Many DMs add NPC Adventuring Party to their Random Encounter tables or deliberately add them as rivals/allies/enemies/all of the above to specific adventures and/or campaigns, because recurring NPCs are often a good thing.
Truly recurring NPCs tend to be leveled by DM fiat, but not everyone wants or needs that in their games.
I know I don't.
So here is a 2d6 table for us all. NPCs are PC-equivalent adventurers and retainers are their hirelings and henchmen.
* Casualties are probably dead, but could also be captured, stoned, missing, turned, cursed, quit, fired, retired, or otherwise not returning. Whether or not any casualties are recovered falls under DM fiat, although recovering said casualties makes for a solid adventure for PCs seeking a purpose.
** Magic items can be permanent, single-use, or charged.
*** Magic items are lost through use, destruction, or actually being lost (to bribery, capture, whatever). These latter are potentially recoverable.
**** Monetary rewards is straight cash value of coinage, gems, jewelry, and art objects.
***** Non-magic, non-monetary rewards are statues, lands, titles, marriages, favors, trade goods, etc.
****** One or more NPCs and retainers gain a level, which ones are DM fiat.
******* I highly recommend using Hobgoblinry's Last Lantern-bearer mechanic for your games.
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This table is inspired in part by Battletech's lifepath tables.
Reading through the list suggests a high-magic world, which is kind of true for me. That said, most of the permanent (and many non-permanent) magic items in my games tend to be double-edged, bringing quirks, flaws, and imperfections along with the useful abilities, so I don't mind more magic items in the game world.
Especially when the PCs get ahold of them, because such items make most players think before using them.
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