Trying to come up with a D&D campagn
May 28, 2024 21:03:08 GMT -6
Post by saintofm on May 28, 2024 21:03:08 GMT -6
Idea for a D&D Campagn: Crime City.
I need help coming up with ideas for a D&D campagn, hopefully my first DMing, like some input. Do not need to know anything about D&D at all. Roughly 5e Rules. It revolves a Wretched Hive of Crime and Villainy with the leadership of the city being as effective at stopping rampant poverty and crime as say the Hoover Tenure in the Oval Office. Will describe some of the monsters that come up quickly for those that havn’t read a monster manual so it doesn’t go over people’s heads. Thanks for any imput you can give.
And since this is long, some pictures I found to break some of this up
Setting: It’s the end of a war that involved a potent Litch, but the scope of the conflict has left many fleeing for the lives and afraid to come home. So thousands of refugees are scrambling to one of the few cities left unharmed by it. Name Pending. With the refugees being preyed upon by both the governing body, the guards, and the criminals that really rule the city, Its up to the PC’s to help protect the helpless. The first mission will be along the road with a small caravan and they are being attacked by small pack of gnolls (Chaotic Evil, want to eat everything hyena people. Will probably make some good as I don’t like an always evil race for the most part, but they were literaly created by a Demon lord in the main setting of D&D so a lot of battling their nature here).
What I have thought up:
While the King and his advisors claim to be inchrge, there are 5 criminal organizations that trully run it. They try to make a moral state, with the banning of a number of vices including alcohol but this has lead to Prohibition era shenanigans. With them being so pitifully weak
The five Great Crime organizations
1)Smuggling Ring on the West Dockyards. Lead by a retired pirate admiral (Stats Human Warlord with a brace of pistols and a scimitar), he is fueled by greed. If you have the coin and a desire, he can get it from legal and less then. This ranges from spices, to slaves, to liquor, to rare foods, and more. He has enough sense to control it and to have his organization control there, but he still wants to die richer than an elder dragon. Lots of Theives, pirates, raiders, and any sea creatures that also fit that bill.
2. Thieves Guild: Based in an abandoned part of the sewers, they run 40 Percent of the theft and 50% of the Fences of the city. Despite this feat, they are running a comparatively small organization. While they take on anyone that can steel, they are run by a half dozen to a dozen wear rats (think Splinter from Ninja Turtles but evil and greedy). They wish to expand, and that means dealing with the other thieves not associated with them., as well as anyone that hinders their plans.
![](https://www.dndbeyond.com/avatars/thumbnails/6/384/420/618/636272820319276620.png)
3. Assassin’s Guild: A higly skilled group of assassins, when it comes to work they find you and give you an offer. If you take it, you pay them. If not, they let you live but also let you know you are not safe from them. Lead by a Female Rakshasa (a type of Fiend, usually Tiger headed humanoid, was a Devil but left that body for this one so they can live a little, have a thing for vices and eating people), she is in the mortal plain of existence to study all the ways of assassination before returning to the hells. Depending on the characters actions they may be targeted, but as a general rule they do not hold grudges. They are even willing to work with the Pleasure Palace, despite it being run by their leader’s ex. Its just business. The leader’s true form is of a snow leopard person.
4. South Side Pleasure District/Pleasure Pallace: Runs all the main places of gambling and house of ill repute in the city (will be keeping this mostly PG-13 if I can help it, but it happens). Its run in secret by a Rakshasa that wants to experience all the world’s pleasures. THe gambling dens are actualy a front for his main business: Slavery. Those that cannot pay their bills or get on his bedside must pay it back. Depending on the severity, he may have them shipped off to the Smugglers or the next group I will mention, or they may be put to use as forced labor, made to fight in the arena (often to the death), or end up on his plate. Soft spot for pretty ladies, but is also proned to anger, and unleashing it on others. He will attack the PC’s if they cinterfear with his business.
