Villain: Rizzko Redcap, And The Plunderer’s Market

I fear my ruin-raiding, slave-taking, trade-disrupting goblin villain still isn't villainous enough. What can be done to really make the PCs actively oppose him?

Sounds to me like the problem is less with the Character's actual Villainy and more with how your party relates to them  as I mentioned in this post, part of of my guiding philosophy when it comes to adventure prompts Is finding ways to make the adventurers care about the greater plot. Thankfully you've given me a lot to work with, so without further ado:

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I Fear My Ruin-raiding, Slave-taking, Trade-disrupting Goblin Villain Still Isn't Villainous Enough.

Villain: Rizzko Redcap, and the Plunderer’s Market

“Breathe deep dearies, wouldn’t want you putting up a fight and damaging the merchandise. I’m sure there’s an arena pit or a slave mine somewhere desperately in need of your heroic valor” 

Setup: If its one thing this grizzled goblin alchemist hates, it’s adventurers. Once the oblivious and eager assistant to a mad wizard his clan had come into the service of, young Rizzko’s family was slaughtered by a band of zealous sellswords hired to stop the arcanist’s schemes. As a cruel reminder of that day, Rizzko’s face was horribly scarred as he tried to throw himself in the way of the final blow that ended the wizard’s life. 

Nursing his wounds and his hatred for years, Rizzko ran with a number of outlaw bands before finding his place within a surprising new venture growing in the badlands between kingdoms. Different than any encampment before it, this fortified camp sought to be a place where bandits and pillagers could meet, resupply, and swap loot before carrying on to the final destination. Everyone who’s gone on more than one raid knows that even with the most solid of intentions the fury and chaos produces a very mixed bag of pilfered valuables , and that not every buyer willing to do business over obviously bloody goods is interested in everything you might have. Oh sure there’s always a place for livestock, grain  and gold, but what about the cultural artifacts? the books you didn’t burn? Who wants once preciously guarded relics, and who just wants terrified villagers they can force to work to exhaustion in their fields? 

These grisly economics led to prosperity for those who did business with this “Plunderer’s Market”, and year after year the gatherings grew, until eventually what started out as an impromptu swamp meet became a fortified settlement with ad-hock rules supported by a number of powerful bandit clans. Having perfected his early lessons in alchemy into a real talent with all things noxious and nasty, Rizzko fit right in, in particular thanks to his knowledge of arcane valuables, and the plosions he used to subdue valuable hostages for transport to the market. 

Now the goblin is running his own outlaw band, starting his carrier as an independent villain with a series of violent raids on trade routes and local delves, snapping up anyone and anything he thinks valuable enough to trade. His quest for funds and favors are all in service of  resurrecting the great work of his long departed mentor, a task that Rizzko only half remembers but is fully sure will fulfill his need for vengeance against those “civilized” peoples who hurt him so long ago. 

Adventure Hooks:

One of Rizzko’s favorite tricks is to station his gang in ambush near a local dungeon site, perhaps agitating local monsters to rampage near the village or spread rumors in town about treasure or paranormal activity. When the adventurers are drawn into the trap like bees to honey, Rizzko or his lieutenants wait until they’re exhausted and heading back to town with packs laid down with gold before striking. Hopefully the party notices that someone’s watching them while they’re at camp, otherwise they’re in for a nasty surprise. 

an unforseen windfall has befallen the slaver’s band, as one of the caravans they raided has produced three times the amount of captives the scouts initially reported, some of them high born. With so many heads to account for and not wanting to waste out on any potential investment, Rizzko has moved the captives to a cave system not too far away, and is spending the following days questioning his prisoners about their likely value.  This delay might just give the party enough time to hear about the attacked caravan, find the site of the ambush, and track the goblin’s forces to the cave before they move on or start trimming the “dead weight”. 

Further Adventures: 

Rizzko learned one important lesson from his mentor’s death: never let them trap you in the back of your stronghold. Rizzko is always ready for an intrusion by adventurers, bugging out with the most valuable and portable of the treasure and leaving behind a time-consuming alchemical trap or other distraction to make good his escape. If the party DO manage to track him down ( and not one of his many proxies), they can expect to have him slip through their grasp once or twice before finally being able to nail the slaver down. 

