Helix: Mercenary Guild.

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Cwreando
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Re: Helix: Mercenary Guild.

#161 Post by Cwreando »

Durgo

"Master Osen, I just finished a chat with Lord Korthos and he's asked if the I find the body to bring it to him to be interned there. While you have commissioned the expedition, I wanted you to know of his request.
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Re: Helix: Mercenary Guild.

#162 Post by Spearmint »

The Mercenerary Guild

Durgo Brightboon

Osen receives the young warrior. He is outraged to hear of Lord Krothos' request. He assumes it is to slight him and to claim some partaking in the ancestral inheritances of the deceased knight.

He is glad you confided in him, advising you not to tell Lord Krothos you have done so. He also insists that as one of the Knight's ancestors, the body is returned to him. The repatriation will help him with restoring his family's dishonoured name and claim some ancestral positions. Things kept from him by Lord Krothos.

A dilemma then should the Knight's remains be found.
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Re: Helix: Mercenary Guild.

#163 Post by Cwreando »

Durgo

"That is troubling. I will hear no more." wink wink. "I will find the body and map the area as you have asked and see that things are set right.
I think my fellow companions are interested in this expedition."


Charisma roll in case this is eventually set up.
vs 12
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Re: Helix: Mercenary Guild.

#164 Post by Spearmint »

The Mercenerary Guild

Osen chats with Durgo, discussing heroes of old, war wounds and some Duchy politics.

Turning to future business, Osen sats that the ranger, Cara Crow would not be available for a subterranean expedition.

"Where you are going you need experienced men. Veterans and two who know the area. Rickford & Duval, both torchbearers for the Harpy assault and Mummy Barrow expeditions would be ideal. You have gone with them before and know they are as stalwart as any."

R&D have npc profile pics

As 'Torchbearer' standard hirelings, the fees are detailed (from the first page of the thread), amounting to 48gp covering hire, two days wages, Duchy taxes (Lord Krothos creams a bit of tax for the village coffers), and each man would take a 1/2 share of recovered trove.

"Right, sign here." he hands you the quill, you get a sheaf of contract with T&C's written on. The pair get their gear and follow you out when ready.

Torchbearers:
Rickford 10/10 +2gp daily wage
Duval 10/10. +2gp daily wage
No xp share but 1/2 share of treasure.
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Re: Helix: Mercenary Guild.

#165 Post by Cwreando »

Durgo
Jul 5th

Durgo signs and pays the fee. -48 gp

Durgo nods with respect to the political challenges this may bring.

"Rickford and Duval welcome. We'll leave in the morning.
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Re: Helix: Mercenary Guild.

#166 Post by Bluetongue »

Golgarth

Returns to the Mercenerary Guild.

Golgarth: Charisma check vs 9 [4d6]=13

Splittering his need, he will try to rehire Sidkrake to come along again on an expedition.

"A mage too if one can be sought. Their knowledge and skill might be invaluable should arcane mysteries cross our path."

He has little coin, just enough in the budget to cover a couple of hirelings.
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Re: Helix: Mercenary Guild.

#167 Post by Spearmint »

The Mercenerary Guild.

Golgarth enquires regarding future hirelings. Sidkrake is available, the rogue a veteran of the long Bogtown-Ironguard expedition.

He will go again having been well rewarded in accompanying Golgarth, Gunter & Dalin.

His contract is simply a replica of before, 20gp as he is a 2nd level NPC plus Duchy tax (10gp) and a 2gp wage, which you pay as a minimum of two day hire. -34gp and he takes a 1/2 share of xp and trove.

Asking about other staff, there are few arcane enabled men available and no more clerics. Torchbearers and cadets are many, as are veteran swords-for-hire. Golgarth has hired Solly on two previous occasions and he has proven himself an able man, perhaps short on initiative but willing to swing his broadsword as neccessary. GBH can roll the dice on another deal, letting you take him again 'half price'
compared to Sid. Scrubbing the tax issue with a hand wave, the torchbearer can join you for an additional -14gp on the same share conditions.
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Re: Helix: Mercenary Guild.

