Written & Created by: Wesley K. Dance Minion Designs by: Illustrations by: @Cajamapat (Pages 8 - 13) Special thanks to Mysterious Editor X for supporting me in my endeavors and giving me advice. @Cajamapat Bea Munoz (Pages 1, 6) Wesley K. Dance (Everything Else!) The Rank + Vile is a tabletop roleplaying game for 3-5 players, who take on the role of minions of evil for the Dark Lord. One player takes on the special role of Game Master (GM), and introduces scenes and controls non-player characters (NPCS) to interact with as they navigate the dangers and challenges laid out before them. To play The Rank + Vile, you'll only need few things: - A whole mess of six-sided dice (known in the game as d6s). - A set of stopwatches or timers. All effects that have written time limits are measured in real time. - A medium to record information and something to write with (paper & pencil are the usual suspects). 1 This page details the standard that Minions tend to follow in the game. They're not in the same league as adventurers by a long shot, so it's good to know what they can do. 1. Minions are not very smart. Minions are generally at the level of a human child without much learning potential. They can speak human language, but reading it is often difficult for even the wiliest among them. 2. Minions are not very large. Minions, with rare exception, are less than 3 ft. (or 1m) tall. They weigh less than 80 lbs. and thus have trouble opening large doors or dealing with high shelves. 3. Minions can eat anything. While they greatly prefer real food, they're capable of eating raw meat and any amount of poison or rancid food without much more trouble than an upset stomach. 4. Minions thrive in darkness. Minions can see in the dark and have little need of torches and lights. In exchange, they have antipathy toward the sun, and suffer a -1 penalty to all rolls made when in sunlight. 2 The gameplay loop of The Rank + Vile is simple. The GM describes a scene and what's happening. The Minions*, in pursuit of a goal, will react to it and treat the situation as if they're there and what they do. If the GM decides the action is risky enough to warrant a roll, they ask for it and describe the consequences for players to react to depending on the results of that roll. And so it continues, until a conclusion to a Mission is reached. All rolls in The Rank + Vile are player-facing. This means that the GM never rolls for actions made by NPCs; the players only roll if it affects them. This is because NPCs, in stark contrast of the Minions, are in no danger of consequences for failure. It is because the Minions are unwelcome agents in a place hostile to them that they roll at all: They roll to avoid Peril. CORE RULE - The Perils of Minionry Peril is a number between 2 and 6 that describes both the current danger and the danger the Minions would be in if the action should fail, rather than the difficulty of the task itself. When a roll is called for, the player taking action rolls 3d6 (that is, three six-sided die) and looks for numbers that match or exceed the level of Peril in the task. Each one is a success; the player needs two successes per roll to succeed at the task without consequence. So, for example: It's early in the mission and the players have had little trouble so far. Kilar the goblin wants to take a store's lockbox from the top of a high shelf. Having stacked boxes on top of a chair, he stands atop them and makes a grab for it. Because it's early in the mission, the base Peril is 2, but there's a sleeping guard just outside who will hear any ruckus and come to investigate; thus, an element of danger for the Minions, raising the Peril of the roll to 3. The player rolls, and gets a 3 and a 5 in their roll - two successes that allow them to snatch the lockbox without trouble. Levels of Peril When to Use Peril Peril doesn't need to be accounted for with every action; it would be quite a hassle if it was so. Use it as a hinge to turn the situation south; if the Mission can't get worse because of a failure at this point, you can forgo a roll and assume the task the Minions are trying to accomplish either is or isn't within their abilities. 2 People are ignorant and behaving normally. 3 People are suspicious but ignorant of you. 4 People are on the lookout for strangers. 5 People are aware of you and on your trail. 6 People are on high alert for any disturbance. * The Dark Lord has many minions, but only the players are referred to as Minions (capitalized). 