Monday, February 24, 2025

Mercenary Campaign: She Who Sees Beyond

She Who Sees Beyond (The White Necromancer) 

Appearance: Pale woman, with elvish features. High cheekbones and eyes like glass with faint bluish green coloring. She is tall and slender. 

Roleplaying: 
  • Speaks often about her vision of a world made safe for all people through ending chaos.
  • Rarely smiles or shows emotion.
  • Stands too still. She lacks the swaying of a normal pulsing, living being. DC 12 Wisdom (Perception or Insight) to determine something is off, DC 18 to identify that she does not move except when she chooses to.

Background: She Who Sees Beyond is a powerful leader, of ancient days. She is an exceptional necromancer and is secretly an immortal lich. She rarely feeds souls to her philactery, instead subsisting off the feelings of fear and dread she invokes in those who see her, leading to one feeling that “a part of them is missing” after seeing her. This also impairs their memory of the event. This is from a portion of their soul literally being siphoned away. She consorts with bound demons, who loathe her as they serve her efforts toward law. She also works with devils, and is a master negotiator to have avoided being double crossed by the emissaries of the Hells. 

Key Info: 

  • Secret lich.
  • Rules a domain and desires to conquer the world. She has an eternity to do it.
  • Potential patron for the characters—especially if they decide another foe is more dangerous and decide to ally with her, or are tricked into a contract.

Stat Block: Lich (A5E SRD)

This campaign concept is for a sandbox campaign, so I can’t be disappointed if the players completely avoid this plot hook, but if I’m running a Black Company inspired game then I may as well lean in, right? The White Necromancer is an essentially immortal spellcaster, who has raised an army of both mortals and undead, including powerful champions who act as her generals. She seeks to control the lands of the faltering Imperium, acting as an outside contender. Her true nature is unknown. The company might be her enemy, or might find itself in her service.

Monday, February 17, 2025

Lady Illmalad of Castle Bloodvale

Spoilers for my Midgard Empire of the Ghouls campaign players…

This post details Lady Illmalad, the vampire lady ruling a fief East of the city of Gybick in Kobold Press’ Midgard setting. My players plan to support the rebels of Krakovar fighting the Blood Kingdom, and Lady Illmalad is their first adversary in freeing the region after having gained some favor with the peasants of the village of Morrowdown in her domain.

Lady Illmalad 

The dread Lady Illmalad, voivodina of the Western Marches, vassal of the Countess of Gybick, Lady Selina Bonecrusher. Lady Illmalad is a vampire Shroudeater, bound by her blood chains to Lady Selina, and back through her line to Prince Lucan. 

Minions

Consort 

Lord Tytus Boczar 

Formerly a minor Krakovan noble, Lord Boczar is a Ghost Knight, a member of the Knights Incorporeal. He is wholly dedicated to his order and his lady. Boczar was a violent man, even in life, and his name is still reviled by people of the Grand Duchy of Dornig, who suffered under his raids while he was a knight of the Elector Kingdom of Krakovar. His brutality ensured he would not be advanced by the late king, and betraying his fellows to the vampires and ghouls came naturally.

Vampire Spawn

Lady Illmalad possesses two vampire spawn of her own.

Felix Rudnyk

A prior consort of Lady Illmalad, in a fit of anger she transformed Felix into vampire spawn. Now he prowls the corridors of her dungeons, guarding the voivodina’s resting place in her coffin. Felix is a more recent creation, and he originally comes from the village of Jatow, where he used to be the mayor. The Lady took a liking to his handsome features as she surveyed her domain on a tour and brought him back to Castle Bloodvale to be her plaything. The people of Jatow are unaware of Felix's grisly fate.

Bogna Dominyska 

A girlhood friend of the Lady Illmalad, Bogna was transformed into a vampire spawn to relieve the vampire’s loneliness as a shroudeater. Bogna is extremely devoted to the Lady. 

Dhampir

Fane

Lady Illmalad possesses a dhampir son from a dalliance with a human. The young man is named Sir Fane. Fane is a vile follower of the Night Cauldron of Chernobog, and spends much of his time at a secret shrine South of Bloodvale with Melakian, a derro disciple of the Night Cauldron of Chernobog (Demon Cults & Secret Societies, pg. 106).

(Dhampir, Creature Codex, pg. 106).

