Morgan sopped up the blood with the altar cloth given to him by the faceless man. Runes of some sort were sewn around the edge. Shotty work. Looked like a child's rag playing at evil. A man and a boy hung over him with their throats slit, hands tied behind their backs, slaughtered like pigs. Hardly his concern.
When the altar cloth could hold no more blood, Morgan left the cabin with it balled in his red hands. He held it in front of him as he walked carefully along the path only he knew towards the small cave where the faceless man lived. The winter wind chilled his blood soaked clothes, but the fresh air removed the coppery stench from his nostrils.
The cave was small, he'd walked past it hundreds of times through the years never paying it much attention. Nothing adorned the entrance. Morgan didn't know how the faceless man moved around inside. Didn't care. Give him the cloth and get back to work. He wasn't one to indulge in bullshit spiritual matters. Or matters of any kind except those that put food on his table and coin in his pocket.
He stood outside the cave aggravated and cold. He held the cloth near the entrance hoping the faceless man would take his damn relic and never appear again. The blood began to freeze on the hair of his arms and hands before he heard a rustling sound from inside the cave. Morgan scowled and said nothing. His words meant nothing. Why waste the breath. His time had already been wasted.
The faceless man's elongated body contorted out of the small cave entrance like an large thin insect. It's head looked like a bag of skin. No features. It crawled forward then stood to its full height which was two heads taller than Morgan who was considered a large man by most. The skin around its head vibrated slightly as it bent closer to the clothe. Morgan would have guessed it was pleased, but who the fuck knew. It reached out with elongated fingers that had extra joints and grasped the cloth delicately and draped it over its head.
Morgan grimaced. He turned to walk away, but he only got a few strides when he heard the thing hiss, "Wait."
His hand went to the long knife at his side. Enough of his time had been wasted and he wasn't about to play servant to some faceless cave dwelling god. He'd take his chances with filleting the skin from its body. Old gods tend to have an inflated sense of power and importance. They were scattered across the land always scrapping for any crumb of awe.
"Your payment," the thing said under the blood soaked cloth.
Morgan snarled, "Payment is you fuck off and stay in your cave."
One of the creature's hands reached into the darkness of the cave and brought out a long golden chain. Morgan's attention strayed to the golden chain that looked to measure the length of a horse. It coiled the gold chain around it hand and offered it to Morgan. "Payment."
His hand stayed on his hilt and he snorted. Morgan reached for a dangling loop of the chain and pulled it towards him. He braced himself for the creature to pull him closer and shove him into the dark of the cave. Instead the creature let it fall to the ground as Morgan collected his reward. The boy and his father from over the ridge whose blood soaked that cloth ended up being his richest victims. Morgan figured with just a section of the chain he could buy a new horse, buy a keg of ale from the market, a woman for a few nights and a new knife. A new knife made from Scarred Steel.
Morgan looked up after a short while of thinking of all the things he could buy and saw the creature completing its transformation. He knew the old gods could change their form. Their original forms always seem so horrific. It changed in size and looked human as it stood naked in the cold valley. When it removed the cloth it appeared as the boy and began walking toward the ridge where the boy's family lived along with ten other families.
Morgan shoved the gold chain into his vest and walked toward town deciding what to buy first.
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Showing posts with label Villains. Show all posts
Showing posts with label Villains. Show all posts
Saturday, December 1, 2012
Wednesday, January 25, 2012
Villians, Part 8
Mallard 'deadpan' Malkin, squatted next to the creek shoveling dirt into his pan. He swooshed around the muddy water to wash away the stone, mud and crud to check for gold. A few glittering golden specks came into a view and a pinky-nail sized nugget. He nodded and grinned, only a few of his teeth remained.
Just as he filled another pan he heard the snap of one of his traps then heard a man cry out. He took a deep breath and grabbed his shovel. He walked down the creek a ways and chuckled when the man's cries sounded like a woman's. He used the shovel to walk up the creek side and over the ridge. From there he could see a young man struggling to get the trap off his ankle.
"Weren't come off doin it like that." He said in a slow drawl as he walked down the ridge. "Got in one of my biggins."
