[x] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
[x] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.
 
[X] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
[X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.

- moonlighting again
 
New

[X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
[X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.
 
Character Sheet - Anselm Voss / Character Sheet - Light Skirmishers / Mercenary Band Status
Anselm Voss

Level 1 - Captain (Expert Warrior) - HP 11, PROFICIENCY: +2

Characteristics:

STR 14 +2
DEX 13 +1
COS 12 +1
INT 10 +0
WIS 12 +1
CHA 12 +1

Proficiency in Simple and Martial Weapons, Light & Medium Armor, Shields.
Speaks Common.

Skill Proficiency: Persuasion, Perception, Athletics, Investigation




Light Skirmishers

Level 1 - Cannon Fodder - HP 6, PROFICIENCY +1

Proficiency in Simple and Martial Weapons and Light Armor.

Skill Proficiency: Perception, Investigation.




Mercenary Band Status - The White Company

Number of Units: 0 (A Unit is comprised of 400 Small/Medium Creatures)
Number of Members: 10
Number of Special Equipment: 0
Number of Captains: 1
Morale: 0 - 1 (Ate Onion Soup for a month) + 1 (Captain CHA) = 0 (Typical Morale)
Initiative of Band: 10+0(Morale)+1(Commander's CHA)= 11
Band's Battle Rating: 1d20+2

Current Contract: Serve and Protect the citizenry and the merchants of Oron's Fortress. (Standard pay, Standard Risk)
 
The Fortress of Oron - City Sheet
The Fortress of Oron - City Sheet



The Fortress-City of Oron the Merchant stands close to the rivers of the lake of Oron -the imagination is strong with the merchant-ruler of this fortress-city- and yet such lake possesses something unusual; a water passage straight into the sea nearby. It is the safest dock one could imagine, for the waters are always calm, and if the water passage is closed, then the would-be pirates from the sea of Melor are blocked ashore, forced to seek their bounty elsewhere.

Of note are its three gates, the Northern, Eastern and Southern. Beyond the walls stretch the fields, and the buildings of the farmers thereof.

Within the city's walls, craftsmen abound for the resources that are brought into the city are second to none; some say that the Fortress of Oron stands at the center of the world, and that wealth pours from the watery wells, but most certainly it does flow into the coffers of the city's ruler.

It is to no one's surprise that the market stands at the center of the city, surrounded by a temple to a God of Merchants, the wealthiest of merchants and the Docks themselves, where the products come and go, but most definitely depart, only to return as wealth of gold, jewels and much more.

The city can count on groups of well-equipped soldiers to do their jobs, ranging from the strong and heavily equipped knights of Oron, to the skillful members of the city's navy. The everyday policing is left to small, but well-paid groups of guards but it isn't rare for wealthy merchants to hire good performing mercenaries to protect the more valuable merchandise at night as an extra-job.

One thing is certain, though. There this always opportunity to earn coin in the Fortress of Oron if you know where to look for it.
 
The voting's up and now let's tally them.
Adhoc vote count started by shadenight123 on Apr 6, 2019 at 3:54 PM, finished with 13 posts and 8 votes.

  • [X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
    [X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.
    [x] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
    [X] The Law is the Law. Let's get to know the judges.
    [X] Let's try to show off how good we can be to the local economy, and the merchants.
    [X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
    [X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.
    [X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
    [X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.
 
The White Company - Let's Get To Work!
[X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
[X] Perhaps it would be time to get in touch with the local trove of Adventurers. A friendly adventurer is a powerful friend.

The White Company - Let's Get to Work!


By day, guards of the city. By night, nightwatch of the city. It's a bit like being guards, but rather than be paid by the city to watch over the citizens, you get paid by wealthy citizens to specifically watch over their own houses. It's like pulling extra shifts, but you get extra money. And as long as nothing happens, you can even catch a quick nap every now and then.

Just make sure you're wide awake by the time the owners wake up; wouldn't do to let them think you've slept on the job.

Getting the extra money is good too. Especially for one's finances. Anselm Voss' takes a cut, and puts it away for future expenditures, and in the meantime everyone's happier at the thought of putting those disgusting onion soups behind.

What's not to love in some greasy mutton, roasted over a flame, or some proper bread and wine during a chilly night?

In the meantime, Anselm Voss spent his time at a local tavern, glancing back and forth for would-be adventurers that were potentially good sources of future aid, or of income. It wouldn't do to just strike friendship with the first adventurer to pass by; and yet one couldn't be choosy either. You never knew whether the gem would rise from the charcoal or from the mud, after all.

Sticking to the counter yielded, however, a strange friendly adventurer.

His name was Horhi, a Male Dwarf Wizard. Black hair and narrow, blue eyes weren't the first thing that caught Anselm's sight. It was the quarterstaff, the magic book, and the tiny gust of wind that accompanied the dwarf in question. He also seemed like a good dwarf; the kind that isn't too much of a hassle to deal with, and also the kind that might just give you a hand in a bad spot with magic.