3 Consequences of Failure Minions are going to fail eventually; it's just a matter of when and how bad. But where in most roleplaying games the failure of a roll means the action didn't happen, here the GM can assume any action the players take on a roll will work. It's just a matter of if Kilar the goblin is going to pull the entire cabinet crashing down while he pulls out the lockbox. He'll have the lockbox in the end, but that's the least of his concerns, especially because the consequences of failure in The Rank + Vile are largely universal: Someone is going to show up to investigate. Whether this is a guard or just a curious townie, someone showing up to investigate is going to be the course for most failures. Conflict Rolls When a Minion and an NPC engage in any sort of contested action such as fleeing from a soldier, hogtying a local guard or a villager searching hiding spots in a room for the Minion, the player makes a special Conflict Roll to see what happens. A conflict roll isn't reliant on Peril like normal ones are; the goal to beat a direct conflict is reliant on an NPC's Conflict Score that the player has to match or exceed. Failure means the soldier catches you, the guard shakes off the minions or the villager opens the right pickle barrel. Conflict rolls are also used when fighting, but the true winner in a fight comes down to the comparison of your Threats. Threats & Scraps There are no extensive combat rules in The Rank + Vile. Simply enough, if the enemy's Threat is higher than your own, you lose. Threat is a number like the enemy's Conflict score, and minions are used to sizing up stronger enemies. Without actions or rolls, a player can simply ask the GM what the Threat of a character they can see is and get an answer. But Threat goes both ways; if you manage to be a higher Threat than an enemy, they lose automatically when fighting against you. A Scrap occurs if both parties are equal in Threat: They simply make attacks against each other - the player's roll vs. the enemy's Conflict score to see who wins. Suffering Defeat Ambushing The result of a scrap is that one fighter wins, When attempting to fight an enemy head-on, a and the other is Defeated. When a player or group of Minions will not fare any better than NPC is defeated, the opponent can they would on their own. But a party can automatically succeed on the next action they combine their Threats to take on any foe if they take against them, whether it's killing them, set up a proper ambush beforehand. This hogtying them or anything else. A Defeat isn't requires the party be unseen by the victim and an automatic death in this way, but unless to set up positions around a place where the foe someone intervenes or the opponent relents, is likely to be; in addition, sleeping foes are the loser's fate is sealed. much easier to take down. 4 The idea of stealth is the act of moving from one place to the next until you reach your destination, quietly and often through difficult or unconventional routes. This is done by tracking Rooms that are described by the GM when the players enter them. Rooms are drawn on graph paper or freely imagined, but every Room shares the following behavior: Dampening Features Sounds are dampened within Rooms. A minion A Feature is a noteworthy piece of architecture, can freely talk with other minions or NPCs or furniture or trait the room has. After a Room is walk around without trouble as long as another described in general detail, the GM asks the players what they see; the players choose a NPC isn't in the room with them to raise alerts. number of features according to the surplus of Surplus the room as shown in the table below. The GM A Room's Surplus is the measure of how may say a Room doesn't have a Feature that a crowded the Room is with Features for the player might ask for as they see fit. minions to take advantage of. Line of Sight Surplus Level Number of Features Players and enemies can see everything within Sparse 1 Lived-in 2 Full 4 Cluttered 6 a Room as long as it's not actively being hidden; anything hidden may come up with a search. List of Features Features are listed by their abstract utility to players; Minions are always seeking opportunities wherever they go for places to hide or things to steal when they can. Easy Out: A window that can be easily broken Hiding Spot: A Hiding Spot can hide one Minion-sized creature or object from sight. Two to escape at the cost of raising Peril by 1. minions can fit in one spot, but the conflict Stackables: Objects such as tables or chairs rolls for hiding from foes suffer a -1 penalty. that can be stacked up to 6 feet tall to stand on. Bauble: A rare or valuable item. Probably worth Tool: A tool such as a rope or ladder, or a great deal of money, and very shiny. something that may be useful as a weapon. Masher: A heavy object that can be dropped or Light: A source of light. If destroyed or snuffed, pushed on an NPC to knock them out cold. the room will be dark. Useful for making fires. 