The man's hands were soaked with blood that came from the wound. "Please, help me. Oh god please help me."
Mallard stood above the the man, maybe not even a man, looked like a boy who'd grown good. "There be a lock on that there side. Just pull it out and it'll release. Why you runnin through my woods boy? This ain't no place fer you and youins. Traps set all over this here ridge." He pointed along the creek.
The boy released the lock and the jagged metal teeth relaxed. He fell onto his back trying to catch his breath. "I need to get home. Please."
"Well hell no boy, that foot is just a danglin." He pulled out a crusty rabbit's foot he wore as a necklace. "Hell, even a rabbit needs all his feet to be gett'n away." Mallard spit on the ground then pulled out a large skinning knife. "I guess we best start gett'n this done."
The boy put up a bloody hand. "Wh..what are you doing?" He tried to scream, but his voice failed him. "Don't cut off my foot."
"Hell boy, what would I do with your foot? I needs your skin." He walked around to the head of the boy and grabbed his hair. "Now don't a go a struggle'n. Mess up my cutt'n." The boy cried out and struggled. Even though he's lost a lot of blood there was a good fight left in him. Mallard jerk backed the boy's head, "I gots eight kids that needs to be feeding. One boy just a shorter than you." He took the knife and pointed it to the top of the hill. "Up yonder is a lady give'n a handful of coin for a skin like yours. I need to keep the cuts clean."
Mallard put the knife to boy's throat. "Know you're doin a good thing. A boy dies for nothin. A man dies for somethin. You a real man today." The knife slid effortlessly through the skin of the boy's throat. Mallard flipped him over a rock and let the blood drain into the creek. He thought maybe the gold spirits would like that. It didn't take long, being as he was draining from both ends. With a flick of his wrist he change the position of his skinning knife and got to work.
Just as he filled another pan he heard the snap of one of his traps then heard a man cry out. He took a deep breath and grabbed his shovel. He walked down the creek a ways and chuckled when the man's cries sounded like a woman's. He used the shovel to walk up the creek side and over the ridge. From there he could see a young man struggling to get the trap off his ankle.
"Weren't come off doin it like that." He said in a slow drawl as he walked down the ridge. "Got in one of my biggins."
The man's hands were soaked with blood that came from the wound. "Please, help me. Oh god please help me."
Mallard stood above the the man, maybe not even a man, looked like a boy who'd grown good. "There be a lock on that there side. Just pull it out and it'll release. Why you runnin through my woods boy? This ain't no place fer you and youins. Traps set all over this here ridge." He pointed along the creek.
The boy released the lock and the jagged metal teeth relaxed. He fell onto his back trying to catch his breath. "I need to get home. Please."
"Well hell no boy, that foot is just a danglin." He pulled out a crusty rabbit's foot he wore as a necklace. "Hell, even a rabbit needs all his feet to be gett'n away." Mallard spit on the ground then pulled out a large skinning knife. "I guess we best start gett'n this done."
The boy put up a bloody hand. "Wh..what are you doing?" He tried to scream, but his voice failed him. "Don't cut off my foot."
"Hell boy, what would I do with your foot? I needs your skin." He walked around to the head of the boy and grabbed his hair. "Now don't a go a struggle'n. Mess up my cutt'n." The boy cried out and struggled. Even though he's lost a lot of blood there was a good fight left in him. Mallard jerk backed the boy's head, "I gots eight kids that needs to be feeding. One boy just a shorter than you." He took the knife and pointed it to the top of the hill. "Up yonder is a lady give'n a handful of coin for a skin like yours. I need to keep the cuts clean."
Mallard put the knife to boy's throat. "Know you're doin a good thing. A boy dies for nothin. A man dies for somethin. You a real man today." The knife slid effortlessly through the skin of the boy's throat. Mallard flipped him over a rock and let the blood drain into the creek. He thought maybe the gold spirits would like that. It didn't take long, being as he was draining from both ends. With a flick of his wrist he change the position of his skinning knife and got to work.
Thursday, January 5, 2012
Villians, S&W Style, Part 7
Quadral smoked the last of his husk weed he'd taken from the dwarves. Stupid, arrogant, cave boys. He nudged the dense body with his foot. Pathetic, he thought. There were two more somewhere, another dwarf and a non-dwarf. He could smell them.