5. Opum Dens: Near the Outer Walls of the Eastern part of the city, a Opium den of sorts is set up, but they also run the other major none booze related drug trades. The reason? They are Yuan-Ti (evil decendents of snake worshiping peoples, now they range from mostly human with some serpentine features, to the serpentfolk from the old Conan the Barbarian Cartoon, to big guys with bit snake bodies and heads with human torsos) and they think this is an easy way to find sacrifices. Once someone is high enough, they can load them up and that person disappears. They also buy slaves, which makes them frequent partners with the Smuglers and Pleasure district. A calculating kind of evil, they will take on the party when they see them as a threat and or they know their secret.
Other major groups in the city are:
Klogs: A group of thieves made up of Goblins and Kobolds (little Dragon people in D&D, serve a lot of the same role as Goblins, live and often die by goblin tech). They worship a black dragon that lives in a nearby swamp and follow its orders. Common sight, but not a major threat in and of themselves yet, but dream of taking over the thieves guild.
The Pit: an “illegal” fighting arena found in the scrap yard. Its run a by slovenly smelly fat human that’s really a Herezu (warrior breed of demon, not to smart but loves a good fight). As a chaotic being, he loves the mayhem in the pits but is smart enough to not make it too out of controle. The guards do little to stop it as half the nobles and 2/3 of the guards would be arrested for attending and even participating in it. Fights range from bare knuckle, weapons, friendly duels, duels to the death, and various other gladiator games. Both the pleasure dens and the smugglers get lots of employment supplying them with creatures, combatants, and bets.
The coven of Summer Delights: An all female gang, they want to take over the town. As many are victems of the Pleasure district (broken families, sold as salvery to pay for gambling addiction, Ect) they really don’t like them but some know enough of their true nature to know they can’t tackle a insanely difficult to kill Rakshasa without help. Wanting power for power sake, the are also willing to negociate.
Dead Tree Society: Mostly made up of Druids and Rangers, they are trying to find a balance with keeping the wilds wild, while meeting the needs of the growing towns. As such they run the lumber and hunting. They own a store and office in the city where they sell wood decor, furniture,, pelts, bones, meat, and other things extracted from animals. They also are incharge of dealing with poachers looking to bag rare plants or animals. While they dislike and distrust te city folk, they also have hunting challenges to see if they ave what it takes to join them. When not dealing with drunk fratboys and poachers, they patrol the wilderness to ensure the wve of refugees are preyed on less, and many of the bounties they put up is based on the threat they pose to others. They have an office in Halfling Town, but most live in the Wood Elf city.
![](https://www.dndbeyond.com/avatars/thumbnails/6/367/420/618/636272702826438096.png)
Sisters Grimer: A Pair of Half Orc Sisters, they lead small orc tribe and act as hired muscle for anyone that has the coin. They look for tough and strong people of any kind to join them.
Cult of Forsaken: Those that feel abandoned by society, so they seek to bring it down. A number worship demons, and a potential boss fight will involve one of the Demon Lords (thinking Yeenagu as hes a 15ft tall hynnea person that just wants to slaughter, eat, and destroy, and that would be some good monster mashing action).
Order of the Hammer: A small group of Paladins that mostly take up the oaths of Vengeance and Conquest, they are trying to clean up the city but their methods are usually hyper violent and destructive. Think The Punisher, with even less of a moral code. They may be friendly to the PCs, but only if their fanatisim sees them as a lesser evil.
Sons of the Tankerd: The only way this group could have been set up is if they were all drunk when they did it, and an entity of contractual obligation was there (yes it is real, it’s the size of Optimus prime and has the persistence of a Terminator). Made up of Goblin, Dwarf, and Elf liquor Aficionados that act as the rum runners and moon shiners. They have an encampment in the woods where they make a bunch of the booze, then sell it throughout the city. Because they prefer to make good quality stuff, they demand to be paid in kind. A number of guards are in on it while others will try to break it up.
Children of the Night: A group drow (Dark Elves) that are stuck watching one of the few entrances to the underdark in the area. They are also wanting to get back into good graces with their city, so have also taken to the slave trade, while also providing rare poisons to the assassins and monsters to the smuglers and fighting pit. Most of the number consists of 20 elves and 5 half elves, with a handful of orcs, orgres and goblins acting as soldiers.
