Showing posts with label Faces of Pretomournon. Show all posts
Showing posts with label Faces of Pretomournon. Show all posts

Thursday, February 20, 2014

Faces of Pretomournon:The Dwarf with the Eye-patch

Ibbo

A strange-looking creature, small and stocky, but broad and strong. Maybe it's a small man, or maybe a large gnome. Maybe it's a member of an unknown race from a distant corner of Seralin, or even from one of the other moons of Anderove. Anyway, the creature calls itself a “dwarf”.

Dwarves are not native to the Weird opera world, but then, Ibbo is not from this world. He comes from a distant planet located in another universe, where immortals rule over an eternal empire. Ibbo double-crossed one of them, and had to run for his life.

Following an ancient map, Ibbo found his way into a strange multi-dimensional castle, in which he quickly became lost. Wandering through the castle’s many rooms and corridors, the strangeness and horrors he encountered almost drove him mad. Chased by a swarm of vargouilles, he sought refuge in what appeared to be a chapel. It was there he was contacted by Arak-Kur-Mortahn, The Death Titan, a demonic destroyer of worlds traveling from world to world in his ship of the lost. Ibbo vowed to serve the Lord of Twist and The Death Titan provided a portal key that would activate one of the many magical portals out of the castle. Ibbo ended up on Seralin, where he resides to this day.

The dwarf has dull gray skin and wears shiny black leather armor. He wears an eye-patch over his left eye, making him look like a pirate, shaves his head bald, and wears his graying beard short. He speaks with a deep voice that could be described as “fatherly”, or as “disturbing”.

Pretomournon’s inhabitants don’t notice, but Ibbo has the surly attitude of a typical dwarf; stoic and stern, dour and humorless. In addition, he’s very foul-tempered and mean. He fully intends to help the Lords of Misrule to destroy this world and many others after that. Even though Ibbo’s the Disciple of the 5th Lord of Misrule, he’s happy to let another demon bring about the Apocalypse. It’s for this reason he helps the jester Quinzel to summon her master, Padat The Fall. That, and the girl is easy to take advantage of when she’s in one of her depressive moods.

If not working to cause the end of the world, Ibbo indulges in his hobbies: robbery, theft, murder and tax evasion. Not too long ago he stole a chest of magical weapons from smuggler Vithimiris Reizensteijn, with the help of a key provided by key maker Frederika Gvene. He sold the weapons for a large sum of money to the amazon Demostratia. However, Gvene talked under pressure, and now Reizensteijn has offered a substantial award for "the dwarf with the eye-patch".

Ibbo: AL C; MV 12; AC 6 (studded leather, Dex); Male Dwarf 9; hp 59; #AT 1; Dmg 1d6+5 (dwarven thrower war hammer, Str) or 2d6+10 when thrown, or by weapon +2; S 16, D 13, C 16, I 15, W 10, Ch 15; M 6; items: amulet vs. crystal balls and ESP; XP 2,400.

Ibbo has all the special qualities of the dwarf class.

Location: The lighthouse in the harbor, Quinzel’s apartment in the River District, or committing a crime somewhere else in the city.

See also: Demostratia, Frederika Gvene, Quinzel, Vithimiris Reizensteijn.

Note: Arak-Kur-Mortahn, The Death Titan appears in the one-page dungeon Ship of the Lost.

Tuesday, December 31, 2013

2013: A Quick Review

In almost six hours it will be 2014 in my little corner of the world. So there’s still time for me to do a review of 2013!

The year didn’t start well for me, with me being ill and having trouble doing things I really enjoyed – like blogging. In July I came back to this blog and started writing Three Sad Wizards. Most of the posts I made in July and August were about this module. I really like how it turned out and, judging from reactions I got, other people do as well.

In September I completed the 30 Day Challenge. Not all questions on the list were interesting, but I tried to make something of every post, and most of the time I succeeded. And after a year of not being able to blog, this did feel as a real victory.

I also started a series inspired by the Planescape book Uncaged Faces of Sigil. I did six entries in the series Faces of Pretomournon. So far I’m pleased with how the series is turning out, but I think the entries may be a bit too long. Faces of Pretomournon will return in the new year.

In October I wrote my most popular post from this year: Orc Babies. It was a commentary on D&D Next’s “story elements”, that threaten to be completely uninspired and boring. To put money where my mouth is, I showed how I do orc babies in my campaign. Apparently, people liked that.

In November I participated in NaNoWriMo. I hoped I could continue blogging, but that proved to be unrealistic. However, I did write 50K words on my novel that is now almost finished.
So what will 2014 bring?

