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Post by joatmoniac on Oct 15, 2018 5:32:59 GMT
This week’s exercise, from the minds of rorrik and I, hearkens back to DMs Block Episode 161: Why So Evil? With Chris Prynoski with the goal being to brainstorm some of the evil NPCs the players might have to work with in the world of Dayeimbe or an evil campaign (or even a good one, it happens). Below are some questions to help guide your brainstorm: 1. What is the NPCs name? 2. What organization are they connected to? 3. What is their role in the organization? 4. What is the cost of doing business with this evil entity? 5. What is are the consequences of crossing them? 6. Anything else you might think to add? Let’s design some dangerous people for our players to rub shoulders with! Stay tuned for another exercise next Sunday as well!
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Post by meribson on Oct 15, 2018 21:10:24 GMT
Based on a PC I built but never played. 1. Vasile the Blackblooded 2. The Blood Bank 3. Head Researcher/Alchemist 4. 1 pint of blood for 10 gp worth of goods or services 5. Becoming one of Vasile's test subjects 6. The Blood Bank is a combination pharmaceutical company and crime syndicate headed by the elder vampire Dumitru Halsbrek, and Vasile is a dhampir sired by him. Irritable and irreverent, Vasile's intellect and competence are the only things that has spared him from being strapped to the lab table himself. He doesn't care about power, profits, or position, he simply wants to continue his research and experiments in alchemical formulae.
Noble: "Who do you think you are?!" Vasile: "Just the smartest man in the kingdom." Dumiru (thinking): *I wish he were wrong.*
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will
Commoner
Posts: 24
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Post by will on Oct 16, 2018 0:03:02 GMT
Using blood as currency is a cool idea, meribson.
The Collaborator
Connected to the Guildmaster's Alliance as a consultant for the management and construction of major public works or private masterwork galleries.
The Collaborator is a jack of all trades and offers his services to complete the most mind-numbing and time-consuming tasks in the creation of a work of art or the construction of a public good (such as architecture, plumbing, etc). He does all the busy work to give his clients the freedom to focus on the creative aspects of their work.
He accepts standard payment of gold pieces to keep up an air of legitimacy, but secretly he places his mark upon everything that he helps create. His mark is the symbol of a ladder, looking like nothing but a series of meaningless notches to the untrained eye.
His true business, of course, is selling the marks. Each mark is controlled independently through his workshop. He can use them to store spells, traps, and arcane eyes for surveillance, or he can destroy their copies in his workshop to completely undo all of the work that he did, sending statues crumbling to their foundations or canvasses shedding their paint like snakeskin.
If you need a building brought down, or a guest at a museum secretly assassinated, or a politician spied upon and recorded for blackmail, the Collaborator offers you his services for a small payment. He prefers functional magic items like spell scrolls and decanters, though he also accepts promises of future favours.
The Collaborator secretly serves the Demon Prince of Deception. He has wormed his way into the Guildmaster's Alliance with the ultimate goal of turning them towards worship of his lord.
The Collaborator takes great steps to avoid being cheated. After all, he was never the only one working on any particular project. Usually, he's in large teams of people all taking on some aspect of the work, such that nothing can be explicitly traced back to him. Still, the consequences for double-crossing him or risking his exposure are dire, for the Collaborator has had his hand in almost every aspect of the city's construction.
You never know if he has placed his mark in the pottery in your cupboard, the iron of your stove, the pipes beneath your house, the artwork on your wall, the clothes you wear on your body ... his influence is as ubiquitous as it is insidious. The paranoia of where and when he might strike is often punishment enough for your transgressions.
Other interesting details to flesh out who this guy actually is:
Face Stealer. He's a changeling who takes the image of random people he sees on the street, not even bothering to learn their names.
Obsessively Maintained Workshop. His workshop is a private study in the Guildmaster's Hall choked with magical guards and wards, as well as charms of nondetection and auras of fake antimagic to fool anyone who tries to search for traces of the arcane.
Novelty Seeker. Each morning he visits a new cafe or tavern, never visiting the same place twice, and orders something he has never tried before. He's running out of new experiences and is getting a bit worried about it.
Hide in Plain Sight. You can spot him working on larger projects more easily because he usually takes on the disguise of another worker. Find the double and you know that one of them is the Collaborator.
All the Time in the World. He is functionally immortal thanks to his dealings with his demon lord, but he can be hurt and killed through regular methods. His immortality gave him the time to learn all of his unique skills in different cities under different masters and has done well to teach him patience beyond what anyone would find reasonable. His mortality, on the other hand, has made him cautious.
Meek. If anyone spent a day with him, they would find him unreasonably forgiving of minor inconveniences. He rarely raises his voice and always defers to others, almost like a slave would bow to a master. It can be quite frustrating for any companions who feel that he's a pushover and needs to stand up for himself, which is why he prefers to travel alone anyway. He's often a target for bullies, and at the same time a target for do-good adventurers going out of their way to protect the poor meek little man getting picked on. He is rarely grateful.
