Showing posts with label Pathfinder Gaming RPG Pencil and Paper Dungeons and Dragons NPC. Show all posts
Showing posts with label Pathfinder Gaming RPG Pencil and Paper Dungeons and Dragons NPC. Show all posts

Wednesday, April 11, 2012

Divine Harmony

Hey, everybody.  Welcome back to the Ogre's Den.  Sorry for not having a blog/podcast up last week.  Things got kind of hectic, especially after being on vacation for a week and trying to play catch up.  So, to make up for it, today, I'm doing something I've never really done before: creating a deity.


Divine Harmony
God of Justice, Guardian of the Scales
Intermediate Deity
Symbol A balanced pair of silver scales
Home Plane Celestial Beuracracy
Alignment Lawful Neutral
Portfolio Judgement, Justice
Worshippers Assassins, Commoner, Judges, Paladins
Cleric Alignments LG, LN, LE, TN
Domains Community, Knowledge, Law, Protection
Favored Weapon Unarmed Strike
Dogma  
Divine Harmony teaches that justice is something to be strived for, but do not pursue is so much that you start seeing injustice where there is none.  Assisting you neighbors helps keep justice alive in the community, as it forms a bond between people which makes it harder for people in the community to break that bond and cause injustice.
Clergy and Temples
Clerics of Divine Harmony are generally judges.  They generally wear black robes with Divine Harmony's symbol stitched on the right breast in silver thread.  Divine Harmony's clerics are more likely to be men, but women not excluded.  Paladins of Diving Harmony tend more toward defense of common people than adventuring, although they may adventure if there is a call for justice where there is no Cleric or Paladin of Divine Harmony.

Divine Harmony has very few official temples, but every courtroom has a small shrine of silver scales dedicated to him.  Tributes are not normally left in courtrooms, because this could be seen as bribery.  However, other shrines tributes of silver, in any form, can be left on the scales.  Tributes in rural areas are also welcome, such as food, water, or healing or defense items.



That's it for this week.  Thanks for reading and listening.  Remember to find me Facebook (https://www.facebook.com/SkredlitheOgre), follow me on Twitter (@SkredlitheOgre), go back and read all of my other blogs (SkredlitheOgre.blogger.com) and find my other other blogs on Adventureaweek.com.  Until next week, be awesome to each other and good gaming.

Will.

Thursday, March 22, 2012

An Adventuring Party!

An Adventuring Party!

Hey, everybody.  Welcome back to the Ogre's Den.  I have a special episode this week.  Because I'm going to be out of town next week and nowhere near anything resembling quality recording equipment (or possibly even an internet connection), I decided to up the ante by creating three PCs to and adventuring party and the item that they're questing for.  Let's get some stat blocks started.


Storm Noble
N 1st Human Bard
Init +2, Senses Perception 

Defense
AC 15, touch 12, flat-footed 13 (+3 studded leather armor)
hp 7
Fort -1, Ref +4, Will +2

Offense
Spd 30 ft.
Melee +2 rapier (1d8+2/18-20/x2)
Ranged +2 shortbow (1d6/x3)

Statistics
Str 15, Dex 15, Con 9, Int 15, Wis 11, Cha 19
Base Atk +0; CMB +2, CMD 14
Feats  Persuasive, Skill Focus (perform)
Skills Bluff +7, Diplomacy +9, Intimidate +6, Knowledge (history) +5, Linguistics +5, Perception +3, Perform (singing) +10, Sense Motive +5, Slight of Hand +5, Stealth +5
Languages Common, Dwarven, Giant
Equipment rapier, shortbow, studded leather armor, backpack, bedroll, torch, rations
SA bardic knowledge, bardic Performance, cantrips, countersong, distraction, fascination, inspire courage +1, spells

Spells
0
Known 4
dancing lights, detect magic, light, message

1
Known 2, Spells per day 2
charm person, cure light wounds


Storm is the face of the group.  He is the man out front and he likes to talk.  He's charming, witty, and has an excellent voice.  More than once has he turned a potential fight into a round of drinks or a midnight rendezvous.



Gunner Rouge (Caster)
N 1st Half-orc Wizard
Init -1, Senses darkvision 60 ft., Perception +2

Defense
AC 9, touch 9, flat-footed 9
hp 9
Fort +3, Ref -1, Will +3

Offense
Spd 30 ft.
Melee Dagger (1d4/19-20/x2)
Ranged Dagger (1d4/19-20/x2)

Statistics
Str 11, Dex 8, Con 16, Int 18, Wis 13, Cha 13
Base Atk +0, CMB +0, CMD 9
Feats Combat Casting, Scribe Scroll
Skills Craft (wooden dolls) +7 , Knowledge (arcana) +7, Knowledge (planes) +7, Linguistic +7, Perception +2, Spellcraft +7 
Languages Abyssal, Common, Draconic, Giant, Gnoll, Orc, 

Equipment daggers (x4), spellbook, backpack, bedroll, torch, rations
SQ darkvision, Intimidating, Orc blood, Orc ferocity, weapon familiarity, Arcane bonded ring (sleep), arcane school (universalist), cantrips, Hand of the Apprentice

Spells
0; Spells per day - 3
Acid Splash, Ray of Frost, Touch of Fatigue
1; Spells per day - 2
Magic missile, Ray of enfeeblement


Gunner is the brains of the operation.  His main job is to keep Machete Bladegod in line and on track to where ever it is they're going.  He does this by using the sleep spell in his ring when Machete seems to be off on some tangent or rampage.



