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Post by noximperitor on Sept 23, 2014 18:43:19 GMT -7
I have a proposition to put forth for those who are not above a little scum and villainy. For those of the Good Alignment, look away or be blinded by the red wall! (Joke about detect evil spell) You are still looking? Good for you! Here is the proposal. This is a session idea that might turn and expand into an actual story arc, but for now it is just an idea I have had and wish to try out. What this boils down to is getting together a crew of skilled, professional crooks, and to join together into a Guild. Names for the guild will be discussed later, but the purpose will be to go onto missions that require thieving, stealing, hijacking, kidnapping, etc. All social and skills, little to no combat (as we aren't built for that stuff) will be the center of rolls. Targets will be discussed in the hideout (also to be made/discussed/approved/etc) and it will provide housing for those who need it, along with the necessities of living (food/beds/water/etc). A charter will be drawn up, marking the shares that members can collect, detailing the positions of leadership in the Guild, and other stuff that a Guild needs in order to prosper and survive, including the Code of Conduct (laws that the guild will impose so we don't get caught and to protect members). Once more areas have opened up, members might be sent to set up new branches. This will be for those who wish to use their brains, skills, and quick thinking in order to survive in this world and make it big. Those who DM: Tell me if you would like to DM this kind of game. Those who Play: Tell me if you support the idea. Those who aren't interested: Support it anyways
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Ash
Approvals
This world is only big enough for one loli.
Posts: 277
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Post by Ash on Sept 23, 2014 19:19:41 GMT -7
As I player I was considering doing something similar to this, however for more of a general adventurer's guild where players could put their shops/requests/whatever. That said, as regular players I don't know if we're actually allowed to world build like that without lots of money.
So yes, I support the idea if it's allowed.
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Post by dragonus45 on Sept 24, 2014 6:55:09 GMT -7
This is straight up my alley.
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Nosaj
Realm Watch
Posts: 37
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Post by Nosaj on Sept 24, 2014 12:31:16 GMT -7
I approve.
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Post by noximperitor on Sept 24, 2014 17:27:50 GMT -7
This is going to be rough draft of the charter that I will be using for the group.
Name: "The Suicide Kings" (just cause the mythos about that title is cool) or "Dead Man's Hand"
Guild Master: "The Dealer" Lieutenants: "Hands" or "Blades" or "Queen/Jack/King" and follow the suits to denote the district they work in as in Clubs get slums, diamonds get Crown District, etc Soldiers: "The Chips" or "7 of clubs/2 of Spades/etc"
Levels of Difficulty of Jobs: D-Rank = Easiest C-Rank = Easy B-Rank = Normal A-Rank = Difficult S-Rank = Only those confident in their abilities should try it
Loot Distribution: Standard Fair: If you and a group of X go on a job, you will get 1/x+1 shares. This extra share comes in as a tax to keep the guild functioning. If you go alone on a mission and succeed, you get the entire thing, minus a % that will be donated to the guild to keep it running. There will be times when the guild will do a guild wide mission, and the profits will be distributed to all members equally. There may also be competitions, and the winners will get the full prize with no deduction at all.
The Code of Conduct: 1. The Guild Master's Rule is law. 2. No cheating a fellow member out of their share of the loot. 3. No member will steal from another member. 4. Revealing of Guild Information is punishable by removal of tongue and thumbs. They will be then disowned and thrown into the sewers. 5. Be loyal to thy Brothers/Sisters. 6. The Hideout is open to all who need shelter, but not those who flee from murder. 7. You must at least go on one mission for the guild a week. Notice/Special Circumstances can wave this rule.
Code of Conduct While on Mission: 1. Avoid killing when possible. 2. Don't get greedy. 3. Leave no one behind. 4. Be prepared for anything. 5. Follow your gut.
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Post by noximperitor on Sept 24, 2014 21:21:22 GMT -7
Fluff Addition (Work in Progress)
Having worked with several groups over her adventuring career, Azziel stopped one night in the Golden Plow. Ordering a mulled and spiced wine, she sat next to the fire, with most of the patrons either drunk or engaged with...other activities, she was left in relative peace. She thought over her near death experiences, a finger faintly tracing a new scar on her cheek, and came to a conclusion. She was a cityborn, and the dangers outside the city she did not know at all, and that had nearly costed her life. It was a error she was loathe to repeat again, and knocked back the wine. If she was going to do any adventuring, it would be in the city she grew up in. It was big enough, and it had gotten much more lively than in the past with the influx of new adventurers. Considering her options as she waved another wine over, two choices presented themselves. One, to either remain a lone wolf and pinch what she could to survive. Or two, form her own adventuring party. She had seen the advantage in more people, and settled the debate in her mind. The deck finished its shuffling, and she was ready to deal.
The next morning, she started to put the word out, she was looking for adventurers who were of like mindset: wanted wealth, didn't want to die alone in the forest, were team players, and wanted a welcoming family. It started with a whisper here and there, a silver coin in a pocket here, and the rumors spread out like cards at a table. Grinning, she kept on her toes and avoided rival gangs who tried to squash the upstart. She had lived with a gang, and knew how the slum gangers worked. Though this made her question, in order to not have her party running around, she needed a base. An idea struck her, and she followed it, going down into the sewers in the Northern Docks District. It was out of the slums area, where most gangs resided, and would allow a new one to grow in relative safety. Plus, it was already home to sailors, just another name for rogues, just on water. Using her torch, she quickly found a side passage that was no located in the main artery, and followed it, before coming to an old ladder and trapdoor. Going up the ladder, she found herself in an abandoned house, curious, she searched around and found out why. Painted on the door was a yellow hand, a sign for illness. But, from the looks of it it was very old and worn out, and she assumed the superstitious commoners hadn't moved back into the building fearing plague. Chuckling at humans, she explored the house, and found a cellar as well, big enough to act as a meeting room. Nodding to herself, she had found a place to begin her new family.
