Showing posts with label npcs. Show all posts
Showing posts with label npcs. Show all posts

Saturday, July 25, 2026

Mazes and Minotaurs: d30+ Gods to Show Up for a Minor Intervention

Sometimes a player might make a Minor Intervention without being very specific, or maybe the god they named is busy at the time. Here's a vague list of gods, mostly historical, that might show up instead. I've tried to make it so that the neighbors of each entry are related in some way. The GM may of course decide how the god reacts, but a default behavior is also listed.

  1. The Moirai, goddesses of Fate. Mostly just here to giggle, but might give prophecy.
  2. Dike, of Justice. Stern and totally impartial, will cut a liar's tongue out.
  3. Aedos, of Shame. A veiled woman with a diffident mien, but audacious in word, will reveal whatever people don't want revealed.
  4. Nemesis, punisher of hubris. Sympathetic to the unlucky, spiteful if you've prospered
  5. The Furies, punishers of sin. If you did kinslaying or breached xenia, will try to kill you. If not, sit around picking their noses.
  6. The Graces, givers of gifts. Will cure one curse (of yours or the enemy), or double your Personal Charisma temporarily.
  7. The Hours, of fruitfulness. Their mere presence speeds the growth of plants, but mostly they just dance about.
  8. Calliope, of Epic poetry. Beatifically bored, wants to see or hear something interesting.
  9. Clio, of History. Will tell you, at length, the details of local history and folklore. Mystic fortitude save to stay awake.
  10. Euterpe, Erato, Polyhymnia, of Song. The game is a musical now, no more talking only singing.
  11. Terpsichore, of Dance. Everyone present gets +3 to their Grace score temporarily.
  12. Thalia, of Comedy, and Melpomene, of Tragedy. In an extended and lively debate about how this should end.
  13. Urania, of Astronomy. Very agreeable, if sleepy, by daylight; Would like you to leave her alone at night.
  14. Iris, of the Rainbow. If she actually shows up, she has a message for you. It's very important.
  15. Hermes. Sometimes just shows up!
  16. Pan, of the countryside. Will likely scatter everyone about, like they all got drunk and woke up somewhere random. After this, will randomly bother the scattered party members.
  17. Eros, of sudden Love. Will select either the two most likely partners, or the two most unlikely partners, and target them with his arrows (which they might dodge).
  18. Morpheus, of sleep. Will send all present to sleep, and give them a collective dream, which might be pretty helpful for conflict resolution (50% gate of horn, 50% gate of ivory).
  19. Thanatos, of death. 50% he has come for a random person present. If he hasn't come for a specific person, might be persuaded to end someone early.
  20. Hebe, or Ganymede, of youth. They (whichever is present) bear the cup of youth, and offer a sip from the worthiest (highest level) mortal present (they can then offer this to an ally). Restores all health and reduces their age by 2d6, down to 16 at lowest.
  21. Heracles, of heroes. Gives 100 glory (mazes and minotaurs XP for fighters) to the hero with the highest glory.
  22. Asclepius, of health. His first concern is the sick, dying, and dead; Will cure the most dire present (including bringing the dead or undead back to life).
  23. Aristeaus, of bees. Believes the situation can be only improved with the addition of a considerable quantity of bees; They aren't angry but there sure are a lot.
  24. A Nymph, of whatever is most prominent in the vicinity. Much older and more powerful than player character nymphs. Character (1d4): 1. Amorous 2. Dread 3. Innocent 4. Wise.
  25. An Anemoi, of the Winds. Anemoi (1d4): 1. Bearded and grumpy Boreas 2. Youthful and refreshing Zephyrus 3. Warlike and Blustering Notos 4. Contemplative and sullen Eurus.
  26. A Nephele, or more likely quite a few, of the Clouds. Delightful encouragers of philosophy and fantasy and apparent enemies of common sense; Will speculate for hours.
  27. A Lampad, or more likely quite a few, of Torches. Silent, mischievous, beckon for you to follow (1d4): 1. into the underworld (maybe back out) 2. into a sacred grove 3. up to the starry heavens 4. to be hopelessly lost.
  28. Hecate, of magic. Gives 100 wisdom (mazes and minotaurs xp for wizards) to the hero with the highest wisdom, and changes one curse, enchantment, or fate into something stranger.
  29. Proteus, of the sea-change. All know his challenge: To the one who can hold him through 3 of his transformations, will tell the future or grant some (broadly beneficial, but possibly weird) change to their physical forms. If you can't, suffer mutation.
  30. Chronos, of time. Unlike most gods, who are flighty and fickle and prone to their own desires, he is very patient, and will slow down time or stop it to hear and consider the situation. Surprisingly, perfectly willing to send you back in time. Resolving paradoxes (or choosing not to resolve them) is his job, and he loves his job.

