Grif the Hand

**Grif the Hand**, the flamboyant brigand, is a playable fencer. He can skip bandits encounters without fighting. If he completes the *Taken* quest, he will be able to skip turns during combat. He has his Rogue's lucky daggers and an Haubergeon as a starting equipment. He has 30.

## Backstory

"Not the usual thug that is common around Trientier, the flamboyant brigand is also good at using his wit and charm to get what he wants. Alas, one too many high profile caper has forced him to set sail to the west and start anew, free from the persistent and often painful attention of the authorities."

## Taken

When entering a farmland with Grif at least at level 4, the party will stumble across a farmhouse in smoldering ruins. A paper reveals someone has been ordered to wait at a nearby beach with "someone interesting."

The party investigates and stumbles across multiple slavers holding a peasant girl ransom. You should never try to confront them with less than 50 in purse, because Grif can convince the slavers to sell the girl for 200 (they will never get this money exept if you didn't had enough money the first time) with a down payment of 50. You will have the choice to tie her up or no. If you tie her up, you will have less carrying capacity (-30), but she won't be a burden in fights. It's recomended to tie her up, since you'll then be able to visit her again and regain resolve. If you end up fighting the slavers, Grif will never be able to reach his goal and you will face 2 archers, 1 MMA, 1 spearman and 2 war dogs.

Once the girl, named Maite, is rescued, the party takes her to her uncle's house in a nearby village or city. The party will gain resolve and Maite's uncle will reward them 150 for saving his niece. After this quest is completed, the party members can regain resolve by visiting Maite at her uncle's house (only if you tied her up, don't ask me why). And no, there is no limit to how many times you can visit her, but once you visit her you can't visit her again for a certain amount of time kinda like the ore quest from Hettering, but if Grif the hand gets out of the company by any means (he goes into retirement or gets killed) the option to visit her will automatically disappear.

## The Charming Rogue

"Grif the Hand doesn't get a lot of opportinities to use his guile for good deeds, and he is surprised at how good it makes him feel. He vows that when his adventuring days are over, he will at least try to use his quick wit and intelligence for legitimate and altruistic purposes. "

When you rescue Maite by paying the slavers, Grif reaches his goal and become able to skip turns in combat.

## Trivia

* If the party stumbles across an unattended wagon, Grif can open the strongbox and find valuables. He can also open the smugler's strongbox if you decide to "rather keep the money and attack" at the ruined lighthouse.
* He can ask for more money from smuggling quests.
* He can also bribe the bridge guard (for 300), so you don't need the viceroy's approval (56 reputation) to obtain your travel permit to enter the Hinterlands.
* At the end of the *Lost colours* quest, he can knock out the masked soldier and obtain the money reward **and** the trade permit.
* Grif is, with Maerk and Harland du Grier, one of the 3 characters with a fan base in the Discord and the SubReddit.