Sunday, September 29, 2019

Runeforest Incursion (Into the Wyrd and Wild + Stygian Library): OSR Blog Post NPCs! Part 1

There's alot of sweet blog posts out there in the OSR-Blogosphere. I turned some of them into characters.


The Trading Post

Many of the permanent dwellers of the Post are larger-than-life, eccentric characters. The services they offer though are as unique as their personalities. They have names, but do not share them and instead go by various titles.




The Surgeon (Mad scientist, Ksenia Galushkina)


The Surgeon


Inspired by: Lexi's Reconstructed

"You know, I'm a rather brilliant surgeon. Perhaps I can help you with that hump."

The Surgeon can help you with the variety of unfortunate ailments that might befall you when traveling through the Runeforest. They will not bring back the dead, citing "an unfortunate prior experience", but can help even the most grievously injured as long as they are only mostly dead.


Player mechanics: You can pay the Surgeon to operate on someone to cure them of any ailment or curse that could be banished by replacing blood/skin/brains/vital organs. They suffer from the drawbacks but don't gain any of the benefits of the replacement parts until they advance the mutation with 3 X's .

GM Mechanics: The Surgeon will operate on the promise of payment, typically requesting some combination of jars full of rare bugs, lightning rods, barrels of ink, and raw flesh, with the amount varying based on the complications of the surgery. Roll for a random Reconstructed material, though Glass and Metal are replaced with Paper and Electricity. If a replacement Part makes sense (brains for brain injuries or memory curses, for example) use that, otherwise roll randomly.






The Fableist

The Fableist




"I won these stories, fair and square..."

The Fableist can be found in their rocking chair, banjo in hand. They are pleasant to talk to and, if bribed with tobacco, alcohol, or a hot meal, will share their "Stories". 

Player mechanics: The Fableist is a fantastic source of information, but tends to share their knowledge through Parables, Tales and Song rather than straightforward speech. They will also spread Rumours in the form of Fables, for a price. They will not besmirch the names of individuals, but can shape the Posts opinion about other groups and Merchant companies. How believable the Fable is depends on how well they are paid. If you have a specific desire, showering The Fableist with gifts is a good place to start, as he can point you in the right direction.

Oddly, he can also teach you the language of Spiders.

GM mechanics: The Fableist offers the services almost exactly as the post describes. They offer discounts on information for similar information and secrets. 



The Speaker

The Speaker

"I drowned my books long ago. Best decision I ever made. Kept the staff, though."

Inspired by: Tiny Elementals and Skerples' Elementalist

The speaker is a young-looking but powerful mage, named for their ability to speak with the elements of creation. This most commonly allows them to serve as a smith of sorts (there are no Forges in the Post) as they shape metal into exotic and useful shapes by convincing the spirits inside to do so. Armor and weapons made by The Speaker are always of extremely high quality (at least +1). In addition, Adventurers seek him out for his ability to broker pacts with elemental spirits.

Player Mechanics: The Speaker is who you go to if you want to trade wheelbarrows full of money and goods for rare weapons and armor. You may also need to provide the raw materials as well, depending on the service (he doesn't have any adamantine laying around, for example). In addition to being a one-man magic arms and armor shop, the Speaker can also summon Elemental Motes for you to barter with. Different Elementals will request different favors for their services. It is well known that making a habit of aiding Elemental creatures can earn The Speaker's favor in the form of discounts, so it's quite popular to see Adventuring groups travel with at least one Elemental Mote.

GM Mechanics: The Speaker can make almost anything from raw materials, but their prices are exorbitantly high- at least 50% above market value for mundane items. They refuse to actually enchant things, but can still shape exotic magical items as long as the proper rune-logic is imbued into it first. 
When the characters approach The Speaker and ask him to broker an elemental contract, roll on the Tiny Elementals table to randomly generate an elemental mote. Use the attached Goal chart or one of these to come up with a goal for the creature. Ignore the Lifespan portion of the generation, as the creature will stay manifested until its goal is met. The Speaker will only offer a single contract per Runeforest cycle regardless if it is accepted or not. The Elemental motes will simply leave after a season if their goal has not been completed (a single month in Centras). Spiteful elemental motes will immediately offer to join and assist the parties' enemies and rivals when this occurs.



 

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