I’m writing a module called Lost Library of the Death Speakers, which is on hold until I figure out a way to make it less boring. I’m also outlining Valkyries vs. Amazons, an module which can be summed up as Female Fighters in Unreasonable Armor – the Module. However, I also have my Nanowrimo novel to finish, so it may take a while before I have time for it.

I’m also writing the DSA game, a clone of the first edition of Germany’s most popular roleplaying game. So far, I have most of character creation, about half of combat, and a lot of spells done. Still a lot to do though, so it will take time.

Happy new year to everyone, and see you next year!


Wednesday, October 23, 2013

Faces of Pretomournon: The Amazon

Demostratia

The Knights of the Ark are champions of Neutrality, trying to keep the balance between Law and Chaos. It is the largest knighthood on the world of Seralin, and consists entirely of women. As often happens in such large organizations there are different movements within the order, that explain the ideologies of the order differently and want to implement its objectives in different ways.

One of the largest groups within the Knights are the Amazons. Amazons believe that the balance between Law and Chaos can be best accomplished by fighting against the natural course of things (which contains of both order and entropy). One of the ways they do that is bringing the dead back to life (with the raise dead spell). The revived dead become beimana, or cheaters, and are taken out of the wheel of reincarnation. They can never reincarnate again.

In Pretomournon’s Ruined Tower District stands "The Unaligned School for Young Women", led by its headmistress Demostratia, knight of the Ark and Amazon. The pupils at the school are all between twelve and sixteen years. They’re trained to be squires to knights of the Ark, and eventually after an internship will receive a full knighthood. All the girls are beimana, meaning they have been dead and were resurrected by an Ark knight, after which they were transferred to the girl school in Pretomournon.

Demostratia was born on the knights’ ark Utnapishtim. As a young girl she was one of the most promising squires, and she was fully knighted at the young age of fifteen. In the decade that followed Demostratia accomplished many successful missions, and she rose steadily through the ranks of the Guild. However, when she observed the knights’ "end justifies the means" philosophy in action on several of her missions, she grew more and more dissatisfied with the Guild's lessons. Her loss of faith successfully hiding, Demostratia was offered the position of headmistress of The Unaligned School. She took it eagerly, and she left for Pretomournon.

Her superiors do not know that in Pretomournon Demostratia joined La Révolution, the Guild that believes people should be able to choose their own leaders. The entire staff of the school consists of revolutionaries. In addition to classes about the knight’s code and philosophy about Order, Neutrality, and Chaos, students also get lessons in political science, guerrilla tactics, setting traps, assassination, and alchemical bomb making. When the students graduate they are not only knights, but also terrorists. Demostratia's goal is nothing less than to overthrow the leaders of the Knights of the Ark itself.

To arm her pupils, Demostratia purchased a chest of magic weapons the dwarf Ibbo. This chest was stolen by Ibbo from the warehouse of Vithimiris Reizensteijn. Reizensteijn is outraged by the theft and has offered a reward for "the dwarf with the eye-patch", but doesn’t know that the weapons are now in the hands of the revolutionary amazons.

Running the school does not go in its entirety without any problems. The gang of The Basher Brothers  visited the school a few times to suggest “in a friendly but firm way" to the headmistress to move. After some inquiries here and there Demostratia found out The Temple wants to draw a magical rune in streets, and that the school is in the way. Demostratia is not going to move the school, and so far she has managed to resist the pigs. The Bashers, not used to knights who aren’t intimidated, have yet to find a way to clear the school.

Another problem presents itself in the guise of the young scoundrel which is known as "The Romanticist". This romantic rogue visits the school regularly at night to “honor” some of the older girls with a visit. Naturally Demostratia and her staff do not want this, but they suffer the disadvantage of girls taught to turn against authority: time after time the girls help the Romanticist to hide or to get away. So far, Demostratia failed to catch the young man.

However, she did catch the thief Esbern. Demostratia caught the handsome thief when he tried to rob her office. He begged her not to hand him over to the authorities. Demostratia agreed, on condition Esbern did a number of jobs for her. Since then, an unusual relationship developed between the two, in which both are attracted to each other, but neither wants a love affair with the other.

Demostratia: AL N; MV 12; AC -1 (banded mail +1, shield +2, Dex); Human Female Fighter 6/Thief 4; hp 44; #AT 2; Dmg 1d8+5 (long sword +3, Str) or by weapon +2; S 17, D 15, C 14, I 13, W 10, Ch 14; M 8; items: helm of telepathy; XP 2400.

Thief Skills: PL 31, FRT 23, PP 37, MS 37, CW 90, HS 27, HN 1-3.

