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Banking

Discuss other HeroQuest expansion topics that do not fit into the above categories.

Re: Banking

Postby torilen » April 18th, 2015, 8:49 am

These last few posts show that including a banking system can lead to lots of fun adventures.
Perhaps the owner of a bank hires the heroes to guard a shipment. It can get ambushed and
they have to protect the money from being stolen. Or perhaps someone uses magic to steal
it, and the heroes get blamed and are hunted until they can get it all back. waaahaaahaaa.


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Re: Banking

Postby clmckay » April 18th, 2015, 9:15 am

Yeah! This is pretty cool. Originally, I had just planed to make it akin to the armory, not an interactive point. Now, I see ways to make it something that you earn.


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Re: Banking

Postby cynthialee » April 18th, 2015, 10:35 am

Diggin wrote:
cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...


Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around :mrgreen: ..

I would have it so the first time there is a bank robbery. After that I would roll two combat dice and if one comes up with a black shield it is being robbed. If 2 black shields are rolled it is being robbed by Chaos Minions with some moxie.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Banking

Postby Showdown35 » April 18th, 2015, 3:00 pm

This is a pretty interesting thread so I'm going to drop in with a suggestion. I've never considered the possibility of banking treasure between quests, but the possibilities are pretty intriguing. For those that want a fluff explanation of how a new hero gains access to a dead hero's banked treasure (without being restricted to the family motif), consider this option:
The players are prosperous retired adventurers, and when the Empire requests their help, they go to work recruiting and funding (or bankrolling) younger heroes to go on quests. Each player chooses their Champion to represent them on the quests, and when those heroes (the hero characters) return with the treasure they have recovered, they turn over a portion to their recruiters (the players). If a Hero then perished on his next quest, the player must recruit and choose a new Champion to represent his estate (or carry on his legacy, become his apprentice, whatever) and of course, he would fund the next expedition, using the treasure turned over from his previous, now dead hero.
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Re: Banking

Postby cynthialee » April 18th, 2015, 6:51 pm

Showdown35 wrote:This is a pretty interesting thread so I'm going to drop in with a suggestion. I've never considered the possibility of banking treasure between quests, but the possibilities are pretty intriguing. For those that want a fluff explanation of how a new hero gains access to a dead hero's banked treasure (without being restricted to the family motif), consider this option:
The players are prosperous retired adventurers, and when the Empire requests their help, they go to work recruiting and funding (or bankrolling) younger heroes to go on quests. Each player chooses their Champion to represent them on the quests, and when those heroes (the hero characters) return with the treasure they have recovered, they turn over a portion to their recruiters (the players). If a Hero then perished on his next quest, the player must recruit and choose a new Champion to represent his estate (or carry on his legacy, become his apprentice, whatever) and of course, he would fund the next expedition, using the treasure turned over from his previous, now dead hero.

This works.

The heroes have patrons. The players of course play the hero and the part of patron.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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Re: Banking

Postby Teldurn » April 28th, 2015, 1:16 pm

Diggin wrote:
cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...


Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around :mrgreen: ..

After about the third time of this happening, my players would start to suspect that they are somehow responsible for the bank robberies and will stop coming back to it so it no longer gets robbed. ;)
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Re: Banking

Postby cynthialee » April 28th, 2015, 1:57 pm

Teldurn wrote:
Diggin wrote:
cynthialee wrote:Have the Heroes walk into the middle of an armed robbery the first time they go to the merchants guild. Set it up so that there is a chance of property damage and if the heroes can pull off stopping the bandits with minimal damage to property they may earn the favor of the Merchant Lords...


Somehow this reminds me of Colour of Magic, where Twoflower is trying to sell 'insurance' to an innkeeper, who then sees profitin burning down his tavern (spoiler, read the book man)
Theres a quest in there somewhere. or more even, just write down the layout of the bank and then everytime the heroes go to that particular bank, they first have to fight off the robbers, because the bank is always getting robbed just when the Heroes come around :mrgreen: ..

After about the third time of this happening, my players would start to suspect that they are somehow responsible for the bank robberies and will stop coming back to it so it no longer gets robbed. ;)

I think my players would allow the robbery to go down. Then they would track the bandits back to their lair and or boss, then take care of business.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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