[Black Company] I have the book...any questions?

what in Black Company, as far as the rules go, makes this game so much more deadly?

1) Low AC due to the silver standard and expensive and seldom available armor.
2) Almost no healing magic

3) New rules for massive damage, grieveous injuries and critical Hits.

What would the average level be of a good starting campaign in Black Company, one that is just learning the world, system, and what type of adventure would be a good introduction to the game?

I found that a mid level party 5-8th level makes a good starting group (if you Players know the Core Rules that is).
My Players were part of a squat of the Black Company and were given special missions.
So I could simulate almost every period in the books.
In the Forsberg Campaign they had to capture a rebel leader, who had fortified a small hamlet. Good for practicing melee combat and squad scale combat.

From Taglios against the Shadowmasters they were to take and hold some villages. Here we played mostly on Company scale.

In the siege of Dejagore the were on their own, trying to find Shadowmaster Spys.

And the last, the retaling of Taglios was played on army scale.

Mind you, these were all disparate short adventures with 3-4 meetings of 6-8 hours.
 

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It varies...

Doug Justice said:
I've just begun reading the books, and I was wondering how many mercenaries make up the Black Company?

Thanks,

Doug

Doug,

It really depends on which book and even time frame within each individual book...

To avoid spoilers, it can range from thousands to a handful to hundreds to thousands again (in no particular order). The numbers wax and wane depending on the fortunes of the Black Company and the potency of their foe(s).

~ Old One
 



Thief vs. SRD Rogue.

Same in every way, except the following...

  • Starting coins, Thieves: 3d6x10 sp vs. Rogues 5d4x10 gp (The BCCS uses a silver standard).
  • There is no Use Magic Device skill in the BCCS, so Thieves lose this.
  • Thieves weapons and armor: Lose hand crossbow, gain garrote.
  • At 1st level, additional ability, Knave. Basically, Knave grants a +2 bonus to Disable Device, Open Locks, and Sleight of Hand checks. Increases to +4 at 8th-level, and +6 at 16th-level.
  • New special ability: Demoralizing Strike (Ex): Basically, forgo +2d6 damage to force target to succeed a Will save against DC 10 + 1/2 thief's class level + thief's Cha modifier, or become panicked for 1d4+6 rounds.
  • New special ability: Killing Blow (Ex): Essentially, makea coup-de-grace attack as a standard action, once/day. But thief must attack normally, if hit successful, then auto crit. If defender survives, must still make Fort save vs. DC 10 + damage dealt or die.
  • New special ability: Poison Use: Just like assassin ability of same name.
  • New special ability: Quick Break (Ex): Make a double move action and base speed increases by +10 feet.

There you go.


Regards,
Eric Anondson
 
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