#168 Post by Quonundrum »

Moriartus
Image

"Greetings, Mr. Osen. I trust you have already received word of Mr. Piggott's demise. Unfortunately, Mr. Eddery was also struck down by powerful undead. I have commissioned a memorial gate at the Crooked Yew to commemorate their fearless courage against an enemy most foul. Their sacrifice was not merely in pursuit of gold or glory, but the future survival of the forest."

He relates their adventure and accomplishments, along with deeds yet to be fulfilled. "As a result, we will be visiting this odd druid named Bjornak on the 10th day of this month. I will require a couple stout mercenaries again, although I expect the danger should be far less this engagement."

Charisma (17): [4d6]=13
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Re: Helix: Mercenary Guild.

#169 Post by Spearmint »

The Mercenerary Guild

Moriartus meets with Osen.
Unfortunately, Mr. Eddery was also struck down by powerful undead. I have commissioned a memorial gate at the Crooked Yew to commemorate their fearless courage against an enemy most foul.
"A sad time indeed. Another memorial, one being raised in the village too for those fallen, doing their duty elsewhere " Osen refers to the Tribute erected by Dalin who has had similar npc troubles.

You share testimony regarding your expedition and future plans.

"Rickford & Duvall, stout lads you know have just been commissioned to accompany the young Grizzly Durgo to delve below that Harpy shaft.

I cannot send the Bennerjake twins there again but getting them out earning their keep would be good for all. You have their loyalty and interests and Two-Birds is not seconded elsewhere."


Keeping to basic terms, hiring the above would be

Bennerjake twins: torchbearers on 1/4 share xp and 1/2 share trove. Rated as 10/10 guild fee so 20gp each plus 2gp wages daily.

Two-Birds: now just a C2 having lost rogue skills. Veteran hireling, rated 30/10 so 40gp hire cost and 3gp daily wage.

To have the trio costs -101gp in advance of a three day hire. But Osen will upgrade their equipment from basic leathers to heavier armour plus shields, improving AC and equip each with a 1st Aid Kit and basic expedition supplies.
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Re: Helix: Mercenary Guild.

#170 Post by Quonundrum »

Moriartus
Image

"Thank you, Mr. Osen. I think a jaunt in the countryside will do Ben and Jake quite nicely."

-101gp
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Re: Helix: Mercenary Guild.

#171 Post by gurusql »

Cadeweed

Cadeweed will make his way down to the Mercenary Guild. "Greetings, I am part of a group lead by Sven that will leaving on the 15th. We are looking to take a healer with us. Do you have anyone that you can recommend."

CHR:8 [_4d6]=(3+1+1+6)=11
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Re: Helix: Mercenary Guild.

#172 Post by Spearmint »

The Mercenary Guild

Cadeweed enters the tower reception, greeting Osen. In the rear courtyard he can see Barba who is seconded to the mercenary guild, swinging her newly acquired obsidian blade in practice fights. The halfling can enquire regarding hire of staff.
We are looking to take a healer with us.
"Clerics?", he gets a shake of the head, Osen whistling as he searches down his ledger of staff. "Brother Fabian of Cromm Cruach died of ghoulish wounds, beheaded and buried upon the Barrow Moor. Evangelist Truro of St Ygg went to his god, bitten by a giant toad and disemboweled on a trek home. The font in the chapel erected in his memory. Amos of Arcantryl, contract terminated by mutual consent, he is seconded to Mr Jolly as a retainer. Two-Birds of Silvanus. She is seconded out to Moriartus.

No dwarven clerics since they are Forge-bonded, Herne devotees are druidical in rites, not 'clerics' in the pure sense, having no authority usually over undead. Only one on the books is out talking to the birds somewhere.

Fighters we have plenty of, rogues and trap-smiths too. Cara Crow ranges in the Blackened Forests. But 'healers', no. Figure the church might have a spare choirboy or gravedigger that can lay on of hands in an emergency."


