- Knights gain squires
- Clerics gain acolytes
- Sorceresses gain initiates
- Guilders gain apprentices
Hiring help
Potential retainers are recruited in between adventures. Recruiting retainers requires a week spent in a village or city, spreading the word that help is wanted for an upcoming expedition.
Number of applicants
The number of applicants determines how many potential retainers the referee generates. The number of applicants is determined by the player rolling a d4, modified by the following factors:
| Factors | Number of applicants |
|---|---|
| Base number | 1d4 |
| PC is in their home town | +1 |
| - And the PC has constructed a stronghold (tower, guildhall, shrine, etc.) | +1 |
| PC is level 7+ | +1d4 |
| PC spends 50gp to spread the word | +1 |
If multiple PCs are attempting to hire help, they all make a roll for the number of applicants, but only the highest roll is kept to determine the total pool of applicants: there's only so many potential retainers in town at any one time.
Seeking henchmen of a specific class
There are two ways to attempt to hire a henchman of a specific class.
- You are in a city and want to hire a henchman of your same class. For example, a sorceress attempting to recruit another sorceress; or
- You are in a city with an enclave of a specific class. For example, you wish to hire a guilder while in the city of Erl, which has many great guildhouses.
Note that both of these situations require you to be recruiting retainers within a city, not a village.
In these cases, one of the potential retainers from the applicant pool will be of this class per PC seeking to hire help. The types of henchmen sought may be different if multiple PCs are trying to hire help.
For example, if the applicant pool for two PCs seeking hired help is 5 potential retainers, and the party specifically is trying to recruit knights, 2 of 5 of the applicants will be knights. If one PC was looking to hire clerics and one PC was trying to hire knights, 1 of the applicants would be a cleric and 1 would be a knight, leaving 3 randomly-generated NPCs.
Rolling a retainer
The referee generates potential retainers based on the number of applicants.
In a village, the referee rolls 1d50 to generate a potential retainer. In a city, the referee rolls 1d100.
(This blog post only has the first 50 results. The second half of the retainer table is a future blog post.)
Each row is a unique NPC. If further randomness is desired, roll for each column and combine the results.
Commentary
50 retainers in the Stone Isles
| # | Name | Profession | Appearance | Quirk | Hit Points | Abilities | Saves | Goal | Demeanor | Equipment |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Heru Atteclif | Bell-maker | Bulging, widely spaced eyes | Skilled in first aid. By spending a turn and a bandage, can restore 1 hp. A character can only benefit from this first aid once a day. | 4 | Str 9, Dex 11, Con 15, Int 9, Wis 9, Cha 7 | F12 W13 G14 Q15 C-S16 | Sketch holy bells in famous cathedrals throughout the archipelago | Industrious | Clapper (as club), hand bell, bandages (3) |
| 2 | Tull Bara | Baker | Old, wrinkled, constantly smiling | Strictly enforces 1 turn of rest every 6 turns. Mandated hireling break! (Also, they're old!) | 1 | Str 5, Dex 10, Con 7, Int 13, Wis 14, Cha 14 | F12 W13 G14 Q15 C-S16 | Spouse recently died; looking to fill their golden years with adventure | Optimistic | Flour, rolling pin, waybread (3 loaves) |
| 3 | Ari Birdwhistle | Peregrine Messenger | Birthmark under one eye, wearing Peregrine Messenger's raiment (bicorne hat, poncho) | Has a mind for maps. Will collaborate with the mapper and correct any mistakes. | 4 | Str 10, Dex 10, Con 16, Int 8, Wis 9, Cha 11 | F12 W13 G14 Q15 C-S16 | Elevate the Peregrine Messengers into the Council of Guilds | Talkative, loves gossip | Walking staff, bird whistle (worn as a badge), bedroll, iron rations (7) |