Thus, it was but a matter of spending some time drinking and offering rounds, and in the end striking up some form of acknowledgment of sides.

Month's Tally:

Earnings:
45 Gold a month

Expenses:
40 Gold a month

Earnings in treasury:
55 Gold.

Lodgings:
Guard barracks by the city walls.

The White Company - Units

10 Light Skirmishers +1
1 Anselm Voss +2 & Horse.

The White Company - Allies

Horhi, Male Dwarf Wizard. Good. Familiar: Tiny Air Elemental. = Acquaintances.




The White Company - Month 3

The month went by quickly. Things are settling in a good routine. You're feeling confident, and then suddenly someone steals a priceless work of art from a house you were sworn to protect. Thankfully, perhaps because the Gods of Duty and Vigilance watch over you, or maybe because you're just darn lucky, it's recovered near-immediately by another member of your company and brought back in time to avoid a scandal going on.

Still, those were some tense hours.

But as things go, it's clear that slow and steady can quite win the race, but you have the feeling that being guardsman may chafe a bit with some of your men; they like getting paid, and they like their job -and you as their captain- but they haven't been killing Kobolds just to end up as fat guards doing rounds day after day.

It's time to change the tune, or face the ensuing music. But you still have time. You reckon a few more months won't hurt anyone. Hopefully nobody's going to lose their edge.

[X] Attempt to readdress the contract (CHARISMA check Diff. 15. May result in termination of contract)
[X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
[X] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
[X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
[X] Find more hirelings.

&& (Pick one)

[X] Ask Oron the Merchant for a job.
[X] Ask the local Boss for a job.
[X] Ask the Temple for a job.
[X] Ask the Commander of the City Guard for a job.
[X] Ask the head of the Merchant Guild for a job.
[X] Keep working the patrols.
 
[X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
[X] Ask the Commander of the City Guard for a job.
 
[X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
[X] Ask the Temple for a job.
 
[X] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
[X] Ask the local Boss for a job.
 
[X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
[X] Ask the Temple for a job.
 
[X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)

[X] Ask the local Boss for a job.
 
[X] Find Extra Work of the Unlawful Kind. (Pays more, is less respectable)
[X] Ask the head of the Merchant Guild for a job.

What kind of local boss?
 
[X] Find Extra Work of the Adventurers' Kind. (Payout varies wildly, as does risk.)
[X] Ask the Temple for a job.
 
[X] Find Extra Work of the Lawful Kind. (Pays less, is more respectable)
[X] Ask the Commander of the City Guard for a job.
 
Oh my, actually forgot about this.

Well, voting's closed. Let's tally stuff up.
Adhoc vote count started by shadenight123 on Apr 21, 2019 at 4:22 AM, finished with 23 posts and 12 votes.
 
The White Company - Let's be Good-Doers!
Find Extra Work of the Lawful Kind.
Ask the Temple for a Job.



The White Company is always ready to work harder for the sake of money.

More so when it comes from law-abiding citizens seeking further protection. It's a few extra turns, a few extra gold coins, and a slightly bigger treasury. It's a good enough start. A bit meager, but not that bad in the greatness of things.

What hits you like a charging war horse is the Temple's offer for a job. They do have one, but they are a bit wary of handing it over to a group of slightly untrained mercenaries such as yourselves.

An ossuary by the outskirts of the city has seen sightings of small armed bands of roving skeletons. Whether that is because the temple is cursed, or because a necromancer has decided to stay there, it is hard to say. What is clear is that a group of adventurers would be swamped by the numbers, and the low pay, coupled with promises of future healing at a reduced price did not sit well with the adventurers who would move out of town.

Still, it is an available job that might land you some goodwill with the priesthood of the city, and the promise of discounts on future healing services isn't something to scoff at.

The question on whether accepting the job's offer or not though, that is the true question of the matter.

Month's Tally:

Available Job:
Clear the Ossuary. Pay: 100 Gold. Enemy: Undead Skeletons. Goodwill with Temple (Good-Aligned).

Earnings:
45 Gold a month

Expenses:
40 Gold a month

Earnings in treasury:
110 Gold.

Lodgings:
Guard barracks by the city walls.

The White Company - Units

10 Light Skirmishers +1
1 Anselm Voss +2 & Horse.

The White Company - Allies

Horhi, Male Dwarf Wizard. Good. Familiar: Tiny Air Elemental. = Acquaintances.



Available Actions:

[X] Ask for further information (Write-In)
[X] Ask for some acolytes to come with.
[X] Buy Holy WaterX10. (250 G)
[X] Attempt to Haggle on the Reward.
[X] Hire more Hirelings before attempting the quest.
[X] Refuse the Job.
 
[X] Ask for further information (Write-In)
-[X] Have their been necromancer sightings in the area? Can we keep whatever we find as loot?
[X] Ask for some acolytes to come with.

Figured the loot question is the most important, since that is probably where we would make the most money if a necromancer is actually here.
 
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