Mercenary Guild: Druid availability vs 1 [1d6]=5
Asking about other staff, there are few arcane enabled men available and no more clerics.
this was the situation on the same day for another player's asking.

actions, no cleric availability, but you can ask about other hires.
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Re: Helix: Mercenary Guild.

#173 Post by gurusql »

Cadeweed

"What about Barba, she and I worked well together very recently?"
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Re: Helix: Mercenary Guild.

#174 Post by Spearmint »

Osen considers to release Barba, checking the ledgers and skills chart.

"She is listed as a 10/10, so that is ten gold for us and ten gold to the Duchy taxes and next of kin insurances, plus her daily wage, paid in advance of 3gp.

All in twenty nine gold but she comes recommended by your good self and has a brand new sword just itching for orc blood or some other head she can lop off."


Seconded for a minimum of three days on Veteran terms, taking a half-share of team experience awards and a half share in discovered trove. -29gp..
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Re: Helix: Mercenary Guild.

#175 Post by gurusql »

Cadeweed

"I will accept."

-29 gp subtracted.
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Re: Helix: Mercenary Guild.

#176 Post by Cwreando »

Durgo

Durgo walks to the Mercenary guild with Duvall and Rickford to praise their efforts. "Hail, I bring back two healthy folks for ya. News too from the Expedition mind ya. Oh Rickford and Duvall please join us in the tavern for some much-needed food and beverage."
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Re: Helix: Mercenary Guild.

#177 Post by Spearmint »

The Mercenary Guild: Helix.

viewtopic.php?p=671787#p671787

Durgo returns back from a partially successful delivery into the labyrinth and crypts beyond the Harpy Shaft. Rickford & Duvall proving able veterans despite being hired on Torch-bearer terms. Like the group they return with more scars and richer for the experience, pockets though only jangle with their daily wages which you paid upfront.

On the way back to the guild, the mercenary duo share with Durgo a little concern which troubled them.

"The dwarf warrior. Wrathbone. Steadfast he was and brave too. But in our defence to lead the Gargoyles astray, he was tempted in the same way as the befuddled mage had been and he laid his hand upon the Nergal Obelisk. At one point as we fought, he spoke a word which blinded one of the creatures. A help truly it was, but at what cost to his soul ...?

Anyway, we thought to tell you so that you might watch over him."


Food for thought.

Osen receives 'the Young Bear' in his reception, eager to hear of any news concerning Sir Guy O'Veargne's remains being repatriated. He checks off the two mercenaries, giving them a medical debrief to note newly won scars and injuries. "They will live another day, for that we are all grateful. Another
letter to next of kin would be too much."


The pair dismissed, they can be hired again in a few days time.
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Re: Helix: Mercenary Guild.

#178 Post by Cwreando »

Durgo

Our expedition was eventful and challenging. I received a vision of the spirit of Sir Guy O'Veargne I feel gifted when I call on him.

'Beyond the Bleeding Bricks' lies the remains of the famed knight. But those bricks, seemingly blocking access to a Librarian's Crypt, the bricks are warded in some way.

There were strange ghast-folk, a Halfling undead-resurrectee and the Ghast matriarch Griselda have some definitive interest in the crypt contents.

I found some rubbings of crimson blood scripts; I'll have the chapel, or the tower folk look at them.

Gargoyles, living statues, devilish caricature figures becoming flesh and eking an existence in their own warring factions.

A cult of Orcus followers shielding themselves behind another metal door and like yourselves, patrolling and exploring for relics and artefacts of power. It will be challenging to do another expedition. I'll need a weapon for bludgeoning them gargoyles, I think. A footman's mace perhaps. We weren't lucky with coins on this trip. Maybe next time out we'll run into some better luck. I realize my goal is the recovery of Sir Guy's body, but the crew need coin to pay for services. I'll be seeing Lord Krothos possibly if he takes my visit soon.
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