Machete Bladegod (Muscle)
NE 1st Dwarf Fighter
Init +3, Senses darkvision 60 ft., Perception +2

Defense
AC 18, touch 9, flat-footed 18 (+9 plate mail armor, -1 Dex) (+4 vs. giants)
hp 13

Fort +5, Ref -1, Will +1 (+2 vs. poison, spells, and spell-like abilities)

Offense
Spd 20 ft.
Melee +3 greatsword (2d6+2/19-20/x2) (+1 vs. orc and goblinoid subtypes)
Ranged +0 heavy crossbow (1d10/19-20/x2)

Statistics
Str 12, Dex 8, Con 16, Int  14, Wis 13, Cha 12
Base Atk +1; CMB +2, CMD 11 (+4 vs, bull rush or trip while standing on the ground)
Feats Improved Initiative, Weapon Focus (greatsword)
Skills Intimidate +4, Perception +2, Ride +2, Survival +4

Languages Common, Dwarven, Giant, Undercommon
SQ Slow and steady, Defensive training, greed, hardy, stability, stoncunning

Equipment heavy crossbow, full plate mail greatsword, backpack, bedroll, torch, rations

Machete is the muscle of the group and is as evil as they come and will cut a man for looking at him the wrong way - or any way at all. He was in prison for mass homicide (he slaughtered a temple full of pacifist monks) when he was released because the King things that Machete knows the whereabouts of a set of magical clothing that the King desperately needs.  Machete is enjoying his freedom, but isn't stupid enough to think that this trip is going to be easy.


These three adventures are currently walking through the desert in search of a "Sunken City" that Machete has rumors of.  Once there, they can gain the location of the clothing and retrieve it.  They are searching for the Gear of the Exorcism of the Dust Deflection.  Once used by the mighty priests of the Sultans of the Sunken City of pillars, the Gear was used to cast out the desert demons that stirred up the dunes.  Story has it the Gear has been lost to the ages, but Machete knows (or claims he knows) where they can find the true location of the Gear.

Gear of the Exorcism of Dust Deflection
This set of priestly garments allows a Cleric or Paladin to add +2 to his caster level when using dispel magic to dispels a spell that allows a spirit to inhabit the body of another, such as magic jar as well as the Malevolence special attack of a ghost.  These garments also provide the Cleric or Paladin with DR 5/evil against any attack by the spirit, but the wearer may not also wear any type of armor while using the Gear.

Who or what will they find in the Sunken City?  Will they find the Gear or be lost to the shifting sands that oppress the Sunken City?  Why does the King suddenly desire this Gear and does it have anything to do with why his daughter hasn't been seen in weeks?

The main idea behind this is that Machete is an evil, evil being, but is being steered by both Storm and Gunner.  They need him to find the Gear and Machete needs them to help him survive.  One thing to keep in mind is that as these character level up, Gunner can replace the sleep spell in his ring with any spell he can learn, such as web, hold person, suggestion...pretty much any spell you can think of that would be useful for keeping a sociopath in check.  You could also give Gunner wands of various types.  Just be careful of Machete's +2 bonus against spells.  Although, if you can get a Cleric or Paladin to use mark of justice, you might be in business.

You could also add more characters to the group, such as a Cleric (for more healing), another Fighter or Paladin (for martial roles), or someone that actually has a decent Dexterity bonus, like a Rogue or Ranger for ranged fighting.

That's it for this week.  Thanks for reading and listening.  Remember to find me Facebook (https://www.facebook.com/SkredlitheOgre), follow me on Twitter (@SkredlitheOgre), go back and read all of my other blogs (SkredlitheOgre.blogger.com) and find my other blogs onAdventureaweek.com.  Until next week, be awesome to each other and good gaming.

Will.

