped gameworld.

Tomorrow, we’ll talk about Localized Campaigning, the Map Post, but let’s dive into products that take Non-Player Character descriptions to the next level–Griffon Lore Game’s very own Curse of the Lost Memories and Lenard Lakofka’s The Secret of Bone Hill. In the trifecta of Plot, Setting, and Characters, it’s the NPCs that can make or break your adventure backdrop.

Welcome to Restenford, home of the crunchy NPCs

Lenard Lakofka’s The Secret of Bone Hill is an excellent example of cramming a metric RPG-ton of roleplaying goodness into a sandbox. Indeed, there is an entire blog dedicated to ruminations about the location.

There are town and surrounding area maps, but it’s the NPCs (along with a good DM) that makes adventuring there come alive. Lakofka went out of his way to present NPCs with motivations, flaws, and secrets. He also had a list of rumors, both false and true. And the factions presented therein could generate conflict and drama with the PCs merely visiting one before the other. Restenford is The Village of Hommlet on steroids.

As I recall:

  • The Baron was a good man but had his flaws, such as greed.
  • A wizard rents one of the castle’s towers, so he lives there but isn’t necessarily the Baron’s man
  • The Baron’s wife is a priestess with her own life outside of her marriage
  • His daughter wants his position
  • Retired vets that watch over the town their way complete with vigilante justice
  • The spies
  • Some crazy dude with a split personality, one good, the other thoroughly evil
  • Etc.

Crunchy. The NPCs of Restenford are crunchy. They seem to generate conflict just by existing, and conflict makes drama and drama makes for great D&D. Stuffing such into the small environment makes Bone Hill a perfect module to model a sandbox location for low-level PCs base of operations.

10/10, will Restenford again.

The Tiny Crossroads Village of NPC Motivations

Griffon Lore Game’s Curse of the Lost Memories has a small village at the crossroads of two Roman-like paved roads:

The Crossroads Village

At the Crossroads (isn’t this a great map? Click here to purchase the hi-res and VTT version) we have three farms that supply the village inn, the lord’s manor, and the stable. There are stats for all of the village inhabitants and any noteworthy callouts. But more important to the DM are three key factors where each important PC has a:

  1. List of Motivations 
  2. “What they know” description
  3. PC disposition list (what they do if they are Friendly, Neutral, Indifferent, Hostile, etc.)

Again: Conflict causes action. Action causes drama. Drama is a thing that turns the backdrop of your adventures from a two-dimensional picture to an engaging experience using dice.

When NPCs have their own motivations, they will cause conflict with other NPCs, the PCs, and even–on occasion–themselves. Motives don’t necessarily need to be listed in a neat paragraph, but certainly used throughout an adventure or setting.

Let’s use an example, the Viscount Marris Argona from the Viscounty of Kandra Gazetteer.

Viscount Marris Argona

Marris Argona is the current Viscount in Kandra. He was appointed by the King about eight years ago after the previous Viscount died. He is married to Lady Felren, a low-level, but valued priestess.

 Argona is a diplomatic man in his late forties and has a quiet intensity to him. He is friends with the King and has a reputation of careful thought in times of peace and decisive, strategic thinking in times of strife. It was a surprise that the King appointed Argona, whose family ruled the small town of Semelen, over more prominent and experienced horse-lords when the Viscounty title was in play. Argona still faces political tension and must continuously prove to his horse-lords that the King has made the right choice.

Motivations

      • Keep Kandra safe. Maintain investment in the military to defend the northern borders from humanoids.
      • Control the witches, so they continue serving Kandra. Give them some of the lands they ask for while preventing them from branching off into a separate nation.
      • Maintain the proud and independent horse-lords’s loyalty to the crown.
      • Manage the influence of the neighboring, over-religious Duchy of Hardred. Hardred is frustrated at the low importance of the clergy in Kandra.