Devleen: Lead by a cambion (half demon, like parent was one; Tieflings come in later generations for the most part), their goal is to make the city a worthy offering to the bloodwar (demons and devils don’t like each other because onse Chaotic and free and the other is lawful and orderly). They infiltrated most organizations, and potential the reason the government is so weak, but the truth of them will come later.
Outside of the city are three major areas of interest: Halfling Town (name pending.
Halfling Town
Forest
Roads (neeed to work on)
Cave in forest
Swamp.
![](https://cards.scryfall.io/large/front/d/5/d5178a1b-588b-4414-a370-ac6eed51187a.jpg?1686970405)
Halfling town: Main farming community, over half the population are halflings, so the humble salt of the earthy, must help those in need is a big part of the town’s charm. They grow most of the food, and the first welcolming face most refugees, caravan or on their own, have seen in a long time. Notable groups include
Big Baron Family: This family has been the mayors for a while. The patriarch is a war hero Paladin of Ancients that was called back due to a war wound that was too late to heal properly with the magic at hand. He still trains the local militia when he can, riding on his goat Shem for mobility. They see it as their mission to make sure the people inside are taken care of and those that visit as well, which is why the town is so welcolming to the flood of refugees. His wife runs a large hostle, poor house, and hospital. His eldest son is the current mayor. Lovable personality most of the time, he sees everyone in town as his family and will go papa wolf to protect them.
Halfling Communist Coalition: I need a comic relief group, but these dozen idiots think they can start a communist revolution to fight against the city but end up getting into more trouble than its worth. Wisdom is a dump stat.
Order of the Hound; Mostly made up of shifters (decedents of werewolves with limited transformation powers) this volunteer mulitia see it as their responsibility to protect the town from any that threaten it. They have a simple but effective communication system to alert the nearby villages of danger, to flee to the gated town for safty, and where to deploy to fight the dangers. As of late its mostly been gnols and a pack of werewolves hunting straglers on the road.
Red Fang Pack: A small pack of werewolves that worship the Demon Lord Baphomet, they see the halfling town as an affront of their patron due to being civilization and it was built on an alter dedicated to him. Mostly steel sheep and the occasional cow, but have been attacking random travelers on the road.
Random Gnoll War Parties: Small war parties that attack ravelers on the road. The undead War has been kind to them as it provided them with lots of prey to feast on.
Black Paw Clan: Unlike other Gnolls, they are trying to overcome their nature and be an actual race instead of a plauge upon the world. Willing to help and work with other peoples, but as long as the other gnolls are around they know to stay away from civilized parts (hairless ones can’t tell a good one from a bad one, and up until now, there hasn’t been a good one).
George the Bandit King: A fallen knight that has taken over a group of bandits. Refuses to believe he’s the reason he’s not allowed back into polite society, he preys upon the weak and unwary to build up his forces and maybe attack the city one day.
Prinston and Pricilla: Twin lesser nobles that lead a company of knights. They made it their duty to protect the caravans. They have to hire mercinaries to fill the protection needs, but their kindness to the down trodden, their ability to find work for them whenever they can has made them well beloved by the common people. Their feats in battle against monsters and humanoids have also added to their reputations.
![](https://image.jimcdn.com/app/cms/image/transf/dimension=2080x10000:format=jpg/path/s2217cd0bb1220415/image/i7d05673eff612e70/version/1706923184/medieval-knights.jpg)
Necromantic Circle: Group of ten necromancers that are not happy their Litch Master is dead-er and that trying to bring him back, or at least an army. Lots of victems on the roads, most not by their hands, they use to make up a new undead army.
Woods: Wilderness that is home to a number of fey creatures and is largly owed and patrolled by the woodelves that have a large city within. It haas a number of dangers, so are often patrolled by Dead Tree society or the wood elves.