You can and should comment more gods to add to the list. Default behavior is optional.

Wednesday, July 22, 2026

Mazes and Minotaurs Houserule: Minor Interventions

Gonna be going on a vacation with my WIFE (new development!) and her family, and the people want Greek mythology, so I'm gonna be starting a Mazes and Minotaurs campaign (or maybe just doing a one shot). As a ruleset, it's worth giving a look: It's unserious, creative, seemingly very playable, and full of little editorial blurbs talking about the spurious history of the game and of gaming as a whole. Also it's free, and well laid out (even with its hilarious and/or cringeworthy clip-art illustrations). Since I'm going to run it, I wanted to write down a little houserule before I forget.

While it takes a priest to invoke the mighty Divine Intervention of one of the Olympian gods, the lesser gods of earth and sky, of virtue and happenstance, may be called forth by any character. To call a god, a character must perform an invocation lasting a full combat round and naming (if only vaguely) the god they desire to appear, and then must roll a d20, modified by their Luck, Level, and (in the case of Magicians) their class's Magical Talent (Orphic Voice, Elemental Mastery, etc.), against a target number of 20. An unmodified roll of 20 always succeeds.

On a success, the god named (or another appropriate god or spirit of the GM's choice) appears, "stepping out" onto the scene like an actor from the chorus or from some unseeable backstage. The character who invoked the god has, of course, no control over them whatsoever, and they are by default a neutral observer to the events before them (the GM might also make a reaction roll, if the god is fickle enough). They may be propitiated, however, to make them well-disposed to the invoker's requests (or, by contrast, offended, or propitiated by an enemy). The powers of the lesser gods are not to be taken lightly, though they tend to favor less spectacular displays of power than the Olympians. At least, they may replicate any effect of mortal magic (though tending towards their domain), and several more powerful and subtle effects, and cannot be killed by any mundane means.

On a failure, the god does not appear before mortal eyes (though the gods are always watching in matters of their concern). They cannot be invoked again for a nebulous and entirely arbitrary amount of time. Magicians of all types (who, of course, deal regularly with such spirits) may expend their Power points to reroll a failed invocation: 3 power points will allow a single reroll, while 6 power points (equivalent to a true Divine Intervention) ensures that the lesser god appears.

However, Magicians can only reroll invocations to lesser gods over which they have sway: Elementalists and Nymphs have sway over the elemental and natural gods of their domains, gods of rivers, winds, or flames; Lyrists and Sorcerers have sway over the gods of the human heart, personifications like Death, Justice, and Rage, as well as the shades of the dead; and Priests have sway over the gods who act as servants of their Patron god, such as the clouds of Zeus, the muses of Apollo, or the furies of Athena (as well as those gods who are the servants of all the gods, such as Iris or Hebe).

Lesser gods may also be propitiated through longer and more expensive invocations. These longer rites take 10 minutes, and include a sacrifice of some equivalent monetary value (whether through throwing gold in a lake, burning expensive incense, pouring expensive wine, or the slaughter of animals or people). This starts at 1 Gold Coin for a +1 bonus to the invocation roll (and to the reaction roll, if the GM makes one), and increases to +2 at 10 gold coins, +3 at 100 gold coins, etc.



This houserule I think takes care of a few big gaps in the original rules. Firstly, the lack of non-olympian god representation (common in Greek myth content from the nerds of the 80s). I feel that the common appearance of the gods of all sorts is an integral part of the feeling of a Greek myth or a Greek drama. It is a poor representation of Greek myth that does not allow the river Scamander to take offense to Achilles, or Right Logic and Wrong Logic to debate in the Academe of Socrates.

Secondly, the lack of non-combat spells for many of the magicians. An Elementalist of Air can call up winds to serve as a shield, but has no power to fill the sails of a trireme. A Sorcerer can command the living, but has no ability to perform that most basic form of hellenic magic which calls up the spirits of the dead. The Astute and GLOG-minded reader will notice parallels to the most prototypical and elegant GLOG magic ability. The ability to transform a physical task into a roleplay negotiation is probably one of the most fun magic rules ever written, in my opinion, and should probably be included in whatever setting has room for it (the prospect of persuading a Warp Drive occurs to me, and tantalizes). Fair credit to Loch as well, whose Magos was not far from my mind as I wrote this.

GLAUGUST TAX: SPELL(S) OF THE EVIL KING

I cannot, I think, elaborate all the spells of the evil king, but I can write one, with some wifely help.

Turquoise Doom
R: Touch T: Object, creature, or concept weighing less than 10^[dice] pounds D: Permanent
Encases the target in [sum] layers of beautiful and indestructible eggshell, blue like that of a robin (and also the size and weight of a robin's egg, no matter what is contained therin). Each layer may only be broken by genuine tears of sorrow for the thing contained therein. For each layer, a different person must weep. The tears don't need to fall onto the egg: it suffices that they fall on any earth worked by human hands. Laughter is nearly weightless, and your own death is around 1000 pounds. The EVIL KING's death is trapped this way, though none know it, and he considers it safe, since who on earth would cry over his death?