The Sphinx’s Bastards are a rival adventuring party our heroes meet up with over the course of their adventures, alternatively competing for contracts, intersecting on parallel jobs, or even just casually running into one another during a festival.   Led by the one eyed Falconer Daraius, the Sphinxes (as they’re called in polite company) will provide some good natured antagonism as both groups rise to prominence. One day however, the party will hear a tapping at their window: its Daraius’s falcon, with a hastily scrawled message attached. He and his crew have been ambushed during a job and have been taken prisoner by some mad goblin who’s  intent on dragging them out to the badlands to sell at auction.  With the bird to guide them, the party may just be able to rescue their friends and together put an end to the plunderer’s market once and for all. 

Art source 1

Art Source 2 

More Posts from Post-maester and Others

4 years ago

Your adventures are awesome, just getting that out of the way. I’ve been thinking a lot lately about spelljammer, due to rewatching treasure planet most likely, and I’m curious how you would handle it

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Drafting an Adventure: Setting Sail in the Astral Sea 

Forgive the break from my usual format for this prompt, but as it deals with past versions of d&d and how I implement some of these ideas in my game, I figured I needed to change up my authorial voice for this one.

For those who might not know, Spelljammer is d&d’s answer to starwars style planetary adventuring, and is both its own setting as well as an “addon” to other campaigns involving a magical means by which adventurers could fly out from their homeworld into an version of space modelled on archaic views of the universe as a way of explaining why their wooden spaceship didn’t have to worry about things like gravity or vacuum pressure. 

I was never into Spelljammer myself, as it was primarily a 2nd edition thing and i started playing the game with 3/3.5. While the idea of fantasy spaceships was always intriguing, I felt that Spelljammer itself was a bit silly, with its space hamsters, British hippo gun fetishists, and reliance on “ D&D trope, BUT IN SPACE” to prop up much of its material. 

That said, we can all agree Treasure Planet, and the idea of fantasy space pirates is SICK AS SHIT, so I’d be doing a disservice to myself and the campaigns I run if I didn’t have that sort of thing running in the background. 

So lets talk first about how I run the astral sea, as I use that as my backdrop for such adventures:

The Astral Sea is an expanse of starry void, filled with glittering mists and nebulae and aurora, as well as the occasional field of crystalline coral.  It is the raw canvas of creation upon which the gods ( and other great powers) paint their myriad creations. This morphic quality is also utilized by powerful arcanists to create their own worldlets and mind-palaces, making their dreams into physical domains of impossible wonder. When these arcanists die or otherwise move on, these realms endure, slowly drifting together into ruinous archipelagos that provide habitat for astral denizens.

There is no such thing as distance in the astral plane, more of a notional geography of one landmark in relation to another. Part of the reason this great expanse is referred to as a "sea" is that navigation in such a realm requires either the following of particular " currents" that follow predictable routes through the expanse, or by the charting the relative position of various landmarks in relation to one's desired destination. One could also make use of the vast network of portals to get about, trace the boughs of the cosmic trees, or take a walk on the infinite staircase.

Its bad to be out in the astral sea for too long, as that primordial chaos can either unweave one's being or make some unwanted "Creative additions". This necessitates an astral ship for a long journey, or sheltering in a crystalline reef or other structure.

The Shallows of the astral sea reside in the realms of mortal dreams, and the phantasms of imagination and flotsam of fantasy spill over into the starry expanse.

Running Astral Adventures:

Since the Astral plane is by definition so far removed from the "grounded" state of traditional fantasy adventuring, I like to think of it as a sort of secret/background/bonus lore that's never touched on in most games, until the party starts having dealings with high level wizards and the like. A wonderous thing they get to discover when they cross over the threshold from practical heroics into the realm of the fantastical. That threshold is likely an unintentional one, as an unknown portal or teleportation mishap sends the party hurtling into the unknown, only for them to have to struggle through a strange world and find their way back to reality.

The construction, reclamation, or chartering of an astral ship is then a later benchmark where the party has taken control over their destiny, allowing them to travel between the realms by their own agency.

