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Notoriety

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At the beginning of the adventure, the PCs have a notoriety score[1] of zero. The DM should add the following to this notoriety score:

  • One notoriety point for each good-aligned PC (unless Lawful Good, in which case add two points).
  • For each PC paladin, add FOUR points - their protection from evil screams for attention in the Marches.
  • One Notoriety point for each demi-human PC.


The following are some of the ways PCs may ensure that their Notoriety score increases as slowly as possible:

  1. Don’t leave witnesses. Isolate and render them “harmless”(especially in the case of key, smart NPCs).
  2. Use illusions and physical disguises to confuse observers.
  3. Use dust of disappearance or other concealment spells, devices, and items.
  4. Use charmed servitors to do the dirty work. A charmed monster can cause mayhem among defenders, and if the controlling mage instructing the monster stays out of sight, this can be highly effective. The same applies to a charmed military leader with a group of troops under his command.
  5. Move around fast. Carpets and potions of flying, dimension door spells, etc. are ideal. Defenders can become confused if PCs move so fast that they seem to be in two places at once.

Certain races and alignments are suspicious, regardless of what the PCs actually do. These modifiers apply even if the PCs can magically disguise their alignment and race. Priests, mages, and fiends may be able to see through such disguises, and a PC’s true nature will be seen by at least some creatures while in the March. The fact that fewer creatures see the PC’s true nature is offset by the increased suspicions raised by disguising it!

Scoring

  1. Add one point for each major or minor NPC killed or injured where theres a clear tie back to the PC's hand in the event.
  2. Add two points for any business or location that the PC's free from the organizations control.
  3. Add five points for any plan or stream of funding disrupted by the PC's. (brigand activity, slave trading, smuggling)
  4. Add fifteen points for any military operation disrupted by the PC's.

Triggers

  1. When the PC's accumulate 5 or more points they will be investigated by the organization.
    1. The investigators will typically be local townsfolk in the employment of the group. Depending on the event it could be the sheriff or other peacekeeping force.
  2. When the PC's accumulate 10 or more points they will be investigated by the realm.
    1. If its one of the criminal elements the investigator will be 1-3 assassins and or thieves with instructions to find out more about their motives and then if their no clear ties back to Count Dunstan they will attempt to kill the PC's. If the PC's claim affiliation with Dunstan or make it known they are working to restore Bone March to human control the investigators will forgo finding out more and setup an ambush to eliminate the PC's as quickly as possible before their success begins to inspire the local populace.
  3. When the PC's accumulate 15 or more points they will be marked as enemies of the organization and plans will be laid to capture or kill the PC's by the most expedient means possible.
References
  1. Adapted from WGR6 Greyhawk - The City of Skulls, TSR9405