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Faction Notes

As you create a faction, the fields below are key. Keep notes and add to them as more is discovered through play.

What to capture

The blueprint tells you what the faction is. Your notes capture what you picked, rolled, mapped, and named while composing it.

Field Description
Identity
    Name The faction's name.
    Blueprint / theme Which blueprint and theme was composed.
    Faction CR The Faction CR.
    Region / hex Where the faction lair sits on the map.
    Parent settlement Settlement, if any.
Creatures (one formation or individual per row)
    Category Type or role, such as leader, soldier, etc.
    Name / Description Count and composition, or the name for an NPC.
Features
    Personality Rolled result.
    Origin Rolled result.
    Goal Rolled result.
    Trouble Rolled result.
    Lair Defenses Such as traps, alarms, walls
Hoard
    Coins & Gems gp total, notable gems, location
    Magic items Names, location or who carries.
Locations (one Location per row)
    Location Name.
    Notes Description, defenses, creatures, position, depth.
Nearby
    Settlements Places the faction preys on or trades with.
    Factions Rivals, allies, etc.
Notes
    Notes, current events, trouble Situations, events, other details.

Worked example: The Bloodclaw Kobold warren

A random encounter results in the characters finding footprints determined to be from kobolds. You open the Kobolds blueprint and pick the Beast Master theme because there are many wild animals in the area and you decide the kobolds would have some as pets.

Identity

  • Name: Bloodclaw Warren
  • Blueprint / theme: Kobolds — Beast Master
  • Faction CR: 4
  • Region: East foothills of the Iron Ridge, hex 5.9
  • Parent: none

Creatures

Category Name / Description
Bands 10 Kobold Bands (10 Kobolds + 1 Overseer)
Rat Pack 20 Giants Rats + 1 Taskmaster
Wolf Riders 2 x (2 Skirmishers riding 2 Dire Wolves)
Spider Riders 2 Skirmishers riding 2 Giant Spiders
Sorcerer Bands 2 x (6 Kobolds + 1 Sorcerer)
Leader Chieftain Vex the Cleaver
Priest Sif the Elder

Features

  • Personality: Vicious
  • Origin: Fled a dragon that once ruled them
  • Goal: Kidnap eggs from a rival to build numbers
  • Trouble: A rival warren is probing the outer tunnels
  • Lair Defenses picked: Pit Trap, Poison Arrow Trap, Tripwire with Tin Rattles, Ambush Nook, Hidden Escape Tunnel

Hoard

  • Coins: 1,000 gp
  • Gems: 3 obsidian shards (25 gp each), 2 amber pieces (25 each), 2 rough garnet (50 each), 1 cave pearl (50), 1 chipped ruby (100), 1 jade fragment (100). Total ~475 gp.
  • Magic items:
    • Potion of Climbing (held by Vex).
    • Wand of Web (3 charges, held by a Sorcerer).
    • Boots of Elvenkind (held by Vex).
    • +1 spear (held by Vex).
    • Spell scroll of magic missile (held by a Sorcerer).

Locations

Location Notes
Warren Mouth Pit Trap (upper level)
Sentry Nook Poison Arrow Trap; always guarded (upper level)
Hidden Entry Tripwire with Tin Rattles (upper level)
Midden (upper level)
Nesting Burrow (middle level)
Beast Pen Wolves and spiders housed here (middle level)
Feeding Pit (middle level)
Gathering Den (middle level)
Prisoner Pit (middle level)
Dispute Pit (middle level)
Hatchery (lower level)
Watering Pool (lower level)
Chief's Chamber Vex's throne. Ambush Nook. Main hoard here. (lower level)
Trophy Den (lower level)
Warren Shrine Sif the Elder presides. Hidden Escape Tunnel. (lower level)

Nearby

  • Highfall Village — preyed on, last raid took sheep.
  • Bone Crag Warren — rival kobold tribe.
  • Old Dwarven Delve — three days east; kobolds might scavenge here if pressed.

Notes

  • Sif the Elder knows Bone Crag is planning a coordinated raid at the next dark moon.
  • Vex's vicious reputation. Left body parts at Highfall Village as warnings.
  • PCs tracked a raiding party from Highfall to the Warren Mouth.