Perspectives:

      • The witch Kavita is both my best advisor and my worst enemy. I am scared of her.
      • The dwarves are a potent and robust power in the Viscounty. I need to reinforce their role in Kandra’s politics and use them to balance the power of the witches.
      • I am worried that the druids do not have a counter-power in Kandra. They are currently friends and allies to the Viscounty. However, should that change for any reason, I’d be in a weak position to push against them.

You can find the description of the Viscount and more in the Viscounty of Kandra Gazetteer, free to backers of the Burials of Teganshire adventure on Indiegogo.

Another example is Sir Walshan, the Knight of the Crossroads:

Sir Walshan's Motivations

Walshan has base and clichéd motivations, but they are legitimate, given the circumstances. However, the last paragraph in his motivational list is most telling–he gives PCs practical advice that, if followed, gives them an advantage in the Curse of the Lost Memories mega-module: establishing a base of operations is almost a necessity. PCs that do not do so usually wind up dead from attrition in the Lost Barony of Wailmoor.

Tying it all together

NPCs that have motivations, perspectives on their present circumstance, and listed dispositions seem to breathe independently. The DM can portray them as people that live their lives as the PC leave an area and come back.

It is a daunting task to outline an NPC (and in a module, bloat your page count). For Burials of Teganshire, we don’t list NPCs dispositions due to the fast and furious nature of the task at hand (save the bridge!). But in the follow-up module, we sure will, as if the PCS were mean to the bar owner of the Bouncing Mutt, she isn’t going to give them free beer for a job well done, or that the man in the corner keeps looking at them as if he was thinking about which PC to backstab first.

And that’s another reason to start small when starting a campaign. Fleshing out a ton of NPCs this way is an excellent way to fall asleep at your desk. A localized campaign will keep your players coming back for more, without a ton of prep work that may or may not become useful as the PCs engage the adventure.

Burials of Teganshire Adventure Module

The village of Teganshire is small, and we present a few NPCs of worth (with more to come in the next installment!). These NPCs present an aura of living there, rather than serving as a quest giver with an exclamation point over their heads. Right now, they are breathing. Soon they will be crunchy.

Purchase Burials of Teganshire by backing our Indiegogo campaign, both in PDF, softcover, or both.

Burials of Teganshire

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Back now for some excellent adventuring!


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

Head on over to Indiegogo and back Burials of Teganshire!

Burials of Teganshire is a module for level 1-3 characters that can be used in any campaign setting (commercial or homebrew). It is the first module of the Circle of the Blood Moon adventure path that will take characters to level 10, through a long campaign filled with complex encounters and ancient mysteries. 

A few things that are important to us in the design of this adventure:

Adventure Campaign Setting Agnostic

We wanted to propose a module that can be inserted in any campaign world. The Kingdom of Lothmar is our own setting, and in the appendix of the module, we provide guidance on how to play this adventure in this setting. However, we designed it so that if you want to play the module in your own setting, you totally can.

How do we achieve that?

First off the action of the module is local, it spans an area of about 15 miles wide, that you can easily plug into your preferred setting. Also, we made sure to strip any lore or NPC behavior that would not be applicable to most settings, offering the possibility to play it as it is, or DMs to add their custom lore-specific content to their liking.

Heroic Story Centric

We want players to feel like heroes. Our modules are tough and complex because players do not like to feel their progression is undeserved. Nothing beats a party of players cheering at each other after a tough battle.

We also believe that actions should have consequences and our modules include many different possible endings based on how the players behaved. Compelling stories are supported by motivated and plausible NPCs. We have designed this module so that every NPC’s motivations and perspectives are described, giving DMs the tools to bring the environment to life.

What You Get with Burials of Teganshire

Burials of Teganshire comes with:

  • Complete monster statblocks as part of an original bestiary
  • DM guidance on how to play the main encounters
  • Detailed motivations and perspectives for all NPCs
  • Immersive detailed maps, also available in digital format for VTT or prints

Burials of Teganshire