Adventure Hooks:

The diaspora of innumerable dead worlds spread out through the astral cosmos, survivors of realities that collapsed under their own weight or the mismanagement of their gods. These Starry pilgrims can find new homes among the reefs, or travel from world to world as astral nomads. Such an existence is a hard one, and it's not unusual for some of these peoples to turn to interdimensional raiding and piracy as a means of survival. Often the loot of these raids ends up in the markets of Leng, where the treasure of a thousand worlds flows through wicked hands of that world's miasmic masters.

In the most twisted and surreal expanses of the dreamscape, the Quori hold sway, formless tyrants incapable of creation themselves and so desperate to claim the minds of mortals to give shape and order to their nightmare realm.

The ruins of civilizations beyond count float in the astral sea, just waiting to be explored. Expeditions to these dream palaces can be great undertakings, but can provide campaigns without frequent dungeon crawls a chance to get their delve on without having to leave an important central location of a campaign.

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6 months ago
Loyalist World Eater

Loyalist World Eater

by Konstantin Void

4 years ago
Villain: His Majesty, King Marlow The Incardinate. Restorer Of The Throne And Protector Of The Realm. 

Villain: His Majesty, King Marlow the Incardinate. Restorer of the Throne and Protector of the Realm. 

“I have bled for my people, for the realm. Is it not just that I ask them to do the same? “ 

Setup: To accuse King Marlow of “Consorting” with demons is as useful a charge as accusing a bird of consorting with the sky.  Fiends placed the sovereign on his throne, do his bidding throughout the realm , and some have even been placed in positions in his court. The King’s priorities are the demons’ priorities, and the realm suffers for it. 

Born in exile as the grandson of a usurped monarch, Marlow was instilled from an early age with an expectation of what he deserved, of the way the world should be, and the great injustice to the cosmic order that his line did not sit upon the throne of their homeland.  These expectations kindled a rage in the boy that could not be quelled, along with a drive that would propel him along a course of greatness at any cost. Growing first into a strong warrior, Marlow became a leader of mercenaries across the continent, accruing loyal followers, battlefield experience, and political allies in preparation for an attempt at retaking his kingdom, or perhaps carving out one of his own. 

Marlow’s plans changed radically when during one of his more bloody conquests, the slaughter drew the attention of a demon that was lairing nearby and came out to join the “fun”. Marlow faced the demon when it proved too great challenge for his men, and managed to defeat it. So great was his bloodlust however, his desire to see the thing dead, that the would-be king leapt upon the creature as it was dissipating back to whatever foul hell had spawned it, dragging Marlow along for the ride. 

None can say exactly what foul pacts Marlow struck with the masters of that realm, but a year and a day after he disappeared, he appeared on the borders of his homeland with an army at his back, the ability to call up the monstrosities of the pit, and a wretched creature whispering blasphemous council in his ear. 

Now restored to his throne, King Marlow seems content to rule as any other iron-fisted ruler might, save that he entrusts his business primarily through bound fiends and other infernal denizens, rather than potentially disloyal courtiers. 

Adventure Hooks: 

When the King wants his will to be known, he sends out “emissaries”, prisoners or simple victims possessed with cackling demons who wear their tormented mortal vassals like one might a prized suit. One of these cackling emissaries, who dresses to accentuate the wounds suffered during their imprisonment and binding, has found its way to the player’s local court, dictating the king’s intentions to the nearby nobles and commanding a feast or festival in its honor. At some point during all this pageantry, the emissary encounters the party and lets slip a secret:  They’re not really possessed, the binding failed on the road from the royal court and they’ve been pretending ever since. Easy enough to pretend to be a mad, inhuman thing, but this is the first chance they’ve had to slip past their guards and other courtiers and drop the act.  The emissary begs the party for their aid, to help them escape, and to help them rescue their noble family still held captive in the king’s dungeons. 

Knowing that the gods are unlikely to look fondly at a demon-backed ruler presiding over the realm, King Marlow has made his intentions clear that he is giving the faiths of the kingdom total total independence from royal authority, save for the Pelorian faith, whos clergy conspired to have him murdered ( obviously) and thus have had their temples shuttered. Though worship of the dawnfather is not strictly outlawed, gatherings must occur outdoors and under scrutiny of royalist officials … which has obviously led to an underground movement of sun-worshipers looking to oust the king from his throne and purge the land from demons. 