Location: The Unaligned School for Girls in the Ruined Tower District.

See also: The Basher Brothers, Esbern, Ibbo, The Romanticist, Vithimiris Reizensteijn, Sylgya.

Saturday, October 5, 2013

Faces of Pretomournon: The Pigs

The Basher Brothers


If you want to have someone killed, the best place to go to is the Secret Masters Guild. But sometimes you do not want someone dead immediately. Maybe you want him beat up? Threaten him? Collect money he owes you?  Break his legs? Then you can contact the Basher Brothers.

The pigs Ale, Vodka and Gin - their father named them - began their careers as bodyguards in service of the rich moneylender Garrelt Cristofoletto. Cristofoletto always used pigs as bodyguards - and still does - because he thinks that they look "tough". The brothers Ale and Vodka Basher guarded the moneylender for almost five years. During that time they often performed special "chores" for him. For example, when someone refused to pay, the brothers paid the debtor a visit to advise him to pay quickly (and when a large sum was involved, maybe break a leg or two). Ale and Wodka often took their teenage sister Gin with them on these jobs, in order to teach her “the ropes”.

When the new tax system was introduced, it paid Cristofoletto better to dismiss his bodyguards and take on freelancers. Of course he hired Ale and Vodka Basher right away, but the two pigs suddenly found themselves forced to start a company. However, Vodka saw an opportunity to expand their business. Gin began approaching new customers. There appeared to be a large market for Brute Force, and soon they got so many commissions that they had to hire personnel.

Now the Basher Brothers (and the Basher sister) are at the head of the largest mercenary guild in Pretomournon. All members of the gang are pigs, about as many bears as sows. Ale and Vodka no longer work as bodyguards - they leave that to the pigs in their service.

Ale, the oldest brother, is the largest, the strongest, and the dumbest of the siblings. Since he no longer does mercenary work, he behaves as if he's better than the staff - many of whom are former friends of his. Ale's an Executive Board Member of the mercenary guild, but actually he’s nothing more than a glorified guard of his younger brother and sister. He is especially protective of Gin, and he makes it very dangerous for would-be suitors to come near his sister.

Vodka, the middle sibling, is only slightly smarter than his older brother, but not by much. Vodka pictures himself as a real businessman. He dresses like a wealthy merchant, smokes big cigars, and travels through the city in his own rickshaw, pulled by one of his servants. But beneath that stylish exterior he remains the low-class gangster from the River District. He is vulgar, has terrible manners and a banal sense of humor.

Gin is the Basher sister. She's smarter than her brothers and therefore takes care of administration, human resources, and client contacts. But make no mistake, even though she’s smart, Gin is as vicious and violent as her brothers, and strong enough to beat almost every thug in the city in a one-on-one fight - except for Ale.

The Basher Brothers have many clients. In addition to providing Cristofoletto's protection, they work for Vithimiris ReizenSteyn, on whose behalf they threaten the art dealer Fern, for Carter Don, who hired them to clear the orphanage of the Amazon Demostratia, and for the magician Laumones of Rozeren, for whom they try to keep the rogue only known as "The Romanticist" away from his daughter Abigail. In all three of these jobs the Bashers aren’t very successful, and it looks like there’s room for competition in the thugging market. So far, however, no one has dared to compete with Ale, Vodka and Gin.

Ale Basher: AL N; MV 12; AC 6 (studded leather +1); Pig Male Fighter7; hp 49; #AT 1; Dmg 1d6+3 (mace +1, Str) or 1d4+2 (bite, Str) or by weapon +2; S 17, D 10, C 16, I 5, W 9, Ch 7; M 11; XP 790.

Vodka Basher: AL N; MV 12; AC 6 (unarmored); Pig Male Thief 9; hp 43; #AT 1; Dmg 1d4+1 (silver dagger, Str) or 1d4+1 (bite, Str) or by weapon +1; S 15, D 11, C 15, I 7, W 10, Ch 8; M 9; special: backstab (2d4+2 dmg), thief abilities; items: gloves of swimming and climbing; XP 1700.

Gin Basher: AL N; MV 12; AC 5 (unarmored, Dex); Pig Female Fighter 5; hp 40; #AT 1; Dmg 1d6+1 (mace, Str) or 1d4+1 (bite, Str) or by weapon +1; S 15, D 13, C 13, I 12, W 10, Ch 11; M 9; XP 350.

Pig Thugs of the Basher Guild: AL N; MV 12; AC 8 (leather); Pig Fighter 2; hp 10; #AT 1; Dmg 1d6+1 (mace, Str) or 1d4+1 (bite, Str) or by weapon +1; M 10; XP 29.

