A haven for my Dungeons and Dragons ideas.

Sunday, December 30, 2012

A Hireling "Unit"

I've been working on an idea for a Hireling "Unit" or mercenary "Squad" put together much like a military squad, but with adventuring in mind. I figure it can be put together with two "fire-teams" of sorts. One team geared at combat, and the other more for support. So I had to think about what's really necessary in a dungeon adventure. Most D&D parties I've seen are about 4 players or so. Give or take. So I want this group or unit to be more in addition to a group of adventurers but to not overwhelm the player-characters.

One of the Hirelings would have to be an unofficial leader or squad leader.

I'm going to start with:

Spearman
 - NPC Warrior
 - spear or pike
 - this character doesn't have to be much more civilized than a caveman
 - pokes his spear into dark corners and can keep some large creatures at bay
 - may be a woodsman

the second I think should be:

Skirmisher
 - NPC Warrior
 - sword and shield
 - this is a general sort of fighter
 - close combat bodyguard
 - maybe served with an infantry unit but didn't see much fighting

a third could be:

Archer
 - NPC Warrior
 - bow with quiver of 20 arrows
 - long range fighting
 - not very good at close range
 - flaming arrows a specialty

The last of the combat oriented team is:

Scout
 - NPC Warrior or Commoner
 - can maybe pick up a short sword or at least a dagger
 - a quick runner
 - some tracking ability

Then the support team would consist of:

Healer
 - NPC Adept
 - walking staff with feathers and charms
 - Herbalist, Shaman, and Sage
 - for when there's no Cleric
 - can cook
 - a frog or ferret pet

Squire
 - NPC Warrior, Aristocrat, or Commoner
 - will lift a sword for honor even if he doesn't know how to use it
 - will follow most powerful or prestigious character
 - for general portage and care of any horses
 - knows heraldry
 - treats everyone like they are nobles (i.e. good for public relations)
 - can be chronicler/scribe and mapper in a dungeon

Burglar
 - NPC Expert
 - somewhat expert lockpicker
 - when there's no Thief or Rogue
 - not much use in battle unless he can sneak up on a monster

Torchbearer
 - NPC Commoner
 - leads the way
 - so everyone else can keep their sword hand free
 - can swing a torch like a club

And last but not least, in the Wilds, you may need:

Guard Dog
 - sense of smell for tracking and alertness
 - barks a warning
 - bites when threatened
 - attacks with teeth and claws on command
 - smells like a wet dog when it's raining

This team would be very good for working for a Wizard or Warlock or a retinue for a Warlord. All members of this team should be able to stand guard duty. Several could hunt for food.

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