I set up this game in order to get my head around a few concepts quickly. Please join me in this dumb sandbox while I work out wtf I'm doing. I'm not very organised with this project so please forgive any bizarre glitches or unprepared-ness <3
Being a Peasant SUCKS and you think it's time to be an ADVENTURER instead.
The patrols never turn up from the Old Fort anyway. You're always being dragged off by kobolds or goblins or turning into slime monsters. The blacksmith's daughter has gotten kidnapped so many times she's started her own support group. And don't even get started on the farmer's fields - if it's not a supernatural blight then it's an army of evil scarecrows or sentient poisoned potatoes.
Well, if you want a job done well you might as well do it yourself. Something spooky is going on in the North Forest. The local bandits have been partying non stop. Porttown hasn't sent any traders your way in over a month. And caravans are too scared to travel the southern roads anymore, since something's been picking them off.
It's time to make a bunch of money being a big time adventurer and definitely not getting killed in the process.
>>Name [Peon|Farmer|Merchant|Mason|Tailor|Blacksmith|ect] [NAMEHERE] >>I am a [age] year old [Fighter|Mage|Cleric|Thief|Assassin|Bard|Explorer]. My birthday is [day] of [month]. >> I am [tall|short|muscular|lithe|ect] and look [masculine|feminine|androgynous], with [hair colour & shape] hair and [eye colour & shape] eyes. My expression is usually [calm|angry|scared|ect] >> It's my dream to [dream|ambition here]
>>Name Farmer [Daniel] >>I am a 20 year old Fighter. My birthday is [day 12] of [month 7]. >> I am muscular and look masculine, with earlenght straight black hair and deep set brown eyes. My expression is usually calm >> It's my dream to become a knight
@DuthguyFarmer Daniel becomes a Fighter, and receives the Title: Man-at-Arms.
He has received the stats: 13, 15, 10, 16, 9, 12. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stat(s). A Fighter's Prime Stat is Strength.
The Default Fighter Proficiencies are Combat Reflexes and Manual of Arms. Daniel gains the Proficiency Labor [Farming] due to his background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
Combat Reflexes: True warriors never hesitate. Daniel gains +1 on surprise and initiative rolls.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month.
Daniel can train up to 50 soldiers per training period.
Daniel is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Daniel can use his skill to interpret information from his field of specialisation.
Daniel has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Acccept Default Fighter Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Fighter Proficiencies
Daniel the Man-at-Arms is able to scrounge up some adventuring gear from around the village. He gains:
• Well-oiled sword [1d6 one handed / 1d8 two handed] • Metal shield, re-painted many times [AC +1] • Slightly battered chainmail armour [AC 4] • Crossbow [1d6] and a case with 20 bolts • Military tunic • Boots • Backpack • 2 Weeks' iron rations • 10 torches
Combat Reflexes: True warriors never hesitate. Daniel gains +1 on surprise and initiative rolls.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be leveled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.
Labor Farming: Daniel is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Daniel can use his skill to interpret information from his field of specialization.
Adventuring: Daniel has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
• Well-oiled sword [1d6 one handed / 1d8 two handed] • Metal shield, re-painted many times [AC +1] • Slightly battered chainmail armour [AC 4] • Crossbow [1d6] and a case with 20 bolts • Military tunic • Boots • Backpack • 2 Weeks' iron rations • 10 torches
Daniel asks around town to see if anyone would join him. No one else has the courage to become an adventurer, but a few villagefolk decide to join him as his Hirelings. These are people Daniel has grown up with, and they seem eager to join him on his quest. They are in good spirits, gaining +2 Morale, and agree to waiver their first Month's wage, on the basis that Daniel protects the town...
Accept Quest?: Travel to the Old Fort and learn why the Hamlet isn't being protected. Reward: Hirelings will not require a wage for their first month of service and agree to take a smaller cut of the treasure. Furhter rewards may be later available...
>[Accept || Reject] Quest >Continue
The townsfolk are lining up to let you pick your party.... [0/1]
>> Accept: There is no reason to refuse such a quest after all
Combat Reflexes: True warriors never hesitate. Daniel gains +1 on surprise and initiative rolls.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be leveled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.
Labor Farming: Daniel is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Daniel can use his skill to interpret information from his field of specialization.
