I'm currently running some players through RttToEE and I'm looking for a little help with a situation that may pop up during the next session. I think my players may try to bluff their way into one of the temples by getting themselves hired as mercenaries. I have two reasons to think this: first, the players have played the ToEE computer game which featured the ability to be join and work for the elemental temples and second, when they arrived in Rastor I described how even though it was an isolated dying little hamlet they were not surprised to see a group of fighting men show up since small groups often stop by the village en route to some sort of work at the temple in the Stalagos. I even described a couple of dark characters waiting in the Grey Lodge (they are waiting for whomever it is that the temple(s) send to get recruits).
All I have worked out so far is that the temples recruit from various places, the orcs and nearby trolls are given as examples of possible future recruits, the kuo-toa and troglodytes were recruited in the past, and some of the cultists in Hommlet came from an affiliated subcult. I reckon that the human mercenaries in the CRM are recruited from amongst these subcults and other associated vile organizations. The two men I placed in the Gray Lodge are members of a cutthroat gang of thieves who had to get out of Dodge and heard that there was work outside Rastor. One of the temple priests probably figured he could afford to beef up his force (preparatory to an attack on another temple of course) and sent word to various evil groups that he was hiring.
Now I figure that it shouldn't be too easy for the players to insert themselves into the temples and start going Yojimbo on everyone, but I don't want it to be (or seem) impossible either. I am worried that by bypassing the gates and possibly playing the temples off of one another they may make the CRM much easier than intended.
Which temples both need more muscle and can afford it? What will they pay? I reckon they will see and/or believe that the players are fairly experienced, will this scare them? Can they afford what are basically four right-hand men (judging by their current rosters). Will they have to prove themselves first? How? Perform or aid in some despicable deed?
The water temple with its planned attack on the fire temple seems like a natural for the who and why, but will that make taking out two of the stronger temples too easy? (by attacking fire along with water's help, and sandbagging so water eats it hard during that fight). I was thinking maybe something with the arena to prove themselves, but I'm not sure. I'm also divided on whether the 'temple quests' should be things they'll have to do in the module anyway (kill Vranthis let's say) or something extra (recruit trolls that are mentioned as living nearby). I think proving themselves will involve a task, some bluffing and good roleplaying, and possibly splitting up the party ('we can only afford two of you, take it or leave it') which will be easy enough since it is 2 players and 2 npcs including Xaod who won't want/be able to take part anyway.
Basically any help or ideas on how you would (or wouldn't!) run possible inner-CRM intrigue involving the players as agents.
All I have worked out so far is that the temples recruit from various places, the orcs and nearby trolls are given as examples of possible future recruits, the kuo-toa and troglodytes were recruited in the past, and some of the cultists in Hommlet came from an affiliated subcult. I reckon that the human mercenaries in the CRM are recruited from amongst these subcults and other associated vile organizations. The two men I placed in the Gray Lodge are members of a cutthroat gang of thieves who had to get out of Dodge and heard that there was work outside Rastor. One of the temple priests probably figured he could afford to beef up his force (preparatory to an attack on another temple of course) and sent word to various evil groups that he was hiring.
Now I figure that it shouldn't be too easy for the players to insert themselves into the temples and start going Yojimbo on everyone, but I don't want it to be (or seem) impossible either. I am worried that by bypassing the gates and possibly playing the temples off of one another they may make the CRM much easier than intended.
Which temples both need more muscle and can afford it? What will they pay? I reckon they will see and/or believe that the players are fairly experienced, will this scare them? Can they afford what are basically four right-hand men (judging by their current rosters). Will they have to prove themselves first? How? Perform or aid in some despicable deed?
The water temple with its planned attack on the fire temple seems like a natural for the who and why, but will that make taking out two of the stronger temples too easy? (by attacking fire along with water's help, and sandbagging so water eats it hard during that fight). I was thinking maybe something with the arena to prove themselves, but I'm not sure. I'm also divided on whether the 'temple quests' should be things they'll have to do in the module anyway (kill Vranthis let's say) or something extra (recruit trolls that are mentioned as living nearby). I think proving themselves will involve a task, some bluffing and good roleplaying, and possibly splitting up the party ('we can only afford two of you, take it or leave it') which will be easy enough since it is 2 players and 2 npcs including Xaod who won't want/be able to take part anyway.
Basically any help or ideas on how you would (or wouldn't!) run possible inner-CRM intrigue involving the players as agents.