Priestesses of Marena

Mother Ewelina Nadolska 

Priestess of Marrowdown. She has become lax in her exaction of the blood tithes from the people of Morrowdown and allowed their own rites to continue in secret. Lady Illmalad is displeased with this conduct and will dispatch Lord Boczar to remonstrate Mother Nadolska. He leaves a small unit of veterans with her to aid in keeping the people of Morrowdown in line.

Unhatched

Severjaw

Severjaw is a tortured pet of Lady Illmalad. An unhatched dragon—one taken while in their egg and stewed in an unholy concoction that turns the unborn dragon into an undead creature.

Unhatched
Small Undead, chaotic evil
Armor Class 14 (natural armor)
Hit Points 71(11d6+33)
Speed fly 40ft.30ft.

  • STR15(+2)
  • DEX14(+2)
  • CON16(+3)
  • INT18(+4)
  • WIS10(+0)
  • CHA9(-1)

Hatred

Deprived of parental bonds, the unhatched despise those who nurture and heal others. The unhatched has advantage on attacks against a creature whose most recent action was to heal, restore, strengthen, or otherwise aid another creature.

Minor Magic Resistance (3/Day)

As a bonus action, the unhatched gives itself advantage on its next saving throw against spells or other magical effects.

Innate Spellcasting

The unhatched‘s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components: At will: chill touch, minor illusion 1/day: bane

Actions

Multiattack. The unhatched makes one bite attack and one claw attack.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 4 (1d8) necrotic damage.

Desiccating Breath (Recharge 5-6). The dragon exhales a cloud of choking dust infused with necrotic magic in a 30-foot cone. Each creature in the area must make a DC 14 Dexterity saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. A creature who fails this save can't speak until the end of its next turn as it chokes on the dust

Guards

Captain Gloz

A darakhul ghoul, Captain Gloz enjoys terrorizing his living subordinates, regaling them with stories of how they would be the main course in the ghoul kingdom. A petty and cruel task master, he gives the worse guard duties to his troops. Gloz is terrified of Lord Boczar and the Lady Illmalad, avoiding them whenever possible.

Guards

Lady Illmalad possesses a retinue of ten armed human guards who defend her castle.

Monday, February 10, 2025

Review: Cairn

I've been feeling an OSR, light weight RPG kind of mood lately. Cairn, first edition, is exactly that, providing a spare and concise system. Clocking in at about twenty pages of rules and content, it is an easy system to jump into, with faster character creation.

Let’s build one real fast:

Name: Groua
Character Traits: Brawny, elongated skin, long hair, rat-like face, droning speech, filthy clothing, virtue: disciplined, vice: rude, dangerous reputation, disowned.
Age: 24
STR 11
DEX 9
WIL 7
HP: 3
Gear: three days rations (1 slot), a torch (1 slot), metal file, quill & ink (1 slot), tinderbox (1 slot), 9 gp
Weapon: Battleaxe

The mechanics for Cairn are as simple as the character generation. You get one action. Attacks hit automatically, and you roll the damage die for your weapon, subtracting it from HP. Anything exceeding HP is taken from the Strength score. When Strength equals zero, the character dies (this is like other games that use stat damage, such as Classic Traveller). Additionally, fatigue takes up gear slots, diminishing how much you can carry.

There are a few other nuances, but the rules are fairly simple, focused on narrative, and make combat lethal. The classless system and lack of level advancement means that you become more powerful by finding better treasure, but never become as powerful as our heroic, power fantasy characters. 

I don’t know that I would use Cairn for an extended campaign—I much prefer Shadowdark for that type of game. But I think it’s interesting and worth checking out. I can certainly see myself using it for a one-shot, or to introduce OSR-style play or even as a simple intro to roleplay. Just make sure you have lots of extra character sheets ready. You’ll use them.

Monday, February 3, 2025

Empire of the Ghouls - Out of Zobeck

Spoilers for the adventure follow…

After returning to kobold King Koto Crag-Claw’s palace with their prisoners and the rescued Rozalyn Turnyr, the adventurers were treated as heroes. Their efforts cleared Brik’s name and exposed the machinations of the Blood Kingdom against the city council of Zobeck. 

In addition to their treasure reward King Crag-Claw provided them a place to stay indefinitely and they always were guaranteed free meals at the Rampant Roach. Straic was made to pay for the damages to the restaurant and he provided his daughter’s rescuers any smithing services they required free of charge.