All have normal abilities of a pig, as described HERE.

Location: The Basher siblings can be found in their office in the Money District, or in the barracks of their mercenaries in the River District.

See also: Garrelt Cristofoletto, Demostratia, Carter Don, Fern, Vithimiris Reizensteijn, The Romanticist, Laumones Van Rozeren.

Wednesday, October 2, 2013

D&D 30: I Made It, and What Now?

So I completed the 30 day challenge this Monday – precisely on schedule. I managed to post every day, and I didn’t skip days, so I didn’t need to catch up.

I had a fun time telling stories about my favorite PC, NPC, and events from previous campaigns. I play D&D in one form or another for almost 25 years, and it was nice to reminiscent about successful games in the past. Looking back, I saw we had some awesome campaigns.

I think everyone agrees the list is a bit dry and repetitive, but all-in-all most questions are good subjects to blog about. The only questions I couldn’t answer satisfactory where the two dice questions, and the one about energy. I endured the repetitive days of monster questions by drawing each monster. They became my favorite questions on the list. Making an illustration takes a lot more time than writing a post does, but I ended up with some nice drawings.

I really liked reading the posts of the other participants. Everyone’s posts were different from each other, making some nice surprises, or “oh, that’s cool”-moments. Although, I didn’t understand the answers on day 6 (favorite deity). Tyr? Chauntea? Where’s Vecna, or Tharizdun?

The most boring thing about the challenge were the people complaining about the challenge. Of course everyone is entitled to his own opinion, but I don’t understand the need for macho posturing and silly insults. Oh well, it’s over now.

What’s Next For This Blog?

Faces of Pretomournon” has begun, and three of the NPCs are posted. I’ll keep posting the write-ups about one every weekend, but with 30 NPCs, that will take a long time. Maybe, if I manage to get ahead, I can speed up posting a bit.


Further, I’m still writing “Lost Library of the Deathspeakers”. To be honest, the 30 day challenge took a lot of time away from writing the module, but I’m now returning to it, and thanks to the challenge there’s a gibbering mouther in it. I’ll post some things like new spells, books, and magic items from the adventure on the blog.

Sunday, September 29, 2013

Faces of Pretomournon: The Priestess

Amariza

The Cathedral of Clouds in Pretomournon is the largest cathedral in the world. It’s home to nearly a hundred small orders, all of which are members of The Temple, the global organization for waning religions. The cathedral is a wonder to behold: a huge structure of more than 500 feet high, made of large grey stones, with gates big as titans, sixteen bell towers touching the sky, and guarded by terrible gargoyles patrolling the walls.

Inside there is plenty to see, hear and experience as well. The floor is inlaid with the sacred symbols of a thousand gods. High stained-glass windows display scenes out of the stories of Deucalion, who saved mankind and wildlife by building the ark Utnapishtim, of Rystespyt, who teached humanity to speak and write, and of Crow, who slayed The Chimera Out Of Nowhere.

Each god has its own shrine – the greater gods a chapel - and each shrine shows the power and greatness of its god. The water in the font of Elgar, god of Patrionism, heals all who drink from it, as long as he or she demonstrates to know the full text of the national anthem, including the lesser known fourth stanza. The dead husk of the Lord of Apathy, hanging on iron chains suspended from the ceiling,  promises to prophesize for those who sacrifice a finger. The statue of the Invisible Queen will make everyone with pure hatred and darkness in his or her heart beautiful in appearance.

Despite all these wonders, the Cathedral is rarely visited, and there are hardly any people other than priests and tourists. One of those priests is Amariza, priestess of Muizi, goddess of memory.

At first sight, her shuffling gait and stooped posture remind one of an older person, but once she starts talking and laughing, it becomes clear immediately that she is younger. Amariza is in her early ‘30s and small of stature. She wears her dark blond hair pinned up in a bun and she always wears the light blue robe of office. A  cloud of about 10 dragonflies – insects sacred to the goddess Muizi – circles her constantly. When starting a conversation, she always asks people the same question: "Do you remember Muizi?"

Amariza grew up in Heugenis, a small village in the northeastern part of the Mournful Kingdom. All residents of Heugenis worship the goddess Muizi, and from an early age Amariza knew that she wanted to dedicate her life to serving her goddess. The priest Pascer took her on as an acolyte at the age of twenty, and inaugurated her into the mysteries of the faith. She learned to talk to dragonflies, to read and interpret signs in the collective memory of humanity, and how to cast some spells. Once her training was complete, the disadvantage of living and working in a small town like Heugenis became clear: the shrine to Muizi was small, and could be managed easily by one person. Amariza stayed on as Pascer’s assistant much longer than normal for an acolyte, but eventually it became clear she had to find her own path to walk. Therefore, Amariza decided to leave her home village to travel to the capital, where the largest and most important shrine to Muizi was located in the Cathedral of the Clouds.