To further convolute matters with the faith, the king has invited innumerable strange cults into the realm, making it a haven for religious practices not tolerated elsewhere. 

The King’s demonic advisor is known only as “The Riven”, and manifests as a disgusting tangle of wounds, muscle, and savagery that possesses from the body of a sacrificial victim. Traditionally this victim is a goat, as mortal vessels wear out after a short time, but that does not stop the king from providing more humanoid vessels for “special occasions” famously sacrificing the ruler he usurped and having their Riven cadaver play out a grotesque abdication ceremony.  In Recent months however the court has gossiped about The Riven’s absence, possibly due to the fact that the special sacrificial knife King Marlow uses to summon it was stolen by a  particular master thief who now plans to do ….. something with it. Bounties have been placed on this thief across the realm, and the party can earn themselves a literal king’s ransom should they manage to capture the scoundrel alive. 

2 years ago
Dungeon: Thousand Ends

Dungeon: Thousand Ends

“-and so you have sinned” said the pearl-laden emissary as the shutters crashed open and the royal court became a tumult of wind “You have trespassed my realm and plundered foreign lands, making me accessory to your slaughter”. The figure rose, throwing aside their moral guise and those assembled said it was as if the sky itself levelled an accusing finger at the sovereigns. “You sought riches, now you shall pay.”

The remnants of a great treasure fleet scuttled in an act of divine wrath, this palisade of masts and reef of broken keels has been collecting the vessels of the greedy and the wayward ever since. The locals got tired of warning folks about “the cliffs of a thousand ends”, so over time the name was worn away just as the sea has worn away at the surrounding land.

In addition to becoming a home for all manner of sealife that now nests within the shattered ships, a covey of sirens now roosts among the nearby cliffs, their songs carried by the wind to ensorcell the minds of sailors and navigators passing by and draw them off course. ( Blame @5ecardaday for the excellent monster)

Hooks:

Driven below deck by of rain while travelling from one port to another, the party have only a few days to notice that more and more of the crew are acting strangely as they fall prey to the sirens’ enchantment, becoming sluggish and uncoordinated as they each drift off into their own fantasy land. If they don’t figure it out they’ll end up crashing on the rocks and having to fight their way through the periphery of the dungeon and then to shore as the sirens pick off the sailors.

Piled high with the fruit of slave mines and plundered temples, the ships of the treasure fleet carried tribute to fuel an empire across the sea. More than just wealth, there are any number of cultural treasures up and down the coast that the party could return to their rightful owners for great renown. 

Even before they were sundered by the wrath of a seagod, there were damned souls aboard the fleet, the blunt instruments of imperial ambition all too used to bleeding people and entire nations for the sake of feeding the royal coffers. Now they haunt the depths protecting their gold from thieves, bound by greed or fanatical loyalty to a long-fallen crown. Should the party REALLY piss them off, they will band together animating the surrounding dredgewood and perusing them even back to their vessel.

Perhaps the only thing that could dissuade a group of adventurers from seeking out what might be a motherload of sunken treasure would be their inability to breathe underwater

Because this dungeon is so expansive and atypical of layout, consider using my system for running large scale dungeons with an abstract floorplan. It’ll be far easier than trying to map out dozens of vessels above and below the waterline.

8 months ago

Lorn's Lure is a sci-fi free-climbing adventure scale a massive megastructure in search of a glitchy ghost owl!

Lorn's Lure is out now on Steam

Gameplay Video:

7 months ago

I bought a pretty circlet today. My husband says it makes me look like an elf :)) I love it!

I also bought a Jester's cap. It is Black&White and has annoying bells and I will be wearing it to Dungeons & Dragons sessions!