Wood haven: City mostly of wood elves, but also has a large number of centour, satyre, dryad, half elf, and the occational human in it. While weary of the none wood elf refugees, they try to help as much as they can as there are monsters patrolling the area. They are also not fans of the city, using the Dead Tree Society as diplomats but otherwise hope the city gets new management soon. They openly support the rum runners as it annoys the rulling prince and king.
They Merry makers: Robin hood and his merry men. Rob from the rich to give to the poor. Lead by a knight that came back from the war to a family that was driven off and a home that was plundered and sold. He now leads a group of bandits trying to tip the scales in the favor of the common person. The Robbin Hood is a Human Ranger, the Little John is a Goliath Fighter named Tiny. A monk called Tucker is there, as the Will Scarlet figure is a Orc assassin, Arendale is a Bard named Chipdale. And Much the Millers Son, now ranger thanks to getting cought with a nobles daughter, and Morice the More: A wondering swordsmen that owes the Robin Hood his life.
Sisters of the Garden: A group of dryads that once enjoyed the company of others and provided all manner of medicinal plants, but after the youngest of their group was attacked horridly by outsiders they have become weary of people. Made worse they are so lonely they may open themselves up to another attack.
Troller, Troller, and Troller: A trio of troll brothers that guard the entrance of a cave that leads to the safest and fastest rout to the swamp. Easily bribed with shinnies, food, and beer. Still trolls so still dangerous.
Trojorn Clan: A group of Centaurs that have suffered greatly due to the predations of slavers. Will frequently attack humans they come across because of this, though more willing to deal with wood elves. Acts of kindness can placate them.
Troll Cave; It’s a passageway, and one that leads to a boss fight with a young black dragon.
Swamp of Despair: Lovly place to visit, mosquitors are apain. Pitty the Black Dragon living there makes visiting it hazardous to one’s life.
Shadow Scales: A group lizardmen, lead by a lizard King and his three lizard queen mates, he is looking for ways to conquore the city. Allied with the dragon because of this.
![](https://www.dndbeyond.com/avatars/thumbnails/30832/479/1000/1000/638063839674591734.png)
Slimbogos: A swamp dwelling tribe of goblins that act as the dinner of the dragon more times than not but also serve as his eyes and ears in the city. Lead by a half dragon/half goblin child of the Elder Black Dragon Tragen.
Villar Lecus: A Sahagan (evil fish people, like people as snacks, hate merfolk and sea elves with a passion). Village. Made up of the fish people that can handle both sea and fresh water like bull sharks, they are lead by a baron named Zambi. They see the dragon as a easy source of meat to come their way, and his half dragonahagen daughter acts as Zambi’s bride and diplomat for the beast.
Klipplies: Kobolds that seek a dragon to tailkiss to. The black dragon is the current one they follow.
Tragan: An exemplar of his kind, Tragon is both cruel, vicious, and cunning. He has lived long enough to see the rise and fall of several dynasties in the regon, and its on his bucket list to be the cause of this one’s fall. He enjoys mocking his prey, toying with them sweatens the meat to him.
Riverboos: A village of Forest Gnomes trying to reclaim the swamp. Before the dragon claimed it, it was theirs but he drove them off and allowed all manner of monsters to fill their home. Small in number, they may be of help to the PCs.
Children of the Dragon: Seven half drago and 2 regular dragon childen of Tragan. Most of the time a black dragon male would hunt, toy with, then eat their progeny but he thinks bigger. As such, they re his tools. The young dragon in the cave is his youngest. As an adult one that is finding its own territory that may come into play. His other children include
Smold Smold: Half Goblin with the best and worst traits of both creatures.
Glipha: Half Sahagan, guid’s Zambi’s actions
Trogic: Half orc enforcer of the band of thieves competing with the Theives Guild.
Glamican: Cambrian Half Dragon inlauge with the Assassin’s guild. Has a fondness for her father, but given the choice will side with her mother more times than not (espesialy if they come to blows).
Zarheel: Half Drow. She was the end result of a trist so doesn’t know or care much about him until later, and he wants to use her in some big plans of his.
Master of Arms AKA the Butcher (real name bending): COmander of the City’s forces, he is league with his father to bring the city down. A man behind the man when it comes to leadership of the city, and if Tragon is slan, may take extra efforts to enforce his will on the city.
