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The Tome Of Drow Lore.pdf - RoseRed

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98<br />

a campaign of lies and innuendo similar to a Smear<br />

Campaign, the aggressor House sets the two targets against<br />

one another, weakening two rivals while simultaneously<br />

leaving the aggressor House free to go about its business<br />

unimpeded.<br />

Influence Requirement: 4,000<br />

Power Requirement: 0<br />

Cost: 2,000 gp per Rank of each of the targets; 1,000<br />

Influence per Rank of each of the targets<br />

Time: One month<br />

Skill DC: Bluff (DC 25 +1 per level or Hit Die of each<br />

target), opposed by target’s Sense Motive<br />

Success Result: If the attacker’s Bluff skill check result<br />

beats one target’s Sense Motive skill check result, that<br />

target will consider the other target a rival. If the attacker’s<br />

Bluff skill check result beats the Sense Motive skill check<br />

results of both targets, both targets will regard one another<br />

as enemies and begin to move against each other.<br />

Failure Result: If the attacker’s Bluff skill check result<br />

fails to beat the Sense Motive skill check result of either<br />

target, both targets will be aware of the attacker’s action<br />

and will consider the attacker an enemy.<br />

Troop Movements<br />

Moving forces from one area to another can be a tricky<br />

thing if you want to keep your actions quiet. This action<br />

is used to move your forces without being discovered by<br />

others – you do not need to bother with this action if you<br />

choose to move your forces openly. Whether you use this<br />

action or not, it takes one week to move troops from one<br />

area to another, as long as both areas are within the same<br />

city.<br />

Influence Requirement: 1,000 per 5,000 Power worth of<br />

troops moved<br />

Power Requirement: None<br />

Cost: 100 gp per 1,000 Power equal to the troops being<br />

moved<br />

Time: One week (so long as all troops are moved within<br />

the same city). For movement from one city to the next,<br />

Games Masters should assign a time.<br />

Skill DC: Hide (DC 10 + 5 per 1,000 Power being<br />

moved)<br />

Success Result: If this check succeeds, you move your<br />

troops quietly from one area to another without being<br />

spotted.<br />

Failure Result: Your forces are easily seen moving through<br />

the city and all other Noble Houses know where you have<br />

moved them.<br />

Vandalism<br />

Vandalism involves hiring groups of thugs to tear up<br />

a block or other area of the city under the control of an<br />

opposing Noble House in order to damage their ability<br />

to make money. This can be devastating against Houses<br />

that are overextended, but can backfire as vandals turn on<br />

their owners (after coercion by the enemy) and start tearing<br />

things up in the ‘wrong’ territory.<br />

Influence Requirement: 500<br />

Power Requirement: 2,000 + 1,000 per area to be<br />

vandalised<br />

Cost: 200 gp + 100 gp per area to be vandalised; 500 Power<br />

per area to be vandalised<br />

Time: One week<br />

Skill DC: None. This requires an opposed Rank check at<br />

the current bonus of the attacker and defender.<br />

Success Result: If the aggressor’s Rank check exceeds the<br />

defender’s Rank check by ten or more, the entire area has<br />

been so heavily damaged it provides no income for the next<br />

three weeks and requires 1d6 x 1,000 gp of repair work<br />

before it can generate more than 30 percent of its original<br />

income. If the Rank check succeeds by less than ten, the<br />

area provides only 50 percent of its normal income for 1d4<br />

weeks, after which the damage is repaired and the area<br />

provides its normal income once again.<br />

Failure Result: When the aggressor’s Rank check fails by<br />

ten or more, the vandals are turned against the aggressor<br />

and attack one of his territories. This is treated exactly as if<br />

the defender had hired the vandals to attack the aggressor,<br />

but does not use one of the defender’s actions for the round.<br />

A group of vandals cannot be turned more than once during<br />

a single action. If the aggressor’s Rank check fails by less<br />

than ten, the vandalism attempt fails, but there are no other<br />

repercussions.<br />

Wrest Control<br />

<strong>The</strong> only sure way to keep a rival down is to take away his<br />

territories and control them yourself. This risky action is<br />

designed to steal an area from a rival. This action cannot be<br />

taken in areas in which your target has any Power invested<br />

– you must first either defeat his force in an assault or<br />

otherwise get them out of the area you wish to seize.<br />

Influence Requirement: 5,000<br />

Power Requirement: 1,000<br />

Cost: 10,000 gp, 5,000 Power<br />

Time: One month<br />

Skill DC: None. This requires an opposed Rank check at<br />

the current bonus of the attacker and defender (DC 15).

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