The absolute blackness didn't bother Quadral. His father had buried him alive several times to get used to it. "Stop your crying boy and find a way out." He chuckled at the thought. Father looked surprised the final time he tried. Bullying a boy was one thing, but he'd grown older and stronger and learned to hate. Hate was the key to survival. To hate your enemy more than he hates you. Quadral heard the echo of the shovel splitting his father's skull and the meditative sound of the the spade piercing the dirt to bury the man he owed so much to.
He breathed in the fear of the dwarf. The little ones always bragged about courage and honor and other shit, but when it came to an unknown death it terrified them. Two more and he earned himself a full tankard and meal. Two more. Quadral hoped this dwarf carried more husk weed.
Quadral is a killer. He creates hate to give himself purpose and to provide himself an enemy. To those who his hate is not focused on, he is a calm man who always has a slight smile on his face. As if he knows something you don't. He will indulge in anything to the extreme, wine, violence, women or gambling. He will continue until all others surrender.
The absolute blackness didn't bother Quadral. His father had buried him alive several times to get used to it. "Stop your crying boy and find a way out." He chuckled at the thought. Father looked surprised the final time he tried. Bullying a boy was one thing, but he'd grown older and stronger and learned to hate. Hate was the key to survival. To hate your enemy more than he hates you. Quadral heard the echo of the shovel splitting his father's skull and the meditative sound of the the spade piercing the dirt to bury the man he owed so much to.
He breathed in the fear of the dwarf. The little ones always bragged about courage and honor and other shit, but when it came to an unknown death it terrified them. Two more and he earned himself a full tankard and meal. Two more. Quadral hoped this dwarf carried more husk weed.
Quadral is a killer. He creates hate to give himself purpose and to provide himself an enemy. To those who his hate is not focused on, he is a calm man who always has a slight smile on his face. As if he knows something you don't. He will indulge in anything to the extreme, wine, violence, women or gambling. He will continue until all others surrender.
Monday, August 15, 2011
Villians, S&W Style, Part 6
Most people notice her bright orange hair at
first. The loud, shrill voice second. Martina the Cursed has been run out of every
village in the north kingdom. Always in
tow, her small son, Will. She appears in
villages for a short time to ask for help for her and her son. She claims that she is ill and that her son
is dying even though he is always active and thriving. Most take pity on her in the beginning, but
after a week when the charity wanes Martina gets angry and screams that everyone
is against her.
"My boy is dying. My little boy is dying and you people don't
care." At this point, anyone who
attempts to help Martina is threatened.
"I'll go to the baron and tell him everything you're hiding. Tell him you sleep in instead of work the
fields. I'll tell them you steal because
you're a thief. A no good thief." She
has even threatened to go to the king and have everyone in the village hung. Will just stands by her side with his head
down. Some speculate, because of Martina's
advanced age, that Will isn't her son.
Eventually she gets frustrated and moves onto the
next location. This is when things tend
to go bad for the people who have helped Martina. Depending on how much the people helped
Martina is how severe their bad luck will be.
Often when Martina stays in someone's home the household gets sick,
house pets turn on their owners, food in the pantry goes bad and things break
easier. There are no known deaths due to
her stay, but some of the effects remain permanent. Geoffrey of Offcom could no longer live in
his home after Martina stayed there for nearly a month. He became sick to his stomach every time he
entered and any food brought in one day would be spoiled the next. The local clergy determined his home cursed
and ordered a cleansing by fire.
Martina does not know what happens to the people
she leaves behind, but she carries an intense hatred for the people she
believes abandon her and her son. Many
years ago, she was a healer woman of a village, then fell in love with a
clergyman. He was young and intelligent
and corrupt. He seduced her and passed
her around to the others. This continued
on for eight years before they grew tired of her and threw her into the
streets.
Soon after she bore her son, Will. Will appears to be seven years old, but is
actually twenty-two. One of the clergymen
was an incubus in disguise. Will is a
demon spawn with subtle magical powers. He
allows minor demons to use him as a portal.
It is he who causes the problems in the villages and the one who keeps
his mother sick.
