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HorRible hENchmen

Author
Richard Woolcock
System
Tricube Tales <
Background
Figu Design
Several months ago, a mysterious stranger moved to the outskirts of the quiet and peaceful town of
Story Symbols
Summerford, and terrible misfortune has plagued the townsfolk ever since that fateful day. Delapouite, Lorc, Skoll
Unbeknownst to the hapless citizens, the enigmatic interloper is actually an evil villain with dastardly Game-icons.net <
plans for the town and its people. Robbery, kidnapping, and cold-blooded murder are all in a day’s work Illustrations
for this newcomer, with each crime playing a vital role in their master plan—their magnum opus. Publisher’s Choice
Quality Stock Art
You are the villain’s horrible henchmen, skulking in the shadows as you serve your master’s will and © Rick Hershey /
help bring their nefarious plans to fruition. The master gives your life meaning, and you live to obey! Fat Goblin Games <

ChAracter CREation
Each player creates a character as follows:
Resolving ChalLEnges
If a player attempts something risky, they roll 1-3
Serving the Master
Roll on the following tables to generate the latest
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty adventure scenario (see next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice The master orders the henchmen to...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Abduct someone D Eliminate a threat
smarts, charm, alertness, courage, and social combat). benefit). Rolling “1” on all dice is a critical failure B Recover a corpse E Destroy evidence
2. Select a concept: Deformed manservant, rotten (introduce a complication to the scene). C Steal a trinket F Protect the master
zombie, fierce goblin, sentient slime, flesh golem, The GM chooses a trait and difficulty for each Near, at, or inside...
animated skeleton, or familiar (specify animal). challenge. Most are difficulty 5, but a particularly A The local church D A prominent tavern
3. Pick a perk: Mutation (specify), brutally strong, easy or hard task might be difficulty 4 or 6. Some B An opulent manor E The town hall
scary, alert, fast, sneaky, or magic gift (specify). challenges (e.g., combat) require multiple rolls. C The town theater F The marketplace
4. Select a quirk: Foul smell, groveling, eats bugs, Players usually roll 2 dice, but roll 3 dice if the While dealing with...
mean, boisterous, evil laughter, or violent rage. challenge matches their trait. If a challenge falls A Raiders or bandits D A rival for affection
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., B An escaped prisoner E An attack on the town
6. Make up a name, and introduce yourself (e.g., sentient slime picking a lock), they lose 1 die. C Another “Big Bad” F Master’s bad temper
“I am Igor, a brawny deformed manservant who is
brutally strong but is always groveling”).
KarmA and REsolve RunNing thE Game
Who’s your Master?
Roll on the following tables (as a group activity),
Each player has 3 karma and 3 resolve. Spend 1
karma after rolling to reduce the difficulty by 1, if
you can justify how your perk helps you. Recover
The GM should describe the opening scene, react
to the players’ decisions, and assign the traits and
difficulties for challenges. Offer players karma in
then make up a suitable name and description. 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
Your master is a... rolling, narrating how your quirk hinders you. The players should make all the rolls, narrate
A Mad scientist D Tentacled horror If you use a quirk and succeed at the challenge, the outcome of their actions, and drive the story
B Vampire aristocrat E Demonic entity you may recover 1 resolve instead of 1 karma. forward whenever possible. They can also spend
C Nefarious sorcerer F Wicked witch For dangerous actions (such as combat), failure 1 karma to influence the story or discover a clue
Who resides within a... costs 1 resolve (or 2 on a critical failure). If a PC through their perk, at the GM’s discretion.
A Ruined old castle D Dark, dusty tomb runs out of resolve, they are eliminated from the The GM should roleplay the master, but never
B Haunted townhouse E Spooky mansion scene—but death is primarily a narrative conceit, in a way that’s helpful—it’s not the master’s job to
C Mysterious tower F Subterranean lair and the PC usually returns later at full resolve. make life easier for the henchmen!
Objectives
Described here are examples of objectives for the
Locations
Described here are examples of locations for the
Complications
Described here are example complications for the
adventure generator (first table): adventure generator (second table): adventure generator (third table):

1. BLIND DATE 1. HOLY HANGOUT 1. ZOMBIE PIRATES


The master has taken a fancy to someone in town The church is a popular hangout for many of the A pirate ship sails into the harbor and unloads its
and wants to “invite” them to dinner. If they don’t townsfolk, and the priest is always happy to grant zombie crew. The rotting rascals search the town
accept, the henchmen will need to insist. blessings and other services—for a nominal fee. for meat and booty. Arrr, brains!

2. GRAVE ROBBERS 2. GREENFIELD MANOR 2. DWELLER IN THE CELLAR


A local ruffian was murdered several months ago, This beautiful manor is the home of the infamous The master keeps a dangerous prisoner locked up
then secretly buried in an unmarked grave. What Lord Wickford, a rich nobleman who would have beneath the lair—but they’ve managed to escape,
dark plan could the master have for the corpse? been hanged for a dozen different crimes by now, and now they’re causing trouble in town!
if not for his wealth and family connections.
3. THE SWORD OF OPENING 3. BONE QUEEN
A fae king was slain centuries ago, and his magic 3. KING’S THEATER A lich has recently moved into town and decided
sword stolen. But as the king was only 12 inches Near the center of town stands the lauded King’s to claim it as her territory. The master is not at all
tall, his sword is now used as a letter opener. Theater, an elegant building with a magnificently happy about the competition!
furnished auditorium.
4. THE OLD NEMESIS 4. BANDWAGON CULTISTS
A weary old monster hunter rides into town. He’s 4. THE PHOENIX TAVERN An annoying cabal of cultists started worshipping
been following the master’s trail for many years, This popular tavern is renowned for its fine ales, the master a few weeks ago, and now they plan to
seeking revenge for the loss of a loved one. hearty meals, and rowdy patrons. It’s named “The steal the henchmens’ jobs!
Phoenix Tavern” because it’s been burned down
5. BAGGING THE BODY (and rebuilt) three times in the past decade. 5. TOWN UNDER SIEGE
Someone met a grizzly end after they crossed the The town finds itself under a military blockade,
master, and their body has since been discovered 5. PARTY TIME with enemy soldiers camped outside the fortified
by a nosy citizen. Retrieve the corpse and dispose A lavish party is taking place at the town hall, and walls. But perhaps the master can find some way
of it—and ensure it’s gone for good this time! the guests are dressed in expensive finary. to take advantage of all the chaos...

6. TOUR OF THE TOWN 6. HUSTLE AND BUSTLE 6. TOOTHACHE AND TANTRUMS


The master needs to visit someone in town on an The hustle and bustle of Summerford’s sprawling The master is suffering from toothache (or some
urgent matter, and the henchmen are tasked with marketplace attracts visitors and vendors alike— comparable discomfort) and is venting their rage
looking out for (and dealing with) any threats. but you’d better watch out for pickpockets! on the henchmen. Perhaps it’s time for a dentist?

Adding a Twist to the Story


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
B F might represent an execution or death threat, while rolling D F could indicate a disease, or a rat, or other vermin. This table can also be used to help flesh
out the master—for example, A A might symbolize an unquenchable thirst, while D C could mean they are magically bound and unable to leave the lair.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

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