Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 22, 2012 2:24:10 GMT -7
Okay, so along the lines of the background on Avarice, I'd like to start a Bounty Hunting Guild. Maybe he could use his relationship with Pierre to make it happen. It wouldn't amount to much in monetary gain (not at this point, anyways) but the real motivation would be that as the guildmaster, he would verify a potential bounty hunter's skills prior to issuing the appropriate license allowing him to collect bounties within the city. It cost something like 20 GP, renewed annually and you have to present it to the treasurer when collecting on bounties in order to get paid. The city can tax it, and all that yada yada yada... which should totally sell Pierre. During the process of evaluating, Avarice would request proof of specific deeds, those involving ruins with a "hellish flavor" if you will. This would be an unassuming way to continue his search for the ruins in the area without runing around solo in between sessions, and it would increase his standing in the town (not by much, but enough to irritate Thran some more ) plus, I'm sure it could offer all sorts of interesting plot hooks for the adventure guild, which Avarice would absolutely still be a part of. Not to mention that it could allow a new BH character to roll right in smoothly. just trying to find an impersonal way for him to be working towards his goals without sidetracking anything else. Plus, it gives me shit to write about lol. What do you think?
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Post by Danny on Nov 22, 2012 9:46:21 GMT -7
Pierre's organization(which is basically the merchants' guild) calls itself The Guild and dislikes that McGinty declared one day that he runs "The Adventurers Guild" so basically, you're totally free to declare yourself leader of an organization you made up.
Most likely, Pierre wouldn't support it, but he doesn't interfere with the Adventurers Guild so wouldn't stop you either.
I like the idea of strong-arming bounty hunters to buy a license from you too, it's like a cool organized crime thing
If you get enough money, you could rent a building and declare it your Guildhouse too.
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 27, 2012 23:43:46 GMT -7
Danny, I'm shooting for the 3 Bounty Hunter's I'm speaking to in the Inn to be by Lieutenants... and retainers. Not sure what roles need to be made, or how much money I have to lay down, but let me know. I'll continue to roleplay the arrangement once I know you're cool with it. I've got x weeks to get it poppin, so just let me know. Also, if you ever do any D&D get togethers that fall on a Mon - Wed, shoot me a message... I'm available on those days, and I need something to spend my time doing.
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Post by Danny on Nov 27, 2012 23:51:00 GMT -7
I'm totally cool with that, but I thought you were talking to 4 bounty hunters? Merrith, Jacinth, Merrick, and Lokiin right? EDIT: Also check the Letters and Notes section, you have mail
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 27, 2012 23:59:04 GMT -7
Yeah, that's right... I probably mixed merrith and merrick up... but I'll make them twins... as soon as I get that ok Also, I've seen the note.. still mulling that one over.
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Post by Danny on Nov 28, 2012 0:02:22 GMT -7
Either way's cool with me, if Merrick/Merrith was just a typo, then I can update my notes to be just the three.(Merrith, Jacinth, and Lokiin)
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 28, 2012 0:07:59 GMT -7
It's serendipity! I love the idea of twins. I'll keep it that way. Should help me out (or hurt me, depending) if one of them trys to leave and the other wants to stay.
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Post by Danny on Nov 28, 2012 0:16:37 GMT -7
Hah, okay! Four members it is. Did you want to flesh them out more yourself or did you want me to do the honors?(I'm totally down for doing the work, but I tend to make adventurers a bit weird)
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 28, 2012 0:52:37 GMT -7
I've got the time, if it's all the same to you. I'll make the character pics and post them under Avarice's profile. After that, you're free to use them for hooks and such in future games. I'm not planning on taking them on Adventures or anything, more like a force to flesh out the Guild while we're away. Is there a mechanic for them to go collect ears and shit in the background? Let me know how you want to move forward with that. Am I good to continue with scheming and such?