Martina has no significant stats or
abilities. Neither does Will, but if he
is killed he will evolve into his next form and his powers will grow
significantly. His death must be granted
by another, should the incubus die by his own hand or actions then the incubus
will be killed permanently. If a player
suspects Will's true nature the church or local temples will send their demon
catchers to capture the boy. Even during
this Willl remains silent. It waits for its
death patiently.
Labels:
Demons,
Swords and Wizardry,
Villains
Thursday, June 9, 2011
Villains, S&W Style, Part 5
Wow, yesterday was sick as hell. Not that you guys need to know that, but was working on some write ups for the blog. I enjoy doing the Villains, S&W style and thought of a few stand by baddies I like to have. I am sure we all have our favorites that get introduced into different games. One of mine is Opulus. A cranky old priest with ideas of his own.
Opulus
S: 9, D: 9, C: 11, I: 12, W: 15, Ch: 14
7th level Cleric
Opulus is an elder priest in the temple of Delaquain. He does little in the way of direct service to the people, but is a high ranking adviser the directs temple policy. In his eyes the temple has moved away from its initial mission which is to serve the Gynorian people, but with being accepted into the whole, respectability, and more say on what goes on the temple has moved towards a tolerance toward all races and cultures. Opulus believes this is a waste of resources.
He believes the temples exists to use and expand its resources for its own people. The other races and cultures have their own gods and temples let them suckle them to oblivion. When Opulus has been present at public temples he has been known to casts geas on those he believes are taking advantage of the temple. Often the geas he sends them on cause the person's death because the quest is beyond the person's capabilities. Opulus believes the only reason they failed is they did not have enough faith. The temple of Delaquain has kept this fact hidden for years and Opulus has been admonished because of it. Yet he cannot be remove from his position because it is a lifetime commitment.
The temple is fractured. Opulus has a small, but zealous group that believes the temple should return to serving their own. While the main body of the temple wishes to integrate itself further into the culture. The popularity of Delaquain has never been so high. Opulus continues to use his influence within the temple to bring the the fall of those who do not believe in what he believes. He would rather see the walls burn than have them desecrated by outsiders.
Opulus
S: 9, D: 9, C: 11, I: 12, W: 15, Ch: 14
7th level Cleric
Opulus is an elder priest in the temple of Delaquain. He does little in the way of direct service to the people, but is a high ranking adviser the directs temple policy. In his eyes the temple has moved away from its initial mission which is to serve the Gynorian people, but with being accepted into the whole, respectability, and more say on what goes on the temple has moved towards a tolerance toward all races and cultures. Opulus believes this is a waste of resources.
He believes the temples exists to use and expand its resources for its own people. The other races and cultures have their own gods and temples let them suckle them to oblivion. When Opulus has been present at public temples he has been known to casts geas on those he believes are taking advantage of the temple. Often the geas he sends them on cause the person's death because the quest is beyond the person's capabilities. Opulus believes the only reason they failed is they did not have enough faith. The temple of Delaquain has kept this fact hidden for years and Opulus has been admonished because of it. Yet he cannot be remove from his position because it is a lifetime commitment.
The temple is fractured. Opulus has a small, but zealous group that believes the temple should return to serving their own. While the main body of the temple wishes to integrate itself further into the culture. The popularity of Delaquain has never been so high. Opulus continues to use his influence within the temple to bring the the fall of those who do not believe in what he believes. He would rather see the walls burn than have them desecrated by outsiders.
Friday, April 8, 2011
Villains, S&W Style Part 4
Not afraid to be the stereo typical mad mage in the isolated tower, Renolf, has attempted to imitate those horrible spell casters that have come before him. Except one, Renolf is not a mage and two, his tower is nothing more than an abandon grain silo at the edge of his village. When he comes into the village he reminds people to call him 'the Dark'. All horrible mages need to have a moniker.
Being delusional and magically inept doesn't keep him from being dangerous. Renolf the Dark has not been able to bring himself to do anything too horrible. Most of his 'evil' is loosened the fence allowing the cattle and sheep to wander off. He's broken farming tools and one time he elbowed a large pig. What Renolf does in his 'tower' that is evil is not mention the creatures he sees at night.
