[center] You have accepted a Key Quest: [color=gold]The Old Fort: Travel to the Old Fort and learn why the Hamlet isn't being protected.[/color][/center] 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. [center][img]https://i.gyazo.com/2c5793b8867f5e49cf6abe534fcdd4c1.jpg[/img] [img]https://i.gyazo.com/2d657862342cecd80cf482fc0a11a76a.jpg[/img][/center] [center][b]The Wily Natters Flint[/b][/center] [color=cccccc][indent]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. [/indent][/color] In exchange for being your Henchman, he wants [b]20%[/b] 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? [center][i]If you proove yourself worthy, Natters may have some optional Henchman quests for you later down the line... if he survives.[/i][/center] [hider=Gambling][b]Gambling:[/b] 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.[/hider] [hider=Profession: Merchant (1)][b]Profession: Merchant(1):[/b] 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%.[/hider] [hr] [center][b]Old Sailor Asgor[/b][/center] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, he wants [b]10%[/b] 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? [hider=Navigation][b]Navigation:[/b] 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.[/hider] [hider=Gambling][b]Gambling:[/b] 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.[/hider] [hr] [center][b]Clint the Burly[/b][/center] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, he wants [b]15%[/b] 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. [hider=Labor(Mining)][b]Labor(Mining):[/b] 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.[/hider] [hider=Adventuring]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.[/hider] [hr] [center][b]Flint the Farmhand's Son[/b][/center] [color=cccccc][indent]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. [/indent][/color] In exchange for being your Henchman, he wants [b]10%[/b] 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? [hider=Labor, Farming] [b]Labor (Farming):[/b] 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.[/hider] [hider=Lip Reading][b]Lip Reading:[/b] 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. [/hider] [hr] [center][b]Katya the Blacksmith's Daughter[/b][/center] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, Katya wants [b]10%[/b] 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. [hider=Adventuring]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.[/hider] [hider=Disguise][b]Disguise:[/b]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.[/hider] [hr] [center][b]Old Man Smith[/b][/center] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, Old Man Smith wants [b]15%[/b] of the treasure travelling with you. >Recruit Old Man Smith? [hider=Manual at Arms(2)][b]Manual at Arms[2]:[/b] 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: [indent]• 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. [/indent] 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.[/hider] [hr] [center][b]Tendo the Weaponsmith[/b][/center] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, Tendo wants [b]20%[/b] of the treasure travelling with you. >Recruit Tendo the Weaponsmith? [hider=Craft (Weaponsmith 2)]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.[/hider] [hr] [b][center]The Huntsman Irene[/center][/b] [color=cccccc][indent]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.[/indent][/color] In exchange for being your Henchman, Irene wants [b]10%[/b] 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. [hider=Animal Training(Bears)][b]Animal Training (Bears):[/b]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.[/hider] [hider=Animal Training(Dogs)]The Huntsman Irene knows how to breed, groom, and train a particular type of animal (Dogs). See above for more information.[/hider]