Adventuring: Daniel has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
• Well-oiled sword [1d6 one handed / 1d8 two handed] • Metal shield, re-painted many times [AC +1] • Slightly battered chainmail armour [AC 4] • Crossbow [1d6] and a case with 20 bolts • Military tunic • Boots • Backpack • 2 Weeks' iron rations • 10 torches
You have accepted a Key Quest: The Old Fort: Travel to the Old Fort and learn why the Hamlet isn't being protected.
After an hour or so, all potential recruits gather around the well in the middle of the village. You look them over and think about your options. Daniel the Man at Arms can recruit up to 4 henchmen to travel with him.
The Wily Natters Flint
A tiny, potbellied man, Natters Flint is 42 years old. He doesn't seem much cut out for a world of adventuring, and only seems to have put himself forward in the hopes it makes him look good - he's been stuck in the village for a while since his last caravan got raided and he gambled what little he had left away. All that being said, Natters is a skilled merchant, and he's offered to show you the ropes of trading.
In exchange for being your Henchman, he wants 20% of the treasure. Natters clearly wants to get out of town and start selling again, but he's obstinant he's worth this much - once a barterer, always a barterer....
>Recruit the Wily Natters Flint?
If you proove yourself worthy, Natters may have some optional Henchman quests for you later down the line... if he survives.
Gambling: The character has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. The character can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Profession: Merchant(1): Natters Flint is highly skilled at a civil profession, namely, being a Merchant. The gentleman is considered an apprentice in his profession. He can earn 25gp per month for his services, and can make expert commentary on subjects pertaining to his profession with a proficiency throw of 11+. Another level in Merchant will allow Natters to become a licensed practitioner, and he can ear 50gp a month for his services. He can also supervise up to 3 apprentices, increasing their productivity by 50%. If he selects the same profession three times, he is considered a master. He can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Old Sailor Asgor
Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.
In exchange for being your Henchman, he wants 10% of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored.
>Recruit Old Sailor Asgor?
Navigation: Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.
Gambling: Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Clint the Burly
Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.
In exchange for being your Henchman, he wants 15% of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully.
>Recruit Clint the Burly?
>[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day.
Labor(Mining): Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Flint the Farmhand's Son
Flint's 17 and for as long as you can remember, he's always been following you around the farm. He's a big lad, a little dense, but good-hearted. He knows how to throw his weight around and he's fiercely loyal to you.
In exchange for being your Henchman, he wants 10% of the treasure travelling with you. He clearly just wants to stay by your side and seems excited for adventure.
>Recruit Flint, the Farmhand's son?
Labor (Farming): Finn is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Finn can use his skill to interpret information from his field of specialization.
Lip Reading: Finn, the Farmhand's son can “overhear” conversations spoken in a language he understands. If the subject of his lip reading is not speaking clearly in bright light, the character may need to make a successful proficiency throw to hear noise in order to determine if he gleans the appropriate information. Finn receives a +1 bonus to carousing and spying hijinks.
Katya the Blacksmith's Daughter
Katya is 22 and has grown very tired of constantly being kidnapped by goblins. She'd really like to stick it to them. Her constant need to think on her feet and sneak her way out of goblin burrows has led to her developing a necessary set of skills.
In exchange for being your Henchman, Katya wants 10% of the treasure travelling with you. However, she will only join you if she gets a chance to kill goblins.
>Recruit Katya, the Blacksmith's Daughter? >[Accept | Decline] Henchman's Wish: Kill some Goblins.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Disguise:Katya, the blacksmith's Daughter can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Old Man Smith
You were surprised to see Old Man Smith turn up. Closing in on 70 years old, Old Man Smith is ex military and lives with the Miller's family. Supposedly Old Man Smith has made it through several viscious campaigns in the past. He might be old but he's giving you a very intense look. Seems like he's serious about adventuring with you.
In exchange for being your Henchman, Old Man Smith wants 15% of the treasure travelling with you. >Recruit Old Man Smith?
Manual at Arms[2]: Old Man Smith can train up to soldiers in military discipline. At skill level 2, Smith can earn 50gp per month training up light infantry or heavy infantry. It takes 1 month to train recruits into light infantry or heavy infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Old Man Smith to train up crossbowmen, bowmen and longbowmen. • Riding allows Old Man Smith to train up Light Cavalry or Heavy Cavalry. • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Old Man Smith can train up Horse Archers as well as Cataphract Cavalry.
Manual at Arms can be levelled up. At skill rank 2, Daniel earns 50gp a month. Old Man Smith can train up to 50 soldiers per training period.