| 4 | Tiff Buckram | Bookbinder | Pince-nez spectacles | Has contacts among rare book collectors. Can serve as a fence for recovered antique books and fetch a good price. | 2 | Str 8, Dex 11, Con 8, Int 14, Wis 11, Cha 13 | F12 W13 G14 Q15 C-S16 | To find Mellywyn the Elf and deliver to them the cloth-of-gold book they already paid for | Solemn, quiet | Leather-bound journal (filled with observations), quill-trimming knife, quill, ink, Mellywyn's blank book |
| 5 | Mari By-well | Clerk | Big ears, doe eyes; chalk-covered clothes | Good at spotting forgeries. Conversely, also pretty good at making forgeries. | 3 | Str 8, Dex 8, Con 10, Int 10, Wis 8, Cha 10 | F12 W13 G14 Q15 C-S16 | Find a holy relic | Nervous | Writing slate, chalk, abacus, candles (2) |
| 6 | Yon Catchpole | Sea-sheriff | Jowly, thinning hair, wears a pink coat with slashed sleeves | Terrified of heights; won't ascend to the third-rung of a ladder without a Loyalty check. | 3 | Str 9, Dex 10, Con 9, Int 5, Wis 13, Cha 9 | F12 W13 G14 Q15 C-S16 | Prove themselves worthy for knighthood | Bombastic and headstrong | Quarterstaff, spyglass, manacles |
| 7 | Dory Chips | Carpenter | Wears a big hat | Cursed by the King of Elves; grows donkey's ears during a full moon. Hides them under veil. | 3 | Str 11, Dex 6, Con 9, Int 10, Wis 8, Cha 9 | F12 W13 G14 Q15 C-S16 | Find a cure to their curse | Self-important but bumbling | Hand-drill, nails, mallet |
| 8 | Bucky Coffrer | Trunk-maker | Caesar haircut, pot belly | Judgmental about the quality of chests. Perfectly detects mimics. | 4 | Str 10, Dex 11, Con 14, Int 11, Wis 9, Cha 14 | F12 W13 G14 Q15 C-S16 | Father lost the family farm due to debts; wants to earn enough to buy it back | Deadpan, flat affect | Lockbox with key, lockpicks, candles (2) |
| 9 | Dayla Corviser | Cobbler | Shell ornaments hang from their curly hair | Fancies themselves a military historian expert. Gives unsolicited advice about battle tactics. Will play out strategies with their tin soldiers. | 3 | Str 7, Dex 12, Con 9, Int 9, Wis 8, Cha 9 | F12 W13 G14 Q15 C-S16 | Enough money to buy the mansion in their home village | Braggadocious | Extra socks, collection of tin soldiers with various polearms, needle, spool of thread, catgut, candles (2) |
| 10 | Brost Dyster | Gravedigger | Sickly, pale, bald; talks in an antiquated manner, like old-order Amish | Stoic about death. Willing to take on dangerous tasks about dealing with the undead without a Loyalty check. | 3 | Str 6, Dex 8, Con 12, Int 13, Wis 11, Cha 11 | F12 W13 G14 Q15 C-S16 | To impress the PCs; believes them to be great lords | Wheedling, fawning | Shovel, lantern, flask of oil |
| 11 | Yarrow Einion | Smith | Romanesque nose, high cheekbones | Unbeknown to everyone, descended from the line of the Sisters of Night. Possesses an innate capacity for sorcery. | 4 | Str 10, Dex 11, Con 15, Int 18, Wis 7, Cha 13 | F12 W13 G14 Q15 C-S16 | Haunted by recurring dreams of stone ships every night; wishes to find them in real life | Diligent | Hammer, tongs, bellows, tinderbox |
| 12 | Yon Faintree | Beggar | Scrabbly and ill-kempt; gold tooth | Sings a variety of bawdy songs, badly. Has extraordinary luck (look at those saving throws!) | 1 | Str 14, Dex 12, Con 6, Int 10, Wis 10, Cha 9 | F4 W5 G6 Q7 C-S8 | Drink at every tavern in the archipelago | Addled, strange, harmless | Bottle of hooch (strong but foul), beat-up lute, alms bowl |
| 13 | Tuly Fuster | Saddle-maker | Beauty mark | Local leg-wrestling champion. Always willing to challenge someone to a match. | 2 | Str 15, Dex 10, Con 7, Int 13, Wis 9, Cha 14 | F12 W13 G14 Q15 C-S16 | Journey and see the wonders of the Stone Isles | Friendly, funny | Leather-working knife, bag of salt, leather buckler (+1 AC) |
