Feste, the Immortal Playwright – Steal this Enemy

Please enjoy the third submission for our current contest: Your Best Worst Villain!

A “brief” aside – Feste’s introduction to the players: This was my first campaign with this group, and I had my best idea yet. Since these players planned to play for a long time together, I could string together a few campaigns for them to eventually fight a creature that threatened to destroy the omniverse, universe by universe (a la Adventure Quest). However, I needed something to introduce an interesting character, and bring the group/party together. So, Feste got his own campaign for this. In the long run, he is not strictly a villain, and in fact helps the party a lot, although this hasn’t happened yet. He’s chaotic neutral, and really enjoys the universe being in existence. It’s a regular DnD 3.5e game in a high-fantasy setting, however there will be high-tech stuff, and it’s the same realm as a chronologically later shadowrun campaign. Bear with the backstory, all will be explained…

In an unknown time and an unknown place within the realm, there lived a great Pit Fiend, who held much power and respect among the devils of Baator, whose name is likely unpronounceable and has not been recorded. He met an old doppelganger whose name was known not even by herself, as her experience was vast, who masqueraded as a Succubus quite successfully. Unfortunately, by some anomaly, this nameless Doppelganger became pregnant with the child of the Pit Fiend. She felt ashamed, and revealed her true self to the Pit Fiend, who, enraged, had her locked away for eternity. When the child was born into slavery, the father was equally so ashamed of him, and had him thrown into a strange pocket dimension outside of time itself, to never again meet him.

The nameless child was hideous. In his true form, he had grotesque half-formed wings, horns in the wrong places among his face, and a mixed skin tone. He felt truly tortured and alone in his empty and tiny infinite. After a couple hundred years, this sad immortal realized that what he thought was his imagination was actually the world around him; that he had essentially become his pocket dimension. His mind had such control of the miniscule universe that he became overjoyed, and had much fun creating meticulous and compelling plays about character of his own invention. After a few joyous centuries honing his skills which transferred to sorcery specified in illusions in the real world, he discovered a spell that could transport him into the material plane, using a sustained portal.

This being found himself in a vibrant and beautiful universe, enthralled with the complexity and fantastic detail and look and feel of all of this real stuff! The being discovered the only control he held in this plane was over his own appearance, so he made himself look like a regular human at the time. A regular human at the time, of course, was tall dark and handsome, clean-cut and with entrancing red eyes. He wore a tux, top hat, and cane, as was the style in this time period. This was after the fall of magic, so humans were all that there was to be seen. This man discovered much about the civilized world, including that one needs a name. Unfortunately, one did not find him right away.

He soon discovered the theatre. It was joyous to see that others shared his love of creating lesser beings and forcing them to interact with each other for his own entertainment, and it was popular for others to come and watch! He would become obsessed with the works of William Shakespeare, and watched The Twelfth Night many, many times. He became utterly enthralled with one character, a genius in disguise, like himself, forced to act a fool so as not to draw attention to himself. He began to call himself Feste, after Shakespeare’s clown. After training himself in the arts of a jester, he became an experienced entertainer, playwright, and user of knives. Soon, an old god complex born of living in eternal lucid dream and being the son of a regal devil took hold of him, and he longed for a real stage.

His old pocket dimension bored him so, as he couldn’t get the backdrops and details right, and his countless sculpted operas were both predictable to him, and unseen by others. He decided once again to enter the real world, in his favourite guise, and use people as characters, playing them against each other as an entertainer to himself, caring little for his playthings themselves, and only for himself. He found himself at the cusp of the height of Magic, in the beginning of the medieval age, where he rose. His great leadership gained him a following of chaotic doppelgangers, who lived within the universe he created for them, and in return, they aided him in his plays, and he would influence the world for centuries, forever content creating beautiful drama through illusions, deception, and the mind of a writer.

Feste is a gentleman, and always plays fair. His specialty is to stay true to his word 100%, tricking people without blatant lies, but instead through tricky wordplay, as he is a master of the Common language. Most of the time his players know not that they are in a play, and they get very distraught. His favourite playthings, however, know they’re in a web, but never to what scope. These are the minds that can fight back, that present a challenge, that are fun! And so he comes to meet our players in a dungeon filled with demons, trapped by a powerful wizard. He killed the trapped demon, and manipulated his room to provide a true mental challenge far above any that are presented in the dungeon, including the seeming forced murder of half the party by the other half, illusory elementals and faked entry into elemental planes, and an epic fight against a real hydra he had laying around, which to this day is by far the best encounter my party has faced. This party, who survived this deadly game, were lead to his pocket dimension, where they managed to best him in a game of chance (well, a mental dice game) after exploring his mind through exploration of his playground, all the while guessing who among them were doppelgangers.

It is thanks to this worthy adversary that this party will one day be ready to face the Devourer of Realms, but that is a story for another day.