Need a 7th, potentially an infant that needs rescued along side its mother.
Just a first draft, but want to make this a first caampang after I try a couple of moduals. What do you think and what are your thoughts?
I need help coming up with ideas for a D&D campagn, hopefully my first DMing, like some input. Do not need to know anything about D&D at all. Roughly 5e Rules. It revolves a Wretched Hive of Crime and Villainy with the leadership of the city being as effective at stopping rampant poverty and crime as say the Hoover Tenure in the Oval Office. Will describe some of the monsters that come up quickly for those that havn’t read a monster manual so it doesn’t go over people’s heads. Thanks for any imput you can give.
And since this is long, some pictures I found to break some of this up
Setting: It’s the end of a war that involved a potent Litch, but the scope of the conflict has left many fleeing for the lives and afraid to come home. So thousands of refugees are scrambling to one of the few cities left unharmed by it. Name Pending. With the refugees being preyed upon by both the governing body, the guards, and the criminals that really rule the city, Its up to the PC’s to help protect the helpless. The first mission will be along the road with a small caravan and they are being attacked by small pack of gnolls (Chaotic Evil, want to eat everything hyena people. Will probably make some good as I don’t like an always evil race for the most part, but they were literaly created by a Demon lord in the main setting of D&D so a lot of battling their nature here).
What I have thought up:
While the King and his advisors claim to be inchrge, there are 5 criminal organizations that trully run it. They try to make a moral state, with the banning of a number of vices including alcohol but this has lead to Prohibition era shenanigans. With them being so pitifully weak
The five Great Crime organizations
1)Smuggling Ring on the West Dockyards. Lead by a retired pirate admiral (Stats Human Warlord with a brace of pistols and a scimitar), he is fueled by greed. If you have the coin and a desire, he can get it from legal and less then. This ranges from spices, to slaves, to liquor, to rare foods, and more. He has enough sense to control it and to have his organization control there, but he still wants to die richer than an elder dragon. Lots of Theives, pirates, raiders, and any sea creatures that also fit that bill.
2. Thieves Guild: Based in an abandoned part of the sewers, they run 40 Percent of the theft and 50% of the Fences of the city. Despite this feat, they are running a comparatively small organization. While they take on anyone that can steel, they are run by a half dozen to a dozen wear rats (think Splinter from Ninja Turtles but evil and greedy). They wish to expand, and that means dealing with the other thieves not associated with them., as well as anyone that hinders their plans.
![](https://www.dndbeyond.com/avatars/thumbnails/6/384/420/618/636272820319276620.png)
3. Assassin’s Guild: A higly skilled group of assassins, when it comes to work they find you and give you an offer. If you take it, you pay them. If not, they let you live but also let you know you are not safe from them. Lead by a Female Rakshasa (a type of Fiend, usually Tiger headed humanoid, was a Devil but left that body for this one so they can live a little, have a thing for vices and eating people), she is in the mortal plain of existence to study all the ways of assassination before returning to the hells. Depending on the characters actions they may be targeted, but as a general rule they do not hold grudges. They are even willing to work with the Pleasure Palace, despite it being run by their leader’s ex. Its just business. The leader’s true form is of a snow leopard person.
4. South Side Pleasure District/Pleasure Pallace: Runs all the main places of gambling and house of ill repute in the city (will be keeping this mostly PG-13 if I can help it, but it happens). Its run in secret by a Rakshasa that wants to experience all the world’s pleasures. THe gambling dens are actualy a front for his main business: Slavery. Those that cannot pay their bills or get on his bedside must pay it back. Depending on the severity, he may have them shipped off to the Smugglers or the next group I will mention, or they may be put to use as forced labor, made to fight in the arena (often to the death), or end up on his plate. Soft spot for pretty ladies, but is also proned to anger, and unleashing it on others. He will attack the PC’s if they cinterfear with his business.