Tendo the Weaponsmith
50 years of age and working hard in the forges, Tendo is a journeyman weaponsmith who moved into the Village when he got sick of being hounded in Old Fort nearby. He now perfects their orders in relative solitude, but it seems he's concerned with the amount of correspondance he's receiving from them these days.
In exchange for being your Henchman, Tendo wants 20% of the treasure travelling with you. >Recruit Tendo the Weaponsmith?
Craft (Weaponsmith [2]): Tendo the Weaponsmith has studied under a guild craftsman weaponsmith. The character is considered an journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. Afurther point in this craft and he will be considered a Master Craftsman, manufacturing goods worth 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%, and may take the role of Specialist.
The Huntsman Irene
Irene is 35 and can best be described as eccentric. Supposedly she was raised in the woods, and she lives on the outskirts of it. She's good with animals, a little obsessed in fact, and has a way with training them.
In exchange for being your Henchman, Irene wants 10% of the treasure travelling with you. She is hopeful you will one day let her unusual animals she can't find safely by herself.
>Recruit Irene the Huntsman? >[Accept | Decline] Henchman's Wish: Train up unusual animals someday.
Animal Training (Bears):The Huntsman Irene knows how to breed, groom, and train a particular type of animal (Bears). The animal can be taught simple tricks or orders. A character who wants to train two or more different animal types must choose this proficiency more than once. A character with proficiency in training an animal may choose a fantastic creature of a similar type with this proficiency. For example, a bear trainer could learn to train owlbears, or a horse trainer learn to train pegasi. Regardless of the type, animals must begin their training while still young. Initial training, which simply makes the animal safe for handling, takes one month. Each additional task or trick taught thereafter takes an additional 1d4 weeks. An animal can be taught a maximum of 2d4 different tasks or tricks. The animal trainer will only learn the animal’s limit when he reaches it.
The Huntsman Irene knows how to breed, groom, and train a particular type of animal (Dogs). See above for more information.
>name Spam[Bot] >>I am a [NULL] year old [Spammer]. My birthday is [NULL] of [NULL]. >> I am [ect] and look [mandmascurofemgynous], with [TALL, POINTED] hair and [RED CUBIC] eyes. My expression is usually [NOT SINISTER I SWEAR] >> It's my dream to [Spam the forum out of existence]
>> Not the best bunch but let's see. Having a merchant around might be useful, a navigator is only really useful if we need to use a ship or something, a former adventurer is always handy to have, there is no guarantee we will run into goblins for this mission, Smith's experience might make up for his age, having someone who makes weapons can't hurt and a hunter is always nice.
>> Asgor is out since he would eat into money whenever we aren't on a ship, and as much as I like Katya I can't promise her she will have goblins to kill and I'm not gonna lie about that, so those two are eliminated from the get go, now for the hard part.
>> Natter asks a lot of money but a merchant might be worth it, Flint isn't the smartest but he is loyal and lipreading is not a bad skill at all to have, Old man Smith is also not cheap and his age is an issue but we have the same class and he might provide useful hints and finally Irene's animals might bolster our numbers and help us if we're up against a large group.
>> I also promise Irene to try and help her look for unusual animals
Combat Reflexes: True warriors never hesitate. Daniel gains +1 on surprise and initiative rolls.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be leveled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.
Labor Farming: Daniel is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Daniel can use his skill to interpret information from his field of specialization.
Adventuring: Daniel has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
• Well-oiled sword [1d6 one handed / 1d8 two handed] • Metal shield, re-painted many times [AC +1] • Slightly battered chainmail armour [AC 4] • Crossbow [1d6] and a case with 20 bolts • Military tunic • Boots • Backpack • 2 Weeks' iron rations • 10 torches
>>Name [Blacksmith] [Buford] >>I am a [25] year old [Explorer]. My birthday is [16] of [October]. >> I am [short|muscular] and look [like a sumo wrestler but with shorter legs], with [no] hair and [the smallest pair of eyes you can draw - My eyes seem to close itself when I laugh] kind of eyes. My expression is usually [bewildered] >> It's my dream to [flex] and [drinking for free]
@Duthguy Daniel the Man at Arms recruits the following:
Old Man Smith, 1st level Fighter The Wily Natters Flint, Merchant 0th level Flint the Farmhand's Son, Farmer 0th level Irene the Huntsman, Huntsman 0th level
They do not require a wage for the first month and will look forward to their cut of the treasure in future delves. Daniel accepts Irene's Wish to recruit animals.
