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*Dungeons & Dragons
1st Edition henchmen & hirelings side-mission mini-game
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<blockquote data-quote="Halivar" data-source="post: 5850593" data-attributes="member: 9327"><p>I'm running a ToEE game soon (with A1:SotU underneath Nulb), and I have in mind a pretty ambitious expansion of the plot around the ToEE, Nulb, Verouc, Hommlet, and the slavers from the A series. However, I also think my players may feel pressured to go in a bajillion different directions if I do.</p><p></p><p>So, I had an idea I'd like some input on. Plot elements surrounding the ToEE not directly related to the dungeon can be unveiled by side missions, that the players need not necessarily take on themselves, but instead send hirelings and henchmen to fulfill.</p><p></p><p>The basic idea is that the players will demonstrate their fighting prowess pretty early on in the game. By the time they reach Nulb, the denizens of that town will already know of their feats in Hommlet. Town NPC's or henchmen will inform the PC's that various factions are offering gold in exchange for help. For instance, if the party has an assassin henchmen, that henchmen will be approached by the local assassin's guild for help. If a paladin is in the group, they will be approached by a local "underground" church hiding in Nulb.</p><p></p><p>When a quest is accepted, the party can elect to fulfill the quest themselves, OR they can designate 1 or more henchmen and any number of hirelings to the quest instead (while they delve back into the ToEE). If the PC's elect to fulfill the quest via proxy, then a mini-game ensues while the PC's are in the dungeon (can be resolved at any time before the PC's return to town).</p><p></p><p>Each side-mission has the following stats:</p><ul> <li data-xf-list-type="ul">Faction</li> <li data-xf-list-type="ul">Opposing faction (optional)</li> <li data-xf-list-type="ul">Cost of execution</li> <li data-xf-list-type="ul">Reward</li> <li data-xf-list-type="ul">Required checks</li> </ul><p></p><p>The <strong>faction</strong> is the party granting the quest. Fulfilling the quest increases your standing with this faction, and advances their agenda, for good or ill.</p><p></p><p>The <strong>opposing faction</strong>, if any, is the party standing to lose from the successful conclusion of the quest. You will lose standing with this faction by taking this quest, and their agenda will incur harm.</p><p></p><p>The <strong>cost of execution</strong> is the money you must invest with your henchmen to acquire supplies, bribe officials, etc., necessary to complete the quest. As per the rules, henchmen will not use their own money unless you promise to repay with interest (and are historically good to your word).</p><p></p><p>The <strong>reward</strong> for successful execution is usually money. But it can also be information, non-pecuniary material help, or even access to an exceptional henchmen or hireling.</p><p></p><p><strong>Required checks</strong> are a list of checks that must be successfully performed in order to complete the quest and claim the reward. Checks can be of the following types:</p><ul> <li data-xf-list-type="ul">Thievery checks</li> <li data-xf-list-type="ul">Ability checks (roll d20, succeed if less than ability score)</li> <li data-xf-list-type="ul">Saving throws</li> <li data-xf-list-type="ul">Attacks vs AC</li> <li data-xf-list-type="ul">Assassination checks (if on a quest from the Assassin's Guild)</li> <li data-xf-list-type="ul">Magic spells</li> <li data-xf-list-type="ul">Percentile STR or CON ability checks</li> </ul><p>Thus the party must allocate henchmen and hirelings to the task they feel are sufficient to successful making the checks. In many ways, this is like a skill encounter in 4E.</p><p></p><p>If the party pursues side-quests using henchmen, they may often not have their best or favorite henchmen when they are delving dungeons, thus they will have to make greater use of hirelings to fill gaps in the ranks. They will also significantly affect the balance of power among the factions, opening up more campaign branches.</p><p></p><p>Any comments, criticisms, or suggestions?</p></blockquote><p></p>
[QUOTE="Halivar, post: 5850593, member: 9327"] I'm running a ToEE game soon (with A1:SotU underneath Nulb), and I have in mind a pretty ambitious expansion of the plot around the ToEE, Nulb, Verouc, Hommlet, and the slavers from the A series. However, I also think my players may feel pressured to go in a bajillion different directions if I do. So, I had an idea I'd like some input on. Plot elements surrounding the ToEE not directly related to the dungeon can be unveiled by side missions, that the players need not necessarily take on themselves, but instead send hirelings and henchmen to fulfill. The basic idea is that the players will demonstrate their fighting prowess pretty early on in the game. By the time they reach Nulb, the denizens of that town will already know of their feats in Hommlet. Town NPC's or henchmen will inform the PC's that various factions are offering gold in exchange for help. For instance, if the party has an assassin henchmen, that henchmen will be approached by the local assassin's guild for help. If a paladin is in the group, they will be approached by a local "underground" church hiding in Nulb. When a quest is accepted, the party can elect to fulfill the quest themselves, OR they can designate 1 or more henchmen and any number of hirelings to the quest instead (while they delve back into the ToEE). If the PC's elect to fulfill the quest via proxy, then a mini-game ensues while the PC's are in the dungeon (can be resolved at any time before the PC's return to town). Each side-mission has the following stats: [LIST] [*]Faction [*]Opposing faction (optional) [*]Cost of execution [*]Reward [*]Required checks [/LIST] The [b]faction[/b] is the party granting the quest. Fulfilling the quest increases your standing with this faction, and advances their agenda, for good or ill. The [b]opposing faction[/b], if any, is the party standing to lose from the successful conclusion of the quest. You will lose standing with this faction by taking this quest, and their agenda will incur harm. The [b]cost of execution[/b] is the money you must invest with your henchmen to acquire supplies, bribe officials, etc., necessary to complete the quest. As per the rules, henchmen will not use their own money unless you promise to repay with interest (and are historically good to your word). The [b]reward[/b] for successful execution is usually money. But it can also be information, non-pecuniary material help, or even access to an exceptional henchmen or hireling. [b]Required checks[/b] are a list of checks that must be successfully performed in order to complete the quest and claim the reward. Checks can be of the following types: [LIST] [*]Thievery checks [*]Ability checks (roll d20, succeed if less than ability score) [*]Saving throws [*]Attacks vs AC [*]Assassination checks (if on a quest from the Assassin's Guild) [*]Magic spells [*]Percentile STR or CON ability checks [/LIST] Thus the party must allocate henchmen and hirelings to the task they feel are sufficient to successful making the checks. In many ways, this is like a skill encounter in 4E. If the party pursues side-quests using henchmen, they may often not have their best or favorite henchmen when they are delving dungeons, thus they will have to make greater use of hirelings to fill gaps in the ranks. They will also significantly affect the balance of power among the factions, opening up more campaign branches. Any comments, criticisms, or suggestions? [/QUOTE]
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