5. Opum Dens: Near the Outer Walls of the Eastern part of the city, a Opium den of sorts is set up, but they also run the other major none booze related drug trades. The reason? They are Yuan-Ti (evil decendents of snake worshiping peoples, now they range from mostly human with some serpentine features, to the serpentfolk from the old Conan the Barbarian Cartoon, to big guys with bit snake bodies and heads with human torsos) and they think this is an easy way to find sacrifices. Once someone is high enough, they can load them up and that person disappears. They also buy slaves, which makes them frequent partners with the Smuglers and Pleasure district. A calculating kind of evil, they will take on the party when they see them as a threat and or they know their secret.
Other major groups in the city are:
Klogs: A group of thieves made up of Goblins and Kobolds (little Dragon people in D&D, serve a lot of the same role as Goblins, live and often die by goblin tech). They worship a black dragon that lives in a nearby swamp and follow its orders. Common sight, but not a major threat in and of themselves yet, but dream of taking over the thieves guild.
The Pit: an “illegal” fighting arena found in the scrap yard. Its run a by slovenly smelly fat human that’s really a Herezu (warrior breed of demon, not to smart but loves a good fight). As a chaotic being, he loves the mayhem in the pits but is smart enough to not make it too out of controle. The guards do little to stop it as half the nobles and 2/3 of the guards would be arrested for attending and even participating in it. Fights range from bare knuckle, weapons, friendly duels, duels to the death, and various other gladiator games. Both the pleasure dens and the smugglers get lots of employment supplying them with creatures, combatants, and bets.
The coven of Summer Delights: An all female gang, they want to take over the town. As many are victems of the Pleasure district (broken families, sold as salvery to pay for gambling addiction, Ect) they really don’t like them but some know enough of their true nature to know they can’t tackle a insanely difficult to kill Rakshasa without help. Wanting power for power sake, the are also willing to negociate.
Dead Tree Society: Mostly made up of Druids and Rangers, they are trying to find a balance with keeping the wilds wild, while meeting the needs of the growing towns. As such they run the lumber and hunting. They own a store and office in the city where they sell wood decor, furniture,, pelts, bones, meat, and other things extracted from animals. They also are incharge of dealing with poachers looking to bag rare plants or animals. While they dislike and distrust te city folk, they also have hunting challenges to see if they ave what it takes to join them. When not dealing with drunk fratboys and poachers, they patrol the wilderness to ensure the wve of refugees are preyed on less, and many of the bounties they put up is based on the threat they pose to others. They have an office in Halfling Town, but most live in the Wood Elf city.
![](https://www.dndbeyond.com/avatars/thumbnails/6/367/420/618/636272702826438096.png)
Sisters Grimer: A Pair of Half Orc Sisters, they lead small orc tribe and act as hired muscle for anyone that has the coin. They look for tough and strong people of any kind to join them.
Cult of Forsaken: Those that feel abandoned by society, so they seek to bring it down. A number worship demons, and a potential boss fight will involve one of the Demon Lords (thinking Yeenagu as hes a 15ft tall hynnea person that just wants to slaughter, eat, and destroy, and that would be some good monster mashing action).
Order of the Hammer: A small group of Paladins that mostly take up the oaths of Vengeance and Conquest, they are trying to clean up the city but their methods are usually hyper violent and destructive. Think The Punisher, with even less of a moral code. They may be friendly to the PCs, but only if their fanatisim sees them as a lesser evil.
Sons of the Tankerd: The only way this group could have been set up is if they were all drunk when they did it, and an entity of contractual obligation was there (yes it is real, it’s the size of Optimus prime and has the persistence of a Terminator). Made up of Goblin, Dwarf, and Elf liquor Aficionados that act as the rum runners and moon shiners. They have an encampment in the woods where they make a bunch of the booze, then sell it throughout the city. Because they prefer to make good quality stuff, they demand to be paid in kind. A number of guards are in on it while others will try to break it up.
Children of the Night: A group drow (Dark Elves) that are stuck watching one of the few entrances to the underdark in the area. They are also wanting to get back into good graces with their city, so have also taken to the slave trade, while also providing rare poisons to the assassins and monsters to the smuglers and fighting pit. Most of the number consists of 20 elves and 5 half elves, with a handful of orcs, orgres and goblins acting as soldiers.