Tattersleeve Quickwit, the Taunting Haunt – Steal this Enemy

Please enjoy the second submission for our latest contest: Your Best Worst Villain!

The most memorable (though not at all the deadliest) villain I have ever used in a campaign was, by far, Tattersleeve Quickwit. By the time they met Tattersleeve, the Player Characters were around level five and had gotten used to the “kick in all the doors, kill all the dudes, disarm all the traps, take all the treasure” method of play. I had them right where I wanted them.

Tattersleeve was a wandering goblin troubadour who performed musical numbers, told jokes, and demonstrated feats of tumbling, all poorly and in a high falsetto. While traveling through the town of Jarvis Brook he fell in love with a tavern wench named Lola. She would have none of him, despite his singing shrill serenades outside her window and regaling her with tales he thought were quite romantic. One day while Tattersleeve was attempting to woo Lola in the tavern, her husband came in with a posse, beat Tattersleeve to within an inch of his life (breaking both his legs in the process), and literally threw him out of town. Tattersleeve, unable to move, died of exposure to the elements while pining for his unrequited love on the side of the road. He then became a Taunting Haunt and haunted the area, shrilly mocking travelers who passed through. The characters met him after he had been terrorizing the locals for about a hundred years.

Taunting Haunts can be found in the D&D 3.5 Monster Manual V, and are one of the most devious creatures I’ve ever seen. They fixate on one character, following and taunting him or her until either the Haunt’s final wishes are met or the character wins a “Battle of Wits.” To win, the character the Haunt has fixated on must win three opposed Knowledge or Perform checks. If the character loses, he or she must give up one magic item worth five hundred gold or more. If the Haunt loses, it will relinquish one magic item worth five hundred gold or more and will leave that character alone forever. This does not mean it can’t fixate on another character in the party, though. If killed, a Taunting Haunt returns to existence and seeks out its victim after twenty-four hours have passed. On top of all that, Taunting Haunts have an ability called “Tripping Tongue” that allows them to cause a character who fails a Will Save to speak the exact opposite of what they had intended to say.

Tattersleeve differed from other Taunting Haunts in only one way: I had rolled his stats, and got two 18s. These immediately went into Intelligence and Charisma. Taunting Haunts are considered to have max ranks in all Knowledge and Perform checks. Tattersleeve fixated on the Half-Orc Barbarian in the party, who had naturally used Intelligence and Charisma as her dump stats, and had no ranks in any Knowledge or Perform skills. Hilarity ensued as Tattersleeve followed the party EVERYWHERE, shrilly taunting them, especially the barbarian, and constantly hindering their progress by making them lie at critical moments. He never actually damaged them, but instead went out of his way to save them on a couple of occasions, simply because they amused him and he wanted them around as long as possible. He was such a loathed presence that despite his help they tried on several occasions to kill him, but each time they brought him lower than zero hit points, he would disperse and reappear the next day. They couldn’t meet his final wish because his unrequited love died about a hundred years before they met him. Eventually, they gave in and stopped reacting to his taunts and he left out of boredom, but not before interfering with no fewer than three story arcs.

The Twins of De La Poer – Steal these Enemies

Please welcome our first submission for our latest contest: Your Best Worst Villain!

Gilbert and Godfrey De La Poer were twins. Were, because at the age of eight Godfrey passed away whilst held in a sound proof cell by his parents in the Neo-Victorian world of Unhallowed Metropolis. They had very good reasons for doing this, and for keeping the other twin in his own cell. Both the boys had been born with powerful, and often uncontrollable, psychic powers. They would usually manifest as pranks, as the two boys were known to be mischievous. No one knew if the tragedy that would lead them to be locked away was intended to be a prank, or if there was a more malicious intent to the actions of the boys. When one of the scullery maids was found dead, her internal organs crushed from the inside, the De La Poers did what they thought would be best to avoid scandal befalling the family.

The two boys refused to speak from then on, communing with each other in a way that was unknowable to any who lacked their gift. The Children were reported dead in a carriage accident, and the family name (plus generous donations to the right place) meant no questions were raised. Within a month of the cells being occupied one boy was dead, and the other sent to London for a prolonged stay at St. Bethlams, where he spent his days strapped to a hard steel bed.  With drugs continually being pumped into his system, the staff quickly realized there could be no saving of his broken mind. Many methods were tried to allow him peace, but they were barbaric by any decent standards and, if anything, fractured his consciousness even more.

Years passed before Gilbert finally freed himself from the cruelty and deprivations of the asylum system.  The time spent there on anti-psychic and anti-psychotic drugs beat his hatred into a diamond-hard core, but left him almost unable to control his powers. A miasma of psychic hate surrounded him as he walked the streets, causing people near him to lash out without thought for themselves or their victims. Mothers would stamp their babies to death in their perambulators, lovers would chew each others’ throats out, best friends could not stop hitting their companions no matter that they were little more bone fragments and a wet stain on the floor.

