Player's Guide: Fang & Fist Mercenary/Bounty Hunter's Guild

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Player's Guide: Fang & Fist Mercenary/Bounty Hunter's Guild

Postby tachus » Sun Aug 04, 2013 7:15 am

The Fang and Fist mercenary band is run by one Cristoph Selin. They are a well known group of bounty hunters, hired swords and guides, for the right price. They keep active charters with every major city in the north, to as far south as Amn, as far north as the Spine and as far to the east as the boundaries of Anauroch.

They have been based out of Waterdeep since 1370 DR, and were based out of Baldur’s gate for nearly 20 years before moving north to the larger city. They are well known to take any job for enough coin and have many trophies (and associated scars) from such battles as packs of werewolves, trolls from the Evermoors and even the odd dragon.

As the mercenary company is spread so widely, they survive based upon individual charters to both outside individuals and groups. One needs only to approach the main office, located at Virgin’s Square in the Trades Ward, and browse the local requests for help and bounties. For those that seek a charter membership, they need only go and sign up with a fee of 100 dragons (100gp) for a lifetime charter. (Fine print states that the band will not be held liable for any loss of life, limb, or other disabilities and will not pay for any needed medical or magical assistance needed to accomplish any mission. Charter is also non-transferable)

Bounties and missions are still available to those without active charters; however those members incur a 25% fee that goes to the guild, as opposed to the 10% fee that members must pay. Regardless of if person is a member or not, if a bounty is taken and then incompleted (ie. bounty escapes capture) then the party who was issued the warrant will be required to pay a fee to the guild of 10% of the bounty as they would have kept the bounty from being issued to other, more capable, parties.

((DMs and pDMs can feel free to post their own open bounties below, but no other IC posts on character actions. If you have a PC interested in a certain bounty, create a new post in the IC forums with the title as the specific bounty and the name of the DM/pDM who posted it so they can work with you and whoever else is interested in the scene on scheduling and other information))

Fang and Fist Mercenaries

Requirements:
* Skills: 4 ranks in one of the associated skills: Diplomacy, Gather Information, Intimidate, Survival
* One of the following:
-BAB +1
-Able to cast 2nd level spells
*Lifetime Membership Fee: 100gp

Benefits:
* Due to the renown throughout the North, members receive a +2 on Gather Information checks when questioning about an active bounty.
* Members fee for completed bounties is 10% (vice 25% for non-members)
* Members have access to a wider selection of bounties

Obligations:
* Members must check-in once every month to prove they are alive and their charter is still active. This can be done at any branch office.
* Members must still pay 10% fee for a failed bounty.

Favored in Guild Benefits:
* Characters receive a +2 bonus to one associated skill of their choosing. Once this skill has been picked, it may not be changed.
* As a favored member, you are charged no fee on bounties, whether completed or failed.
"Oderint Dum Metuant" - Emperor Caligula

"Experience is not what happens to a man; It is what a man does with what happens to him." - Aldous Huxley

PCs: Sambiir TaKorc-Wands, Vairc Delvaux, Kell Ironclaw, Zander Stormwave
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How Bounties Work...

Postby tachus » Sun Aug 04, 2013 7:16 am

This is a repeat post that was originally written by Ian:

How Bounties Work
Pretty simple, really, with some fine details:

A party comes in (the guild is best used for parties, not single people), and gets to peruse a series of posted warrants that run all along the walls of the Guildhouse's main foyer. When they find a warrant they wish to pursue, they claim it; the warrant is then theirs until they capture/kill the target, die, or rescind their claim on the warrant.

In doing so, they enter a binding agreement with the Guild. They receive information on the target (as available), and certification as official agents of the Guild (which confers upon them some of the benefits of an adventurers' charter, but only for the length of their pursuit). In return, the Guild keeps 10% of the posted bounty value; any possessions of the target can be kept by the hunters unless they are known to be stolen. If the hunters fail to capture the bounty, they are still responsible for paying 10% of its value to the Guild as a penalty.

A warrant is not necessarily issued for a single specific person; some warrants are issued for all the members of a given group, or for the unknown perpetrator(s) of a specific crime. Each warrant also has one of three certifications in terms of how the target is to be dealt with: live capture mandatory (no bounty is paid if the target is killed), live capture preferred (usually a bonus of 10-25% if the target comes in alive; this is the default), or dead or alive (self-explanatory). In the case of a killed target, proof of the kill (usually the head) is required for payment.

The value of a bounty is generally determined by the risk involved (in mechanical terms, by the EL of the potential encounter), though IC circumstances may result in a higher- or lower-than-average bounty. Remember to balance against potential treasure; if the target has lots of loot that is likely to wind up in PC hands, the reward should be low.
"Oderint Dum Metuant" - Emperor Caligula

"Experience is not what happens to a man; It is what a man does with what happens to him." - Aldous Huxley

PCs: Sambiir TaKorc-Wands, Vairc Delvaux, Kell Ironclaw, Zander Stormwave
User avatar
tachus
 
Posts: 514
Joined: Sun Nov 05, 2006 7:13 am
Location: Virginia


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