He believes these creatures are there because of him. To assist him when he begins his reign of darkness. At night he sees the creatures stalking the treeline and on a couple of occasions seen two flying. The numbers are increasing and the creatures are edging closer to the village. He is excited and more obnoxious around others knowing they will all be kneeling before him soon.
Renolf has no significant stats, nor any equipment.
Being delusional and magically inept doesn't keep him from being dangerous. Renolf the Dark has not been able to bring himself to do anything too horrible. Most of his 'evil' is loosened the fence allowing the cattle and sheep to wander off. He's broken farming tools and one time he elbowed a large pig. What Renolf does in his 'tower' that is evil is not mention the creatures he sees at night.
He believes these creatures are there because of him. To assist him when he begins his reign of darkness. At night he sees the creatures stalking the treeline and on a couple of occasions seen two flying. The numbers are increasing and the creatures are edging closer to the village. He is excited and more obnoxious around others knowing they will all be kneeling before him soon.
Renolf has no significant stats, nor any equipment.
Saturday, January 8, 2011
Villains, S&W Style 3
The Cult of the Dark Wolf (Modalid) is a zealous
religious community that serves the dark side of the nature. Evolon, a goddess that represents growth, rebirth
and prosperity of nature. Modalid, her
brother, represents the unforgiving part of nature. He is responsible for natural disasters,
blights and predators. Evolon is worshiped
openly and grand temples have been built to honor her. Modalid is given respect, but no temples
stand to honor his name. Though no noble
likes to have the followers of the Dark Wolf in their lands very few are brave
enough to turn them away.
The following is an example of a Dark Wolf cult
that would be found in nearly any town.
Where most cults hide and the members are kept secret, the faithful of
Modalid walk openly among the people and in the halls of nobility. Besides, can you really have too many dark
cults in game?
Cordel the Wolf Bearer
7th-level Cleric, Human, Male
S: 16, D: 14, C: 16, I: 10, W: 16, Ch: 10
HP: 38, AC: 1 [18], Dam: 2d4+4, Save: 9
Equipment: +3 Leather Armor (+2 save vs. cold), +2
two-handed mace, +1 Dagger (Fang of the Umber)*, Boots of Speed, +2 Ring of
Protection, Gauntlets of Swimming and Climbing
Spells:
1st Level: Cure Light Wounds (2x), Detect Magic
2nd Level: Hold Person, Speak to Animals
3rd Level: Cause Disease, Speak with the Dead
4th Level: Speak with Plants
5th Level: Quest
Cordel is a large man who is in a perpetual good
mood. He wears a large hide of an albino
worg and a necklace of large teeth. A two-handed
mace is strapped across back and curved knife in his belt. Cordel dislikes the crudeness of combat. Only when all other avenues have been
exhausted does he believe combat will settle anything. And even then he believes there is no
victor. He will preach the gospel of how
nature is the true judge of all things.
It decides who lives and dies.
Entire races have vanished from existence by dropping their island into
the sea, a disease that had no cure or a subtle difference that wasn't noticed
until it was too late. So drawing a
sword, casting a spell seems trite and childish.
Part of Cordel's tactic is to give someone a
disease to some unaware commoner then will offer to cure it the next day. He also heal (use his Cure Light Wounds
spell) to show the commoners and others that he can be trusted, to relax their
guard. Later, Cordel will send people he
dislikes or those who want a favor from him on quests to further his
goals. Cordel is in the process of
gathering the three shards of the Umber Sword.
He wears the first shard in his belt as a dagger and is searching for
the other two pieces. He will send these
people to discover the locations of the shards.
If they die he can always send more.
And should the players or noble give him trouble, Cordel will have his
Blight Wolf (see below) run through the countryside killing every crop in its
wake.
His trial to advance to the next level is coming
soon. His trial is to hunt and kill an
Umber Hulk on his own. The Sword of
Umber was created to kill these creatures and Cordel is aware he will need it
to defeat one. He uses his information
spells to discover the whereabouts of the two other shards and the location of
an umber hulk.
