Six Twenty Eight

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Six Twenty Eight

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  • Home
  • The Story so far
    • Chapter 1
    • Chapter 2
    • Chapter 3
    • Chapter 4
  • The Band of the Red Hand
  • Players
  • Player Pages
    • Brun Farfall
    • Corvus Ravenous
    • Sylvie Halmirson
    • Jaci Grove
    • Acura
    • Petrawya
    • Elle
  • More
    • Home
    • The Story so far
      • Chapter 1
      • Chapter 2
      • Chapter 3
      • Chapter 4
    • The Band of the Red Hand
    • Players
    • Player Pages
      • Brun Farfall
      • Corvus Ravenous
      • Sylvie Halmirson
      • Jaci Grove
      • Acura
      • Petrawya
      • Elle
  • Home
  • The Story so far
    • Chapter 1
    • Chapter 2
    • Chapter 3
    • Chapter 4
  • The Band of the Red Hand
  • Players
  • Player Pages
    • Brun Farfall
    • Corvus Ravenous
    • Sylvie Halmirson
    • Jaci Grove
    • Acura
    • Petrawya
    • Elle

Guild Mechanics for the Party

  

As members of the Band of the Red Hand, your campaign features unique downtime and progression mechanics:

  • The Vanguard Command: Your party forms an elite strike team. While junior  NPC units handle boring wall guard duty and meat-grinder siege lines, you are given the highest-paying, highest-risk tactical missions.
  • The  Guild Code: The Hand Does Not Cut the Hand. You never take a contract against a fellow guild member. Civilian casualties are accepted if they speed up mission completion, but betraying the company means a one-way trip to the crow cages hanging from the Keep's walls.
  • The Ranks: You start as Fingers (basic grunts with free lodging and cheap ale). By proving your worth, you can climb to Wrist (squad leaders commanding NPC grunts) and eventually Knuckle (officers who take a direct 10% cut of the guild's weekly earnings).
  • The  Bench: You can recruit and station backup characters at The Iron Keep. If a mission requires stealth instead of brute force, you can swap characters out between contracts. Low-level backup characters can even be paid to run off-screen missions with NPC grunts to level up during  downtime.
  • The guild takes 50% of all monetary earnings and has first choice on any magical items found during a mission. All standard items found are yours to keep without intervention.


Add D&D Beyond Character to Campaign

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