Broad Thinker. He rarely exercises his powers for petty reasons. Even those who double cross him may never see direct consequences for their actions. He views things more long-term, always seeking the best option for his lord instead of himself.
Creative Fear. He has never finished any work of art he's started for himself. It terrifies him that he may have lost the ability to work alone on his own creative vision. He lies awake staring at unfinished paintings, half-baked lyrics, brief outlines for novels, unbaked clay. Perhaps that's the price of his power. Perhaps he's just gotten inside his own head. He'll never be sure.
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captaindialup
Commoner
Posts: 19
Favorite D&D Class: Artificer
Favorite D&D Race: Kobold
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Post by captaindialup on Oct 17, 2018 7:11:29 GMT
1. What is the NPCs name? Janis The Nightweaver, named so for her ability to read and tug on the threads of magic in the air and recreate past events using shadow magics.
2. What organization are they connected to? She is typically associated with the shadier side of law enforcement but is won't turn down a client providing they know what they are in for.
3. What is their role in the organization? She is hired on as a consultant for crimes where there were no witnesses. Depending on the circumstances, she can either create shadowy doubles to recreate the scene where magic was used, or if the scene had no magic involved, she has her shadows possess a number of living people to help.
4. What is the cost of doing business with this evil entity? Besides the hefty price she negotiates, She requires a sacrifice to control her magic. The law may inquire about someone being sent to the block while others may resort to kidnapping. Janis doesn't care where they come from.
5. What is are the consequences of crossing them? Someone who intervenes in Janis' business dealings may find themselves at the scene of a crime with no memory up until that point and that's getting off easy. Others are just never seen again but there's rumors that they are led to the Nightweaver's lair and sacrificed.
6. Anything else you might think to add? Janis the Nightweaver is biding her time, the sacrifices she has slowly accrued are being turned into Shadows under her command. Her end goal is anyone's guess.
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Post by dmcaleb on Oct 18, 2018 2:14:26 GMT
1. What is the NPCs name? Benny Fiddler, the “mild mannered” innkeeper of the Happy Harpy a lovely tavern and bar for every weary traveler.
2. What organization are they connected to? He is an active an generous member of the tavern keeper’s guild. He is well known for helping the strays that shadow his doors.
3. What is their role in the organization? To make sure that taverns treat customers well and to make sure that all taverns are playing fairly for the customer’s sake.
No one in the organization is willing to cast shade on Benny, but If coerced they admit that strange things seem to happen around the Happy Harpy.
4. What is the cost of doing business with this evil entity? Billy Fiddler just wants you to keep an eye out for the poor or helpless. If you bring him a person in need he’ll give you a night’s stay and dinner for free. He loves helping people.
5. What is are the consequences of crossing them? He is a serial killer that kills the lost souls that shadow his doors and then feeds their corpses to his tavern’s patrons. As barbecue!! Delicious scrumptious barbecue...
6. Anything else you might think to add? Billy by himself isn’t that scary of a figure, but the chain devil that acts as his patron is. Chain devils are devilish jailers which combo well with the halfling’s sadistic tendencies.
The halfling tortures the captive until it surrenders its soul to the chain devil at which point the captive is slain. In return the chain devil kills anyone that threatens the easy soul collecting process which includes the halfling.
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Post by zimthegoblin on Oct 27, 2018 10:30:41 GMT
1. What is the NPCs name? 2. What organization are they connected to? 3. What is their role in the organization? 4. What is the cost of doing business with this evil entity? 5. What is are the consequences of crossing them? 6. Anything else you might think to add? one of the evil NPCs I'm putting in my game is, a rich human who saw the party do something interesting says he wants to sponsor them he is secretly in a cult he asks the party to gather monster eggs and even gives them a 'bag of life preserving' a bag of holding that living things go in and are in suspended animation and do not age (eggs don't hatch) and for this the PCs are payed fairly maybe even better then fair. the real cost is every monster egg collected will be hatched and used against them when they face the cult. he may have a position in the cult or just be a low rank follower.
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Post by dmspeedobandit on Nov 8, 2018 1:13:42 GMT
Credit to Volbeat...
"Feel the fire where she walks Lola Montez so beautiful Shady and a tempered dame Blinding your eyes with her spider dance... We will surely not forget the Lola spider dance..."
1. What is the NPCs name?
Lola Montez
Gorgeous female Devil's Tongue Tiefling, Born of Shar. Her fetching gaze will trap any unsuspecting being with her 'spider dance'
Uses a magical Whip as her primary weapon.
2. What organization are they connected to?
Pretends to be a part of the Harpers/College of Whispers/*insert your bard clan here*
Alligence to 'Daughters of Shar' known as the 'Sharfilia'.