5 Below are miscellaneous rules and clarifications for running The Rank + Vile. "Damage" & Knock-outs Physics Minions are surprisingly hardy despite Players suffering great falls simply are knocked everything. They can take all sorts of harsh out cold and don't suffer any lasting damage. punishment and keep going as if nothing had The physics and physicality of this game should happened at all. This is to say that there is no be treated relatively like a cartoon, as that's damage or injuries worth noting in The Rank + what it's based on. A Minion can be thrown Vile beyond outright death. If an effect causes a across a Mission area and just wake up in a new player or to be NPC to be knocked out cold, they place, or simply get up and dust themselves off won't be re-awakened until ten real minutes as if nothing has happened. have passed or an action is taken to explicitly This is to say that players and GMs should very wake them up again. much be willing to play with this. Use Certain creatures like Mimics, however, can cartoonish physics within relative reason to halve a creature's Threat. This is a case where a make certain rolls and abilities possible. great injury is blown (usually lopping off a hand). It's quite grisly in that case. Mission Area The rules of a mission area and outdoor movement is left vague with reason; it's not important to consider anything except what the Minions are there to do. Unlike a game of fantasy adventurers, the Minions simply have no reason to wander around. If the players are there to break into a museum, consider the museum and the surrounding area to be the mission area. Use only what's interesting or relevant to the game, and keep things tight. Minion Intelligence Minions are like particularly stubborn and uninterested children when it comes to education. They usually can't read or write. If this becomes relevant in a Mission (such as a minion attempting to write a misleading sign to get guards off their trails) have the Minion make a conflict roll vs. 5 to succeed (in this case, writing something comprehensible to humans); such things are unlikely to induce real Peril into a situation, and shouldn't be tested against it. 6 As a minion, you haven't led much of a life. You've not spent your days farming and growing food or learning a trade to improve the lives of others. You've simply been a rascal and a parasite until the Dark Lord took you in. When you make a minion, you've got three major choices: Your Order Your Favorite Thing Minions are categorized by their species into 6 Your Favorite Thing is simply an object your separate Orders. Each Order comes with Skills Minion has latched onto. It can be any object they can and can't use, along with special you imagine, from a special weapon to a shiny abilities, as each Minion brings something helmet or their master's token. This basically unique to the table. You choose an Order and represents your Minion's life fortune in all its it's yours until your Minion dies and you have meagerness. The GM has the final say on if an to make a new one. object is reasonable for them to have. Using Skills The abilities of a minion are meager and uninspiring, as even their best efforts often only measure up to a basic human capability. But even in this, they have their standards measured by Skills. When you make a roll for an action, the GM decides if the actions taken can make use of these skills, or are hampered by the utter lack of them to add a +1 or -1 modifier to each result of the roll made. There are 9 skills. You can only get as high as +1 or as low as -1 with a skill roll. When you create your minion, you can choose 4 skills to tag as +1 or -1, and must choose an equal amount of either. All minions have skills they're already good or bad at due to their Order. You can use a +1 to cancel out a -1 when creating your character, but skills marked with X denote certain kinds of actions a minion cannot succeed with or improve. Creepin' Hurtin' For sneaking, being unseen and For acts of violence like fighting Scurryin' For running from fights and cramming into spaces. enemies or destroying objects. attempting feats of balance. Drudgin' Jimmyin' Taggin' For toil and labor, such as For attempting to open locked For chasing and following hauling gear or digging holes. objects like doors with force. others, finding trails. Finaglin' Nabbin' Wrasslin' For acts of using tools precisely For the acts of stealing, picking For grabbing hold of unwilling such as tying knots from rope. pockets or rooting in chests. creatures and keeping grip. Everything else, such as names or personal history (if you have any) are up to you. Most minions aren't particularly complex, having followed the forces of evil out of convenience. 