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The Blackshire Mercenary Company (PFRPG) PDF

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The Blackshire Mercenary Company is a guild of mercenaries with a reputation for getting things done—no matter how dirty they may need to get their hands in order to do it. A popular and wide-ranging guild, they have chapter houses in dozens of cities, and are an excellent, reliable, and affordable way to go about hiring mercenaries, especially for unsavory causes.

This book contains a full set of membership rules for PCs who are interested in joining the Blackshire Mercenary Company, providing a framework for what kinds of rewards—and obligations—they can expect from their membership, and what it takes to get ahead in the guild. The book also provides information for hiring Blackshire mercenaries, including a pricing guide and the general terms of service under which the company’s contracts operate, providing clear guidelines for this previously quite nebulous service. The book also contains a number of sample Blackshire mercenaries, who could be hired by the PCs, or serve as quest-givers, mentors, rivals, or even arch-enemies.

Finally, the book introduces the Blackshire exemplar prestige class, which provides martially-inclined characters with a number of secret guild techniques for combat, some of which are impressive feats of daring-do, and others of which are more in the line of “fighting dirty.”

If you’ve ever wanted to see a “fighter’s guild” in your game, look no further than Necromancers of the Northwest Presents: The Blackshire Mercenary Company.

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Product Reviews (1)

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Nice mercenary company

****( )

This pdf is 32 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page back cover, leaving 28 pages of content, so let's check these mercenaries out!

After an introduction to the mercenary company and some adventure outlines/plot hooks, we get information on hiring the mercenaries for" active" or "passive" duties (i.e. guard duty vs. adventuring/preventing assassinations) as well as information to joining the Blackshire Mercenaries, improving one's standing in the guild as well as how jobs are granted to soldiers and spending influence in the guild. I.e. we actually get tables and information on how to both gain influence and on how to spend it/what benefits you can get in the guild.

So what is the guild and how does it work? In a work of dire rat infestations, marauding wyvern and vicious orc press gangs, adventurers always can find work. What, however, if none of these specialists are available? What if one has already been betrayed by powerful adventurers and thus rather want specialists who may ask for a steep price, but adhere to professional work ethics? That's what the Blackshire Company is for. Driven by pragmatism and a desire to earn money and get the job done rather than adhere to chivalrous codes of honor and conduct, they are hardened, grizzled and yet uncompromising problem-solvers. Depending on the level of the member and the amount of influence one has, specific benefits are available, lending using the guild towards e.g. prolonged campaigns with PCs getting ranks in the guild.

The guild also gets its own Prestige Class (to join, you of course have to have sufficient influence with the guild), the Blackshire Exemplar.
The 10-level-PrC gets d10, 2+Int skills per levels, a good BAB-progression, a medium fort-save and centers around professionalism-abilities like immunity to fear and can learn from a list of 13 special guild maneuvers. The guild maneuvers are powerful, but adequately represent the fighting style of the guild. Their capstone-ability lets them make a full attack as a standard action, though. OUCH. This ability, even for a capstone-ability feels rather powerful and lends itself to potential abuse. They also come with a lore-section.

Next up in the book are the sample NPCs:
The section contains three dwarven brothers that learned to expertly coordinate their effort, an example of an evil as well as an example of a good chapter-head, a duelist-style fighter, a low-level thug and a legend among the companies.

-Dennai Battleshield (Dwarf Fighter 7/ Stalwart Defender 2)
-Dorbin Battleshield (Dwarf Fighter 7)
-Dragor Battleshield (Dwarf Fighter 7)
-Helgar "the Butcher" Bailey (Human Fighter 10)
-Percival Callahan (Human Paladin 10)
-Rolando (Human fighter 7/ranger 6/blackshire exemplar 4)
-Sophia Ironblade (Fighter 10)
-Tolbin Denny (Rogue 4)

The organization per se is very well presented - you can easily imagine this very capitalistic and professional approach to being mercenaries. The company can serve as anything you'd like - as foils for the PCs, as allies, as a home away from home or as all of the above. Presentation of the benefits and tracking rank in the guild rock and are detailed enough to be of use even to the most novice of DMs. The company can easily be dropped in into just about ANY campaign and is sufficiently modular. I'll go even so far as to propose that they make a nice elite-order in rather low-magic settings. However, there are also some downsides to this file: While I like the Blackshire Exemplar class, I think that the capstone ability is too strong and I would have loved to see more guild techniques. The NPCs, while well-designed and with some APG-support, did not necessarily impress me that much - on the one side, they may be well-crafted, but somehow they felt a bit unspecific and don't come with their rank specified in the guild. I also would have loved to see stats for the 3 leaders of the guild. Another problem is, that while the company is easy to implement and is well and extensively detailed, but it somehow lacks iconic powers and also feels generic in the negative sense. The short write-up of the Blackblade mercenary organization from RiP' s "Elspeth Blackblade" somehow felt more compelling to me.
Editing is top-notch, I didn't notice any mistakes. Layout is fine, too, although it adheres to the used-parchment-look of NWN, thus being not too printer-friendly. The mostly public domain art fits the topic. Formatting is nice, there is only one glitch of a line in the last stat-block - half of one line is hidden beneath another line. The pdf is extensively bookmarked.

My final verdict for this pdf will take the low price and the amount of content into account. Due to the formatting glitch and the minor problems I encountered, I'd usually settle for 3.5 stars, rounded down to 3. However, I couldn't name a single "Guild"-book apart from this one and it is well-crafted for a VERY low price. Thus, I'll round my final verdict up to 4 - it's good to see a fully-detailed and professionally presented guild out there, even if it is a rather generic one. I hope to see more. Gift Certificates
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