Cordel's entourage consists of Marcenise (see
below), six 0-level men-at-arms, and four pack wives. The blight wolf will never come into town
unless summoned. Should Cordel be killed there is a 5%/level that Modalid will extract revenge from the region in the form of a natural disaster.
Marcenise
2nd-level Cleric, Human, Female
S: 12, D: 9, C: 10, I: 12, W: 13, Ch: 17
HP: 8, AC: 3 [16], Dam: 1d4+2, Save: 14
Equipment: +1 Chainmail, Shield, +1 Light Mace
Spells:
1st Level: Detect Magic
Marcenise is a beautiful young woman with a fierce
temperament. She dislikes commoners and
anyone who dares mention her attractiveness.
Her tongue is much more powerful than her mace, but she is not afraid to
knock some grabby man out of their shoes.
Marcenise is Cordel's lead wife and is responsible for the other wives performing
their duties. She berates them often.
To achieve her next goal she must take a magic
item. It must not be bought or found,
she must take it. If given the chance,
Marcenise will lure one of the party members away promising a wild time, but
will instead attempt to subdue them and take all their magic items.
Blight Wolf
AC: 5 [14]
HD: 5
Attacks: Bite (1d6+3)*
Save: 12
Special: If bitten the character must make a save
or contract a disease. The limb will
become useless and move through the body unless a Cure Disease spell is cast or
another remedy is found. The blight wolf
can spread the disease to plants by brushing up against them. Within a matter of days the blight can ruin
all the crops in the wolf's range.
Move: 12
Challenge Level: 5/240
Blight wolves are companions given to Modalid's
most faithful, those who achieve 7th level.
Blight wolves stay in the wilderness except when summoned. When summoned they teleport to their master's
side. A cleric can do this
once/day. They appear as large black
wolves with dead gray eyes. They don't
eat or sleep. They can at will have all
plants they touch contract the blight. If the blight wolf is killed the cleric will
have lost it forever. Only one is ever
given. These are the only companions a
cleric may take when they are undergoing their trials.
Labels:
Cults,
Swords and Wizardry,
Villains
Saturday, December 11, 2010
Villains, S&W Style 2
Villains, S&W Style 2
Not all villains are skull toting, demon worshiping, psycho killers. Subtle
villains act as others, mingling within the common populace without any
knowing. They will have positions within
the community such as craftsmen, washerwomen, tavern owners, or city
guards. To some people they will be best
friends and assist them in any way possible. But to others they become a danger and often
their victims don't understand why they've been targeted.
Lavonia
0-Level, Human, Female
S: 9, D: 11, C: 8, I: 13, W: 12, Ch: 14
HP: 3, AC: 9 [10], Dam: n/a, SV: 16
Equipment: lap harp, poisons
Lavonia is one of the more beloved women in the
town. She is an attractive, generous
woman who married a city guard named Wilton.
She has a beautiful singing voice and often plays during celebrations
both for private and public affairs. She
suffers from poor health and often disappears for a few days because of her
illness.
Within their home, in a hidden basement is a cage
where Wilton locks up Lavonia during her bouts of sickness. Several years ago before her marriage to
Wilton, Lavonia became pregnant. Her
mother became furious and would not see her daughter disgrace the family. Her mother made her drink the poisons that
would cause a miscarriage. Lavonia had
the miscarriage, but her mother continued to have her drink the poisons as
punishment. Her health diminished until
she barely could speak. It wasn't until
her father returned that he immediately summoned the healers. The poisons saturated her body. The healers did what they could to bring her
to health, but said she would always be affected by the poison for as long as
she lived.
As the years passed she grew healthier, but with
severe bouts of illness. Wilton noticed
that livestock and pets would be found dead during the times of her bouts. Then the children started getting sick. Twin boys died with days of one another and
Wilton confronted Lavonia. He found
sobbing and she admitted to poisoning the boys, but did not intend to kill
them. Lavonia is over come by a calming
madness to harm other during her bouts.
She knows how to prepare poisons and hides them in food and drinks. She will make batches of the poison and place
them where others with find them, especially children. Wilton locks her up during times when she
obviously sick, but he is unaware that Lavonia is always in her calming madness
and she no longer finds satisfaction in harming. She goes to the celebrations to slip her
poisons in where she can.