7 Equipment Load Because outfitting your worst troops would be a waste of money, the Dark Lord doesn't furnish their minions with equipment such as armor or tools very often. Nevertheless, a Minion can only hold up to 2 items at a time; if they manage to find armor to wear, it takes up one of those items slots. Your Favorite Thing doesn't take up a slot unless it's a weapon. You gain 1 item of your choice when you create your Minion besides that Favorite Thing. Everything else you find on the mission. Armor Tools Minions aren't given armor as a matter of The following tools have their uses to minions: course; all they have are simple tunics and cloaks that bear the Dark Lord's insignia. If your Rope Coil: Can tie up one human-sized NPC. Minion manages to gain some armor that suits Sack: Can hold 2 more items or one minion- their size, they become invulnerable to ranged sized creature, but occupies hands. weapon attacks unless from powerful weapons Flint n' Steel: Can set a fire in hay or oil. such as firearms or crossbows, but suffer a -1 on Climbin' Hook: Allows a minion to be able to all Peril-based checks while they wear it. scale buildings by throwing it on a ledge. Weapons All minions are fond of weapons, even if some can't use them. What's not to love about violence and tools for making it even nastier? There are two kinds of weapons: Ranged and Melee*. Ranged weapons come with 6 shots. On a successful hit, each shot reduces a target's Threat by 1. A threat reduced to 0 in this way kills the target. Melee weapons raises your own threat by 1 if you can wield them, but you only gain the benefit of one weapon that raises your Threat at a time. Mimics and Redcaps cannot wield any weapons. Specific Weapons * Minions only have simple things such as bows & arrows for Ranged, or clubs, axes and shivs for Melee. There's no prices; you don't have money, anyway. 8 Goblins are the quintessential minion and by far the most numerous. But though they're the most common, they stand out amongst other minions for their quick fingers and ingenuity with tools that other minions just can't compare to. Choose one of the following three skills; when you make a check with that skill, you only have to roll 2 dice instead of 3, counting one success automatically. Finaglin' Nabbin' Wrasslin' 1 A goblin's innate skill abilities are as follows: DRUDGIN' -1 0 +1 X SCURRYIN' -1 0 +1 X Special Tool Your powers of manual dexterity aren't just limited to parlor tricks like hammering in nails straight or tying knots. During your time as a minion, you've either stolen or created a special tool. You are the only one who knows how to use it properly. Pick one of the following to make it your own: Gonne Pickers A primitive firearm with A lockpick and wedge. You A leather bullwhip. Your one shot. Your Threat is don't need to roll to make Threat rises to 2, and you raised to 8 until it is fired, Jimmyin' rolls when using can scare away large after which it is useless. these on locks. animals without fighting. 9 Whip Corbies are a critical Order of minions to the forces of evil thanks to their unparalleled mobility and senses for sight and hearing. They are minions shaped like crows and ravens, with magic-laced wings that can become rigid and act like fingers. A corbie's best trait is their ability to fly, which allows them to consider the entire outdoor area to be a Room by itself for the purposes of line of sight. 1 A corbie's innate skill abilities are as follows: TAGGIN' -1 0 +1 X WRASSLIN' -1 0 +1 X Rules of Flight You can begin flying at any time as long as you're not overlaiden with items or explicitly bound from doing so. While flying, you obey the following rules: • You can't fly while carrying an object in your wings. You can carry one object or willing creature up to the size of a minion in your talons or beak as you fly, but can't make use of items and weapons this way. • You don't need to make rolls vs. Peril to fly outdoors unless the Sharpshooter heroic ally is near. 10 • You have -1 to all rolls vs. Peril while flying. Starting to fly while inside a Room (not counting outdoor areas) will wake sleeping NPC near you. • While flying, you are immune to attacks made with melee weapons. If you're hit with a ranged attack, you fall to the ground and are knocked unconscious. Mimics are unusually dangerous minions used for nasty surprises. Mimics are twolegged creatures with soft bodies that they can twist and change into wood, stone or even metal, turning into anyobject they've eaten that day. When transformed, the mimic's trap is set. If a creature interacts with the mimic as an object (such as opening it or carrying it) the mimic can bite it and reduce its Threat by half. Creatures of a lesser Threat to the mimic can be devoured whole. 3 A mimic's innate skill abilities are as follows: HURTIN' -1 0 +1 X FINAGLIN' -1 0 +1 X Object Mimicry Mimics can change their shape into anything they've eaten that day. A mimic can't take forms smaller than 1 foot around, or larger than 4 feet in any direction. A mimic sitting still is indistinguishable from the kind of object it's transformed into, and counts as if it's occupying a Hiding Spot in the room while transformed. It can't move or see without revealing its feet or eyes. Mimics have no hands to use objects or weapons with. A mimic is a loud and disastrous eater, and must make a roll vs. Peril to not draw attention when eating an object. A mimic has a capacity of holding 1 object in its gullet which it can cough out on command (or when it dies). 