3. What is their role in the organization?
Intellegence gatherer for Church of Shar and spreading her influence. Keeping her ear to the ground to elimanate followers of Selune. And most importantly to charm and recruit followers to the Church of Shar. She is able to move from town to town under the guise of traveling bard, to give orders, trade information, and act as a courier.
4. What is the cost of doing business with this evil entity?
A favor to be called in at a later date, information that may help the Church of Shar, or maybe Lola was able to charm and convert one of the PCs.
5. What is are the consequences of crossing them?
Will have gained the attention of Shar, the College of Whispers, & the NPCs that could be or are under the spell of Lola's charm will be set upon the PCs.
6. Anything else you might think to add?
In the war between sisters Shar and Selune, Shar realized she needed to grow her influence throughout the world of mortal beings to worship her granting her more strength. Along with directing her followers to make the first Church of Shar, she began to turn into a beautiful young woman and steal male followers of Selune by seducing them and mating with them. After the men were under her influence she would instruct them to go to her church and be indoctrinated there. There are many tiefling daughters of Shar known as Sharfilia, Lola inherited the ways of seduction from her mother and is making a living as an entertainer turning the ill disciplined men to begin to praise Shar in many different ways.
Shar approached her daughter Lola and instructed her to tie into the secret bard society known as the Harpers to spread her web of information. Lola was quickly accepted for her talents and her beauty into the order. Her next task is to aid the Agents of Shar that have started to make their moves across the vast lands to start destroying the followers of Selune in this never ending war.
Attachments:
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Post by DMdanielsan on Nov 12, 2018 4:16:27 GMT
1. What is the NPCs name?
Vince the Slothfolk
2. What organization are they connected to?
Dayeimbe Magical Vanguard, or the DMV
3. What is their role in the organization?
The DMV is responsible for licensing all users of magical items under the registry of magical items in Dayeimbe. Any use of magical items of one who is not registered is strictly prohibited and grounds for fees, confiscation of said item, and possible imprisonment. The legal age to use magical items in Dayeimbe is 18, if you want to try any younger you can move to Behpatynet.
4. What is the cost of doing business with this evil entity?
Time and sanity. Players must catch Vince before 3 pm, and they must renew their license to wield magical items once per year. The initial registration includes a test of skill using magical items monitored by Vince directly, but after that a simple fee of money, blood, or donuts will do.
5. What is are the consequences of crossing them?
Losing your license to wield magical items. Vince is also fairly adept at calling for help if you cross him.
6. Anything else you might think to add? Vince is an aspiring time mage and practices in his often. He also takes unnecessary pleasure in utilizing the power vested in him by the state of Dayeimbe. If given ANY attitude by the players, he will utilize his power to the maximum extent to make sure the players can not use magical items ever again. If the players act in aggression in response, they will have a warrant for arrest by the state of Dayeimbe.
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Post by dmlaser on Nov 12, 2018 15:23:08 GMT
1. What is the NPCs name? Bromwood the Mad Paladin
2. What organization are they connected to? Formerly the Church of Pelor, now (unknowingly) connected with Nerull
3. What is their role in the organization? Bromwood was once a mighty champion of Pelor. His entire order was slaughtered by a cult of Nerull while he was out traveling, including his wife and unborn child. On returning to the scene of the gruesome slaughter, Bromwood flew into a mighty rage. He singlehandedly hunted down and murdered anyone he believed to be an agent of Nerull in the city. He became so obsessed that he began killing indiscriminately. Pelor, seeing this descent into madness, stripped Bromwood of his divine powers. Nerull, angry over the loss of his followers, sensed a great opportunity.
Nerull had the now powerless Bromwood captured by his men; however, he had his agents disguise themselves as priests of Pelor. Bromwood was kept chained and tortured by ‘Pelor’ for his crimes. As the last vestiges of sanity slipped from his mind, Nerull began to speak to Bromwood directly, whispering into his mind but pretending to be Pelor himself. He told Bromwood that the entire ordeal had been done to expose corruption in ‘Pelor’s’ church, and that Bromwood would be his instrument to purge hat corruption. Nerull empowered Bromwood with new abilities and let him escape, setting him loose into the world with a new mission; to hunt down and expose the ‘evil’ priests of Pelor.
4. What is the cost of doing business with this evil entity? Bromwood travels trying to ‘help’ people, but his methods of helping are insane. In a town dealing with plague, he might simply kill all the infected instead of searching for a cure. Sob stories from a beggar about their suffering are more likely to see him put the beggar ‘out of their misery’ than to toss them some change. A family asking him to search for their missing child risks him deciding to reunite them by killing the parents so they can be together in the afterlife. If he enters a town that appears to be starving, he might decide that killing half the residents Thanos style is the best course of action.