At the same time, the de La Poer estate on the outskirts of Hull was uninhabitable. The violent poltergeist (which was all that remained of the dead twin) thrashed around the house, tearing the fixtures and fittings into even smaller fragments. Throwing itself and anything else in the manor against the walls and through the windows, angrier than he had ever been in life, and missing a brother he could barely remember. The noise has attracted hordes of animates – walking dead who flocked to the noise, too brainless to understand there is nothing to eat. Some have been there for decades, rotting in the wind and rain, but still trying to gain entrance, making it almost impossible for any exorcists to put this violent spirit to rest.

Neither knows the other still walks the world, but both keenly feel a gaping emptiness in their existence, lashing out with the anger that seems to be all that remains. This is where the players come in. Hired by the last remaining De La Poer, to free his family home from the curse, the curse that has been held over it since he was a boy too young to remember his older siblings. As Gilbert stalks London, spreading haters wherever he goes, he interferes with anything the players do to prepare, dragging them towards him while they try to figure out who this potent psychic is. If they do survive the first twin, they then have to fight through an undead horde to try to lay the second to rest. A difficult task at the best of times, made harder by the solitude of the location and the slavering animates at the door.

Magneto – Marvel Editable Villain File

Call him a saint, leader, terrorist or madman, there’s something just magnetic about this character. He’s been a member of the X-Men and the world’s greatest villain. He’s a pivotal part of the House of M, Apocalypse’s 13, Onslaught Saga and the Secret Wars events. He has very strong ties with Professor X, Mystique, Quicksilver, Scarlet Witch and Polaris, to name just a few. Read his full history on the Marvel Universe wiki.

This particular version was written to represent him shortly before the House of M event. He’s quite powerful, but like most villains, benefits from having a few lackeys around. If you’re running the House of M storyline, it begins with the heroes assaulting Genosha, but they don’t get anywhere before Scarlet Witch changes the world. I wanted something a tad more dynamic, so I had Magneto assault the SHIELD Hellicarrier outside New York City in retaliation for SHIELD’s actions in part 2 of Break Out. I recommend choosing mainly minor villains to fight with him, so there isn’t an excess of d12s being rolled. I paired him with Diamond Lil, Mystique, an escaped Mandrill, and a mentally controlled Spider-Woman (who was on the SHIELD Hellicarrier).

You can download the Word Doc or the PDF.

You can download the Marvel Heroic Roleplaying PDF here, or get the book! You can also check out the rest of our Marvel Madness!

Juggernaut and Diamond Lil – Double Datafile

Two new invulnerable Watcher characters for you today! They’ve both been on either side of the law and can be used in a lot of circumstances. Beyond that, they don’t have too much in common, and I don’t really suggest using them in the same encounter.

I’ve found that enemies with the Invulnerable SFX can quickly frustrate some players, but they can quickly move past that when they see how quickly those same enemies can be taken out with emotional stress or complications. However, having too many in one fight just seems like you’re limiting the options of the players who like to talk with their guns.

Neither character features prominently in House of M. Juggernaut was a mutant being pursued by marauders Britain, who helped Captain Britain, Psylocke and the Phoenix repair a hole in reality.  If you want something more adversarial, you could easily drop them into the Red Guard, or as civilians.

Read more about Juggernaut and Diamond Lil on the Marvel Wiki.

As always, you can download this file as a Word doc or PDF.

You can download the Marvel Heroic Roleplaying PDF here, or get the book! You can also check out the rest of our Marvel Madness!

Mystique and Layla Miller – Double Datafile

Here’s a double datafile that Watcher’s should have fun with. Mystique is a classic Marvel villain. Tied closely with the X-Men, especially Magneto, Sabretooth, Nightcrawler and Rogue. Even if you’re not into comics, you probably recognize her, as she’s been in every X-Men cartoon and movie, as well as a host of video games. Her primary power is to shapeshift, but you can see from the datafile that this power is represented in many different ways. In fact, I’d say she’s an excellent character for a player to redeem and try to make a hero out of.

If you’re running House of M, like me, then she’s a key part of Magneto’s Red Guard. She also becomes part of the strike team against the House of M towards the end. Should players be interested, you could use this as the base for a Hero file.

Check out her full history on the Marvel Wiki.

Layla Miller, in contrast, takes up a lot less room on this sheet. This Rookie NPC represents Layla as she appears in House of M specifically. Since then her character has been aged, and her powers expanded quite a bit. In my House of M game, she’s almost like a mobile asset, kind of like Foggy Nelson in the Breakout Mini-Event. I wanted her to be able to be targeted though, to play up the What If? quality of the game. The heroes have to keep her safe, if they want her to be around for the final confrontation.

Read more about Layla Miller here.

You can download the Word Doc and PDF here.

You can download the Marvel Heroic Roleplaying PDF here, or get the book! You can also check out the rest of our Marvel Madness!