She started to haul old furniture around, emptying most of the upper two floors to fill the basement and make the backrooms of the house comfortable. After that, she sad down in her new old leather seat in the cellar and pulled out a piece of parchment and ink, and started to write the rules of her organization.
After finishing it and double checking it, she nodded and leaned back, tapping the quill against her cheek, how to deal with those who sought to hurt her family. There was always death of course, but that just sparked more violence, and that would not do. Then, an idea came, and she jotted it down.
Death for death, an eye for an eye, a steal for a steal, jail for jail.....it all sounded good, but in order to cease all hostilities in a single strike, that would be glorious. So that came to a several options. To join the family together and to strike as one to lynch the heads of the enemy gang while their defenses were down. To whittle away at their forces, abducting one here, killing another there, leaving the bodies in plain view to show who was boss. She even thought of an evil...dark...method. To skin one of their members completely, to haul him in front of their base, and write the words "Your Sins will be revealed." She flicked her tongue over her lips, if they were particularly daft enough to prompt that action, she would use it. Maybe even burning their base to the ground might work.
She sighed and pushed back from the table and stretched, popping her back, and started to head back to the tavern, having put out the word she would be expecting potential recruits to meet a person there called "The Dealer".
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Post by noximperitor on Sept 25, 2014 21:03:56 GMT -7
When she was out one night looking for recruits, she heard the sounds of something familiar and sad. The sounds of a mugging were happening off to an alley to her right and went to investigate, and spat into the cobblestones in disgust. With a silver glint reflecting off of their shaven heads, three members of the Silver Skin gang were mugging a poor merchant. They didn't look that tough, but numbers more than moved it into their advantage. She spotted the glint of steel on the ground, apparently the man had attempted to defend himself. So...he has guts then. She nodded in appreciation and then glared at the muggers. They would come crashing down one day, but for now, they just deserved a good hurting. Dipping down and sliding forward silently, pulling out her sap, she neared one in the back who was laughing as his friends kicked the down man. With much more force than was necessary, she hit the back of his head, causing him to drop in the exact same spot as he stood, out like a candle. His friends, hearing the impact, looked up and cursed in her direction, pulling out their own saps. One chopped down at her with it, using it like an axe, and the other slashed at her stomach. She ducked the first blow and blocked the second, before twisting her wrist and ramming the butt of her sap into the second Skull's eyes. He jumped back yelling in pain while his friend took his place, hacking away with the club. It was all she could do to twist and turn, letting him use up all his energy in his wildly enthusiastic swings. From behind the burly Skull, his friend cursed some and stepped back to resume the fight, when from behind she saw a shadow and grinned. The merchant jumped on the Skill's back and plunged a blade repeatedly into his chest. In moments the Skull flopped onto the floor, spilling the merchant off of his back. When the only remaining thug looked back to see what had happened, Azziel rushed forward and delivered a blow to his groin, and a sickening crunch sound reverberated in the alley way. He was down, and was not getting back up anytime soon. She panted lightly and moved over his prone and quivering form and helped the merchant up. She told him to quickly gather his things, they had to leave before anyone saw the scene. He nodded and they rushed out, going over to a local inn. In the light, the man who named himself as Alderus Vinito ( ), looked disheveled, and she ordered a strong drink from him while she softly mopped at his bruised and bleeding face. He explained how he was a merchant that had come to town attempting to set up a store, and that he had lost his money in an investment in spices. Azziel nodded, and let him recount his story, patching him up before sitting down next to him and getting her own drink. This was an opportunity for her, she needed a merchant who could sell the goods she stole, he wanted to run a business, and needed a location to run it out of. In hushed tones with the merchant, she described her venture: attempting to set up a new family in the new building she had discovered, and how if he wanted to run a business, she was sure the place was dirt cheap if he wanted to buy it. She would go on missions for him and keep him well supplied in his shop, if he agreed to help offload her own goods and keep her...activities and those of her family quiet. He was down on his luck, but saw the potential in this arrangement and agreed, and they toasted a new friendship over a heavy drink. He owed his life to her intervention, and had given him the opportunity to begin a new life. Things were starting to look up for Alderus. Alderus Vinito Stat Block: Level 1 Expert Human d8 HD Str: 10 (+0) Dex: 12 (+1) Con: 11 (+0) Int: 15 (+3) Wis: 8 (-1) Cha: 9 (-1) Skills: Appraise: 1 + 3 + 3 = +7 Bluff: -1 + 1 + 3 = +3 Craft (Jewelry): 1 + 3 + 3 + 3 = +10 Diplomacy: -1 + 1 + 3 = +3 Intimidate: -1 + 1 + 3 = +3 Knowledge (Local): 1 + 3 + 3 = +7 Perception: -1 + 1 + 3 = +3 Profession (Merchant): -1 + 1 + 3 + 3 = +6 Sense Motive: -1 + 1 + 3 = +3 Sleight of Hand: 1 + 1 + 3 = +5 Languages: Common, Draconic, Dwarven, Elven Feats: Skill Focus (Craft) Skill Focus (Profession)
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