Irene's Wish: Train up unusual animals someday.
Old Man Smith: 15% The Wily Natters Flint: 20% Flint the Farmer's Son: 10% The Huntsman Irene: 10%
Your new crew start to get their gear together. Daniel is ready to head out to Old Fort, when a familiar face walks into the village square. It's the Blacksmith Buford, and together you will set out for adventure.
@ShovelBlacksmith Buford becomes an Explorer, and receives the Title: Scout.
He has received the stats: 15, 13, 15, 12, 10, 11. Would you like to accept these stats and automatically have them applied or use the advanced template?
>Accept Stats >Reroll Stats or >Use Advanced Stats
Use the following code to assign stats manually. >STR: # >DEX: # >CON: # >INT: # >WIS: # >CHA: #
You may subtract 2 from one stat to add 1 point to your Prime Stats. The Explorer's Prime Stats are Strength and Dexterity.
The Default Explorer Proficiencies are Precise Shooting(1) and Tracking. Buford gains the Proficiency Craft [Armorer] due to his background and Adventuring from becoming a newly minted adventurer. If you would like to pick your own proficiencies, an option list can be provided.
Precise Shooting[1]: Buford may conduct missile attacks against opponents engaged in melee at a -4 penalty to his attack throw. A character may take this proficiency multiple times. Each time the proficiency is taken, the penalty to attack opponents in melee is reduced by 2. Characters without this proficiency cannot attack opponents engaged in melee with missile attacks.
Tracking: Buford can follow tracks with a proficiency throw of 11+. The task may be harder or easier depending on situations like how many creatures are being tracked, whether the ground is soft, whether it has snowed ect. Characters move at half speed while tracking.
Craft (Armorer[1]): Buford the Scout has studied under a guild craftsman armorer. The character is considered an apprentice in his trade, and can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 11+. He can manufacture 10gp per month of goods. A further point in this craft and he will be considered a Journeyman, manufacturing goods worth 20gp per month, and supervise up to 3 apprentices, increasing their productivity by 50%.
This proficiency can be taken again to develop other crafts.
Adventuring: Buford has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Acccept Default Scout Proficiencies? >[Yes || No], [Accept || Do Not Accept] Default Scout Proficiencies
Buford the Scout brings some gear with him. He gains:
• Currency: 20sp • Sturdy Longbow with a quiver and 20 arrows [1d6] • Spear [1d6 / 1d8 two handed] • Short sword [1d6] • Dagger [1d4] • Fine Chainmail, personally made [AC 4] • Boots • Backpack • 2 Weeks' iron rations • wineskin • lantern • tinderbox • 2 flasks of common oil • blanket • 50" rope • 12 iron spikes • small hammer
>Accept Stats >Accept scout proficiencies >Buford introduces himself to Daniel (@Duthguy), the Man at Arms, and express his wish to give 5% of his cut in exchange for the right to be able to first pick any items that the team may acquired through the journey. If this deal does not seem pleasant for Daniel, Buford will take 10% of the cut with no side benefits.(if agree, Buford takes 5% of the cut but allow to choose items first. If not, Buford takes 10% of the cut.)
>> Daniel agrees that the offer sounds good but feels that this is something he should discuss with the others and asks them if they agree to give up the first claim to items. If even of them doesn't he will take Buford on for the full ten procent.
Combat Reflexes: True warriors never hesitate. Daniel gains +1 on surprise and initiative rolls.
Manual at Arms[1]: Daniel can train up to soldiers in military discipline. At skill level 1, Daniel can earn 25gp per month training up light infantry. It takes 1 month to train recruits into light infantry. This skill stacks with the following skills:
• Weapon Focus [Bows & Crossbows] allows Daniel to train up crossbowmen, bowmen and longbowmen. • Riding allows Daniel to train up Light Cavalry, or Heavy Cavalry at Manual at Arms [2] • Combined with both Riding and Weapon Focus [Bows and Crossbows] allows Daniel to train up Horse Archers. At Manual at Arms [2] he can train Cataphract Cavalry.
Manual at Arms can be leveled up. At skill rank 2, Daniel earns 50gp a month. Daniel can train up to 50 soldiers per training period.
Labor Farming: Daniel is highly proficient at Farming. He can make a living from farming, earning 3-12gp per month. With a proficiency throw of 11+, Daniel can use his skill to interpret information from his field of specialization.