Monday, August 18, 2025

How to Win the Dawn War: 20 Wanderers

 

From Etrian Odyssey
Never much been good at NPCs. Trying to change that. 
  1. Kayven
    Race, class, level: Human Commoner 0
    Description: Balding, middle aged man with a frown like Oscar the grouch. Seething. Nonsequitur. Boomer belief that if everyone followed his advice, they would be much better off.
    Wants: You to buy his books. "The Illustrious Tale of Kayven", "The Proverbs of Kayven", etc.
    Means: Subtle negging, followed by wild accusations of drug use, madness, witchcraft.
    Boon: Leaves you alone, maybe.
  2. Ailas the Old
    Race, class, level: Faun Ranger 15
    Description: Stout, grey faun in a stout, grey robe, with a stout, grey staff. Just visited wherever you were about to go, be it town, dungeon, hell... Don't worry, he was just poking around, plenty of danger and treasure to be found. Highly influential among Avandrites.
    Wants: Pleasant conversation and good food.
    Means: Pretend to doddering old mannishness (it doesn't work, you can see his level on the HUD)
    Boon: Information about where you are headed.
  3. COUNT CRUCIFER!
    Race, Class, Level: Vampire!
    Description: Obvious dracula. Extremely affable and ineffectual.
    Wants: To establish his Domain of Eternal Darkness!
    Means: Make vampire minions, charm and ravish men and women.
    Boon: Immortality and noble status in his hypothetical realm.
  4. Priest Oriel
    Race, class, level: Human Cleric (Party level + 1)
    Description: Blonde twink, mannerisms of Christian Character in a Christian movie. Just wants to help 🥺. Newly promoted to Priest, from Tutor. Unshakeable belief that the only reason anyone doesn't worship Pelora is just because they need to know more about her. If the party already has a Leader, will form a rival party with Grana, Inoven, and Ronas.
    Wants: You to accept Pelora's Light 😊.
    Means: Join beginning adventuring parties. Tell them about how great Pelora is.
    Boon: Healbot with some church standing, expositor.
  5. Grana of the Jagged Peaks
    Race, class, level: Half-orc Fighter (Party level + 1)
    Description: Large green woman in minimal clothing, acts like a cartoon hercules. Born and raised in the Kordlands. Crippling inferiority complex, easily goaded, extremely easily flattered. If the party already has a Defender, will form rival party with Oriel, Inoven, and Ronas. Within said party, unwitting catalyst of wild and ridiculous romantic drama between all members.
    Wants: To prove herself.
    Means: Join beginning adventuring parties. Get a strong rival.
    Boon: She has like 20 strength.
    Etrian Odyssey
  6. Inoven the Furtive 
    Race, class, level: Faun Rogue (Party level + 1)
    Description: A shit-eating grin in leather armor. If the party already has a Striker, will form rival party with Oriel, Grana, and Ronas.
    Wants: Hot chicks, money.
    Means: Join beginning adventuring parties. Shitty pickup artistry.
    Boons: Connection to the thieves guild.
  7. Wizard Ronas
    Race, class, level: ??? Wizard (Party Level +1)
    Description: Final fantasy black mage. Huge nerd. Says things like "curiouser and curiouser". Pokes his nose into everything, and then writes it down. If the party already has a Controller, will form rival party with Oriel, Grana, and Inoven.
    Wants: To find out
    Means: Join beginning adventuring parties. Experiment whenever he can.
    Boon: Loredump
  8. Dawn D'wore
    Race, class, level: Elf ranger 1
    Description: Anime french-rococo shepherdess in a miniskirt. Talks like a southern belle. You know her, she's on the box art! Danger magnet and absolute liability. Kidnapped and cursed preferentially.
    Wants: Adventure and romance, to be rescued from whatever situation she is in.
    Means: Join your party, get in situations.
    Boon: Double XP for any encounter she is in where she does not end up kidnapped, cursed, or dead.
  9. Yamash
    Race, class, level: Human bard 30
    Description: Long green hair, ageless beauty, unfathomably tired. The last purely human son of Avandros. Yamash was granted the Seek when his father took his current position. Has spent the last few Aeons seeking the Meaning of Life, to no avail.
    Wants: to die
    Means: seek novel experiences, with no moral qualms
    Boon: If you give him something new, he might do you one (1) favor with his ancient knowledge and absolute skill.
  10. Margaret, The Dam of Duer
    Race, class, level: Human noble 5
    Description: Fanciest, fattest, oldest lady, looks like queen elizabeth, carried around on a litter by several half-orcs. Says things like "Good heavens!" and "Sieze him!". Finds the players to be disgusting, charming little vermin. Upsettingly unfaithful to the duke of Duer.
    Wants: The most fabulous art objects in the world. Will talk about whatever she is after currently.