11 Boggarts are shadowy creatures created from the souls of evil wizards long past. They hate all things that are good and kind in the world, and this strengthens their magic. A boggart's antipathy toward light is far greater than normal minions, and it suffers a -1 penalty to conflict rolls made when not in total darkness. 1 A boggart's innate skill abilities are as follows: CREEPIN' -1 0 +1 X WRASSLIN' -1 0 +1 X Shadow Magic A boggart has three spells listed below. The boggart can attempt to cast a spell at any time, but once it uses them it can't cast another spell for 15 minutes. As each spell is a clear act of evil magic at work, a successful spell casting raises the Call to Heroism by 1. Use a spell wisely and when it won't make a situation worse for you. FALL! RETREAT! BEHOLD! You make a conflict roll vs. You and all other minions You point at a human and all non-minion creatures in in the Room disappear in a shriek, making a conflict the Room. Those that fail flash, reappearing with a roll. If it fails, it is instantly against you all fall loud BANG! in a Room defeated as you assume the unconscious for 1 minute. you've previously been to. form of a greater evil. 12 Redcaps are an unusually sinister and bloodthirsty order of minion. They are fairies of pure, murderous intent given corporeal form. With gleaming hooks for hands and heavy iron boots, they're strong enough and dangerous enough to be able to take on any creature they encounter. A Redcap has great potential in slaughter, gaining +1 to its Threat every time it kills a foe. 5 A redcap's innate skill abilities are as follows: CREEPIN' -1 0 +1 X FINAGLIN' -1 0 +1 X HURTIN' -1 0 +1 X A Redcap's Powers A Redcap's Threat increases by +1 every time it kills a creature of equal Threat in a Scrap. Redcaps have no upper limit on the field, but they'll lose their bloodlust after every mission and go back to a Threat of 5. A redcap's hooks and boots may look cumbersome, and they most certainly are, but the hooks allow a redcap to scale vertical walls and its boots allow it to break rocks. While the redcap's power is strong, be wary of the Call to Heroism and the threats of heroes and heroic allies you might bring. 13 Trolls are the heaviest muscle among minions, and most often used for heavy labor. They're mean, surly and tough as nails. Trolls' bodies are covered in a stone-like material as they take injuries and heal. This makes their limbs absurdly heavy and strong, and they can use their fists to destroy stone walls and bend metal, among other things. 3 A troll's innate skill abilities are as follows: DRUDGIN' -1 0 +1 X FINAGLIN' -1 0 +1 X SCURRYIN' -1 0 +1 X Troll Feats of Strength Trolls might not be much larger than other minions, but their power is in a league of its own. A troll can carry a 200 lb. object in its arms and throw it across a small Room, knocking anyone it hits out cold, or suplex a creature it's holding for the same effect. While a troll is in a party, any room they enter will have an "Easy Out" feature that the troll can make simply by destroying any wall it can reach, raising Peril by 2. While trolls are ideal minions if there ever was one, each feat of strength leaves it tired. A troll can't perform a feat again until 30 minutes have passed. 14 The Dark Lord always has a plan, you've found. You don't know what it is, but when you mess up, they become furious and flash you with lightning for ruining it. But still they keep you around, because the work needs to be done, and who knows, maybe you'll succeed. When a Mission goes right for the Dark Lord, they gain a measure of Evil Power (EP) decided by the GM. Using Evil Power While EP is given to the Dark Lord in fiction, the ability to use it is up to you as the players as a reward from the GM. The more important the task given to you was, the more EP is received. The Dark Lord has many powers, and during a Mission, you can spend some of the Dark Lord's EP as an action to conjure an effect of the party's choice. But spend wisely, for though the Dark Lord has great strength, they need to use it to make your dreams become a reality. With 20 EP, you can cause the world to fall under the Dark Lord's power, effectively winning the game. Acting as the Dark Lord The Dark Lord is a character under the GM's control. If called out as a character to appear in the Mission, the Dark Lord automatically succeeds on all rolls they makee except against the Hero. The Dark Lord's power being used raises the Call to Heroism by the EP of the power used. You can only beckon the Dark Lord for one effect per Mission. "Do It Yourself." - 2 EP Sleep - 5 EP The Dark Lord possesses the body of one of The Dark