 

Gnoll Racial Powers

Racial utility powers are a relatively new mechanic, introduced in Heroes of Shadow. They grant your PCs a dynamic way to make their race interesting throughout the tiers of play. The team at Wizards of the Coast have been releasing new racial powers for the classic races through the DDI. Some races seem to have a better chance of being selected over others, which is only natural.

One of the most neglected player races is the gnoll. Released early in 4e’s history via DDI, the gnoll was the first fully supported monster race. We say fully supported because it had more than one racial ability and some feats. When other races got options tied to classes, articles themes (not the mechanic), or updates due to Essentials changes, the gnolls were largely ignored.

I happen to like the gnoll though. It’s wild, it has claws and its even a little demonic. It comes jam packed with easy roleplaying opportunities for that player who loves not thinking about roleplaying and just wants to hit stuff with its great axe.

So with out further adieu, gnoll racial powers.

Demonic Resistance It’s no secret that gnoll blood sports a demonic lineage. Many scholars will claim this as the cause for their bloodlust and edge toward chaos. You’ve discovered a greater link, in the ability to mimic their variable resistance.

Demonic Resistance * Gnoll Racial Utility 2
As the pain washes over you, your blood turns and your abyssal heritage strengthens you against further blows.
Daily * Varies
Immediate Reaction * Personal
Trigger:
You take acid, cold, fire, lightning or thunder damage
Effect:
You gain resist 5 to the triggering damage type until the end of the encounter. The resistance increases to 10 at 11th level and 15 at 21st level.

Predator’s Judgement Gnolls are natural hunters and you are no exception. Closer interaction with other humanoids have allowed your skills to evolve for more situations. There are many obvious signs when dealing with liars, if only you’re sharp enough to notice them.

Predator’s Judgement * Gnoll Racial Utility 6
Your questions to this man put him on edge. The smell of his sweat, shake of his hand and sound of his racing heart, gives you the worth of his tale.
Encounter
Free Action * Personal
Effect:
You roll Perception when you would normally roll Insight to discern motive or determine the truth of a person’s words.

Savage Bound Through woods, plains and battlefields, life with your tribe taught you to adapt your footing to the fight at hand. When in need, you can always find a path to charge.

Savage Bound * Gnoll Racial Utility 10
You push yourself forward leaping quickly from one foot-hold to another.
Encounter
Move Action * Personal
Effect:
You move up to your speed, ignoring difficult terrain. You can use this movement as part of a charge.

Pack Domination The pack is strong because the pack works as one. You and your allies have learned each others skills and tactics. When you knock someone down, everyone works together so they do not get up.

Pack Domination * Gnoll Racial Utility 16
You work with your allies to take the foe off balance. A mighty blow knocks him to the ground, and you swarm to keep him down.
Encounter
Free Action * Personal
Trigger:
You hit with a melee attack against a target that has one or more of your allies adjacent.
Effect:
The target is prone (save ends).

Yeenoghu’s Blessing The demon lord Yeenoghu is a mad and bloodthirsty master. Even those gnolls who do not worship him feel his taint in their blood. His blessings extend to any who revel in the slaughter.

Yeenoghu’s Blessing * Gnoll Racial Utility 22
Your sacrifice to your demonic lord does not go unnoticed. Bathed in blood, you begin to slaughter your opponents outright.
Daily
Free Action * Personal
Trigger:
You reduce a non-minion enemy to 0 hit points.
Effect:
Until the end of the encounter, you deal an extra 2d8 damage when you hit with an attack against a bloodied enemy.

Vampires in your game, a fleshed out, detailed look…

The following content assumes that your game includes vampires, either as monsters, enemies, or player characters. The aim here is to help give them a more defined position and purpose for both players and GMs, but without including any mechanical stats. Enjoy!

The following content assumes that your game includes vampires, either as monsters, enemies, or player characters.  The aim here is to help give them a more defined position and purpose for both players and GMs, but without including any mechanical stats.  Enjoy!

     “The vampire has a body, and his craving for blood is to obtain sustenance for that body. He is neither dead nor alive, but living in death. He is an abnormality, the androgyny of the phantom world, a pariah even among fiends. How fearful a destiny is that of the vampire who has no rest in the grave, but whose doom it is to come forth and prey upon the living.” – Leipzig, 1760.

“Throughout the whole vast shadowy world of ghosts and demons there is no figure so terrible, so abhorred, yet endowed with such fearful fascination as the vampire, who is neither ghost nor devil, but who partakes of the dark natures, and possesses the mysterious and terrible qualities of both.” – Unknown

Around the vampire have clustered the most somber superstitions, for he is a thing that belongs to no world at all. A exile even among demons, foul are his ravages, – gruesome and seemingly barbaric are the ancient and approved methods by which folk must rid themselves of this hideous pest. Even in this twenty-first century, in the more remote districts of Europe itself, in Transylvania, Slovenia, the isles and mountains of Greece, the peasant will take the law into his own hands and destroy the carrion who, as is yet firmly believed, will issue at night from his unhallowed resting place to spread the infection of vampirism throughout the countryside.

