Anybody ever run a Mercenary Company campaign?

blackshirt5

First Post
OK, for my upcoming "Universe under Siege" campaign, I'm starting off the action with the PCs being grunts in a merc company that is contracted by a kingdom in my homebrew world to defend them against "a small strike force from the Abyss". However, I'd like to start them as 1st level characters and have a few adventures to establish the feel of a mercenary campaign.

Any suggestions? I've never run a mercenary campaign before, and I need suggestions.
 

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Aren't all adventurers just short-sighted mercenaries (and bounty hunters, thieves, terrorists, saboteurs and assassins)?
 
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blackshirt5 said:
OK, for my upcoming "Universe under Siege" campaign, I'm starting off the action with the PCs being grunts in a merc company that is contracted by a kingdom in my homebrew world to defend them against "a small strike force from the Abyss". However, I'd like to start them as 1st level characters and have a few adventures to establish the feel of a mercenary campaign.

Any suggestions? I've never run a mercenary campaign before, and I need suggestions.
Sounds like someone's been reading some Hammer's Slammers books :D.

Considering that these players are mercenaries, have them contracted out! A wealthy merchant hires your boys for guard duty on a caravan run, then to further it you could have the merchant stiff them, leading into another adventure. Which could lead into your PCs being unable to defeat the merchant (and co.) by themselves and have them seek out the help of a local mage (have help from the merc. company unavailable for whatever reason). This can lead to a side quest of the mage wanting a service (locating spell components in a local tomb) in exchange for his aid, which will be light (teleportation, enchantments, so on).
 

First, let me start off by recommending you peruse the section in The Complete Warrior on running a merc campaign. It's brief but good, offering a table that can be used to generate a small-scale random mission for the evening.

Sounds like you've already taken the first major step in starting a merc campaign; creating a source of demand. Mercs generally don't see a lot of business during times of peace, and if you don't want to run a campaign that starts with nations at total war, then having the party confront smaller incursions is the way to go.

You'll also have to figure out what sort of missions they'll be sent on. It makes a big difference if the party has to answer to a higher authority. For instance, if they're just doing dungeoncrawls, then you'll have to figure out how they're supposed to handle the accumulation of wealth. If they belong to a military organization, you can believe that the administration will want their cut (remember, in D&D most soldiers only make a few silver pieces a day). OTOH, if you're running traditional military-style missions, then the PC's are a lot less likely to stumble across chests full of gold and gems at every turn. You may want their superiors to issue magic items to the characters as necessary.

For my merc campaign, I came up with a system of requisition points that characters can use to request equipment, training, & services. You may find that a similar system works for you.
 
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blackshirt5 said:
OK, for my upcoming "Universe under Siege" campaign, I'm starting off the action with the PCs being grunts in a merc company that is contracted by a kingdom in my homebrew world to defend them against "a small strike force from the Abyss". However, I'd like to start them as 1st level characters and have a few adventures to establish the feel of a mercenary campaign.

Any suggestions? I've never run a mercenary campaign before, and I need suggestions.
If you're running a mercenary campaign, you may be interested in Mercenaries: Born of Blood: http://members.toast.net/talien/michael/mercenaries.html

Talien's website said:
Purchase: Amazon.com
Type: Role-Playing Game (D20 Supplement)
Cover Artist: Kieran Yanner and R. Hyrum Savage
Interior Artists: Samuel Araya, Paul Carrick, Jeremy Dale, Quinn Devlaeminck, Steve Miller, Chris Seaman, David Schrader and Derek Stevens
Suggested Retail Price: $27.99
Format: Softcover
Pages: 192
Publisher: OtherWorld Creations
Discussion: Mercenaries Forum
Preview: Otherworld Creations
Description:

You've tasted blood before, whether it was yours or others; it's all the same. It runs hot, dark and sticky as it falls to the ground in an endless torrent. There have been plenty of weapons, armor and men left broken on nameless battlefields -- but do you care? No. Why should you when you're the one left standing?

It comes down to two very important things... first is survival and second is collecting your pay for services rendered. Paladins and heroes do it for the 'greater good', you're just in it for the payoff. After all, you're not doing this for free are you?

Mercenaries: Born in Blood explores mercenaries throughout "real-world" history, how they've been used in fiction, tips for using them in your game, new feats, skills, and prestige classes, as well as six samples for use in a fantasy game, two for use in a pulp/modern game, and two for use in a sci-fi game. It also includes:

* A complete history of mercenaries, from the Greek and Persian wars, to modern day "security companies," to mercenaries of the future
* 16 new prestige classes
* 2 new core classes (the professional and soldier-of-fortune)
* 30 new spells and over 15 new magic items
* Rules for generating mercenary backgrounds, contracts, payments, punishments, and more
* Rules for creating mercenaries using most any creature from the Monster Manual


*yet another obvious plug*
 
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