Lord puts every human and animal the minions and flawlessly succeeds on a in the mission area to sleep for an hour. They task decided by the party. can't be woken up unless they're attacked or reawakened by a heroic ally. Dark Cinderella - 3 EP The Dark Lord bestows human forms to the Curse - 6 EP minions that last until a minion commits The Dark Lord bestows a strong curse onto a crimes or behaves violently three times, at creature of your choice. That character's which point the minion returns to normal. Threat is halved until the curse is broken. Anti-Hero - 4 EP Arrival - 8 EP The Anti-Hero, a higher subordinate of the The Dark Lord themself arrives. They will Dark Lord, is summoned. The Anti-Hero has directly control the rest of the Mission and abilities equal to the Hero and will distract give you orders. When you follow orders, you any enemies for 24 minutes before leaving. get a +2 bonus to every check you make. 15 By aligning yourself with Evil, you have made an enemy of Good. You've probably never thought of this. The opportunity was good, so what was there to worry about? The answer is the Hero. Just as a strong force of evil arose in your Dark Lord, an equally strong force of good is out there. Call to Heroism The Hero is a mysterious stranger from who-knows-where who roams the land looking to destroy evil. The hero is good and kind and seeks to end the rise of evil. And they're ridiculously, hopelessly strong. They can be slowed down, but never defeated. Only the power of the Dark Lord is enough to do so, and your master must await the right opportunity to do so. Meanwhile, the Hero is out there, looking for evil. When you do terribly evil deeds such as murdering civilians, the forces of good hear the Call to Heroism. The Call to Heroism is a meter from 1-10 that the GM adds to every time a serious crime is committed. The meter increases by 1 with every crime, and it can increase further with witnesses to the act. Every witness to these crimes adds +1 to the meter. When the Call to Heroism reaches 10, the Hero themself heeds the call and appears. Heroic Allies But the hero's not the only threat you have to contend with. The Hero has allies, known simply as Heroic Allies, who may appear when the Call reaches 4, 6 or 8. The GM introduces them somewhere in the mission's location after a time. Though they're not as strong as the hero, and can even be taken down with some cleverness, they're still a dangerous threat to contend with. Smaller Crimes Smaller crimes can call forth the forces of good, as well. If you make yourself enough of a nuisance that the local constabulary can't handle, those constables may end up calling for the heroic allies directly to show up. The Hero themself will not show up for such petty occurances. 16 A Non-Player Character (NPC) requires only two things to define them: A Threat and Conflict Score. Unlike minions who have to try hard at basic tasks, a human is generally skilled in lots of things. They have only one score and it's usually just to fight in a scrap. Below is a table of monsters and characters Minions may end up meeting during their missions, sorted by Threats. NPC Name Con. Score Threat NPC Name Con. Score Threat Big Dog 2 1 Adventurer 5 10 Elderly Human 2 2 Bear 4 12 Adult Human 3 4 Werewolf 5 15 Soldier/ Guard 3 5 Chimera 6 25 Veteran Guard 4 7 Dragon 6 50 NPC Threat Reduction If a minion wants to be able to tackle a knight or a bear, they need to be able to deal with its Threat before the fight starts. An NPC's threat is halved when they're asleep, presenting an excellent opportunity for many minions. When halved, round up a Threat to the highest whole number, so that a sleeping chimera will still be a threat of 13. If you attack a sleeping or unconscious creature that's a bigger threat than you still, you simply wake it up and it has time to prepare itself for your next attack. In addition, if an NPC is tied up and unable to act, their Threat is reduced to 1, but no serious enemy will simply allow you to do as you like. NPC Conflicts While unlikely, the Minions may become privvy to a situation where they're not the focus, and two NPCs do battle with each other. If this is important in any way, the GM will decide it by comparing conflict scores and threats. If they're identical, the GM is expected to make a call in the favor of whatever is most interesting. 