Best Ways to Increase the Fame of Your Adventuring Group

Numion

First Post
Hi,

The game is about being a member of, and running, an adventuring party. Thus, it's quite surprising that while many characters gain ultimate personal power, their adventuring groups still operate like amateurs; living from tavern to tavern, taking missions from shady/dirty old men in said taverns, their accomplishments unknown to all but those "in the know" (those in the know being the dirty old man who gave the mission and the adventurers themselves.)

Here are a few pointers how to take your adventuring group to the next level:

1) "Business cards"

Adventuring groups leave a lot of bodies behind in their line of work. Make that work to your advantage. One easy way is to order some nice arrows or other projectiles that have your groups name on them, with some kind of message, like:

"This Evil Was Vanquished by Companions of the Golden Goblet!"
"This Corpse Was Brought to You By Companions.."
"This Could be Your Nemesis Lying Here; Contact Us At.."

Just be sure to pack some ordinary arrows also; in case you have to open fire in crowd control situation or something.

Another similar, but less versatile idea is the Stamp Hammer. Have your normal war hammers or other bludgeoning instruments business end engraved with the mirror image of your groups logo. That way each skull that is bashed in with it will bear your trademark, and nobody else can claim the deed.

2) Decent Headquarters / Office

Forget living from tavern to tavern or campsite to campsite. You're not Aragorn. Fancy headquarters will instantly message everyone that you mean business and that you're professionals. Forget the usual inherited keep, and put your HQ in a large city. That way you'll generate more adventuring opportunities from wealthier clients. While you might be tempted by a wonky "adventuring" HQ where you both live and operate your business from, don't.

Have a separate office where you employ a hot receptionist who can meet prospective clients (adventure hooks), classify them according to expected pay / difficulty and otherwise keep your operation running. Locate the office in a busy street and turn nobody away; you can increase fame by doing some pro-bono problem solving for the less fortunate every now and then. Live in a different place from the office, preferably in an opulent mansion so you'll (again) message your success while distancing yourself from the ordinary rabble on an everyday basis.

Rent everything - the DM will probably destroy both places at some point, and don't get attached to the receptionist. She'll no doubt get kidnapped.

You might want to make the office waiting room a kind of museum of your past exploits. Have kill counts on the wall, memorabilia from defeated BBEGs.

3) Organize a Party at Your Mansion

That's one of the most efficient ways of increasing your fame. It will probably even catch the DM a bit off guard, since it's usually the adventurers who get invited to some boring nobles party (which itself will turn into an adventure). Invite the cream of the society - this is a good way to discreetly look out for adventuring hooks with hefty payouts, and to get a general feel of the citys power structure. Don't invite the mysterious stranger from the tavern; you've moved on.

Spare no expense; your opulent lifestyle will tell the attending nobles quite clearly that your services are expensive - saves you time haggling later on.

This maneuver involves some risks, however. For example, you might be tempted to use your characters perform skill. Otherwise nice, but the DM might force a roll instead of take 10, and you might roll a "1" and look like a dork. Just hire a good band instead. There's also the risk of the DM trying to subvert your moment in the spotlight into an adventure. This is a tricky one.

You don't want to appear decked out for adventuring in your garden party, but you want to be ready in any case for trouble. Keep all discrete magic items handy / hidden nearby (but make sure the guests don't steal anything. Patting down a suspect noble when he/she's leaving might be embarrassing, but it's better than losing a valuable magic item), and use some choice illusions to make you look respectable while still being ready for action.



This advice should get you started. Do you have any worthy advice? Post it here, comments are welcome also!
 

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Yeah, hire Bards and have them sing your praises.

Plus ask yourself, does no one know about what the party has done? There were no witnesses? No innocent bystanders?

If there were, their fame spreads.
 

We used to hire a bard, and his job was to ride a day ahead of us, singing our praises and prepping the town for our arrival.

Wearing a uniform is a great way to get attention. If everyone wears the same colours... it really helps. Especially if your armed soldiers (every adventurer needs a retinue) and non-combatant attendants wear the same basic uniform.

Make a list of simple rules that your group must follow. And don't hesitate to pass them around. If everyone knows that "Herrik's company" always follow the "Three big rules: 1) Never work against the Alhadrian Crown, 2) Never harm an innocent, and 3) Give some of your profit back to the poor", it's really going to be easy for people to memorize. And they'll brign it up among themselves, expand upon it, and make you look like the heroes that you surely are.

Trophies are always great, too. When you kill that dragon, wear it's skin as armour when you go into town, ignoring the fact that your AC is gonna drop by a few points. Your fame should skyrocket. And if you proudly have isnignia on your mount that says "hey, I killed a demon!", people are going to love that, too.