Adventuring: Daniel has prepared himself for a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
• Well-oiled sword [1d6 one handed / 1d8 two handed] • Metal shield, re-painted many times [AC +1] • Slightly battered chainmail armour [AC 4] • Crossbow [1d6] and a case with 20 bolts • Military tunic • Boots • Backpack • 2 Weeks' iron rations • 10 torches
@Mae One question that may seem irrelevant. Does this setting have somekind of Dnd 5e in it? Like I certainly picking some vibe here but I have no idea what campaign is this base upon? Outside of that, nice and ty for creating an enjoyable game.
@Shovel It's actually Adventurer Conquerer King, which is an oldschool style D&D kind of game which takes players from being Adventurers, to running their own domains, to eventually becoming King. Its got some pretty robust systems in it and I've been working on a campaign for a RP for ages, but I realised I need some more with-player experience on how it runs before I can confidently launch that one (and commit to something potentially long term), so I thought some people wouldn't mind playing it casually as a Game! Plus rps run a bit more slowly so I thought this'd help me pick it up quicker.
@Duthguy Awh shucks, that means alot actually. I've always loved playing with you mate. @ShovelBuford the Scout has the following stats:
STR 15* || +2 DEX 15* || +1 CON 13 || +1 INT 12 || 0 WIS 10 || 0 CHA 11 || 0
If he would like, he can reduce his cha to 9 and int to 10 to increase his primary attributes, meaning he gains +10% xp instead of +5%. This change is small and likely not too noticeable either way, but I'd thought I'd give the option.
Buford the Scout joins the Party!
@Shovel@Duthguy Buford and Daniel haggle for a while, and Daniel seems amenable to the bonus in treasure in exchange for first pick on magic items, so long as future party members are ok with it. Daniel may agree to the 10% increase in cut now if he wishes to, and the deal can be paused when new members join the party.
CHOICE: Agree to this deal, temporarily?:
Example - Current Treasure Cut of a hypothetical 1000gp:
429 gp, 3 sp, 2 cp - Daniel the Man at Arms 353 gp, 8 sp, 6cp - Buford the Scout, gains first look at Magical Items 78 gp, 3 sp, 1 cp - Wily Natters 58 gp, 7 sp - Old Man Smith 39 GP, 1 SP, 4 CP - Irene 39 GP, 1 SP, 4 CP - Flint
Buford the Scout looks around him. Now that he is an Adventurer, he can have up to 4 henchman himself. A couple of latecomers arrive, but the pickings are starting to dwindle.
Bufords Choice of Henchman
Izzy Ninns the Mystery Wizard
A plump, short, jolly looking lady, Izzy Ninns used to be a Baker before she decided she had a knack for magic. Fortunate enough to have been given a decent schooling in her youth, Izzy set to learning what she could, fortunate enough to have a Mage join her at the inn for a time. The 32 year old woman insists she is innately magical.
In exchange for being your Henchman, Izzy insists upon 20% of the treasure. It is to one day finance her own great library, you see.
>Recruit Izzy Nins the Mystery Wizard?
If you prove yourself worthy, Izzy Ninns may have some optional Henchman quests for you later down the line.
Collegiate Wizardry: Izzy Ninns has received some simple mage training from a wandering wizard who stayed with her for a while. She can automatically identify arcane symbols, spell signatures, trappings, and grimoires of her own order, and can recognize those of other orders or traditions with a proficiency throw of 11+. Rare or esoteric traditions may be harder to recognize. A character may select this proficiency additional times for other aspects of magic.
Profession: Baker(1): Izzy Ninns is highly skilled at a civil profession, namely, being a Baker. She is considered an apprentice in her profession and can work as a Restaurateur. She can earn 25gp per month for her services, and can make expert commentary on subjects pertaining to her profession with a proficiency throw of 11+. Another level in Baking will allow Izzy to become a licensed practitioner, and she can ear 50gp a month for her services. She can also supervise up to 3 apprentices at this level, increasing their productivity by 50%. If she selects the same profession three times, she will be considered a master. She can earn 100gp per month, and supervise up to 2 practitioners and 4 apprentices, increasing their productivity by 50%.
Old Sailor Asgor
Asgor is 54 and used to serve on various ships coming out of Porttown back in his youth. He helps around the village with odd jobs these days, but he's never forgotten how to navigate. Mostly, you've seen him hanging around the inn a fair bit, but few people travel through the Village to play cards with him these days.