    Means: Send amoral mercenaries, buy with obscene wealth.
    Boons: Obscene wealth, opportunities to snatch artifacts before she does
    Final fantasy
  11. Gabriel the Fearless
    Race, class, level: Human Paladin 7
    Description: White haired young man in a black suit of armor. Quixotic, with an absolute morality resolved via hair-brained schemes. Gabriel is from the real world. His blessing upon arriving in this one was taking the class of Paladin without the oversight of any god, whom he immediately distrusted. This was granted by Bahamat, though in her waking state she finds him rather freaky. Cursed to become tiny under a full moon.
    Wants: Great Justice, to return home.
    Means: The Sword, teary eyed kindness
    Boons: Commiseration, mainly
  12. Daphne the Green
    Race, class, level: Eladrin Druid 11
    Description: Ethereal, veiled nymph-type, talks breathlessly. Like all druids, an indirect worshiper of Melor through his godlings. Extremely heretical, wants to tame and subvert the natural spirits and Melor himself through any means possible to provide prosperity and beauty to the world. As history has several recorded instances of Melor getting beaten up, she's rather hopeful.
    Wants: Dominion over the natural order, through control of leylines, spirits, killing and eating the avatars of melor, etc.
    Means: Pretense of innocence, send adventurers on seemingly innocuous quests
    Boons: Casts rituals and blessings, provides magic items
  13. Ulrike the Mage of Umbral Might
    Race, class, level: Tiefling Warlock 2
    Description: Like, 12. Godchild of Tiamut. Demands you tremble before him. The little black lizard on his shoulder is Obscura, his familiar, whose main job is to laugh at him.
    Wants: Respect, primarily. New age of darkness, secondarily.
    Means: Alternately terrorizing and helping
    Boons: Direct line to Tiamut, if you need that.
  14. Podo Podum
    Race, class, level: Dwarf Cleric 4
    Description: Jolly and santa-esque smith and cleric of Moradi. Nose like some sort of fabulous squash. His dream is to find the One Sword, the greatest relic of Moradi, whereupon he will start a cult.
    Wants: Relics and magic items
    Means: Showing up in dungeons, offering his services or trades for lesser magic items in exchange
    Boons: Healing, blessing, repairing. Dungeon merchant.
    MTG
  15. Faustus the Marvelous
    Race, class, level: Human Wizard 3
    Description: Young, yet worn out, stage magician looking guy. Underfed, crippling wizard school debt. Theatrical in a despairing way. His research was in customizing spells, and his abilities all have flavorful additions: lightning bolts crackling with fireworks, cloud of cards instead of cloud of daggers.
    Wants: Food
    Means: Performance, teaching.
    Boons: Customize spells!
  16. Alicia
    Race, class, level: Human fighter 1
    Description: Disheveled, manic young woman dressed as a jester. Seems at times painfully compelled to ecstatic interjection. Glitchy mess.
    Wants: Statues, frogs
    Means: Incoherent pleading, random violence
    Boons: Whatever she has in her pockets. Actions that break the laws of physics.
  17. Tringalor
    Race, class, level: Elf commoner 1
    Description: Enthusiastic, slicked back black hair, impeccable foppish fashion. Fashion designer and merchant, very fast tailor, hairdresser, etc. Character customization NPC.
    Wants: You to be better dressed, latest fashions in far off places.
    Means: Very insistent, yet open to your input
    Boons: Rapid makeover, sick clothes
  18. Balthazar the Bizarre
    Race, class, level: Human Wizard 16
    Description: Cryptic purple-cloaked archmage, pondering his orb, you know how it is. Appears randomly with a whole storefront wherever he is encountered. Enormous owl on his shoulder, really preposterously big.
    Wants: You to solve his riddles
    Means: Hee-hee-hee. Hoo.
    Boons: Magic items, sometimes with ironic twist.
  19. Lilian the Purple
    Race, class, level: Human Bard 4
    Description: Brunette in a lilac dress, smiling and quick witted. Lilian is from the real world, and leveled up just enough to keep herself safe and comfortable. Received a ring of invisibility from Sehanine, and has so far managed to keep from going full Gyges with it.
    Wants: To hear about what other isekai'd people are doing, maybe put it to song, to stay safe and comfortable.
    Means: Open conversation. She has a house with a simple teleportation ritual on it so she can return if things get sticky.
    Boons: Spread your fame, help you out
  20. Hannibal
    Race, class, level: Human warlord 13
    Description: What??? HOW???
    Wants: To conquer a new carthage.
    Means: Inexplicable elephants.
    Boons: Strategic brilliance.
    I feel I have to credit Loch for the last one