| 14 | Vetch Gateward | Gate warden | Acne-scarred | Voracious appetite. Eats 2 rations instead of 1 whenever possible. 5-in-6 chance of ignoring any negative effects from anything eaten. | 3 | Str 14, Dex 12, Con 12, Int 9, Wis 12, Cha 9 | F12 W13 G14 Q15 C-S16 | Laboring under the misunderstanding that they are some sort of chosen one | Bold, brash; aggravated by inaction | Club, lantern, flask of oil, tinderbox |
| 15 | Beryl Girdler | Belt and buckle maker | Braided hair worn in loops; wears a huge, ornate belt buckle | Has the knack of finding water with their dowsing rod; can always point towards the nearest source. | 1 | Str 9, Dex 10, Con 7, Int 9, Wis 13, Cha 16 | F12 W13 G14 Q15 C-S16 | Meet an angel | Lighthearted, devil-may-care | Dowsing rod, tinderbox, candles (2), iron rations (7) |
| 16 | Bren Glasswright | Stained glass artisan | Crooked nose; wears out-of-style finery | Refuses to carry unidentified magic items. | 3 | Str 11, Dex 16, Con 9, Int 12, Wis 8, Cha 9 | F12 W13 G14 Q15 C-S16 | Wants to be commissioned by the bishop to make a stained-glass window | Curious, inquisitive | Iron pipe, hermetic bottle (empty), hand mirror with a solar motif |
| 17 | Goldie Goldbeater | Gold leaf hammerer | Full figured; wears a cloak sewn with peacock feathers | Unbeknownst to them, carrying an authentic relic; the skull of St. Anne of the Sea. Believes it to just be a flashy bit of goldsmithing. The skull may perform a miracle. A cleric who passes an Intelligence check upon seeing the skull recognizes it for what it is. | 4 | Str 12, Dex 13, Con 15, Int 11, Wis 12, Cha 12 | F12 W13 G14 Q15 C-S16 | Spread their mother's ashes in a sacred place | Pragmatic | Chasing hammer, fire pot, tinderbox, gilded skull |
| 18 | Birt Hoskier | Hose and breech clothier | Grey haired, wolfish | Petty pickpocket. Willing to ply this trade at the hiring PC's request. Does it for his own benefit when the referee rolls a retainer encounter and there's an easy source of nearby treasure. | 3 | Str 14, Dex 16, Con 12, Int 8, Wis 11, Cha 14 | F12 W13 G14 Q15 C-S16 | Saving for a dowry | Suave | Lantern with a match-sized fire elemental in it, pack of cards, bedroll, iron rations (6) |
| 19 | Daisy In-the-lane | Ferrier | High forehead, plucked eyebrows | Superstitious. Refuses to be the target of any sorcery without passing a Loyalty check. | 3 | Str 14, Dex 9, Con 11, Int 11, Wis 12, Cha 11 | F12 W13 G14 Q15 C-S16 | Lost treasure and great riches | Overeager | Half a treasure map*, hammer, iron spikes (12), flint and tinder * True map - referee's discretion where it leads |
| 20 | Waris Kempster | Acrobat | Thin, lips in a cupid's bow; wears jester's motley | Comfortable with heights. Willing to do "second story work"; climb, walk tightropes, etc., without a Loyalty check | 3 | Str 8, Dex 15, Con 8, Int 14, Wis 11, Cha 14 | F12 W13 G14 Q15 C-S16 | Solve the sphinx's riddle: What is big as a house, but grey as a mouse? What has the nose of a snake, but makes the earth quake? | Careful | 10' pole, seven balls (one of each color of the rainbow), 50' rope, bottle of methanol (for fire breathing) |
| 21 | Teriel Lardner | Tavern keeper | Tall, dimpled chin | Good cook. When provided with fresh rations and herbs, can make a meal that gives +1hp. | 3 | Str 8, Dex 15, Con 10, Int 9, Wis 14, Cha 10 | F12 W13 G14 Q15 C-S16 | Looking for an advantageous marriage (perhaps one of the PCs?) | Tough, no nonsense | Cooking gear, three lucky dice, tin mug, lard, fresh rations (3) |
| 22 | Oak Lymburner | Lime kiln operator | Tattoos of green dragons on their forearms; wears a heavy leather apron | Heavy drinker. Gets morosely, catatonically drunk at every tavern. Heals all damage after a night of drinking. | 3 | Str 8, Dex 10, Con 10, Int 8, Wis 8, Cha 10 | F12 W13 G14 Q15 C-S16 | Clear their family's name through good deeds (or at least riches) | Sullen | Blackjack, empty bottle, chalk, tinderbox, bedroll |
