Mercenaries Advice


Homebrew and House Rules


Hello fellow board junkies! I'm planning on starting a new campaign with a few fairly seasoned players. After having a brainstorming session the consensus ended up being to play a mercenary band (moreso than regular adventurers). Here's what I got so far:

The Blood Hawks were once the 10th Batallion of the Sarkoris Royal Army. With the good fortune to be guarding the border when their country was swallowed by the Worldwound, the Batallion kept together to keep alive. The Hawks eventually chose to build upon the bonds of brotherhood already In place. After capturing (name here), a fortress in neighboring Numeria, they began to sell their services as highly specialized mercenaries. In the two generations since, the 10th Batallion has earned a reputation as one of the best mercenary groups in the Inner Sea. Recently, a hard bitten man came through your town, claiming that the Blood Hawks had once more opened the doors of their mountain fortress to recruits. Whether swayedby his tales of glorious battle, his speeches of brotherhood, or the generous amounts of gold he spent in his short stay, you have decided to taje the long journey to try your luck as a recruit. After days or months of travel, you find yourself approaching Mount Elgon, directly after having passed through they town of Thorn's Pass and seeing the spires of (insert name) ahead.

As you can see, I lack a name for the fortress. I was thinking of calling it Skyview and have it have been a telescope/observatory part of the Starfall ship, but I'm uncertain on that. I also lack a test. I intend for the training to be rigorous, and for there to be a test beforehand. I considered the fairly standard "higher level guy who insults you and tells you to turn back, then beats you up, all to test your resolve" type thing, but I feel it's a bit cliche. What else works? And what other thoughts have you all on the direction of game, types of challenges and anything else tbat might be helpful.


Mercenary band with Hawk in the name...

By any chance is the leader a scimitar/saber wielding male bard who's too pretty to be real, with a female second in command?


kyrt-ryder wrote:

Mercenary band with Hawk in the name...

By any chance is the leader a scimitar/saber wielding male bard who's too pretty to be real, with a female second in command?

TBH not getting the reference, though I wanna say Berserk.... haven't seen that in like 6 years tho so wouldn't be surprised to be wrong.


You nailed it. As for a test, you could look at Dragonlance's Wizard of High Sorcery test for ideas.


kyrt-ryder wrote:
You nailed it. As for a test, you could look at Dragonlance's Wizard of High Sorcery test for ideas.

Haha! I'm too excited by strangers approval lol. As for the Test of High Sorcery, I wanted something a little more.... mundane? Also for it not to be obvious it was a test.


Ryuko wrote:


As you can see, I lack a name for the fortress. I was thinking of calling it Skyview and have it have been a telescope/observatory part of the Starfall ship, but I'm uncertain on that. I also lack a test. I intend for the training to be rigorous, and for there to be a test beforehand. I considered the fairly standard "higher level guy who insults you and tells you to turn back, then beats you up, all to test your resolve" type thing, but I feel it's a bit cliche. What else works? And what other thoughts have you all on the direction of game, types of challenges and anything else tbat might be helpful.

I suggest a test of will, courage, and common sense.

Send the recruits to a cave rumored to be filled with deadly traps and inhabited by a fierce dragon that the group must slay to be accepted into the group. Within is the mercenary groups illusionist who has a major image showing a nasty creature jsut as described in all its glory. Add in some other spell effects to complete the illusion and watch the pc's reaction. Their acceptance and role in the group will be determined by what they do next.

1. Flee in terror and abandon their comrades. A person willing to trip you to feed you toa tiger is of no worth to the band. They are kicked out in shame.

2. Flee in terror but aid your comrades as best as able. Decent rank and file soldier willing to aid his allies but not good enough for the group. They are asked to leave but not in shame.

3. Coordinated retreat. Common sense. Good soldiers who realize the limits of their abilities. People who stand out might make excellent tacticians.

4. To battle! Either very brave or very stupid. Good soldiers either way. Willing to follow orders to the pits of hell and spit in the devils eye.

5. Realize the truth. Strong will, possible officer in the future. Also, improve the illusion in the future.

6. Lie about succeeding. Ten lashes.


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