Thursday, March 15, 2012

Edge Solitaire


Edge Solitaire
Male NG Half-Elf Aristocrat 2
Init -1, senses low-light vision, Perception +6

Defense
AC 22 (+12 +4 plate armor, -1 Dex, +1 shield)
hp 14
Fort +0,  Ref -1, Will +4
Immune sleep, +2 against enchantment spells and spell-like ability
DR 10/evil and magic

Offense
Spd 20 ft.
Melee +2 longsword (1d8)

Tactics
Edge Solitaire likes to lead from the rear.  He is a general first and a warrior second.  He makes vague plans, as he prefers to make decisions on the field instead of in the war room.  When it comes to battle, due to the abilities of his magical armor, Edge will wade into the enemy and depend on his armor to absorb damage while he attacks.

Statistics
Str 10, Dex 8, Con 11, Wis 12, Int 11, Cha 18
Base Atk +1, CMB +1, CMD 10
Feats Skill Focus (diplomacy)*, Weapon Focus (longsword)
*Bonus racial feat
Skills Bluff, Craft, Diplomacy +11, Disguise, Handle Animal, Intimidate +7, Knowledge (nobilty) +4, Linguistics +3, Perception +6, Perform, Ride, Sense Motive +4, Swim
Languages Common, Elven
SQ Normal speed, low-light vision, adaptability, Elf blood, Elven immunities, keen senses, multitalented

Item Perfect Plate Mail of Holy Humanoids
+4 Heavy Fortification Plate Mail
This plate mail automatically resizes for any humanoid of Good alignment and has the Heavy Fortification special property, as well as DR 10/evil and magic.

At an early age, like most half-elves, Edge Solitaire never fit in and eventually, he left home.  After wandering and trying to find his place, he heard rumors of a place called the Wolf's Earldom, which was said to be a place where half-breeds could go and live in peace, at least with each other.  After much searching and information gathering, he finally found it.

After making his way to the Earldom, Edge used his charisma to build important friendships, landing himself in small positions of power, but also slowly making his way up the ranks of the leadership of the Earldom.  He is now a military leader and due to his position, Earl Victor Wolfwind presented him with the Perfect Plate Mail of Holy Humanoids.  Edge may not be the greatest warrior, but he never holds back once he is in combat and that gives his troops a feeling of invulnerability.



That's it for this week.  Thanks for reading and listening.  Remember to find me Facebook (https://www.facebook.com/SkredlitheOgre), follow me on Twitter (@SkredlitheOgre), go back and read all of my other blogs (SkredlitheOgre.blogger.com) and find my other blogs on Adventureaweek.com.  Until next week, be awesome to each other and good gaming.

Will.

Wednesday, March 7, 2012

An Interesting NPC: Drake Holyveil

Drake Holyveil


Drake Holyveil
LE Half-orc commoner 3
Init +0, senses darkvision60 ft., Perception +5

Defense
AC 10, touch 10, flat-footed 10
hp 9
Fort +0, Ref +1, Will +3

Offense
Spd 30 ft.
Melee +2 heavy mace (1d8+1/x2)

Statistics
Str 12, Dex 10, Con 8, Int 14, Wis 14, Cha 17
Base Atk +1; CMB +2, CMD 12
Feats Deceitful, Skill Focus (perform)
Skills Bluff +8, Diplomacy +6, Handle Anima +5l, Perform +9, Perception +5, Profession (musician) +5

Languages Common, Orc, Abyssal, Gnoll
Equipment heavy mace, masterwork flute, traveler's outfit
Special Qualities Darkvision 60ft., Intimidating, Orc Blood, Orc Ferocity

Location
Prince's Province in the Dying Kingdom

The Dying Kingdom was named such almost three hundred years ago when the matriarchs of the ruling families of the kingdom banded together to show their husbands that the men were ruining everything with constant war and destruction.  From that point on, the kingdom formerly known as Kingdom of the Five Glaciers, was ruled by women and would be for all time.  The first Queen of the Dying Kingdom, Eden Rose, made two decisions on her first day.  The first was that she and every queen after her would have the title Everqueen.  The second was that the largest religion in the Dying Kingdom, the worship of Shelyn, the Neutral Good goddess of Beauty, Art, Love, and Music, would have a female only clergy from that point on.  The current queen, Spirit Everqueen, has been more lenient toward the rules and more liberal in her dealings with the men of the upper classes of the Dying Kingdom.

Drake Holyveil has used his personality and musical ability to work his way into the usual musicians in the Dying Kingdom.  He has been using his abilities to pass himself as a believer and holy man of Shelyn from outside the Dying Kingdom and has been making a fuss about the rules on the clergy of the church of Shelyn.  Spirit Everqueen has not been receptive to his repeated requests for an audience to discuss this matter.  So, Drake has ventured to the Prince's Province to state his case to Prince Blizzard Maverick.

Prince Maverick was born to Spirit Everqueen twenty-three years ago and, as a male, is part of the Royal Family, but is not in the line of secession.  As Spirit Everqueen's only prodigy so far, he holds a special place in her heart.  Drake is hoping to use the Prince as a springboard to meeting with his mother so that he can prove to her that he is indeed touched by Shelyn and hoping to merely have the lowest place in her clergy.  His true cause is much more devious.