Devleen: Lead by a cambion (half demon, like parent was one; Tieflings come in later generations for the most part), their goal is to make the city a worthy offering to the bloodwar (demons and devils don’t like each other because onse Chaotic and free and the other is lawful and orderly). They infiltrated most organizations, and potential the reason the government is so weak, but the truth of them will come later.
Outside of the city are three major areas of interest: Halfling Town (name pending.
Halfling Town
Forest
Roads (neeed to work on)
Cave in forest
Swamp.
![](https://cards.scryfall.io/large/front/d/5/d5178a1b-588b-4414-a370-ac6eed51187a.jpg?1686970405)
Halfling town: Main farming community, over half the population are halflings, so the humble salt of the earthy, must help those in need is a big part of the town’s charm. They grow most of the food, and the first welcolming face most refugees, caravan or on their own, have seen in a long time. Notable groups include
Big Baron Family: This family has been the mayors for a while. The patriarch is a war hero Paladin of Ancients that was called back due to a war wound that was too late to heal properly with the magic at hand. He still trains the local militia when he can, riding on his goat Shem for mobility. They see it as their mission to make sure the people inside are taken care of and those that visit as well, which is why the town is so welcolming to the flood of refugees. His wife runs a large hostle, poor house, and hospital. His eldest son is the current mayor. Lovable personality most of the time, he sees everyone in town as his family and will go papa wolf to protect them.
Halfling Communist Coalition: I need a comic relief group, but these dozen idiots think they can start a communist revolution to fight against the city but end up getting into more trouble than its worth. Wisdom is a dump stat.
Order of the Hound; Mostly made up of shifters (decedents of werewolves with limited transformation powers) this volunteer mulitia see it as their responsibility to protect the town from any that threaten it. They have a simple but effective communication system to alert the nearby villages of danger, to flee to the gated town for safty, and where to deploy to fight the dangers. As of late its mostly been gnols and a pack of werewolves hunting straglers on the road.
Red Fang Pack: A small pack of werewolves that worship the Demon Lord Baphomet, they see the halfling town as an affront of their patron due to being civilization and it was built on an alter dedicated to him. Mostly steel sheep and the occasional cow, but have been attacking random travelers on the road.
Random Gnoll War Parties: Small war parties that attack ravelers on the road. The undead War has been kind to them as it provided them with lots of prey to feast on.
Black Paw Clan: Unlike other Gnolls, they are trying to overcome their nature and be an actual race instead of a plauge upon the world. Willing to help and work with other peoples, but as long as the other gnolls are around they know to stay away from civilized parts (hairless ones can’t tell a good one from a bad one, and up until now, there hasn’t been a good one).
George the Bandit King: A fallen knight that has taken over a group of bandits. Refuses to believe he’s the reason he’s not allowed back into polite society, he preys upon the weak and unwary to build up his forces and maybe attack the city one day.
Prinston and Pricilla: Twin lesser nobles that lead a company of knights. They made it their duty to protect the caravans. They have to hire mercinaries to fill the protection needs, but their kindness to the down trodden, their ability to find work for them whenever they can has made them well beloved by the common people. Their feats in battle against monsters and humanoids have also added to their reputations.
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Necromantic Circle: Group of ten necromancers that are not happy their Litch Master is dead-er and that trying to bring him back, or at least an army. Lots of victems on the roads, most not by their hands, they use to make up a new undead army.
Woods: Wilderness that is home to a number of fey creatures and is largly owed and patrolled by the woodelves that have a large city within. It haas a number of dangers, so are often patrolled by Dead Tree society or the wood elves.
Wood haven: City mostly of wood elves, but also has a large number of centour, satyre, dryad, half elf, and the occational human in it. While weary of the none wood elf refugees, they try to help as much as they can as there are monsters patrolling the area. They are also not fans of the city, using the Dead Tree Society as diplomats but otherwise hope the city gets new management soon. They openly support the rum runners as it annoys the rulling prince and king.
