Bordermarch, part 2
More stuff.
Factions
The Baron's Faction: Essentially the people within the keep who support the Baron as ruler of the lands. This is most of the civilians, and some of the soldiers, mostly those who have benefited personally from his rule, or are natives of the Barony. The Baron and his faction are Lawful Neutral, and fairly easy to please. Get your duties accomplished without any undue damage to civilians, and they're happy. Don't be caught accepting bribes or extorting money from civilians, and don't use more force than you can later justify.
The Hardcore Faction: Led by the General, these guys are serious skullbreakers. They are not actually evil, but deviation from the letter of the law or your orders will bring a world of hurt down on you, and they don't particularly care about civilian casualites, being largely of the opinion that a little excessive force keeps the peasantry in line. Don't get caught doing anything against protocol, and they don't care who gets hurt.
The Righteous Faction: Led by Guard Captain Stavos, this is the loose confederation of soldiers and support personnel who really /believe/ in the military's role as protectors of the people and holders of the honor of the nation. Largely Lawful Good, they try to do the best they can to support righteous action, and sway the Baron towards mercy and compassion for his citizens. They are only friendly towards those who not only refuse to use underhanded methods, but who go out of their way to try and follow the narrow path of righteousness. They, occassionally, will forgive breaking of the law, if it is being applied in an unjust way.
The Evil Faction: Led by the Baron's military aide, these women and men view the law as a tool, used to pry out whatever wealth and gain for themselves that they can muster. The only way to earn their respect is to be every bit as devious, twisted, rules-lawyery, and underhanded as they are. They don't care who is hurt, and breaking the law is fine...as long as they don't know about it. If they do, they'll turn you in in a heartbeat, and punish you to the full extent of the law. Don't get caught is their prime motto.
Subquests
A soldier accused of theft. Clear his name and punish the actual thief, pin the crime on another innocent soldier to get him out of jail (for a fee), convince him to tell you where his secret stash is and leave him to rot, or turn in the stash and get his charges increased.
A superior has a moment of weakness. Seduce him, blackmail him, turn him in, or counsel and keep his secret out of loyalty (and future profit). (Possible promotion quest.)
A bonded servant has too much money. Investigate and discover a hidden door and a secret set of passageways from the founding of the kingdom, accuse them of theft and gain a reward, blackmail them for the purposes of theft, rumors, or other favors.
Possibly others, later.
Incidents
Accusations: It is standard procedure for every military post to have a magistrate, to whom disloyal and illegal actions can be reported. Reporting these can help with promotion, provide a steady flow of monies, and raise your fame in the eyes of others as a investigator of treason. True accusations, especially with proof, will raise your standard in the eyes of all factions. False accusations that are /not/ caught will also raise your standard in the eyes of all factions except the one of the accused (with the exception of the evil faction. They don't care). False accusations that are caught, or true accusations that are badly handled, will lower your standard in the eyes of all factions.
Climbing the Ladder: Four romantic interests are offered (two male, two female), two of which are superiors. You can use your wiles to seduce your way into a promotion, blackmail your way into that same promotion, or scrupulously avoid using influence in such a way. The other two interests are civilian, and can be True Love, a business arrangement, or something less savory.
Various: There will be various other small opportunities offered to choose an evil, good, lawful, or chaotic path. Often, the evil paths will have the greatest rewards, and the most interaction.
PC Requirements
Obviously, a PC is served /best/ by a high Int, Wis, and Charisma. Most of the fights can be talked around, snuck around, or outthought, and that applies for good or evil paths. However, since this is an evil-leaning module, the evil paths will tend to be easier, whereas it might take a high Charisma and Persuade to get NPCs to follow a Good course of action. However, the module does not reward mindless evil. Being able to cover your backside and leave no evidence (or better yet, frame the victims or your enemies) is essential to being able to profit by evil. Or, if you like, you can forego the talking and treat it as a fairly standard hack-and-slash event.
