Post by Jacob Tanner on Aug 17, 2017 14:25:48 GMT -8
The Tyran military was old, tried and true. Dedicated defenders of the realm that toted treaties and alliances with many influential families, kingdoms, and city-states. But... they couldn't be everywhere at once. While the military was always strategically positioned in areas offering the biggest tactical advantages, too often the aberrant magical or mythical threat would appear in places the army was stretched too thin. More than capable of allocating the resources to go and face such an enemy, it wasn't always the most advantageous decision to move entire divisions around the map to deal with a single foe. Men needed resources to make those kinds of maneuvers and neither men nor resource were cheap. It was times like these that the military opened up such dilemmas to contract, available to any able body willing to fight.
Enter the Middlemen Group. A collection of Tyran's irregulars, the Middlemen Group is not an official title nor recognized faction. Yet despite their lack of official standing, the citizenry usually responds with relief when they show up to do battle with the monsters at the gate. At its core, it is a rather simple idea: Local military garrisons post special contracts on the notice boards of major towns and cities. Adventurers by and large show up to assist the army, thus allowing them to focus their attention and supplies where they were more needed.
In exchange, the attending Maester imparts wisdom or profit.
The Rules:
This quest type has a very simple setup. Perfect for those who enjoy free-form with a touch of combat structure.
Before each attack, roll a 1d20. 1 is a fail; your attack misses and your character looks a bit silly (I can add varying degrees of failure if the people in the quest want it). 20 is a critical hit; you get to roll 2d4 instead of the normal 1d4 for damage. Rolling a 2-19 is considered a normal hit, but for extra RP you can take those numbers into consideration if you desire. For example, roll a 2 and you still hit, but it was sloppy. 19 is also a hit, but was almost perfect. Up to you if you use this; I will be.
Combat:
This is what it will look like for a miss/hit/crit:
Miss:
Prior to attack: /r d20 --outcome is 1 and attack misses:
Player RPs the miss, perhaps taking into account the mistakes that led to the miss.
Hit:
Prior to attack: /r d20 --outcome is 10 and attack is successful:
Player rolls 1d4 for damage.
Player RPs the hit, perhaps taking into account the averageness of a 10.
Critical hit:
Prior to attack: /r d20 --outcome is 20 and attack is critical:
Player rolls 2d4 for damage.
Player RPs the critical hit, perhaps taking into account the awesomeness of a 20.
All players have 30 HP. Healing is not currently allowed during combat. At 0 HP your character passes out due to the trauma. You are not without hope though! Every time you get hurt you gain +1 rage point. Once you have 6 points your next attack is an automatic critical hit!!
So, how do you win? Just kill the monster (monsters will differ over time). When the battle is over, the Maester will survey the battlefield and give you a choice of reward!
But beware, you CAN lose. If every player character is knocked out, the monster wins! The army will move in and pull you out before withdrawing. If the group wins, but your character is unconscious at the end of the battle, you will get a reduced reward since the Maester had to tend to your wounds.
Standby for contract postings!
Enter the Middlemen Group. A collection of Tyran's irregulars, the Middlemen Group is not an official title nor recognized faction. Yet despite their lack of official standing, the citizenry usually responds with relief when they show up to do battle with the monsters at the gate. At its core, it is a rather simple idea: Local military garrisons post special contracts on the notice boards of major towns and cities. Adventurers by and large show up to assist the army, thus allowing them to focus their attention and supplies where they were more needed.
In exchange, the attending Maester imparts wisdom or profit.
The Rules:
This quest type has a very simple setup. Perfect for those who enjoy free-form with a touch of combat structure.
Before each attack, roll a 1d20. 1 is a fail; your attack misses and your character looks a bit silly (I can add varying degrees of failure if the people in the quest want it). 20 is a critical hit; you get to roll 2d4 instead of the normal 1d4 for damage. Rolling a 2-19 is considered a normal hit, but for extra RP you can take those numbers into consideration if you desire. For example, roll a 2 and you still hit, but it was sloppy. 19 is also a hit, but was almost perfect. Up to you if you use this; I will be.
Combat:
This is what it will look like for a miss/hit/crit:
Miss:
Prior to attack: /r d20 --outcome is 1 and attack misses:
Player RPs the miss, perhaps taking into account the mistakes that led to the miss.
Hit:
Prior to attack: /r d20 --outcome is 10 and attack is successful:
Player rolls 1d4 for damage.
Player RPs the hit, perhaps taking into account the averageness of a 10.
Critical hit:
Prior to attack: /r d20 --outcome is 20 and attack is critical:
Player rolls 2d4 for damage.
Player RPs the critical hit, perhaps taking into account the awesomeness of a 20.
All players have 30 HP. Healing is not currently allowed during combat. At 0 HP your character passes out due to the trauma. You are not without hope though! Every time you get hurt you gain +1 rage point. Once you have 6 points your next attack is an automatic critical hit!!
So, how do you win? Just kill the monster (monsters will differ over time). When the battle is over, the Maester will survey the battlefield and give you a choice of reward!
But beware, you CAN lose. If every player character is knocked out, the monster wins! The army will move in and pull you out before withdrawing. If the group wins, but your character is unconscious at the end of the battle, you will get a reduced reward since the Maester had to tend to your wounds.
Standby for contract postings!