5. What is are the consequences of crossing them? Nerull still whispers in Bromwood’s ear, and when he does Bromwood believes wholeheartedly that he is Pelor. Nerull delights in stoking the fires of Bromwell’s hatred and paranoia. If Nerull decides that someone is a threat to his plans or his control over Bromwell, it’s a simple matter for him to convince Bromwell that they are out to get him and have him try to kill them.
6. Anything else you might think to add? Bromwood presents himself as a true and devout Paladin of Pelor. Any players meeting him would have no particular reason to suspect his true nature at first glance. Perceptive players may notice some small hints like glint of madness in his eye, bloodstains on his clothes, or people avoiding him completely. On initial conversation, he would likely just come across as fanatically devout. Only after extended conversation and/or traveling with him for a while would the players likely realize that this guy is not what he appears to be. His spell list and abilities would be off from a normal Pelor worshipper, or they can start to pick up on his paranoia and instability.
Bromwood is great for pulling the rug out from under players. He can be used to dissuade parties that try to recruit every NPC they encounter by getting the party into trouble. He can also be a good hook for a story requiring the characters to clear their names. He may do something terrible without the party’s knowledge while traveling with them, or send them on a quest to kill a cult of Nerull or ‘traitors’ to Pelor who are actually perfectly innocent.
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Post by DM Onesie Knight on Nov 13, 2018 2:29:03 GMT
This is a villain I made for my home brew world that my players absolutely loved (in a creepy, goosebumps kind of way)
1. Papa Cain. He appears as a slightly portly humanoid male who always wears a plain white porcelain mask painted with a plain black moustache and glasses. He speaks in a low, relaxed tone, not unlike your dearest uncle dispensing advice.
2 & 3. Papa Cain, sometimes known as “big papa” is a mysterious false identity used by a corrupt—yet powerful—city official. His true identity holds the highest possible office a lowborn man can hold. But the face known as “Cain,” however, is at the top of the food chain in the criminal underworld. His organization has no name; he operates through so many proxies, illusions, and subsidiaries that every thief, smuggler, and assassin’s guild in the city could be understood as part of his “organization.” Anyone suspected of working for Cain is referred to by locals as one of “Cain’s boys,” true or not. If you do meet one of his boys, there is a 99% chance that your contact is simply someone fulfilling a favor.
Papa Cain’s power runs on favors. It’s part of how he protects his legitimate identity and allows him to maintain an air of non-interference in the underworld, which keeps discontent down among the criminal element. Few can be said to truly “work for” Cain. They merely owe him a few favors, which he calls in at the most opportune moments. His symbol is the mask he wears: when he needs to arrange a meeting (say between one of his lackeys and a group of adventurers) the contact will often carry a white mask somewhere on their person.
4. Cain is often more than happy to assist an ambitious businessman or adventuring party! With his vast connections and the true power wielded by his legitimate identity, beneficiaries are on the easy road to success. All he asks in return is a small favor...
5. One generally should NOT cross Papa Cain and remain in the same nation. Do so, and you will see favors called in against you. You can trust no one; the blacksmith might sell you a blade designed to detach from the hilt in combat. The serving girl might poison your drink. The guards might confiscate your hard-won loot. The innkeeper might plant false evidence in your room. The alleyway might have knives waiting for you.
Of course, Papa Cain is a forgiving man. Do him a solid favor, and he is happy to let bygones be bygones!
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Post by letterlost on Nov 23, 2019 18:41:31 GMT
1. What is the NPCs name?
Eidd “identify” Tylydd sometimes goes by the alias “fast Eddie”, a gnome illusion wizard and scholar.
2. What organization are they connected to?
The Mary Berry Arcaniversity
3. What is their role in the organization?
Eidd is a grade master of Ancient Runes, Archeological Arcanum (the most dangerous desirable course for many adventurous hopefuls), and Lost Arcanum Theory.
“Fast Eddie” is an Archeologist/ explorer for consultation and higher.
4. What is the cost of doing business with this evil entity?
If you are a student, you will be graded; if you are not a student, lots of gold.
5. What are the consequences of crossing them?
If you are a student, a very bad grade and detention; if you are not a student, let’s just say one doesn’t come out of a mummy tombs without a few curses up their sleeve. Also, that really buff guy who poses as his butler is a shadow monk.
6. Anything else you might think to add?
“Fast Eddie” is your typical Indiana Jones villain. Clever and conceited, well informed, shady connections, amoral, and sells to the highest bidder. “Secrets are best kept until the price is peak.” And, “if you didn’t get what you paid for, next time you should pay more.” with a smile.
Mary Berry Arcaniversity is considered a highly respectable wizard college among gnomes, initial funding provided by Mary Berry the famous gnome wizard, in Berry Little (a lovely little gnome wizard college town).
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