Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Wednesday, 26 October 2016

The Entourage in Detail

The number of individual personalities surrounding the PCs in our campaign has increased to such an extent, including as it does henchmen, lackeys, and NPCs just a long for the ride, that it is now less precise to call this group a party than an entourage.

We’ve got a game coming up next week, so we could probably all do with a refresher on who everyone is. The picture below depicts the lot in what would be their most frequent respective postures. The description to follow outlines each character, from left to right.




Addy and Simkin (always a pair). Lackeys, 0 Level.
Role: Basically, they’re just there to carry stuff for the adventurers, and do menial tasks (gather firewood, set up and break down camp, cook, care for the horses, etc.) so that the adventurers can spend their time and energy on more important things. They have very few of their own possessions, so they can pick up a lot of the encumbrance that would otherwise slow the party down.
Goals: Having known only abject poverty their entire lives, they are content to live hand to mouth and be provided with enough to eat and a few coins here and there; thus far, they have never expressed any ambitions beyond survival from week to week.
History: The scions of peasant farmers of the lowest stock, they grew up living hand to mouth until even their own families couldn’t afford them. They formed a pair at some point, and took to roaming the countryside to eke out a living through seasonal labour, stealing chickens, and so on. When they met Dodge (see below), they attached themselves to him as lackeys, and have been following him around ever since.

Dodge. Fighter, Level 1.   
Henchman of Luna.
Role: Soldier under Luna’s command; proficient in sword, both bow types, and knife.  Supplies additional brawn for the PCs, and never complains about anything (nor, for that matter, does he talk much at all).
Goals: Live a life of adventure fighting for the cause of Good, and stay alive as long as possible. He would also like to remit wealth to his family in Posselau.
History: The third son of poor farmers in Posselau, his life was a struggle from the onset. He managed to obtain an apprenticeship to a blacksmith, but sought an opportunity to escape it soon after getting hit in the face with molten iron. Ran away once, taking refuge in a snake-infested cave, but was brought back and beaten severely for his transgression. Befriended by Hamish (see below) and learning of the existence of the PCs, he finally found a chance to leave Posselau (taking his lackeys with him).

Hamish. Cleric, Level 1.
Henchman of Luna.
Goals: Get as close to God as possible. Hopes eventually to retire to a secluded monastic life in old age and devote his life to more peaceful forms of worship than those currently necessary.
Role: Clerical knowledge of religion and healing. If necessary, can use cross-shaped staff as weapon with the shillelagh spell.
History: Was abandoned to a monastery in the far north as a child. For reasons not yet disclosed, he traveled south to Shropshire after having been swindled of all possessions. Has worked as a scribe, and taught Dodge to read and write in Latin. When rumours of the PCs and their reputation came through the church in Posselau, he persuaded Dodge and his lackeys to seek them out and petition to join them.

Waleran Thayler. Cleric, Level 3.
Role: Draw lightning down from stormy skies to annihilate opponents; fight with javelin and war hammer; heal the entourage’s wounds.
Goals: Wealth and power foremost, and fame secondarily.
History: After a sketchy and troubled youth, fell in with an underground temple of the Sami pagan deity Horagales, who blessed him with the power to call lightning. Still aligned with the temple, he adheres to the cult’s dietary and lifestyle restrictions, remaining celibate to maintain his magical powers. Mostly. Has had sex at least once, and really wants to again. His big ears and weird face tend to turn most women off, though. 

Luna. Paladin, Level 3.
Role: Ridding the world of evil; fighting; healing.
Goals: Serve the Lord; eventually acquire holy steed and holy sword to further this goal.
History: The eldest surviving daughter of the master groom at Ludeforde Castle, she had the opportunity to absorb her father’s skill with animals as well as noble decorum and connections within the Earl of March’s household. Her natural beauty and inherent religious devotion, enhanced with her charisma and prowess with weapons of war, set her on an inevitable course to travel the world on a holy quest. Somewhat unexpectedly, she has not yet expressed any desire to leave Shropshire.