Amariza’s idea was to join the priestly order of Muizi. However, as she arrived in Pretomournon, to her dismay she discovered that no such order existed in the city. The shrine in the cathedral was abandoned and no one – not even the leadership of The Temple – knew about the shrine’s goddess. Amariza was shocked to learn that no one knew about Muizi.

When Amariza learned more about the religious and philosophical schools in the city, she came to the conclusion that the majority of the population had forgotten the gods. And, as the new high priestess of memory, she felt it was here duty to do something about it.

With the help of a young nun named Trudi, she obtained from the library of The Temple an obscure ritual that calls a god into the material world. Amariza wants to use this ritual to summon Muizi. She believes when the goddess of memory walks in the world, people will remember again.

The ritual requires an enormous magical symbol drawn on the ground, covering an area of half a city quarter. Although there’s enough space in the ruined part of Pretomournon to make this half-mile-wide sign, the ruins in the outer circle of the city are not quite uninhabited. Therefore, Amariza hired the “fixer” Carter Don to ensure that the necessary area is clear, and the people who live there are paid to move.

Although Amariza is a sweet woman, she is very naive and gullible. She truly believes Carter Don uses the money she pays – almost her entire salary as a High Priestess of The Temple – to compensate people for leaving their homes, and she has no idea of his true methods. She has no suspicion of her confidant Trudi's true identity either, and has no clue about the real objective of the summoning ritual: to bring about the Apocalypse.

Amariza: AL N; MV 12; AC 9 (unarmored); Human Female Mage 1; hp 4; #AT 1; Dmg 1d4 (dagger) or by weapon; S 11, D 10, C 13, I 14, W 9, Ch 14; M 6; Items: medallion of thoughts; XP 13.

Spells: Amariza can memorize two 1st level spells, or one of 2nd level. Favorite spells are amnesia, augury, and know alignment.

Faultless Memory: As a priestess of Muiri, goddess of memory, Amariza never forgets anything. She can recall anything she has heard.

Sacred Dragonflies: Amariza always has 1d6+6 dragonflies flying around her. If Amariza is attacked, the dragonflies will fight as an 2 HD insect swarm with a number of hit points equal to the number of dragonflies.

Dragonflies (1d6+6): AL N; MV 3, fly 6; AC 7; HD 2; hp 1 per dragonfly; #AT 1; Dmg 2 hp (bite); Save as human0; M 11; XP 29.

Location: In the Cathedral of Clouds during work hours, or in her small home in the Priests’ Quarter.

See also: Carter Don, Quinzel, Sylgya.

Note: Because the cleric class doesn’t exist in the Weird Opera world, Amariza is a mage. If you want to use her in a more traditional game, make her a cleric of intermediate level. Give her faultless memory as a granted power instead of turning undead, or give her both.

Sunday, September 22, 2013

Faces of Pretomournon: The Jester

Quinzel

Quinzel is a jester who is rapidly making a name for herself in the city. She started her career in the Comedy Dungeon, a club where the less fortunate come to listen to jokes about the upper class. When she climbed the stage, the innocent looking blonde immediately charmed the audience. To everyone's surprise this little girl told the most coarse, rude, and vulgar jokes. Her performances were an instant hit, and soon Madame Cherisse came knocking on Quinzel’s door.

Now she regularly performs at the Palais Cherisse, on the leading stage in the city. Quinzel ’s performances here are attended by the same high class men she makes jokes about. On her first night, Madame Charisse tried to have Quinzel adjust her repertoire, and eliminate some jokes about important customers. But Quinzel would have none of it. She stepped onto the stage and began with a joke about Garrelt Cristofoletto, who sat less than 10 yards away with a courtesan on his lap. The whole room held his breath, but Cristofoletto took it all in good fun and began to laugh. The ice was broken, and since then Quinzel can say and do whatever she wants when she’s on stage. No matter how far she goes, she comes away with anything.

This is mainly because of how she looks. Quinzel is small in stature, unruly blond hair and big blue eyes. Although she’s in her early twenties, she can look as if she’s anywhere between 15 and 30 years, depending on how she wants herself to present. With her hair loose and without her jester makeup, Quinzel is practically unrecognizable, and she makes good use of this in executing her mistress’ plans.

