You decide to go with an
Open Membership, a
ranking system by quest,
scaled loot share dues,
scaled accomodation, equipment sales and death benefits and
free training to level 2, 5g+cost after level 3, 10g+cost for outsiders.
You set your plans in motion, tending to the various requirements of your estate, and within three months you have not entirely displeasing results. Of the nine who sign up to join your budding guild, six are untrained peasants, two are self-equipped new adventurers and two are experienced hands at the adventuring game. You only possess the facilities to train the peasants, but you can give them basic training as fighters, clerics or wizards (you lack the facilities to train rogues).
The four more experienced adventurers form their own party; the Jeweled Eyes. They feel quite optimistic about the prospect of using Avonfall as a base, though they grumble a bit at the high dues. The peasants cannot afford accommodation, so they sleep rough where they can, but they want to take advantage of the free training.
Meanwhile, your contacts bring you news of four potential quests for your budding adventurers to embark upon.
+ There are
two separate
kobold dens that have sprung up near Whitehall. They don't appear to hold full clans, but serve as camps for raiding parties. There is no reward for this, but kobolds often have loot of their own. Difficulty: Petty.
+ A local merchant in Whitehall is willing to offer
50 gold as a fee for someone to
murder his primary competitor; his wagon only has two guards and a 'bandit attack' should work wonders. Difficulty: Petty.
+
Goblin bandits have taken up residence in an abandoned farmhouse. There are quite a number of them, though they don't have much in the way of support. The Mayor of Whitehall has offered a bounty of
50 gold to the party that clears them out.
It will take a full quarter to train the peasants, and the cost will total
25 gold to train the lot. You can of course send them out now if you wish instead. You might also wish to consider how to best deploy the
Jewelled Eyes, if you want to give them a specific quest. Otherwise they will pick one themselves.
Membership
Rory Budson - Peasant [0 gold, 0xp, Uninspired, Neutral]
Chell Stone - Peasant [0 gold, 0xp, Uninspired, Neutral]
Mary Moon - Peasant [0 gold, 0xp, Uninspired, Neutral]
Perry White - Peasant [0 gold, 0xp, Uninspired, Neutral]
Ringo Starr - Peasant [0 gold, 0xp, Uninspired, Neutral]
The Jeweled Eyes
Thorn Brake - Level 1 Fighter [7 gold; 0xp; iron longsword, leather armour, wooden shield; private room; Optimistic, Neutral]
Amerila Hope - Level 1 Cleric [7 gold; 0xp; iron mace, leather armour, wooden shield; level 1 cleric spells; private room; Optimistic, Neutral]
Victor Venge - Level 3 Wizard [57 gold; 3000xp; wand of flames, robes, iron dagger; level 2 wizard spells; private room; Optimistic, Neutral]
Elvert Lightfoot - Level 3 Rogue [57 gold; 3000xp; iron dagger, clothes; thieves' tools; private room; Optimistic, Evil]
Rooms
6 free rooms
Thorn Brake's private room (3g/q)
Amerila Hope's private room (3g/q)
Victor Venge's private room (3g/q)
Elvert Lightfoot's private room (3g/q)
Treasury: 162 gold
Vault:
+1 Longsword
+1 Chainmail
20 healing potions
1 raise dead potion
Armoury:
10 iron longswords Market Price: 8gp
10 wooden shields Market Price: 2gp
10 leather armour Market Price: 5gp
10 shortbows Market Price: 10gp
plenty of arrows Free to Adventurers
ten foot poles Free to Adventurers
Training:
Can train up to level 1 fighters.
Can train up to level 1 wizards.
Can train up to level 1 clerics.
Cannot train rogues.
Membership: Open to all.
Rankings: Recruit (new), Blooded (3 missions), Experienced (6 missions), Veteran (10 missions)
Dues: Scaled. 25% loot / 20% loot / 15% loot / 10% loot by ranking.
Accommodation: Cramped 1 gold, Double-bunk 2 gold, Personal Room 3 gold.
Training: 10g*level+cos for outsiders. Free for guild members to level 2. 5g*level+costs for level 3 and above.
Equipment Sales: Scaled. 100% / 90% / 80% / 70% by ranking. Potions 100%.
Loot purchase: All loot (currently including stolen) at 75% cost.
Death Benefits: Scaled by ranking. 1g / 3g / 5g / Burial + Sale of Equipment. All goes to family.
Advertising: By minstrel. Costs 50g/quarter.
Work: By contacts. Costs 25g/quarter.
Wizard: You know up to fifth level arcane spells. You're pretty competent.
Diplomat: You've done more than your fair share of dirty dealing and can now lie and cheat with the best.
Underground Contacts: If you need to shift stolen goods, you know a few guys.
Political Favours: 2. You're owed a couple. You might need to call these in if things get tough.
Aside from the various possessions in the vault, you still own a few useful things from your adventuring life.
Spellbook: Contains up to fifth level arcane spells.
Necklace of Delusion: Charms people into liking you and believing your words.
Invisibility Cloak: A classic. Naturally, attacking ruins the effect.
Wand of Silence: Takes out other wizards' spellcasting.
Wand of Knives: Shoots small knives made of force at an opponent. Classic 'disappearing murder weapon' spell.
Bracers of Armour +8: Light and stylish with all the protection of plate. Another classic.
The estate has a manor house with attached lands and peasants who work the field for you.
Manor House
Personal Rooms: Bedroom, outhouse, small dining chamber. Your own needs are not excessive.
Dining Hall: Excellent for hosting balls or feasting crowds of rowdy adventurers. Can feast up to 30.
Kitchens: Supports the Hall.
Bedrooms: If you allow personal rooms, you can keep up to 10 adventurers here. Twice that if you double-bunk, and four times that if you cram people in. At the moment you are allowing personal rooms.
Training Field: Literally a field you set aside for people to hack at strawmen. Can train up to 10 adventurers here in melee and ranged, but only to level 1.
Library: This library is not well stocked.
Rudimentary Bestiary - Really just a collection of your own notes on monsters you've met. Might help identifying an unusual monster, but won't give any useful tips on killing them.
1st level Spell Training - You might know higher level spells, but teaching them is a different matter. You have enough materials here to teach adventurers the absolute basics of spellcasting.
Armoury: This is pretty much just a room with some chests and weapon racks right now.
(Guild Armoury)
Trophy Room: A small room where you place keepsakes of your various adventures.
The Wagmar's Horn - Cut from the head of the terrible Wagmar when you defeated her. Good times.
Master's Robe - All you have left of the mentor figure who trained you. Sad times.
The Puzzlebox of Kraal - Solved now, but a keepsake of the two months you spend in that puzzle dungeon. Maddening times.
Simple Vault: Literally just a strong door with a lock and a windowless room. Suffices for the moment.
Guild Treasury
Shrine: A small raised stone in the corner of the gardens where you can make votive offerings to the gods. A cleric might learn 1st level spells here, but not much more.
Fields: Productive.
Peasants: Satisfied.
Quarterly Income: 50 gold.