Llewellyn Fjord. Bard, Level 2.
Role: Magically inspire and augment the power and prowess of the other adventurers through music, song and stories; fight with bow and sword when circumstances require. 
Goals: Fill the world with beauty and music, and have a smashing old time in the meanwhile.
History: Grew up somewhat sheltered in the remote reaches of western Shropshire, just inside the Welsh border. Was always so gifted with music that his talent seemed almost supernatural; and in pieces of history gleaned from his grandfather, suspects that there are some very bizarre facts surrounding his parentage.

Tabetha Hawthorne. Bard, Level 1.
Henchman of Llewellyn.
Role: Provide genius insight and scholarship, and music (especially harp and vocal) to augment the benefits of Llewellyn's; also a gifted archer, and will use the bow in combat when necessary.
Goals:  Ultimately, peaceful rest in Heaven when the Lord deigns to release her from the misery of mortal existence.
History: Clearly suffered something tragic, the details of which are shrouded in mystery. Travels with a horse called Richard, after the crown prince Richard of Bordeaux.

Ragnar Bjorgvinson. Barbarian, Level 2.
Former PC now under DM control.
Role: Specialist in battle axe, proficient in several other weapons, and can skipper a boat if that’s ever needed. Will generally do whatever the PCs, who are all more intelligent, tell him to do. 
Goals: Do as he pleases, take what he wants, and general satisfy his animal urges.
History: Grew up on the boats, as a mariner bringing shiploads of herring from Scandinavia. Walked away from service after a vicious quarrel with his captain when the boat docked at Bristol, met the party when they were still a small group, and joined them to a living by his axe. 

Hugh from Afar. Cleric, Level 3.
Role: Scholar. Only loosely associated with the entourage; not an official member. Sought to travel with them on hearing of Luna’s reputation for miraculous healing and other gifts of God. Currently engaged in writing a history of the region. Follows the party at a distance, learning as he goes; in a pinch, will provide clerical services such as healing and turn undead.
Goals: Gain knowledge, keep extensive notes, and keep a safe distance from actual combat. 
History: As a friar gifted with healing, helped to hold back the last outbreak of plague in the north. Parentage and upbringing unknown.  

When we left the entourage, they had just returned to the village of Clutune in the wee hours of the morning, taking refuge in a stable just as the rain began to fall. They had fled from the forest just north of the village with a monty haul of treasure with which they absconded from a desperate battle between an imprisoned demoness and her guardian spirit. Ten strong, the entourage are currently nursing their wounds while they pass the time till dawn, talking by candlelight and waiting for their adrenaline to subside. 

Monday, 9 February 2015

PC-NPC Relations


Perhaps I run a different game from DMs people have played with in the past. It seems I've been confusing players recently and I need to clarify some things; namely, the function of NPCs in the game and what PCs can expect when dealing with them.

It's kind of a classic trope in RPGs that there's something like an old man standing on a bridge just waiting to give the party information. Let it be known now that this is as far from the type of character that will be encountered in my campaign as it's going to get. I would like to clear up once and for all any suspicion that as the DM I am 'communicating with players' through NPCs. I am not. I am portraying NPCs as I conceive of them, as people with ambitions, fears, acne and dandruff, who laugh when they're tickled, wake up with morning wood, enjoy the scent of dog feces, and so on. They are not automatons simply placed there to give the party convenient hints.

As the DM in my campaign I have been inaccurately referred to as 'God'. No. The dice, and the random numbers generated by the Excel spreadsheets, are God. I am simply the world. The world, like John Shaft, is complicated.

The first thing a wise player will do is to stop taking everything NPCs say at face value. This is not to say that most NPCs are dishonest, but as people they have their own agendas and such should be taken into account. Maybe that peasant that you questioned was too proud to say he didn't know, so he made something up. Maybe the constables are testing you with information because they think you might be enemy agents. Maybe the old woman who told you everything she knows was telling you anything she could think of because she was lonely and wanted you to stay longer for tea. You won't know until you act in some way in regard to the leads you've been given, and maybe not even then.

If someone wants you dead, and that someone is smart, it's not going to look deliberate. In some places, of course, NPCs will be a basically friendly and charitable lot; but other places are a hotbed of intrigue, and PCs will have nothing but each other to keep them alive. Part of developing your skill as a player is being able to tell with some degree of accuracy which of those you might be in at the moment. 

What the DM will not do is make it easy for you.