17 Threat An archer of the highest order, the 20 strong vendetta against the forces of CON. Score: 4 point in the mission area when called. Sharpshooter is a heroic ally with a evil. They will appear at the highest Hawkeye The sharpshooter counts the entire outdoor mission area as a Room for the purposes of ranged attacks, but can only see targets in Peril of 3 or higher. Their ranged attacks reduce Threats by -2 on a hit. Threat 25 CON. Score: 3 A potent magic user, the Wizard is a heroic ally with a somewhat bumbling and nonviolent attitude. They will appear in the Room of the minions' last crime and investigate. Magic Power The wizard can perform any magical feat to solve a simple problem before them (such as building a bridge out of loose stones to cross a river) or make attacks. The wizard is immune to a boggart's magic. Threat A vessel of deific power, the Cleric is 30 power that allows them to keep people CON. Score: 5 or holy place, if there are any nearby. a heroic ally of peaceful and protective safe. The cleric will appear in a shrine Forbiddance The cleric protects whatever Room they're occupying from being enterable by evil creatures up to the Dark Lord themself. Minions in a room the Cleric enters are instantly sensed by them. 18 Threat 20 CON. Score: 4 A valiant warrior clad in armor, the Knight is a gullible heroic ally and an enemy of sheer tenacious willpower. The knight will appear in the next Room the Minions enter when called. Blinding Light The knight's presence causes Minions to feel as if they're standing in bright sunlight when in the same Room as them, causing Minions to take a -1 penalty to all rolls. The knight is immune to a boggart's magic. Threat 3 CON. Score: 6 A former servant of the Dark Lord, the Traitor is a minion turned to good. Knowing how minions think, the traitor will usually appear wherever the Minions' mission goal is. Competence Raise The traitor will be in contact with the constabulary as long as they're around. All enemies will have their Conflict score raised by +1 as long as the traitor is alive, and areas around the goal are more guarded. Threat 100 Unbeatable The strongest force of good in the world, the Hero is the ultimate enemy of the Dark Lord. They will appear wherever they are needed the most, always in the nick of time. Heroic Doom The hero will never be far from the Minions, as they can sense evil nearby. They can appear in any Room at any time as long as they're not preoccupied by something else. 19 Now that you're familiar with the minions and the threats they face, you should become familiar with the tasks they're capable of taking on. The thing about minions is that they're not much good at anything, and the Dark Lord knows this. They'll entrust minions with only small tasks until they prove themselves worthy and capable of greater responsibility. As the GM, use the following mission ideas or come up with their own. Each idea given here comes with an EP reward to show its likely importance. Start small at first — the rest will come later. 1 EP - Steal the Farmer's Crops! 4 EP - Prepare an Execution! Even the forces of evil don't move on empty The Dark Lord wishes to make an example of a stomachs, and the Dark Lord has no time for hated enemy. Make sure the execution happens feeding minions. Bolster the stores in their stead. smoothly and watch out for sabotage. 2 EP - Wreck the Town Hall! 4 EP - Kidnap the Prince/ss! The villagers in the Dark Lord's territory are getting A young noble of mysterious value to the Dark Lord ideas, and need to be reminded of their place. Go needs to be taken into custody. Kidnap them and give them a scare and send a message. return without drawing too much attention. 2 EP - Escort the Equipment! 4 EP - Jailbreak! Simply enough, the Dark Lord needs to move some One of the Dark Lord's more trusted subordinates supplies closer to the edge of his borders. Make sure has been captured and taken by the heroes. Break the cart reaches its destination safely. them free without attracting attention. 2 EP - Deliver the Package! 5 EP - Interrogate the Prisoners! The Dark Lord has sent you to give his regards to a A group of small-time wizards has been captured by certain village chieftain. Pay no mind to the fact the Dark Lord for critical information. A heroic ally that the package seems to be ticking. will come to rescue them. Get the information first. 3 EP - Make Way, Squatters! 5 EP - Guard the Hostage! The Dark Lord wishes to kick out a group of bandits A very important hostage has been locked in a tower squatting in a dungeon to use it as storage space. until they are needed by the Dark Lord. You are to Deal with them as you see fit. stand guard and prevent their escape. 3 EP - Steal the Painting! 5 EP - Steal the Amulet! The Dark Lord has come to fancy a painting on A wizard covets an amulet of great power dearly. The display at a party. Retrieve it for them and keep it in Dark Lord has asked that you steal it from him from pristine condition or face the consequences. within his tower; watch out for his traps. 3 EP - Spy on the Mayor! 6 EP - Coerce the Hero! A mayor of a city the Dark Lord wishes to control is The Dark Lord has requested audience with the hero, suspected of distasteful activity. Find out what he's who has wholeheartedly refused the invitation. up to so the Dark Lord can blackmail him. Acquire some leverage in town to change their mind. 20