Vampire Creation

Vampires are created through the use of the slow bite.  As the vampire drinks some of the human’s blood, he gives up some of his own life force and transfers it to his victim.  This kills the human, banishes the soul, and creates an undead creature.

Afterward, the person feels sick, as if he had the flu.  He can’t stomach anything, not even water.  Not until he drinks the blood of another will the sickness subside.   Where the blood comes from does not matter.  It could be from his master, another vampire, a human, or even a rat.  The end result is always the same – the glorious satiation that blood provides.

Such bloodlust never fades; it is ever-present in all vampires.  The occasional rush of blood over a vampire’s lips is simply divine.

Master vampires create pureblood vampires for protection.  Purebloods create half-breed vampires in the same way, and many times half-breeds create more half-breeds (also using the slow bite).

 Master Vampire Creation

All pureblood vampires have the ability to become master vampires… they must simply bide their time and play their cards right.  Not until the pureblood vampire has reached a point of maturity (usually several hundred years old) may he attempt such a feat.  This undertaking involves killing several mature purebloods and drinking all of their blood… one pureblood per night, for a full moon’s entire cycle (30 nights).  Each vampire that he kills must be at least a few hundred years mature.

If he is unable to perform this ritual on any given night, the sequence is interrupted, and he must start again at the beginning of the next full moon cycle before he can attempt another ritual.

Being that master vampires are territorial (and that other purebloods prefer ‘life’ over death), this undertaking can be quite dangerous for the prospective pureblood.  When all is said and done, the vampire becomes a master vampire, bathing in Chaos.

Master Vampire

The master vampire is the unrivaled fiend of demons.  No other freely walking demon commands the fear, respect, and disdain as the master vampire.  His is strong and powerful while being elusive and cunning.  Yet, ironically, as commanding as he is, he must rely on his get to safeguard his reign, as great power is not without its costs.

There is no rule concerning when or how often a master vampire will terrorize a countryside or city.  Some go out at night, sometimes every night, and select a single target to prey upon, while most wait to do it once every couple of months.  Still others might go years without terrorizing, only to indulge in a large sadomasochistic rampage involving several ill-fated families.  The general consensus among master vampires is that they hunt rarely, and have their purebloods follow suit.  This ensures a low profile.

Master vampires spend months selecting humans or pets to become pureblood vampires.  The selection is based on the master’s view as to how beneficial of a vampire the human will become.  What kind of role the pureblood will play; his skills, aptitudes, persona, etc. are all part of the selection.  A master vampire wishes to create the most effective group of protectors, and so does not take the matter lightly…  His get has to be perfect.

Pureblood Vampire

     “The quintessential stalker of the night, the pureblood vampire.” 

Purebloods are created by masters and referred to as a master’s get, or following.  They are vampires in every sense of the word, but are bestowed the responsibility of ensuring the survival of the master and of the get itself.  A master can have as his get be anywhere from a few purebloods to over a hundred.

All purebloods are created with an innate sense of loyalty to their master (half-breeds are not always so loyal).  Purebloods understand the need for discipline and organization, and look down on other vampires that do not.  They are the ones that usually end up cleaning the messes that half-breed vampires leave behind.  While it is not impossible for a pureblood to stop respecting his master and move on, it certainly is rare.

Another distinction that purebloods have is that they are always beautiful creatures.  Even if they weren’t so comely as a mortal, their immortal self takes on an assemblage of qualities that always makes others’ heads turn.  Sometimes, this trait is too pronounced, instilling not only fascination, but a fearful fascination as well.  Their superbly elegant grace can, at times, work against them, as some mortals subconsciously become intimidated by the predator’s presence.

Pureblood vampires always feel the drive to hunt humans, but do so very rarely, lest they endanger the get and their master.    They also sometimes choose to avoid confrontation with their enemies for the same reason (to keep a low profile), only attacking them when their territory is encroached upon.

A “get” is a group of pureblood vampires that serve a master vampire, and is divided up into a few groups, or social classes.  Each has their own purpose.

  • Sentry – sentries are expected to learn as much as they can about security and combat, since their duty is to protect the lair from enemies and threats.  They do not normally leave the lair unless special circumstances dictate.
  • Socialite – socialites are responsible for all aspects of contact with others outside of the lair.  They run businesses, take care of legal issues, and otherwise interact with those that need attention (human, demon, or otherwise).
  • Pet – a pet is a human familiar, one that usually serves a socialite.  They are normal people who will do anything to please a vampire, so as to eventually become one.  Pets are used for a number of purposes, mostly when things need to be done during the day, or if the task can have no vampires associated with it.  Many times, a pet is marked with a scar or a tattoo, indicating to other vampires that he is taken.  Not until the pet has proven himself and his loyalty will he be presented to the master, and then turned.  Pets represent the majority of the purebloods’ origins.
  • Nightstalker – sentries that shine past the rest, that excel where others are merely competent, are elevated to the status of nightstalker.  Nightstalkers are the elite that go out on missions to find and kill enemies whom threaten the lair.  Of the purebloods, they are the rarest.

