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.
No comments:
Post a Comment