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Minions! (Not the little yellow guys.)

Now that you've got an evil fortress, you can, if you wish, acquire minions! Gaining minions costs one feat slot. Once you've paid for them, you will always have them -- even if they're wiped out or you have to abandon them, you'll eventually be able to recruit more. Minions are supposed to be disposable anyway. If more than one of you choose to have minions, you can either pool them or keep your organizations separate. The former produces more powerful minion groups, but the latter ensures you don't have to share leadership ... Minion Statistics A minion organization is rated from -5 to +10 in five areas: Ruthlessness (the ability to get violent stuff done) Secrecy (the ability to avoid notice) Survivability (the ability to withstand attacks) Connections (the ability to know the right people) Espionage (the ability to act covertly) Loyalty (your minions' devotion to you) All of a newly formed minion group's scores start at 0. You can distribute a number of points equal to your level + Charisma modifier among the attributes (to a maximum of +4 per attribute). After this, your minions' scores will rise and fall depending on events in game and the results of their missions. You can add one point to any of your minions' attributes when you gain a level. Doing Things with Your Minions Once per game week, you can send your minions out to perform a mission. To do this, you pick an action and roll a d20 + your minions' appropriate stat. Examples include: Ruthless: Kidnap someone, kill someone, commit crimes to earn gold, capture monsters for your fortress, torture captives Espionage: Frame someone for a crime, spread disinformation, steal items, rob graves Connections: Gather information, build or repair a trap, conduct legitimate business If you don't like the result of the roll, you can execute a minion to earn a reroll ("You have failed me for the last time!") This costs you -1 to Loyalty, however. Note that some of these missions, such as assassination, kidnapping, and theft, cannot be used on important NPCs or items. No puny minions are going to be able to kidnap Baron Vandermir, for instance... Minions can also be put on guard duty within the Horn instead of going on a mission; they aren't much use against PC-level threats (fighting as level 1 mooks), but can serve as useful speed bumps and early warning systems. If any of your minions' scores go below 0, instead of sending them on a mission, you can spend the week recovering and raise one score by +1 (maximum of 0). Minions can also add to your skill rolls in appropriate circumstances: for instance, if you're trying to intimidate someone, having a gang of minions along to lurk threateningly in the background will allow you to add their Ruthless to your roll.
Well shoot. As the only Charisma-focused character in the game (I think), I think I'm obligated to take this.
Don't feel obligated. This is purely an option: it will not change the campaign if none of you feel like you want minions, or if there's stuff you would rather take with your advance. And of course, you can always do something else now and acquire minions at a later time in the campaign.
I can buy them, I guess. I'm at a -1 charsima though, so that sort of sucks. Does the organization need to be made of PC races?
Sandra's minion stats: Official name: The First Company Consists mainly of bullywugs, along with some undead muscle for backup (that minotaur corpse and maybe some of the elves) Ruthlessness: 2 Secrecy: 0 Survivability: 1 Connections: 0 Espionage: 0 Loyalty: 3