See, Quinzel is the Disciple of Padat, The Fall, the 8th Lord of Misrule. This demonic entity will destroy the world of Seralin by collapsing it into the gas giant Anderove. To do so, it must first reach the world and enter it.

Quinzel is originally from another world. Padat has plucked her from another world called Oerth to achieve the end of Seralin. Now, Quinzel is working to call her mistress to this world.

She does so by using the resources of The Temple. Disguised as a young nun named Trudi, Quinzel has won the trust of Amariza, a priestess of Muizi, goddess of Memory. Amariza is very upset about the advancing humanotheism and atheism in Pretomournon and decided something had to be done. Thanks to Trudi she came into possession of a ritual which will bring her goddess into the world. Of course, the ritual Trudi/Quinzel has provided will not call Muizi, but Padat, The Fall.

It should be clear by now that Quinzel is insane. Traveling between worlds and seeing what lies behind Reality has made ​​her certifiable nuts. At night she has horrible nightmares, at daytime she has regular fits of crying. On days when she is not performing sometimes she fills sketchbooks with drawings of the hideous monsters from her dreams, and she plays haunting melodies on her flute that make listeners either sad or terrified.

However, there are few who ever see this side of Quinzel: for almost everyone she is the cheerful, provocative, mischievous jester who tells rude jokes. Ibbo, himself the Disciple of Arak-Kur-Mortahn, The Death Titan, 5th Lord of Misrule, knows who she is and assists her sometimes - even though he would prefer his own master to destroy the world. Madame Cherisse sees Quinzel’s depression and anxiety behind the scenes of her performances, but  she’s unable to bond with the young woman. She has instructed a number of her spies to keep an eye on Quinzel, but so far none of them has found out she’s the servant of an Apocalypse Demon.

Quinzel: AL C; MV 12; AC 4 (manifesting leather armor +2, Dex); Human Female Jester 8; hp 29; #AT 1; Dmg 1d6+1 (short sword +1) or by weapon +2; S 9, D 14, C 12, I 15, W 13, Ch 15; M 10; items: wand of wonder; XP 1560.
Spells: Quinzel cast spells as a 4th level Mage.
Manifesting armor: Quinzel usually goes about her business unarmored. The armor instantly manifests automatically when she is attacked. If she wants to, she can also summon the armor.

Location: At The Comedy Dungeon or the Palais Cherisse performing, in the Cathedral of Clouds (as Trudi), or in her apartment in the River District.

See also: Amariza, Madame Cherisse, Garrelt Cristofoletto, Ibbo.

Sources: I use my own version, but there are many good Jester classes on the web. Depending on which system you use, you can try one of the following versions:

-          Swords & Wizardry and OD&D compatible games: http://swcompanion.wdfiles.com/local--files/resources/jester (obviously, Quinzel isn’t immune to insanity).
-          Labyrinth Lord and B/X compatible games: http://labyrinthinelore.weebly.com/uploads/6/0/8/4/6084555/jester.pdf (obviously, Quinzel isn’t immune to insanity).
-          For OSRIC and AD&D compatible games: http://www.dragonsfoot.org/files/pdf/FootprintsNo12.pdf

Sunday, September 15, 2013

Faces of Pretomournon: The Manipulator

Carter Don

Do you want someone busted out of jail? Do you want the guards at Cristofoletto to look the other way while you climb over the wall? Do you want to be allowed into the Palais Cherisse, even though you’re a penniless nobody? In short, do you have an illegal or semi-legal job you want done? If so, there is only one man who can help. That man is Carter Don.

Carter (never, ever Mr. Don) is a manipulator, a lobbyist, a fixer and a corruptor. There are generally two types of manipulators: the person who knows everyone, and the person that is a spider in a web of connections. Carter Don is both. He has connections in every layer of the population, and he’s constantly expanding its network. Many of Carter’s contacts have their own extensive network, and through them he can reach people that remain closed to most.

Anyone can hire Carter. That is to say, anyone with 1,000 gold pieces. That is his minimum price, and that amount is often doubled when expenses are charged. At first meeting Carter, one is often taken with his jovial demeanor. He’s friendly,  tells little jokes, and makes people feel like they’ve known him forever. However, beneath the friendly exterior hides a man who is willing to do everything to achieve his goal. And he does: violence, and murder are often used to get the job done. He never tells his clients about his methods, usually giving them the impression he uses the coin they pay him to bribe the right people.

