Advanced Rulebook

SPECIAL MONSTERS & NPCS

Across the world many powerful monsters and NPCs dictate events from behind the scenes. As events unfold these monsters/NPCs may actively leave their secure havens and venture out in to the world for some reason. These events are likely to signal an important time in the world. An example of an NPC could be a high-ranking member of the Bankers and Merchants Guild and his retinue. Forty soldiers may be spotted, but the soldier group breakdown could reveal the name of the NPC. Although these individuals are important figures, one should not assume that the rewards for killing or helping them will be rare artefacts, it is more likely to be information and Status.

Normal monsters/NPCs may sometimes have a special report that shows up after a battle, or if the monster/NPC is willing to tell a party something without a fight, a special report will be given. This makes the location of these monster/NPC groups and a party's finding of them important, in case other parties meet them first.

NPC parties may be fought. Many of these NPC parties require that the GM be contacted first before they can be engaged, if so then please do so first. Engaging them does not require a Special Action.

MONSTERS

Besides the four main "civilised" races, Human, Halfblood, Elf and Dwarf, the other creatures very rarely enter any of the settlements as magical and divine wards keep the majority of monsters out.

A lot of monsters have only minor or animal intelligence, leaving only a few very intelligent creatures for settlement inhabitants to worry about. This is the major reason that Goblinoid war bands, for example, have not overrun the settlements. Goblins nearly always lack co-ordination and tend to be very basic in their military planning. Luckily the more intelligent creatures tend not to work well in groups, and thus their numbers are kept to a manageable level.
Despite the menace of monster attacks, the civilised races still fight amongst themselves, although in times of desperate need they are likely to band together to fight their mutual enemies.

Monsters may attack a settlement or another target in vast numbers, but they will normally break up shortly after this and thus be small enough in size for adventuring parties to take on. The reports of settlement troops fighting monsters usually involves these kind of large numbers, not the normal monster group sizes that parties fight.

INTERACTING WITH NPC AND MONSTER GROUPS

A party that meets a monster or NPC group without a fight occurring and receives something for example like the following message: "OOC - Attempts to talk to the bandit work if you have a SA you can ask them something." Then it is worth using a SA, as there is obviously something special about this monster or NPC group. If you have a very good idea what the monster or NPC group could be involved in then you can be specific, otherwise something like the following: "Acct No: Party No: Alliance No: Using a SA ask what the bandits are currently up to."

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If the party immediately fights with the NPC or the monster group then a message like the one shown above will not be received.

As a SA it is possible to check to see if the monster or NPC group has any unusual possessions, such as magical amulets, weapons, etc.

As a SA the party can attempt to rob a specific item. If the action is particularly successful then the party may be able to rob many items.

If the party attacks the NPC or the monster group and the fight was won then a SA can be issued to carry out any of the following:

  • Question the monster or NPC group.
  • Try and capture the monster or NPC group. If there is only one member who is low power or they are badly injured then the chances of succeeding are much higher than trying to capture someone that is powerful or has many allies.

If someone is captured they can be interrogated using the normal interrogation rules.

As with all moderation actions you cannot send in the action early, you must be in the specified location where the monster or NPC group is, or have met them on your last turn. You cannot send in another set of orders until the GM has had a chance to look at your last turn to confirm the events took place.

It could be worthwhile attempting any of the above with any monster or NPC group, not just ones that have moderated messages.

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