They Merry makers: Robin hood and his merry men. Rob from the rich to give to the poor. Lead by a knight that came back from the war to a family that was driven off and a home that was plundered and sold. He now leads a group of bandits trying to tip the scales in the favor of the common person. The Robbin Hood is a Human Ranger, the Little John is a Goliath Fighter named Tiny. A monk called Tucker is there, as the Will Scarlet figure is a Orc assassin, Arendale is a Bard named Chipdale. And Much the Millers Son, now ranger thanks to getting cought with a nobles daughter, and Morice the More: A wondering swordsmen that owes the Robin Hood his life.
Sisters of the Garden: A group of dryads that once enjoyed the company of others and provided all manner of medicinal plants, but after the youngest of their group was attacked horridly by outsiders they have become weary of people. Made worse they are so lonely they may open themselves up to another attack.
Troller, Troller, and Troller: A trio of troll brothers that guard the entrance of a cave that leads to the safest and fastest rout to the swamp. Easily bribed with shinnies, food, and beer. Still trolls so still dangerous.
Trojorn Clan: A group of Centaurs that have suffered greatly due to the predations of slavers. Will frequently attack humans they come across because of this, though more willing to deal with wood elves. Acts of kindness can placate them.
Troll Cave; It’s a passageway, and one that leads to a boss fight with a young black dragon.
Swamp of Despair: Lovly place to visit, mosquitors are apain. Pitty the Black Dragon living there makes visiting it hazardous to one’s life.
Shadow Scales: A group lizardmen, lead by a lizard King and his three lizard queen mates, he is looking for ways to conquore the city. Allied with the dragon because of this.
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Slimbogos: A swamp dwelling tribe of goblins that act as the dinner of the dragon more times than not but also serve as his eyes and ears in the city. Lead by a half dragon/half goblin child of the Elder Black Dragon Tragen.
Villar Lecus: A Sahagan (evil fish people, like people as snacks, hate merfolk and sea elves with a passion). Village. Made up of the fish people that can handle both sea and fresh water like bull sharks, they are lead by a baron named Zambi. They see the dragon as a easy source of meat to come their way, and his half dragonahagen daughter acts as Zambi’s bride and diplomat for the beast.
Klipplies: Kobolds that seek a dragon to tailkiss to. The black dragon is the current one they follow.
Tragan: An exemplar of his kind, Tragon is both cruel, vicious, and cunning. He has lived long enough to see the rise and fall of several dynasties in the regon, and its on his bucket list to be the cause of this one’s fall. He enjoys mocking his prey, toying with them sweatens the meat to him.
Riverboos: A village of Forest Gnomes trying to reclaim the swamp. Before the dragon claimed it, it was theirs but he drove them off and allowed all manner of monsters to fill their home. Small in number, they may be of help to the PCs.
Children of the Dragon: Seven half drago and 2 regular dragon childen of Tragan. Most of the time a black dragon male would hunt, toy with, then eat their progeny but he thinks bigger. As such, they re his tools. The young dragon in the cave is his youngest. As an adult one that is finding its own territory that may come into play. His other children include
Smold Smold: Half Goblin with the best and worst traits of both creatures.
Glipha: Half Sahagan, guid’s Zambi’s actions
Trogic: Half orc enforcer of the band of thieves competing with the Theives Guild.
Glamican: Cambrian Half Dragon inlauge with the Assassin’s guild. Has a fondness for her father, but given the choice will side with her mother more times than not (espesialy if they come to blows).
Zarheel: Half Drow. She was the end result of a trist so doesn’t know or care much about him until later, and he wants to use her in some big plans of his.
Master of Arms AKA the Butcher (real name bending): COmander of the City’s forces, he is league with his father to bring the city down. A man behind the man when it comes to leadership of the city, and if Tragon is slan, may take extra efforts to enforce his will on the city.
Need a 7th, potentially an infant that needs rescued along side its mother.
Just a first draft, but want to make this a first caampang after I try a couple of moduals. What do you think and what are your thoughts?