For example, Amariza, a naïve priest of Muizi has hired him to evacuate the homes standing in the way of her ‘Sign of God’. So far, Carter has been very successful in clearing houses, sometimes by paying the residents to leave, but mostly by threatening them and beating the up. For this work, he hired the Basher Brothers, a trio of pigs known for their love of violence.  If Amariza would know, she would immediately take her business away from Carter.

Carter’s clients better not expect any loyalty from him. Carter only has one loyalty, and that’s to money. He has nothing against working for opposing sides, as long as it pays well, and he can see a way to get the job done. He would just as easily use his contacts to smuggle weaponry into the city, as he would assist a thief to steal the weapons.

In fact, that’s what he did recently. Carter is a key figure in Vithimiris Reizensteijn’s arms smuggling. However, he has also ensured that the dwarf Ibbo could steal a chest of weapons. This has brought Reizensteijn into trouble, because his financer Garrelt Cristofoletto wants his money.

Carter Don: AL L; MV 12; AC 4 (chain mail, Dex); Human Male Fighter5; hp 25 #AT 1; Dmg 1d6+4 (short sword +2, Str) or by weapon +2; S 17, D 15, C 10, I 15, W 11, Ch 15; M 8; items: short sword +2, ring of command human; XP 350.

Location: In his office in the Money District (during the day), in the Palais Cherisse (at night), or wandering the Day Market, Night Market or Nightmare Market to maintain his network.

See also: Amariza, the Basher Brothers, Madame Cherisse, Garrelt Cristofoletto, Ibbo, Vithimiris Reizensteijn.

Saturday, September 14, 2013

D&D 30 Days Challenge: Day 14 – My Favorite NPC

Saldoran Gorst (you can call him “Sal”) was a NPC from my Dromenon campaign. He was a trader in souls. In the very first adventure of the campaign, the party came into the possession of a shard of glass, actually a piece of the soul of Zebulon, a disciple of the messiah who killed Iscariot (and was responsible for the rebirth of the Ashen God).

At first, the PCs knew nothing about the shattered soul of Zebulon, and Sal came to them wanting to buy the ‘magic piece of glass’. When they found out what the shards of glass were, they soughed Sal out to buy shards from him.

Sal was a yugoloth, but the party never found out what kind, since they met him only in human form. This being 4E, I statted him and his Marut bodyguards three times, but every time I thought the party would fight him they didn’t. They would rather negotiate with him.

Sal was originally inspired by A’kin the Friendly Fiend (from Uncaged: Faces of Sigil), but he quickly took on a personality of his own. He was a shrewd businessman, but he was amazingly fair (for a yugoloth). He reasoned that customers would come back if he treated him fair. And he was right: the PCs did business with him again and again, and Sal made a lot of money from them.

Saldoran Gorst trades in souls no longer. Now, he sells dreams and nightmares in Pretomournon’s nightmare market. He will make an appearance in Faces of Pretomournon, here on this blog.

Sunday, September 8, 2013

D&D 30 Day Challenge: Day 8 – Favorite Character I Have Played

Quinzel was the female jester I played in my brother’s Expedition to the Ruins of Greyhawk campaign. She was inspired in no small part by Harley Quinn from the Batman Animated Series, and
This being 3.5, Quinzel was a bard with the jester prestige class, which meant she could use the spell Tasha’s hideous laughter a few times a day, and she could play the flute. But she had a rod of wonder (for OSR people better known as a wand of wonder), and that magic item is awesome. Quinzel would yell ‘Fireball!’ whenever she used the rod, and enjoyed watching the monsters dodge out of the way of a stream of butterflies.

Expedition to the Ruins of Greyhawk makes use of some famous or high-profile places and NPCs. Quinzel performed at the Green Dragon Inn, and made fun of Damaris and Lord Robilar (and got away with it).

In the dungeons deep beneath the Greyhawk Ruins, she had to fight an Evil version of herself from an alternate reality. She lost, and the Evil Doppelganger took her place. I played the rest of the adventure as a Quinzel of LE alignment.

In the short-lived 4E campaign my brother ran, I played Quinzel again. I figured, if she had changed places with an Evil Quinzel of another world, this was that other world. I played her for one adventure, but in 4E, it just wasn’t the same.

After that, I made up a new world for Quinzel to live in. I was planning on using her in a novel, but after a few false starts I ended up writing another story, in which she didn’t appear. Quinzel stayed imprisoned in Limbo for a while, and I decided to make that part of the character.

So now Quinzel is a NPC. The wandering between worlds has driven her mad. She has become a disciple of the Lords of Misrule, powerful demon lords that destroy world after world. Quinzel looks for suitable worlds to destroy and leads her demonic mentor to them, all Silver Surfer-like.