| 23 | Tiarath Mazerer | Maker of drinking bowls and cups | Short, waifish; wears bright clothing | Has the knack of whistling so loud that it can be heard for miles. Whistles to attract their pet bee, which follows them around loyally. | 3 | Str 9, Dex 15, Con 11, Int 9, Wis 12, Cha 13 | F12 W13 G14 Q15 C-S16 | Find their little sister, who joined up with another adventuring party as a hireling | Awkward | Walking stick, enchanted drinking bowl*, bottle of mead, pet bee * Will explode if poison is ever poured into it, saving the drinker. |
| 24 | Anan Merryman | Itinerant minstrel | Spiky blonde hair, round face; wears the costume of a gleeman (braided leather headband, patchwork cloak) | Seeks to flatter their employer by composing ballads about their adventures, constantly asking for feedback. | 3 | Str 9, Dex 13, Con 13, Int 12, Wis 8, Cha 15 | F12 W13 G14 Q15 C-S16 | To be recognized as a great bard | Compulsive truth-stretcher | Gilded harp, long dagger, tinder box, bedroll, pet cat |
| 25 | Faunia Nitpick | Goatherd | Pretty; wears the traditional costume of the shepherd (straw hat, furred breeches) | Enjoys the company of animals. They will skillfully serve as hostler, taking care of any animals in the party's possession. | 4 | Str 12, Dex 13, Con 15, Int 14, Wis 10, Cha 10 | F12 W13 G14 Q15 C-S16 | Get out of town to avoid being married off to a bad match | Kind and caring | Sling and 10 bullets, pan pipes, shepherd's crook, bedroll |
| 26 | Peter Of-the-field | Farmer | Bee-sting nose; wears sturdy mountaineering boots | Accomplished mountaineer, enjoys scaling heights. | 5 | Str 11, Dex 8, Con 16, Int 12, Wis 9, Cha 10 | F12 W13 G14 Q15 C-S16 | Dreams of seeing a dragon | Grumpy | Pitchfork, personal tent, 50' rope, magic seed*, pet chicken * Doesn't know what it will do. If planted, will grow into a pumpkin the size of a cottage. |
| 27 | Hara Pargeter | Decorative plasterer | Pleasantly plump, gap toothed | Discourses knowledgeably about frescoes, mosaics, and other wall-based decorations. Will point out secret doors if one exists when the referee rolls a Retainer Vignette. | 3 | Str 10, Dex 10, Con 14, Int 9, Wis 9, Cha 11 | F12 W13 G14 Q15 C-S16 | Religious; wants to raise money to found a new shrine in their town | Merry | Bedroll, torches (3), 50' of rope, iron rations (6) |
| 28 | Hama Pinfold | Falconer | Chinless; wears the falconer's set (coif and falconer's glove) but bears no birds with them | Secretly the lord of a minor kingdom, enjoys journeying incognito. | 3 | Str 13, Dex 12, Con 9, Int 10, Wis 12, Cha 9 | F12 W13 G14 Q15 C-S16 | Capture a unique bird | Vain, self-important | Falconry gear, bird cage, leather gauntlet, bedroll, 30 gold pieces hidden in their boot |
| 29 | Berry Perrer | Mason | Tall and stately; scar on their neck hidden by a long veil | Secretly a Werewolf. Unknown, even to themselves. Will transform during the full moon. | 3 | Str 17, Dex 7, Con 9, Int 13, Wis 13, Cha 9 | F12 W13 G14 Q15 C-S16 | Wants to see a living statue | Dignified | Hammer, chisel, block and tackle |
| 30 | Yon Pessoner | Fishmonger | Bald; smells vaguely of fish | Refuses to pass any shrine or altar without stopping to say a prayer. | 3 | Str 8, Dex 12, Con 10, Int 9, Wis 9, Cha 14 | F12 W13 G14 Q15 C-S16 | Undertake a pilgrimage to all six major shrines | Religious; constantly invoking the names of the angels. | Lobster cage, 10' of chain, wooden holy symbol, ocarina, fresh rations (4) |
| 31 | Gullie Pleadwell | Legal advocate | Elaborate, highly-stacked hair | Volunteers practical but shady legal advice when they hear the party discussing schemes of dubious virtue. | 3 | Str 9, Dex 11, Con 13, Int 8, Wis 9, Cha 10 | F12 W13 G14 Q15 C-S16 | Saw their father's ghost, which abjured them to not waste their life; wants to do something worthy of being remembered | Business-like, no nonsense | Scroll case, 10 sheets of parchment, raven-feather quill, magic ink* * Contracts written with this ink will erupt into flames if the contract is ever violated. |