Factions
The Baron's Faction: Essentially the people within the keep who support the Baron as ruler of the lands. This is most of the civilians, and some of the soldiers, mostly those who have benefited personally from his rule, or are natives of the Barony. The Baron and his faction are Lawful Neutral, and fairly easy to please. Get your duties accomplished without any undue damage to civilians, and they're happy. Don't be caught accepting bribes or extorting money from civilians, and don't use more force than you can later justify.
The Hardcore Faction: Led by the General, these guys are serious skullbreakers. They are not actually evil, but deviation from the letter of the law or your orders will bring a world of hurt down on you, and they don't particularly care about civilian casualites, being largely of the opinion that a little excessive force keeps the peasantry in line. Don't get caught doing anything against protocol, and they don't care who gets hurt.
The Righteous Faction: Led by Guard Captain Stavos, this is the loose confederation of soldiers and support personnel who really /believe/ in the military's role as protectors of the people and holders of the honor of the nation. Largely Lawful Good, they try to do the best they can to support righteous action, and sway the Baron towards mercy and compassion for his citizens. They are only friendly towards those who not only refuse to use underhanded methods, but who go out of their way to try and follow the narrow path of righteousness. They, occassionally, will forgive breaking of the law, if it is being applied in an unjust way.
The Evil Faction: Led by the Baron's military aide, these women and men view the law as a tool, used to pry out whatever wealth and gain for themselves that they can muster. The only way to earn their respect is to be every bit as devious, twisted, rules-lawyery, and underhanded as they are. They don't care who is hurt, and breaking the law is fine...as long as they don't know about it. If they do, they'll turn you in in a heartbeat, and punish you to the full extent of the law. Don't get caught is their prime motto.
Subquests
A soldier accused of theft. Clear his name and punish the actual thief, pin the crime on another innocent soldier to get him out of jail (for a fee), convince him to tell you where his secret stash is and leave him to rot, or turn in the stash and get his charges increased.
A superior has a moment of weakness. Seduce him, blackmail him, turn him in, or counsel and keep his secret out of loyalty (and future profit). (Possible promotion quest.)
A bonded servant has too much money. Investigate and discover a hidden door and a secret set of passageways from the founding of the kingdom, accuse them of theft and gain a reward, blackmail them for the purposes of theft, rumors, or other favors.
Possibly others, later.
Incidents
Accusations: It is standard procedure for every military post to have a magistrate, to whom disloyal and illegal actions can be reported. Reporting these can help with promotion, provide a steady flow of monies, and raise your fame in the eyes of others as a investigator of treason. True accusations, especially with proof, will raise your standard in the eyes of all factions. False accusations that are /not/ caught will also raise your standard in the eyes of all factions except the one of the accused (with the exception of the evil faction. They don't care). False accusations that are caught, or true accusations that are badly handled, will lower your standard in the eyes of all factions.
Climbing the Ladder: Four romantic interests are offered (two male, two female), two of which are superiors. You can use your wiles to seduce your way into a promotion, blackmail your way into that same promotion, or scrupulously avoid using influence in such a way. The other two interests are civilian, and can be True Love, a business arrangement, or something less savory.
Various: There will be various other small opportunities offered to choose an evil, good, lawful, or chaotic path. Often, the evil paths will have the greatest rewards, and the most interaction.
PC Requirements
Obviously, a PC is served /best/ by a high Int, Wis, and Charisma. Most of the fights can be talked around, snuck around, or outthought, and that applies for good or evil paths. However, since this is an evil-leaning module, the evil paths will tend to be easier, whereas it might take a high Charisma and Persuade to get NPCs to follow a Good course of action. However, the module does not reward mindless evil. Being able to cover your backside and leave no evidence (or better yet, frame the victims or your enemies) is essential to being able to profit by evil. Or, if you like, you can forego the talking and treat it as a fairly standard hack-and-slash event.
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Do you need extra space in GWCC?
^_^
*brandishes his copy of NWN*
(Great, now you have me itching to play with the editor again... mrfl)
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Nah, I'm good. I might want to put it over there later, or something, but not right now.