Half-breed Vampire

Sometimes, a pureblood vampire may find himself without a master, and may take it upon himself to start siring others.  However, the result is different from that of the master’s…

When a pureblood performs the slow bite, the end result is a half-breed vampire.  The main difference between the two is that the half-breeds do not have an innate loyalty to the one that sired them; half-breeds only follow those vampires that they fear or respect.  Another difference is that they do not take on the stunning and commanding presence of the pure-bloods (a truth that either satisfies or infuriates more than a few).

Regardless, half-breed vampires relish their new lives.  They feel empowered from day one and quickly integrate into a nest.  It seems that the only rule of half-breeds is to do what you want as long as the nest doesn’t become endangered.

Actually, few half-breeds are created by purebloods, as most are created by other half-breeds.  The only time purebloods sire others is when they try to create their own nest, and that usually only happens when they find themselves without a master.  This undertaking can be dangerous because the nest may get out of control… not something that the pureblood is used to.

When siring others, half-breed vampires do not follow the same lines with regard to the selection process.  They may sire someone based on any number of preferences.  They may even sire their enemies.  This lends itself to the creation of less organized or effective nests.  In addition, the leader of a half-breed nest may change from time to time, as some leaders die or are overthrown.

A “nest” is a group of half-breed vampires that band together, many times under the direction of another half-breed.  It is also divided up into a few groups, but the line between each one is pretty thin.  Nests tend to be less organized and a bit chaotic.

  • Bruiser – such vampires are the bulk of the nest’s fighting force.  There aren’t too many of them (about 10%), but they are incredibly fierce.  Most other half-breeds think that bruisers spend too much time worrying about threats, and in truth, such a station requires dedication far beyond what a typical half-breed is willing to commit to.  Even so, no one disrespects a bruiser, unless they’re hoping for a brutal beating.
  • Raver – the vast majority of half-breeds are ravers.  Such vampires love nothing more than relishing their existence night after night.  If they aren’t hunting, they’re having a good time.  Actually, those two usually go hand-in-hand.
  • Pet – pets are few and far between among the half-breeds.  Most half-breeds simply sire others on a whim.  They often feel that pets are a waste of time; nothing but a bunch of wannabes.  Actual pets of a nest are usually unappreciated, overworked tools, many times killed off anyway.  Only those that are in useful civilian positions or that continuously prove themselves worthy get the respect of the nest.  Such pets are also marked in some way.

Cursed Vampire (PC)

     “How tragic is it for a penitent man, that he be forced to remorse forever?”

A cursed vampire is an unfortunate one, even more so than the fiend he once was.  Some of them live out their existence with the memories of the horrors they have done, while others still have yet to kill.

Regardless of why these unusual vampires have gone vegetarian, they will still always crave the blood of others.  They will always be fearful that, in a moment of weakness, the demon caged inside will emerge to kill an innocent.  Other vampires cannot understand the plight of the cursed, which is why they have given them such a name.

A cursed vampire is always either a pureblood or half-breed.  Regardless of which, he can no longer be a member of his nest or get.  If the others don’t kill him, he’ll certainly be ostracized.  Should he ever associate with a vampire hunter, all ties are severed and he becomes the hunted.

Freeing the Demon

Under times of stress, when angered, when hostile, or when biting someone, the vampire frees the demon.  This involves his fangs growing larger and his irises becoming a different color (player choice).  This is performed as a free action, either voluntarily or otherwise.

Bloodlust

Vampires hunt to drink the blood of others, since they cannot sustain their own.  The blood of the living is the most delectable, while the blood of the dead is the most detestable.  Vampires can sustain themselves on the blood of animals, but such vegetarians will always crave the blood of humans.

For vampires that haven’t consumed any blood recently, they are in danger of going berserk and attacking the nearest human.  This is usually some sort of Willpower roll, and is based off of the Threshold (the longer you go, the more often a roll is required – depending on your game).

Threshold

The longer a vampire goes without drinking blood – the more agitated he becomes.  One’s threshold is the number of nights or weeks that applies to each stage of Bloodlust (based on your game).  So if you go a number of nights or weeks equal to your threshold without drinking blood, you fall to the next lower stage of Bloodlust.

Drinking blood until you recover all stun points, hit points, fatigue points, wounds, etc. will raise your Bloodlust stage up to Tempted or Satiated.

 Satiated

  • You are in full control of the demon and can avoid any temptations involving blood.  When at this stage, you never need to make any sort of roll against Bloodlust roll.  The only way to get to this stage is to drink fresh, flowing human blood.