| 32 | Ustwald Pomer | Actor | Chin-length hair, goatee; very plump | Loves to talk in rhyming verse. | 4 | Str 15, Dex 9, Con 15, Int 15, Wis 10, Cha 11 | F12 W13 G14 Q15 C-S16 | Actor's troupe left them behind; need money to catch up with them | Romantic | Disguise kit, mirror, two Grecian-style plaster masks (comedy and tragedy) |
| 33 | Ivy Poyner | Tax collector | Velvet coat, lace cravat | Refuses to leave any treasure behind; insists on taking unnecessary risks for a single dropped coin. | 3 | Str 16, Dex 15, Con 9, Int 12, Wis 11, Cha 13 | F12 W13 G14 Q15 C-S16 | Dreams of being rich enough to found their own village where they're the mayor: Ivyton. Or maybe Poynerville. | Greedy | Mace, scales, sack, torch (1), pet snake |
| 34 | Pip Puskin | Servant | Young and fresh faced, page haircut | Curious about all aspects of adventuring. Questions the knight about their armor. Questions the cleric about the saints and angels. Questions the sorceress about the stars and magic. | 5 | Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 12 | F12 W13 G14 Q15 C-S16 | Dreams of real adventure and an escape from a mundane life | Lazy | Dagger, tinderbox, candles (2), flagon of wine, ration (1) |
| 35 | Lily Pysgod | Fisher | Frog-like appearance, croaking voice | Expert swimmer; can hold their breath 2x normal. | 3 | Str 10, Dex 14, Con 13, Int 9, Wis 11, Cha 8 | F12 W13 G14 Q15 C-S16 | Curious about the outside world | Naive | Fishing pole, variety of lures, lightly-glowing pearl (matchstick-level light, continuous), fresh rations (3) |
| 36 | Redigar "Red" Rummage | Ship cargo packer | Spangled with freckles | Constantly suggesting drawing lots. Gives accurate estimation of odds (X-in-6) of most tasks. | 3 | Str 13, Dex 12, Con 12, Int 9, Wis 15, Cha 10 | F12 W13 G14 Q15 C-S16 | Make enough money to get out of gambling debts | Erratic, wild | Jar of ambergris, rations of dried fish (7), crowbar, wooden cup & dice |
| 37 | Rosie Saltmaker | Makes salt from boiling sea brine | Well endowed; Celtic knotwork tattoos behind both ears | Amateur fortune teller. Asks about dreams. Wants to read your palms. Predicts doom frequently. | 3 | Str 10, Dex 12, Con 13, Int 14, Wis 10, Cha 15 | F12 W13 G14 Q15 C-S16 | Raise money for the poor people in their home village | Dolorous, pessimistic | Box of salt, pack of playing cards, tinderbox, torch (1), jellied whale rations (3) |
| 38 | Robin Seamster | Tailor | Beautiful golden hair; drab clothes many times patched with bright fabrics | Treat as a henchman when fighting giants or associated foes. | 4 | Str 8, Dex 10, Con 14, Int 10, Wis 8, Cha 16 | F12 W13 G14 Q15 C-S16 | Rescue their betrothed from the castle of a giant | Courageous | Giant thimble (as helmet), giant needle (as sword), bedroll |
| 39 | Sally Sulter | Net-maker | Broad-brimmed hat dangling with charms | Fond of games, and regularly tries to get dice games going while camping. At a tavern, will usually win 2d6 gold from other patrons. | 2 | Str 9, Dex 12, Con 11, Int 16, Wis 11, Cha 14 | F12 W13 G14 Q15 C-S16 | Accidentally caught a mermaid in a net; let the mermaid go, but her ring remained caught---wants to return it and apologize. | Earnest | Net, mermaid's ring*, 50' rope, three dice * If returned to a mermaid, the mermaid will polish it until it becomes a ring of wishing. The mermaid will then give it back to Sally. |
| 40 | Merdwen Tapestryer | Tapestry weaver | Very pale, white haired | Happy to mend clothes, and will absentmindedly embroider knotwork patterns into cloaks during camp. | 3 | Str 11, Dex 11, Con 11, Int 11, Wis 9, Cha 11 | F12 W13 G14 Q15 C-S16 | Harvest the silk of a giant spider for weaving | Dreamy, vapid, forgetful | Bottles of dye (1 red, 1 blue, and 1 yellow), bird-shaped scissors, ball of almost-unbreakable silver thread |
