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Join Date: Jun 2010
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Simple, really, we write some minor stuff the GM can throw into a DF game.
Side jobs are errands a party member can do for NPCs to earn a little money, items, plot hooks or info while in a town or city. Random encounters are exactly what you'd expect. ------ For example; Side Job: Hostage Situation When resting at an inn, a desperate bandit grabs an unlucky serving girl. The owner may ask a trustworthy adventurer to settle the matter. Saving the girl is worth a CP and saves $35 on living expenses for that week (the grateful owner comps the room and one meal per day). Killing the bandit earns the party a $50 reward from the watch due to a bounty on his head, double the reward if he's bought in alive. Convincing the bandit to release the girl will require at least a Neutral reaction and a $100 bribe. $50 on a Good reaction and $25 on a Very Good reaction. On an Excellent reaction or critical success on an Intimidation roll where the bandit knows he is clearly outmatched (i.e. 5-on-1 odds or a sword at his neck), the bandit surrenders without a fight. The bandit has one average shortsword, no armor, $19 in cash, a few mundane items of GM's decision and two knives. ST 11, HT 10, IQ 11, DX 12, Per 13, Will 11, FP 10, HP 11, Speed 5.5, Move 5, Dodge 8, Parry 9 (shortsword) Shortsword (13): 1d-1 imp/1d+1 cut Knife (14): 1d-1 imp/ 1d-2 cut Thrown Knife (11): 1d-1 imp
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