He has already seen High Priestess Melody Bloodice and he desires her.  His plan is to use Spirit Everqueen's liberal views to get himself into the clergy of Shelyn and then work his way, eventually, to the top and to bring the High Priestess under his charms.  Once he has her and has wedded her, he will use his position to slowly twist the teachings of Shelyn through visions and prophecy until the people who worship Shelyn actualy worship him.

Any thoughts, comments, concerns, or snide remarks can be directed to:
SkredlitheOgre@gmail.com
or
will@adventureaweek.com

Thanks for reading and listening and I will see you all again next week.  Until then, be awesome to each other and good gaming.

Will.

Sunday, February 26, 2012

An Interesting NPC: Opera Fateseraph

Opera Fateseraph
LN Female Dwarf Expert 2
Init +3, Senses +6

Defense
AC 16, touch, 13, flat-footed 13 (+3 armor, +3 Dex)
hp 14
Fort +0, Ref +3, Will +4

Offense
Spd 20 ft.
Melee +4 dagger (1d4+3/19-20/x2) or +4 improvised weapon
Ranged  +4 dagger (1d4+3/19-20/x2)

Tactics
Opera relies on her stealth and speed to avoid damage in combat.  If there are objects at hand, she will use those as a weapon instead of her daggers. 

Statistics
Str  16, Dex 16, Con  11, Wis  14, Int  13, Cha  11
Base Atk +1, CMB +4, CMD 17
Skills Climb +6, Craft (traps)  +5, Diplomacy  +3, Disable Device  +7, Knowledge (arcana) +4,  Knowledge (engineering) +5, Perception  +6, Sense Motive  +5, Spellcraft  +4, Stealth  +6
Feats Catch Off Guard
Equipment
2 x Daggers, Studded leather, Notebook, everfull quill


Item
+ 5 Prismatic Longsword of Earth Shields
Abilities
prismatic sphere - 1/day - 30 minutes
When this longsword is thrust into the ground, an earthen barrier appears between the wielder and the nearest opponent.  This barrier gives the wielder total concealment against ranged weapons.  The barrier remains in place as long as the wielder keeps ahold of the sword's handle.

     Opera Fateseraph works for Freeman's Safekeeping as a security expert.  She has previously worked with the city watch and interviewed numerous cat burglars in order to learn their tricks and apply them to the other side of the law: protection.  Currently, Opera is part of a group that is protecting a valuable sword called the Prismatic Longsword of Earth Shields.
     A rather ragged looking gentleman had come into Freeman's office, demanding to see Cedric Freeman himself.  He said that he had "procured" the sword from an evil man to the east of town and was now being chased by that man's minions.  This unclean looking man dropped a purse containing almost one thousand gold pieces onto Freeman's desk and said, "You have to keep this sword safe, no matter what happens to me.  I will try to lead them away from you, but I make no promises."  Without another word, he ran from Freeman's office and out on to the street.
     Freeman put Albion Wolf in charge of the sword's safety and Albion selected Opera as security head, Solitaire Ironclash as combat leader, and Melody Fellmagus as arcane expert.
     Opera took the sword to the sub-basement and locked it in their sturdiest safe with Melody placing an explosive runes spell on the sword.  Once the safe was locked, Opera had the room cleared and began placing mechanical traps all around the room.  Melody also placed a few magical traps as well.  The door to the sub-basement was closed and locked by Albion Wolf.  Only he and Cedric Freeman knew the combination to the door and the door was supposedly unpickable.
     Solitaire began walkthroughs to determine the best places for melee combat and out of the way spaces for snipers.
     "Albion," she said softly.  "We don't have enough people to adequately defend the building from an all-out assault."
     "We will make due," Albion said so that everyone could hear him.  "We will overcome this challenge.  Have no fears, my good people!"
     Opera tilted her head in thought for a moment.
     "Albion." Opera said.  "I have an idea."
     "Oh?  Share it, then."
     "Well, there's a group of well known adventurers who just came into town last night.  The Clan of the Eagle."  Opera smiled just a little.  "They're led by an...old acquaintance, Roctor Fiendfighter of the Fiendfighter family.  I know where they're staying and I'm sure I may be able to call in a favor from the group and have them give us a hand."
     "Splendid!" Albion cried.  "But hurry!  We don't have much time to lose."
     Opera left the building and headed for the Eagle and Fish tavern.  She hadn't seen Roctor in many years and they hadn't exactly parted on good terms.  She held her breath and walked in.

What does the Clan of the Eagle do?  Do they help?  Internal squabbling?  Do they try to negotiate with the 'bad man' east of town?  Do they wait to defend the sword at Freeman's?

That, my friends, is up to you.

Thanks for checking this out.  Until next time, be awesome to each other and good gaming.