The definition of a Henchman: a man who really knows his away around a hench.
Come! Hear Uncle Jehan's band, by the river's side...
A list of thirty aristocrats, ready to be dropped in the king’s court, the ball, or what have you.
A farmer, handy with a bow, and if you’re a bird I would advise staying far from his fields
It is a small, lively town like so many others. Do you wonder who are the movers and shakers here?
It is a small, peaceful village like so many others. Do you wonder who lives inside?
This scroll is for all those hardworking people that keep our adventurer’s Inns and Taverns working.
Darome Rikael. Not a name of fear, but rather one of pity.
Some of the inhabitants of Pier Point Prison-the bad, mad and the downright sad.
You have been assigned to hire an assassin by another middleman to kill some rich mans enemy. You go to the assassins guild to find you have quite a choice.
So, you walk in the tavern. It is a fairly average place, good sized ceiling, a roaring fire, lots of tables. There is a crowd of about 30 people….
The Crew of the “New Hope”, a fine, and not so fine, bunch of seafaring men.
It is a good sized temple with all the appropriate attendents. Who is in the temple running it?
There is a tournament and now the town is flooded with Knights. OR there is a huge group of nights the characters are interacting with. Now you have to fill out those personalities. Here is 30 of them.
Thirty Mages for every kind of magical world out there.
Forsooth! A fair flock of faithful friars, from fanciful to factual.
A minor mess of magnates for myriad monarchies.
Now with Scroll functions! Add your own!
The 30: The thirty miscellaneous people who are part of some group. These are drop and play personalities for a given group.
Send in the clowns.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.