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Post by Danny on Nov 28, 2012 9:13:48 GMT -7
Okay, that sounds good, but it sounds like they're hirelings, since they won't be traveling with you and getting a treasure share on adventures. I'll come up with a good weekly pay amount for them based on the experts already listed in my books.
There's no way for them to kill monsters and collect their parts(ears or otherwise) in the background, because D&D's all about the players any NPCs are more likely to die while fighting monsters. In addtion, they're subject to the same rules as any other NPCs, they're roleplayed by the DM and the DM may edit them if they don't fit the setting.
Feel free to keep scheming, scheming makes the world go 'round!
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 28, 2012 13:57:20 GMT -7
Based on your answer I'll keep them as retainers, then, so that I can actively use them if I choose/need to at some point. What are the small apartments renting for? Can they house 5 peeps?
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Post by Danny on Nov 28, 2012 14:44:36 GMT -7
You can't choose to have retainers. It's like an evolution of the hireling relationship. They work for you awhile and if it's a good relationship, then they become retainers!
EDIT: Ignore this, I was being dumb!
Small apartments are single room dwellings, about 10'x10', very small! Your newfound friends would probably not find such lodgings very comfortable to share, but it depends on how rugged they are!
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 28, 2012 17:28:45 GMT -7
okay, gotcha. So basically they start as hirelings, and evolve into retainers? But until they evolve, they can't gain levels or anything? Is that a house rule thing, or is that from that big ass black book you have? I tried finding it in the blue/red books you sent me, but this is all i could find - B21 from the Moldvay, although it references the Cook book for hirelings (X21. X22) it doesn't say anything about them, unless the mercenaries and specialists are the hirelings. If so, it sounds like to me that retainers are beginners stuff, and hirelings (specialists and mercenaries) are for bigger groups.
Am I reading this stuff wrong? If not, then the way i took it all is that I'm supposed to make offers to retainers if they're available and then roll to see if they accept. If they do, they stay around as long as they don't fail morale checks. They're expected to take the same risks that the party does, but they roll loyalty checks at the end of every adventure against a morale of 7 for me, which I can temporarily increase (with the DM's Approval) with money or gear or guestures.
Please help me figure out where I'm going wrong here!!!
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Post by Danny on Nov 28, 2012 22:23:56 GMT -7
Sorry about that, it was my mistake. I was giving you the rules from 2nd edition AD&D. I'm using the Basic D&D rules for this game which are on B21 of Moldvay:
A retainer (or hireling) is a person hired by a player character (PC) to aid that character on an adventure. The number of retainers who will follow a PC is limited by that character's Charisma score. (4 + adjustment so between 1 and 7)
The DM must decide what a good rate of pay would be, but this usually includes a guaranteed minimum fee and a partial share of any treasure found ... Employers are expected to buy equipment and food for their retainers as well as pay their fees.
This is where it gets weird. X21 from the Expert book calls them Specialists and Mercenaries instead of Hirelings, but it's the same thing.
During the game, characters may need to hire NPCs with training or special skills in a certain area. These people are known as specialists. Specialists are not retainers and they will not go on adventures. However, a character may hire as many specialists as can be afforded.
Basically, the key difference is that Retainers go into dungeons and you pay them with a fee and partial treasure share during adventures, and Specialists are paid a monthly salary to do specific jobs for you.
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Kelz
Superhero
Posts: 311
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Post by Kelz on Nov 28, 2012 23:41:10 GMT -7
So, then do I get to choose which ones they are? If so, I might go with a small mercenary faction... j/j. I'd like them to be retainers if it's up to me. I hate that they might leave every adventure, but I can always throw more cash at them I guess. Thanks for helping me out on this... do they all have to be Bounty Hunters, or can I mix them up? The only one I'm done designing is Zokiin, and she's got throwing daggers and a short sword... for now. Let me know if I can switch them up... 4 blunt wielding dudes isn't as fun.. but I've got plans if that is the case as well. Thanks again.
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