| 41 | Ivory Tickner | Puppeteer | Mousy, prominent front teeth; wearing drab jester's motley | Gives running commentary on the failures of the PCs through their puppets. If anyone protests, they will absolve themself of responsibility, saying "The puppets said it, not me!" | 3 | Str 10, Dex 14, Con 11, Int 15, Wis 12, Cha 11 | F12 W13 G14 Q15 C-S16 | To become the Royal Puppeteer for a king | Acerbic wit | Punch and Judy puppets, variety of puppet-sized clothes, staff with pig's bladder, torch (1) |
| 42 | "Grumbly" Runo Tranter | Wainwright | Continuously suffering from hay fever; red-eyed, sniffing | Like animals better than people. Refuses to leave their pony in danger. Will insist on staying with it. | 3 | Str 11, Dex 12, Con 9, Int 11, Wis 12, Cha 16 | F12 W13 G14 Q15 C-S16 | Raise enough money to buy a tavern | Constantly complaining | Whip, wagon, heavy blanket, shaggy pony |
| 43 | Heather Under-the-wall | Rat-catcher | Pox-marked | Treat as a henchman when fighting rats or rat-like creatures. | 2 | Str 10, Dex 16, Con 8, Int 8, Wis 15, Cha 9 | F12 W13 G14 Q15 C-S16 | To kill the legendary Rat King (doesn't know where it is) | Simple, ignorant | Club, sack, rat jerky (6), small but vicious dog |
| 44 | Ivan Varlet | Royal servant | Extravagant eyebrows; wears livery in the color of the local noble house | Fastidious; must pass a Loyalty check to enter a filthy environment. | 3 | Str 10, Dex 9, Con 10, Int 17, Wis 13, Cha 15 | F12 W13 G14 Q15 C-S16 | Penance for undiscussed transgressions | Precise and exacting | Candles (6), bar of soap, silver bell, bottle of fine wine |
| 45 | Ioreth Venour | Royal hunter | Amazonian; wears Lincoln greens | Treat as a henchman when fighting natural animals (lions, tigers, bears, etc.) | 3 | Str 17, Dex 9, Con 10, Int 17, Wis 9, Cha 16 | F12 W13 G14 Q15 C-S16 | Wants to leave town after a scandal with the local lord | Clever, quick, competent | Bow and 10 arrows, winter cloak, personal tent, flint and tinder |
| 46 | Tom Whitesmith | Tinsmith | Pimply | Can patch and mend armor, weapons, and other metal gear while camping. Sings almost-magical songs that speed his work. | 3 | Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 9 | F12 W13 G14 Q15 C-S16 | Seventh child on the way, needs the money | Thoughtful and calm | Tinker's kit, ballpeen hammer, kettle, bedroll |
| 47 | Mari With-the-rose | Vitner | White forelock, pierced nose | Opinionated about wine. Shares these opinions, loudly, in any tavern they're in. Willing to take sips of unidentified potions without a Loyalty check and give tasting notes. | 2 | Str 13, Dex 11, Con 8, Int 11, Wis 13, Cha 13 | F12 W13 G14 Q15 C-S16 | Seeks the Perfect Cheese | Motherly | 10' pole, bottles of fine wine (3), torches (3), rations (5) |
| 48 | Yon Woodbead | Thatcher | Burned face; wears roughspun dark robes | Treat as a henchman when fighting dragons or their spawn. Afraid of fire. Requires a Loyalty check to brave fire traps, fire-magic, fire-breathing monsters, etc. Requires no Loyalty check to fight dragons. | 3 | Str 8, Dex 10, Con 12, Int 10, Wis 9, Cha 8 | F12 W13 G14 Q15 C-S16 | To find the dragon that burned their cottage and get vengeance | Grim and resolute | Bow and 10 arrows, sack, enchanted gold-hued apples* (6) * Monsters will always stop to pick up an apple when dropped. |
| 49 | Rowan Woodreeve | Royal woodsman | Truculent jaw, stout | Loves mushrooms. Must be restrained from collecting any fungus found to try and eat it later. | 3 | Str 10, Dex 9, Con 9, Int 9, Wis 11, Cha 10 | F12 W13 G14 Q15 C-S16 | Raise enough money to buy a farm | Plain spoken and plain dealing; values honesty | Felling axe, 50' of rope, dried mushroom rations (6), bundle of firewood (8 hours), bedroll |
| 50 | Bran "Sea Dog" Wraw | Shipwright | Scarred cheek, weather-worn, close-shaven hair | Treat as henchman when fighting on sea. | 3 | Str 14, Dex 12, Con 10, Int 11, Wis 14, Cha 13 | F12 W13 G14 Q15 C-S16 | Spent a summer as a corsair when they were 18; leaving town because people were asking questions | Aggressive | Trident (as spear), jug of rum, 50' of rope, hornpipe |


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