Quinzel will make an appearance in the series Faces of Pretomournon, here on this blog.

Saturday, September 7, 2013

Faces of Pretomournon: Introduction

Pretomournon is an extraordinary city. As capital of The Mournful Kingdom, it’s the city where the Queen’s palace stands. It’s the place of the largest and most important university in the world. And although most of the people in the city are humanotheists, the largest cathedral of the Temple is there as well.

First-time visitors to Pretomournon marvel at the layout of the city: It’s not built on, but in the ruins of older versions of the city. Crowded streets run through uninhabited expanses of debris and half demolished buildings. Some of the ruins are inhabited by the city’s underprivileged. No homeless sleeping in the streets of Pretomournon.

The people of the city are just as remarkable as its buildings and ruins. Their clothing resemble stage costumes, and many of the inhabitants act like they’re thespians, talking as if they’re orating a monologue. Every man and woman in Pretomournon presents himself how he wants to be perceived, not how he or she really is.

That is why visitors to the city never get to see the real Pretomournon. They get to see the façade – the false faces the inhabitants put forth. The real Pretomournon hides behind the façade, where the inhabitants scheme and plot against each other. Every Pretomournian is involved in a conspiracy or two.

The series Faces of Pretomournon will present 30 inhabitants of the city. Every one of these NPCs takes part in one of the many conspiracies the city has. You will learn about:

Book Trade: A librarian illegally sells books from the university library, and with the money buys terrible books of forbidden lore on the Nightmare Market.

Dead Master Thieves: A lich tries to turn the local thieves’ guild into one of the worldwide Meta-Guilds. To assume Guild leadership, he raises famous thieves from history as Dead Master Thieves.

Dreams and Nightmares: A succubus courtesan steals the dreams and nightmares of her customers, and sells them on the Nightmare Market.

Making Art: The up-and-coming artists of the Pretomournon art world center around a single art gallery, where art created by nightmares and genies

The Romanticist in Trouble: A romantic swashbuckling rogue climbs into the rooms of teenage girls at night. However, he picked the wrong window, and a powerful mage wants him dead for touching his daughter.

Sex, Spies & Murder: The Madame of one of Pretomournon’s pleasure palaces is secretly a senior member of the Secret Masters. In addition, she’s the city’s primary spymaster and conspirator.

Summoning the Anti-Deity: A small cult within the Temple works to summon their goddess to the mortal world. However, disciples of the Lords of Misrule conspire to summon one of their masters, and with it, the apocalypse.

Weapon Smuggling: Weapon smugglers bring strange, powerful magic weapons into the city. Recently, shipments are disappearing. The seller wants his money, and the owner wants his weapons.

Monday, August 26, 2013

Uncaged: Faces of Sigil


This book describes over 40 NPCs from the Planescape setting in detail, every one illustrated with awesome Tony DiTerlizzi art. Most of the entries are two pages, some are four. Now, 17 years after publication, those entries seem a bit long, but in 1996, game accessories were for reading as much as for gaming, so I guess it does what was expected.

There are some original, exciting NPCs. My favorites are A’kin the friendly fiend, Patch the self-aware razorvine, and Farrow, the elf with 15 personalities – one for each faction. The book doesn’t give you noblemen or important faction high-ups, but it gives you common folk who can be met on the street. Many of them provide useful services for Planescape PCs: sell the location of gates, sell gate keys, sell maps of the mazes, sell books, or sell other stuff. These are NPCs the Referee can actually use, no matter the level of the PCs.

Some of the NPCs are not very original and do not stand-out enough: Kylie the tiefling tout is a tough-talking, street-wise cliché, there is a dwarven armor smith, the rogue modron is like all rogue modrons, and Unity-of-Rings is a deva. Some don’t seem very fun: for example, if the PCs get access of Milori’s Dabus Phrasebook, doesn’t that negate the whole point of the Dabus speaking in rebuses?

Each characters’ story is connected to the others, in a network of plots and conspiracies. This makes for great reading, and after reading a few entries you will start to see how everything connects. However, there are hardly guidelines to pull the PCs into the web of intrigue. In my Planescape campaign, I mainly used the NPCs as walk-on parts: if the PCs needed the location of a portal, they would see Lissandra, for example.

Why my interest in this very cool Planescape book?
It seems to me the format would be excellent for presenting NPCs on my blog. Obviously the entries will be shorter, and they won’t have awesome DiTerlizzi art, but the NPCs will be usable in non-Planescape settings and the connections between NPCs can be hyperlinked. I think it might be pretty good.