Gerald 'Gray Robe'
3rd Level Fighter, Human, Male
S: 13, D: 15, C: 11, I: 13, W: 9, Ch: 13
HP: 17, AC: 2 [17], Dam: 1d6+3, SV: 12
Equipment: +1 Ringmail, +1 Shield, +2 Short Sword,
Ring of Feather Fall
Gerald is the Sergeant of the Watch. He is considered a competent soldier with
little potential to move above his current station. He lacks the imagination to solve situations out
of the ordinary and often requires assistance.
Because of this his men do not respect him and hope to see him retire so
their group can rise in prestige.
Because of the lack of respect held by all the others Gerald's group is
often thrown into the most dangerous situations to 'evaluate' the
situation. Gerald is well aware of what
others think about him.
In the past few months Gerald has been going to
the shadier side of town disguised. He
went there to drink away from the others and to forget his troubles in one of
the comfortable beds within the brothels.
During his trek to a tavern he was attacked by two young boys who
thought they had found an easy mark.
Gerald easily dispatched the two boys, killing one and critically
wounding another. He saw the fear in the
boy's eyes. In that moment he felt a
surprising rush of satisfaction. An
epiphany, this is how others should be looking at him.
Although, very little changed at within the
guards, Gerald began trolling the streets at night looking for someone to
provide him with the satisfaction of fear. He disguises his armor and weapons
under an old tattered gray robe he got off one of his victims. Whispers of Gray Robe are heard throughout
the city. Gerald is very pleased with
himself. He is not selective with his
victims and will attack anyone who looks like they might put up a fight.
Slocum
0-Level Dwarf
S: 12, D: 10, C: 14, I: 11, W: 8, Ch: 8
HP: 4, AC: 8 [11], Dam: 1d4, SV: 16
Equipment: Leather Armor, Dagger, Ring of Azzul*
*The Ring of
Azzul is a cursed item. It will allow
the wearer to resist poisons and allows the wearer to summon one
skeleton/day. The Ring of Azzul requires
the wearer to sacrifice at least five hit points of blood to the dark god/day
to work. The ring cannot be removed
unless the entire finger is removed or a remove curse spell is cast. When the ring is first worn is burrows itself
beneath the skin and wraps around the bone with a small protrusion above the
skin that is dripped into the blood. If
the ring is not fed the full five hot points of blood it will take it from the
wearer.
Slocum is a scar covered dwarf. Because of the ring he wears he has sacrificed
his own blood many times, but he always needs to supplement the ring's
thirst. Slocum, a coward, was kicked out
of his dwarven clan, beard shaved and abandon at the bottom of a mountain
range. Though Slocum is a coward he is a
survivor and has been through many horrible times. During one of these times he was slave to a
vicious mage who experimented on him often.
By mere chance Slocum found the ring and used against the mage. He escaped with only his life and the ring.
Slocum quickly realized he needed to feed the
ring. He was fortune enough to get a job
working in a kitchen. Slaughtering the
animals provided him enough blood to keep him from suffering the ring's
hunger. There are times when he is given
days off or the masters are away he must find other sources of blood. During these times he will bleed out
livestock.
Slocum has no problem using the ring's powers
against anyone to keep himself alive. He
will avoid direct combat using the skeleton to do his slaughtering. He has used the skeleton several times to
kill the people so the ring could drink.
Thursday, November 18, 2010
Villains, S&W Style
We all need villains or at least someone to go up
against the players. This is a low level
group of well organized highwaymen. They
are not outright evil and they do have some morals about who they steal from
and those they hurt. I often like
providing rivals shades of gray to make them more rounded and interesting. Having a notorious group of robbers who will
not harm women and children provides a quality maybe not expected. The stats provided and equipment are straight
out of the Swords & Wizardry rulebook.
Borsko
Brothers
These five brothers are the sons of Kord the Brigand,
one of the most infamous outlaws in the kingdom recently captured and executed
without trial. The local nobility did
not want to give sympathizers a chance to free the charismatic criminal. The five brothers Malcolm, Shifter, Willem,
Ash and Nickolas have taken up their father's mantle. The brothers are solemn, strong and
intelligent. They are serious about
their business and plan their heists in great detail. They have escape plans prepared if something
goes wrong and plans should one or more get captured. Because of their cautiousness and extensive
planning, their plans usually succeed.