Tempted

  • While tempted, you still usually remain in control of the demon.  Unless you drink fresh, flowing human blood, you cannot improve beyond this stage.  You can live on other types of blood (like animals), though it will never fully satisfy you.  Your longing for human blood never really seems to go away.

Agitated

  • Your fierce desire for human blood is almost always on your mind.  It’s difficult for you to stay focused.   Mental rolls (like Willpower or Cool) take a penalty, and you might have to make Bloodlust rolls randomly, depending on the situation.

Volatile

  • Drinking blood is pretty much the only thing on your mind.  Little else really matters.  Mental rolls (like Willpower or Cool) take a huge penalty, and you’ll definitely have to make Bloodlust rolls randomly, especially if you bare witness to spilled blood, even if only a single drop.

Rollin the Hunter – Steal this Enemy


“Curses take many forms. The seemingly impossible quest of a fey lord can puzzle PCs and send them on far reaching quests, or the scarring hex of a hag could totally change the way a hero is viewed, both by others and personally. The curse of lycanthropy is particularly well familar, and tales tell of those strong enough to break through the curse, and command their new forms, instead of being slaves to it. Sometimes though, things get harder. Sometimes hell is here on earth.”
-Derrel Haveril, Bard

 

The murderous, uncaring, huntress known only as Rollin is feared in all the lands around the lich king’s grand nation. The Lich King sends her on errands, almost always assassinations, far and wide. Sometimes she travels alone, and other times her fell pack accompanies her in the great hunt. A woman of few words, but loud actions.

Death without Warning: Part of the fear are the tales that she almost always strikes without warning or mercy. Her human form is unassuming. An average-sized woman with raggedy dark hair, and never dressed in finery or looking particularly clean. She easily slips into a community as an unassuming traveler.

A sharp eye can spot her early on in one of two ways. Her cape is of a crimson red, and was once of the finest quality, though now it is dulled, dirtied and torn. Many years ago it belonged to a high ranking cleric of Sindress, and rumors whisper that the two shared a personal connection before she was dominated by the lich king. Those who know what to look for can still make out the old signs of the goddess woven into the garment.

The second sign is her axe itself. While it is not unusual for a traveller to be armed, even that of an unassuming female, Rollin’s axe was forged long ago and is quite unique. Those that have seen it once, may easily make its shape out again. While she travels she keeps the head well-covered by her cloak.

A Shrouded Heart: Destiny can be cruel, so it is said by many, and so it is known to Rollin the hunter. In her time (her mortal time), she had broken through base perceptions and became a fierce warrior and adventurer. One of those adventures brought her into conflict with a pack of werewolves who were stealing away with livestock, and sometimes villagers, in the middle of the night. She did not survive that conflict unscathed.

Through strength of body and will she fought against her curse, and eventually learned to control it and use it as a tool. She became a hunter of those who crept in the darkness and tried to use people as food or sport, even though she was often shunned by those she protected. Her greatest target became the Lich King, though he had no kingdom at the time. She tracked him across the continent, wherever he reappeared, always a thorn in his side, until one day he was more than ready. He trapped the hunter and enacted a dark and risky ritual. He transferred his phylactery to her still-beating heart, creating a dark bond between them. She became an extension of his will, and was bound to obey, and he granted her a piece of his immortality. Any who dared to destroy the Lich King now, would first have to destroy his greatest foe.

Curse of the Guardian: Rollin’s origins are all but forgotten, snuffed out by the Lich King over many years. He wants no one to know that his enemy is kept so close and fewer than none to know the location of his phylactery. Still, it is possible to learn the tale, and noble heroes may wish to find the binding ritual and find a way to counter. It would be a difficult quest indeed, requiring stealth, wisdom and trapping the huntress herself, but should anyone be successful, they will have gained the a great weapon in bringing the Lich King to his knees.

This epic villain is inspired by the new Werewolf Racial theme found in Kobold Quarterly #19. Use it in your game to showcase a unique, epic lycanthrope of unique skill and power, and be sure to pick up KQ 19 to give your PCs the power to play a heroic werewolf from level 1!

Asmodeus – Steal this Enemy

You don’t become the Lord of all Devils by waking up early and dreaming real hard. In the realm of the Infernal, you have to plan for centuries, keep ten steps ahead of your enemies, and above all else, never let your opponent realize that they’ve already lost.

Asmodeus is the Lord of Nessus and acting Ruler of all other Arch Devils in Baator. He is cunning and ruthless. His plans are incomprehensively complicated and span timelines longer than the lives of most dragons. These qualities have not only allowed him to survive the Reckoning of Hell, but he has also ascended into godhood.

Author’s Note: Asmodeus, as an idea, is not a creation of the article’s author. It’s not even a creation of Wizards of the Coast, but we are assuming their version of the character’s fictional history and background. It will not be rehashed here. Check out the Fiendish Codex II, the Manual of the Planes or Wikipedia for more.