In exchange for being your Henchman, he wants 10% of the treasure. It's hard to say why Asgor wishes to travel with you, but he's probably just bored.
>Recruit Old Sailor Asgor?
Navigation: Asgor can take the position of the sun and stars to determine roughly where he is. He gains a +4 bonus on proficiency throws to avoid getting lost in the wilderness. He can serve as a navigator on a seagoing vessel.
Gambling: Asgor has the ability to win money in games of skill (competitive card games) and betting. He can earn 1d6gp per month as a professional gambler. Old Sailor Asgor can select Gambling additional times if desired, increasing his monthly income by 1d6gp with each selection.
Clint the Burly
Clint is 40, with plenty of musculature though a bit of a belly developing. He used to adventure but left it all behind for a mining contract that went sour. These days he works the lumbermill, but he's no good at it.
In exchange for being your Henchman, he wants 15% of the treasure travelling with you. He's hoping to get ahold of his own mine one day and covets a good chance to prove his worth. He looks at you hopefully.
>Recruit Clint the Burly?
>[Accept | Decline] Henchman's Wish: Help Clint get his own mine one day.
Labor(Mining): Clint is highly proficient at Mining. He can make a living from mining, earning 3-12gp per month. With a proficiency throw of 11+, Clint can use his skill to interpret information from his field of specialisation.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Grubbins the Ratcatcher
Grubbins the Ratcatcher is 42 and is a sullen, grave man. He talks little of his lost life in the military and tends to hold people at arm's length, keeping his thoughts to himself. These days he solves vermin problems, and they're are alot of them in this day and age.
In exchange for being your Henchman, Grubbins wants 15% of the treasure travelling with you. He's a little aimless in life and doesn't seem to have any long term plans.
>Recruit Grubbins the Ratcatcher?
Vermin Catching: Grubbins specialises in exterminating insects, slimes, and swarms. With a proficiency throw of 11+, he can identify the abilities and vulnerabilities of various vermin based on their physical appearance. He receives a +1 bonus when making saving throws against special attacks by vermin
Military Strategy:Grubbins knows about the art of war and the methods of the great captains. He can recognize famous historical battles, generals, and weapons with a proficiency throw of 11+. Forces under his command receive a +1 bonus to initiative rolls in mass combat. This proficiency may be selected multiple times, each time adding an additional +1 bonus to mass combat initiative, to a maximum of +3. All this being said, Grubbins seems reluctant to talk about anything military.
Katya the Blacksmith's Daughter
Katya is 22 and has grown very tired of constantly being kidnapped by goblins. She'd really like to stick it to them. Her constant need to think on her feet and sneak her way out of goblin burrows has led to her developing a necessary set of skills.
In exchange for being your Henchman, Katya wants 10% of the treasure travelling with you. However, she will only join you if she gets a chance to kill goblins.
>Recruit Katya, the Blacksmith's Daughter? >[Accept | Decline] Henchman's Wish: Kill some Goblins.
Clint the Burly lived a life of adventure. He knows how to clean and sharpen weapons, saddle and ride a horse, set up a camp, and search for a secret door. He has a rough idea of the value of common coins, trade goods, gems, and jewelry.
Disguise:Katya, the blacksmith's Daughter can make someone look like someone else through make-up and clothing. A successful Disguise requires a proficiency throw of 11+. Someone who is intimately familiar with the subject of the disguise may throw 14+ to see through it, adding their Wisdom modifier to their die roll.
Tendo the Weaponsmith
50 years of age and working hard in the forges, Tendo is a journeyman weaponsmith who moved into the Village when he got sick of being hounded in Old Fort nearby. He now perfects their orders in relative solitude, but it seems he's concerned with the amount of correspondance he's receiving from them these days.
In exchange for being your Henchman, Tendo wants 20% of the treasure travelling with you. >Recruit Tendo the Weaponsmith?
Craft (Weaponsmith [2]): Tendo the Weaponsmith has studied under a guild craftsman weaponsmith. The character is considered an journeyman in his trade. He can manufacture 20gp per month of goods, and supervise up to 3 apprentices, increasing their productivity by 50%. Afurther point in this craft and he will be considered a Master Craftsman, manufacturing goods worth 40gp per month, and supervise up to 2 journeymen and 4 apprentices, increasing their productivity by 50%, and may take the role of Specialist.