The brothers have killed, but will avoid it if possible. They will not attack women or children unless
attacked themselves. They conduct
themselves professionally trying to put their victims at easy. Or in the case of an armored patrol, they will
attack quick and hard to demoralize the guards.
Malcolm
2nd level Fighter
S: 13, I: 14, W: 9, D: 9, C: 10, Ch: 10
HP: 10, AC: 4 (15), Dam: 1d6+2, SV: 13
Equipment: +1 chainmail, +1 spear
Malcolm, the oldest, has developed a small, but
effective group of informants. He gets
the latest information on caravans departing or arriving. He also has a handful of city guards on his
payroll. Malcolm pays them well to keep
them faithful. He lives by his father's
credo no being greedy that is better to sip from the people pockets so they
never go empty instead of taking it all at once and pay your men first. When jobs are discussed among the brothers
and if there is an argument Malcolm is deciding vote.
Shifter
4th level Thief
S: 13, I: 12, W: 10, D: 14, C: 8, Ch: 6
HP: 10, AC: 3 (16), Dam: 1d4+3, SV: 12
Equipment: +2 leather armor, +1 ring of
protection, +2 dagger, Boots of Elvenkind
Shifter is the most experienced of the group
having been in the thieves' guild for a few years before going independent with
his brothers. Although the guild was not
pleased he had kept them content by feeding some of the information on possible
jobs the brothers do not have the resources to do. Shifter has a few enemies within the guild,
namely a man called Red Wind, his former partner who resents Shifter's
leaving. Shifter is excellent at entering
and leaving a place without being noticed.
Shifter is not well liked because of his abrasive personality, picking
out every small negative detail or creating one when none are available. Even his brothers threaten his with violence
after so long.
Willem
3rd level Fighter
S: 13, I: 12, W: 9, D: 8, C: 13, Ch: 8
HP: 21, AC: 4 (15) or 2 (17) w/shield, Dam: 1d8+2
w/sword or 1d6 w/bow, SV: 12
Equipment: +2 Chainmail, +1 Shield, +1 Longsword,
Bow, 20 Arrows
The quietest brother. Like the others, he is intelligent, but will
only speak if there is a flaw in a plan.
Willem is the brother they send if killing needs done. He approaches every job with a cold
detachment that sometimes bothers the other brothers. He doesn't care for the money or luxuries
they earn, only to keep his sword sharp and his armor in top condition.
Ash
2nd level Thief
S: 13, I: 11, W: 10, D: 15, C: 12, Ch: 13
HP: 6, AC: 5 (14), Dam: 1d6, SV: 14
Equipment: +1 Leather Armor, Short Sword
Ash is the brother with the most personality and
is often the one who scouts a place. He
is very likable, often buys people drinks.
His weakness is the women. He can
distracted by a wink or a sway of a woman's hips. Malcolm has taken him to task about this a
few times and even have set him up to show him the dangers of his
obsession. Ash is serious because his
brothers are always serious, but likes to have a good laugh when they are not
around.
Nickolas
3rd level Fighter
S: 16, I: 7, W: 9, D: 11, C: 14, Ch: 11
HP: 21, AC: 0 (19) w/axe or 3 (16), Dam: 1d8+4,
SV: 12
Equipment: +2 Chainmail, +3 Battle Axe*
*This is the
Battle Axe of the Betrayer, the +3 bonus is for to hit, damage and to armor
class. It is a cursed item and it slowly
works on the wielder's mind making him paranoid especially those closest to
him. So far Nickolas has been able to
resist the axe's powers, but he is beginning to believe Malcolm is plotting to
kill him.
Nickolas is the brute of the brothers. The youngest and largest. He does not look like the others and becomes
angry when someone mentions this. He was
trained to use the axe by his father's best friend and fought one season with
the mercenary company, The Blood Wolves.
He still has many friends in the Blood Wolves and will hire them when a
job needs extra muscle. He is unaware of
what the axe is doing to him.
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