Arcana/History/Religion 15: Asmodeus is the evil god of civilization and tyranny. One of the ultimate symbols of law and power, he is often worshiped among the nobility, even in nations that aren’t evil.

Arcana/History/Religion 26: Asmodeus rarely has angels in his service, unlike most gods. Instead, he commands

legions of devils. As even his own archdevils plot against him, he is never without a small contingent of loyal devil guards.

History/Religion 34: It is said that Asmodeus can subvert the will of even the greatest of heroes with but a glance. In combat, he rarely takes to melee blows, but instead uses his mind to direct the actions of others.

Religion 40: Asmodeus was once an angel who was cast off, and came to seek his own power. Over hundreds of thousands of years, he has built up that power, and his plots extend hundreds of thousands of years in the future still. With divinity finally in his grasps, the only thing that holds him back is his desire to wipe out demon-kind.

In Combat: Asmodeus takes combat very seriously, but rarely shows it. He generally will stay in one place, looking rather bored and direct combat, while he uses his Gaze of Lawful Command and ranged attacks. When engaged in melee he will teleport away to a better position.

If the others fall, or certain combatants grow particularly worrisome, he will enter melee in order to keep those who are not under his sway weakened. Once in melee, he keeps as many people within 5 squares as possible, in order to make best use of Mass Subjugation and Aura of Might.

Encounters: Asmodeus never enters combat alone, and is almost always accompanied by at least two powerful pit fiends. He employs many unique archdevils in his court, who can act as elite units, and almost always compliment Asmodeus’ already potent abilities.

The Ruby Rod: This finely crafted scepter would make even the richest of kings turn their heads in awe. That is only the beginning of its power. The Ruby tip of this immaculate rod is actually a fragment of true evil, recovered from the Abyss.

Arcana/History/Religion 24: Asmodeus’ Ruby Rod is a symbol of his great power. It is said the Demon Princes each would do nearly anything to hold it in their grasps.

Arcana/History/Religion 36: The Ruby Rod is not just a symbol of his power, but a source. Without it in his grasp, his immediate options to an unforeseen circumstance would be limited.

A hero who could separate the two, might find their only chance of victory over the prince of all evil.

Arcana/Religion 42: Asmodeus is never without his Ruby Rod. Its forging is one of great contention, as its main source of power is a fragment of true evil, stolen from the Abyss. Some Archdevils contend that if Asmodeus was overthrown, and the scepter cast out, then devil-kind would finally be free of the Blood War and could turn their mind to other conquests.

Plots: Asmodeus is an excellent villain to mastermind a three-tier campaign around. Here are a few ideas to get you started.

Heroic: A local noble seems to be closing all the temples one by one, for odd and unfounded reasons. Yet he continues to sponsor religious festivals, which seem more laden with liquor, dance and vice each time one comes around. A series of odd events around these holy days lead the players to uncover a secret church to Asmodeus, but as of yet they can’t prove that they’re responsible for any wrongdoing.

Paragon: The heroes are sent away on a quest to slay a rampaging demon in a neighboring area. When they return the local Lord has renounced Pelor and is worshiping Asmodeus now. He argues, quite publicly, that Asmodeus is the patron of civilization and the festivals of the other gods seems to be leading his people to a life of sloth and debauchery. The church becomes public, and soon devils are given free reign to wander the streets, make deals, and oversee labor. Do the PCs go underground and fight a war against the rightful ruler, or do they hold back their swords and try to find out what’s really going on, in a public and lawful way?

Epic: It is revealed that the Local Lord has both a succubus and an invisible imp working his court and his thoughts are not his own. However, it’s not just him; many other local lords begin gathering armies in the name of Asmodeus. The PCs do what they can, but soon learn that they can’t save everyone at once. Do they pick and choose, go gather their own army, or take the fight to the source and open a gate to Baator?

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Going to PAXEast???

If you want a go at Amsodeus before your DM gets around to using him, I hope to see you at PAXEast! On Friday from 3:30 to 6:00 in the Free Play Area I’ll be running encounters featuring Lizardfolk and Asmodeus! You can even bring your best level 30 for the occasion. I’ll have some samples from our store to showcase and give away!

If you’re going to be there early, and are waiting in line for the Keynote, meet us in the Level 2 Lobby at 8:10 AM. I’ll be showing some new and rusty gamers the ins and outs of 4th edition and running a couple of encounters while we wait to be let in.

I’ll also be in the official Wizards of the Coast area judging the Heroes of Shadow Preview on Friday from 7 to 11, Learn to Play on Sunday from 1-3, and 3-5. Least but not least, I’ll be taking part in the DM Challenge, Saturday Night from 7 to 11. In true Stuffer Shack fashion, my adventure will feature brand new creatures, traps and encounters. We’ll need lots of players, so come by. Characters are provided for these events!