They spent the rest of the spring and most of summer in Zobeck then, but kept busy. Korwyn spent much of his time finding and then refurbishing a river boat to use for travel on the river Argent. He found it through a halfling river folk named Ply Waterfroth, who put him in contact with a kobold named Skitter who gave him a great price for the boat. Rolan studied the apothecary tools he’d found, but couldn’t figure them out yet. He also assisted Korwyn with his boat. Frost had Straic make him a fancy set of silver knuckles, and was gifted a sturdier but more battered set of magical brass knuckles by the kobolds. 

Rolan also received a note from a cleric of Valeresh who kept the shrine in Zobeck. He went to visit the shrine and conducted a ritual which resulted in a vision of two world trees burning in the Tomierran forest and in the Northlands. The old cleric assured Rolan that it was a vision of Ragnarok and must be averted. Rolan was more sceptical.

Korwyn received a note from an old shipmate telling him of how the Duke-Admiral of the Republic of Triolo was issuing letters of marque to attack the Mharoti Dragon Empire’s ships. The friend also sent him a magical ring of jumping to wear on his horn. 

Finally, Frost met Dalinda Plainsfoot, an old friend from his time as a caravan guard on the Rothenian Plains. She told old stories and bought a few rounds until eventually sharing that Baba Yaga and the mysterious and fiendish Master of Demon Mountain were both more active on the plains. The master was sending his Tiefling children as emissaries to the Blood Kingdom and Mharoti Empire. Frost listened intently and also purchased supplies for her to take back to the Plainsfoot and Frostbane tribes to aid their wintering on the steppe. 

Finally they all received a letter from Grigori, who has originally hired them to find his girlfriend, recounting how he had returned to his homeland, Krakovar, to join the rebels against the Blood Kingdom and their ghoul allies as revenge for the disappearance of his girlfriend, Illyana.

After conferring together, the adventurers resolved to go North to find the rebels in a city in the Grand Duchy of Dornig where Gregori had directed them. They prepared the boat and brought along Chitter, Skitter’s nephew on their journey up the river Argent. The heroes departed early in the month of High Summer. Autumn and Winter will soon follow. They cleared a trapper’s net blocking the river in the one major happening of the journey North towards the Freehold of Obertal, a two day journey up river from Zobeck to the point where they could no longer navigate the river on their boat, which they had named the Keister.

Tying up the boat on the seventh of High Summer, they saw two griffin knights circling over the ruined fort, possibly portending trouble…

GM Reflections

This was a really fun game. It was the first time this group has played in person. Additionally, everyone enjoyed the downtime activities from A Life Well Lived and the journey rules from Uncharted Journeys. I really opened up the aperture of the adventure, pointing them to corners of the world that relate to their character. They also have me some interesting backstory info that made it easy to create diverse quest hooks. It’s interesting that they are actually still kind of following the main adventure’s quest line. I think blowing this adventure out into a full sandbox is really cool though, because it allows us to explore so much of Midgard’s rich content. It was interesting getting to use the downtime rules not just mechanically, but to facilitate storytelling.

Everyone enjoyed the new systems, but we all agreed that Cubicle7 could have made them easier to present to players through better handouts, like creating a “menu” of downtime options, and the same thing with journey preparations, since it’s difficult to choose these without a list of options. These systems prompted lots of interesting and fun roleplay though, which leads me to my conclusion that Cubicle7 really has delivered on the social and exploration pillars of 5e that have been lacking for so long.

This also marked a major break with the established story in Empire of the Ghouls. I found myself so enjoying the lore of Midgard that I really wanted to simply turn the adventure into a sandbox facilitated by point crawling using the Uncharted Journey rules. Interestingly they still decided to go North, which means I can continue to use the source material. Since they’re going to Grigori and the rebels I’m going to have them do a few missions into Krakovar and the Blood Kingdom, and potentially obtain the Robes of St. Adelind (although they don’t have the quest hook, so that will be more organic). Then they may earn the chance to meet the court in exile and escort Duke Avgost to the Wolfmark. They’ll also have opportunity to investigate the world tree in the Tomierran Forest.

Review: The Book of Fiends

Today we’ll be discussing one of my favorite bestiaries, and one of the earliest books I acquired for 5e. The Book of Fiends , from Green Ro...