Been reading a book over the last few days called 'How To Think Like A Woman' by Regan Penaluna. I've never been so inspired and also angered by someone else's writing before. I feel so inspired by Penaluna's writing and memoir, as well as the stories of the women she's recounted so far as I've read. What upsets me is how blind I've been to 2000+ years of nearly every major philosopher you've ever heard of being a massively misogynistic prick, and how that's affected civilization as a whole. No matter how much good they may have done for philosophy, politics, etc, what's been hidden from history classes are their vitriol-saturated opinions of women. Despite being hidden from modern eyes in order to keep the good moral image of these philosophers in proper condition, they still had massive impacts on the culture of their day and decades or centuries into their future. For my whole life I had this kind of blasé attitude to Philosphy like it was just a bunch of dudes theorizing about the nature of life, and while it is that (simplified), it is also very dangerous because these philosophers (VERY OFTEN MALE) would hold wide influence over many and their ideas became the basis for communities and civilization moving forward. Their grand plans for humanity and their ideals that humanity should strive for were really only meant to prop up the egos of men, and to keep women subservient.

One of the things that stuck with me and bothered me most was this notion that seemed to be a commonality between many of these "great thinkers", which was - "It is virtuous for a woman to be silent, but not for a man, a man should always speak his mind."

That one kinda killed me a bit. To shared that near carbon-copied sentiment over the course of centuries, misogynist philosopher begeting misogynist philosopher for 2 millenia and some change. It kills me a bit inside. It makes me angry.

What does it mean to become radicalized?


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7 months ago

Urskan

Urskan

Image by Steve Ellis, © Wizards of the Coast. Accessed at the Frostburn Art Gallery here

[Despite being a well-read kid, I somehow never even heard of His Dark Materials until I was a senior in high school, and didn’t know about the panserbjorn until publicity for The Golden Compass movie geared up a few years later. So when I first read Frostburn, I thought, “armored polar bears? What a weird and novel idea!” I’m onto your game, WotC.

The original urskan was a strongly overpowered CR 5–I bumped them to CR 7 and still had to tone down their offensive capabilities. No more powerful charge, no more rend. I also got rid of their cold subtype, because not every arctic monster needs it.]

Urskan CR 7 Magical Beast This white bear has a gleam of intelligence in its eyes, and a suit of armor on its body.

The urskan are a species of sapient, semi-aquatic bears. Due to their love of heavy armor, they are sometimes referred to as “armored bears” or even “tank bears” by outsiders. Although they resemble polar bears closely, they also have a notable feature of pandas. All urskans possess a mobile sesamoid bone in their wrist, acting like a thumb to help them grip objects. Although their grip is not as fine as a human’s—urskan writing implements more closely resemble fitted bracers than a pen—it is good enough for them to hold tools and weapons.

Urskans typically hunt in the water for seals, whales and large fish, and do so unarmored. Their armor is donned for territorial battles, displays and clashes with other polar powers such as frost giants. Their claws are exceedingly sharp, but many urskans wield hammers, picks or other dual-purpose weapons as well.

An urskan stands ten feet tall when it rears on its hind legs, but they typically walk on all fours. They get along well with dwarves, and are somewhat distrusting of humans. An urskan’s lifespan is short by humanoid standards—one that survives into its fifties is seen as ancient.

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1 year ago

How to Write on Final Draft (without it feeling so daunting)

It's incredibly difficult to open up a Final Draft document without feeling like you're literally writing your final draft, so here's a few features you can use your advantage!

1. Turn on dark mode

Dark mode makes it look like less of a script and more of an outline. Edit and rewrite in light mode, you will feel the difference.

2. Use speed view

Speed view gets rid of pages and page numbers and therefore you are only looking at the words you type.

3. Use focus mode

Focus mode removes the scenes, page numbers, and outlines you have at the top on the program while writing. Another way to forget about focusing on progress.

4. Make a messy beat board

Throw all your ideas onto the beat board, it should help make the document feel a bit more lived-in and less pristine.

Bonus:

5. Set a template with your formatting and use that to start every script you write

While a script format is very ridged, there are things you can do to personalize it. When you find those things, make them in a Final Draft doc (without actual writing) and save as your own template so you don't have to change all the elements every time.

2 years ago
The Mask Of Zorro (1998) Dir. Martin Campbell
The Mask Of Zorro (1998) Dir. Martin Campbell
The Mask Of Zorro (1998) Dir. Martin Campbell

The Mask of Zorro (1998) dir. Martin Campbell

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post-maester - Ashmom🏳️‍⚧️
Ashmom🏳️‍⚧️

She/Her - 21 - documenting my transition & reblogging nerd shit

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