Oh, and get a mount. The stranger, the better. Celestial Horses are great. Giant badgers are nifty. But get yourself a griffon, or something like that. Because, that's pretty cool.
 

Wik said:
Wearing a uniform is a great way to get attention. If everyone wears the same colours... it really helps. Especially if your armed soldiers (every adventurer needs a retinue) and non-combatant attendants wear the same basic uniform.
To follow up on this: tie it all together by naming your adventuring Company after the most significant piece of your uniform or dress; examples: The Company of the Green Cloak (in play right now, in fact), the Order of the Golden Shield, Silverhelm Incorporated, etc.

This is assuming, of course, you can get your fellow players to buy in to the Company concept...not all players (or all PCs, in character) will.

Oh, and get a mount. The stranger, the better. Celestial Horses are great. Giant badgers are nifty. But get yourself a griffon, or something like that. Because, that's pretty cool.
Provided the town will allow them in... :)

Lanefan
 

I'm running Vault of Larin Karr and ruled that the wizard Crus is not interested in helping the party unless they prove they're not just the next batch of dead bodies. They were quite unfriendly they met Crus, too, so that didn't help. And they haven't thought of giving him the 150 books they found. But last session they killed two Ettins in an abandoned village and invited all the big shots in Twain to a banquet to celebrate. News of that will certainly spread to the other villages.
 

4) Don't dump Charisma

You wanna dump Charisma. Don't dump Charisma. Ain't nobody wanna see your 8-Charisma-having-@#$ at the royal ball anyway. Make it a 12, or a 10 if you really gotta, and work those circumstance modifiers by taking a bath for a change! Amazing what that soap ish will do in your historically-researched medieval-style campaign settings. Shoot, even in Renaissance settings, a hot bath and actual soap is good for a +2 at least. So, again, in closing:

don't dump Charisma
buy some SOAP

You can wait a couple gold pieces to buy that cloak of resistance, anyway. Heck, get famous enough, and somebody might even spot you a "loan." Now that's a return on investment!
 

Imp said:
4) Don't dump Charisma

You wanna dump Charisma. Don't dump Charisma. Ain't nobody wanna see your 8-Charisma-having-@#$ at the royal ball anyway. Make it a 12, or a 10 if you really gotta, and work those circumstance modifiers by taking a bath for a change! Amazing what that soap ish will do in your historically-researched medieval-style campaign settings. Shoot, even in Renaissance settings, a hot bath and actual soap is good for a +2 at least. So, again, in closing:

don't dump Charisma
buy some SOAP

Good advice, even though I am a bit of a powergamer. High CHA means access. Access to important people means money. On a related note:

5) Adventuring Outfit Is Not Your Only Outfit

Don't look like a vagabond. Clothes are relatively cheap. Get that royal level outfit and even some non-magical jewelry. I know, you're tempted to prance around in that +5 Full Plate all the time, but you'll just distance yourself from everybody else - a bit like walking around IRL with flack west. Most cities like to limit weapons to rapiers / longswords for nobles. So act like a noble and get a jewelled rapier as a back-up weapon.

You'll still need your adventuring outfit, because adventuring will mess up your good outfit in no time.

You can wait a couple gold pieces to buy that cloak of resistance, anyway. Heck, get famous enough, and somebody might even spot you a "loan." Now that's a return on investment!

If you find somebody who's willing to loan money to adventurers, the person is very gullible and you should leech him out of his money :cool:
 

6) When appropriate, take prisoners and appear at their trial.

Sure appearing in court as a witness cuts down on your adventuring time, but nothing says you uphold the law and justice (even if you really don't) than your willingness to testify against the merchant who hired the Necromancer and his zombie horde.
 

Thornir Alekeg said:
6) When appropriate, take prisoners and appear at their trial.

Sure appearing in court as a witness cuts down on your adventuring time, but nothing says you uphold the law and justice (even if you really don't) than your willingness to testify against the merchant who hired the Necromancer and his zombie horde.

That sends completely wrong message, and the precedent it sets would be bad for adventuring business everywhere. You don't want the freewheeling adventuring business be bogged down by laws and rules. Think Blackwater, not the Police Department.
 

Techniques used my last campaign.

1. Have the party bard tell your adventuring stories in the small town taverns.
2. Name the group, carry a disictive piece of equipment ie (Thundering Hooves, carry shields w/pegusi hearldry)
3. Only if asked, spin the fact that you killed an looted them from villians, by saying that you were trying to redeem the honor of the prior shield owners (an order of knights that slaughtered 100's of elven civilians.)
4. Commision magic horseshoes that throw illusionary sparks on command.
5. Host a tourney, make sure any PCs entering put on a good show, but loose/withdraw before the final bout.
6. Don't Kill a culturally supported neutral Priest in is own temple. doh.
 
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