Wednesday, March 20, 2013

MERCENARIES of KOS


I want some Mercenaries!
1. Youths
2. Footlings
3. Weapon-Bearers
4. Minion (useful)
5. Minion (useless)
6. Mercenary

Youths have average stats in every regard and carry only a sack and a cudgel or club.  some might also have slings.  They have little
practical advice, no experience, but are eager to prove themselves and usually follow orders.

Footlings are desperate farmers, outlaws, bored hunters, etc.  They usually possess traveling garb and some form of common weapon -
a pitchfork, a self-bow, a heavy club, dagger, etc.  They are otherwise no better than Youths, and have less morale

Weapon-Bearers are militia-men, former soldiers, warriors-in-training, etc.  They gain +1 attack and +1 init.  They are equipped
with one or two war-weapons such as a spear and shield, a sword, a war-bow, etc.  They may have battle-harness or thick garb.
They have some experience of combat, and may have useful tactical advice.  Footlings and Youths
will listen to them.

Minions are somewhere between commoners and mercenaries.
from http://roll1d12.blogspot.com/
Surprisingly Helpful Hirelings
d12
1. Darx the fletcher: constantly making new & improved arrows out of found materials
2. Munn the torchbearer/unemployed cartographer
3. Man-at-arms Zim: trained under famous chef (killed by Zim in an unfortunate incident), capable of making rations into a memorable dining experience
4. Wahu the wary: detects traps/secret doors with latent psychic powers
5. Keen-eyed Kruun: more likely than average to spot objects of value
6. Brill the bat-whisperer
7. Switt the suddenly self-sacrificing: will fling self between master and incoming dangers
8. Moogumbo the spear carrier: generous with hand-crafted juju bags of protection
9. Frix the fleet-footed: an exceptionally fast sprinter
10. Corgo the cognizant: able to remember important detail forgotten by adventurers
11. Cosmopolitan Cruin: knows one language unknown to adventurers
12. Man-at-arms Flang: never leaves home w/out at least three doses of his mother's mystical tonic of healing

Useless Hirelings
d12
1. Panic Attack Jack: tunic, sword, 2 in 6 chance of freak out in combat
2. Huroo the mentally deficient yet totally bold and confident torchbearer: loincloth, torches
3. Thuy the Crafty: threadbare toga, boasts of melee skills but requires armament(s), runs off immediately with whatever he is given
4. Typhoid Tujam: hospital gown, dagger, 1 in 6 chance of dying per turn
5. Cleem of the Pukarat people: two-handed sword, breechclout, a barbarian so ferociously savage and given to violence as to be a constant liability
6. Jurusan the Tremulous: leather cuirass, short sword, 3 in 6 chance of dropping his weapon each round in combat
7. Yukant the treasure-hauler: farm hand outfit, pitch fork, mule, provides continuous stream of arguments against everything he's asked to do and every possible course of action
8. Lin Fin the torchbearer/extremely patient doppelganger: wide-brimmed hat, tunic, poisoned dagger
9. Bad Shot Yot: Leather armor, short bow, full quiver, 2 in 6 chance of targeting party member in combat
10. Famished Frajor: sword, shield, leather, eats rations immediately, persistently asks everyone for theirs, wails piteously if denied
11. Brang the despondent barbarian: fur shorts, battle axe, clan wiped out before his eyes as a child, now seeks suicide-by-dungeon at the earliest opportunity
12. Chulanthes the turncoat guide: in cahoots with nearby dungeon personality to deliver party into ambush


Mercenaries are full-fledged brothers of the Mercenary guild, with unique armaments and combat abilities.  Many of them operate in companies or
war-bands, with their own rules and methods.  Each Mercenary has his own prices, agendas, and specialties.  see forthcoming post about Mercenaries

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