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Doomed Slayers - A campaign framework justifying roving bands of adventurers
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<blockquote data-quote="haakon1" data-source="post: 5956358" data-attributes="member: 25619"><p>My campaigns aren't about Slayers, but I'll answer how I deal with these issues (which I think are excellent questions for any campaign).</p><p></p><p>1a) WHY CAN'T THE MILITARY DEAL WITH MONSTERS?</p><p></p><p>The militia and other military forces are low-level in my campaigns (which are in 3.5e). The setting doesn't "flex" to fit the levels of the PC's, it just is what it is.</p><p>-- Professional soldiers are typically Warrior 1. This includes Town Guards (gate guards/police/firemen), Castle Guards (gate guards/archer/missile engineers), "yeomanry" feudal forces (richer farmers who pay their rent in military service), rank-and-file troopers in professional units like Bissel's Border Companies, Ket's Copper Guard, and the Knights of the Watch.</p><p></p><p>-- Sergeants are anywhere from Warrior 2-Warrior 4, or Fighter 2-3. Bodyguards for a noble would be these sorts of levels too.</p><p></p><p>-- Knights might be Aristocrats or Fighters, and could be a wide variety of levels. Average might be an Aristocrat 2/Fighter 1 for rural knight, or Fighter 2-3 for a member of a knightly order whose profession is fighting.</p><p></p><p>-- Professional military officers are "higher" level Fighters, which in my campaign means Fighter 4 or higher, usually. A Captain-General (commanding a regimental-sized unit or larger) might be Fighter 7-9 or so.</p><p></p><p>-- A village militia will have few Warriors, more of the usual mix of Commoners and Experts. A typical rank-and-file village militiaman only serves if the manor is under attack, and would be a Commoner 1 carrying two spears, no armor. The village head might be an Expert 4 with chain armor, a crossbow, and longsword.</p><p></p><p>-- As Jurgen said, the militia and the professional troops could deal with things like a goblin raid or a human war, but not a vampire infestation. In my campaign, a particularly well-fortified and rich town dealt with the news of werewolves in the area by doubling night watches on the walls and at the town gate, having a rule that two men must always be together at night -- no one is ever out of sight of another guard -- and issuing two silvered crossbow bolts to each man.</p><p></p><p>1b) WHY CAN'T CITIES KEEP SLAYERS ON RETAINER?</p><p></p><p>In my campaigns, PC's are often hired by the national government to be "trouble shooters" across the land. Cities are a bit too small to need constant adventurers on hand, unless they are troubled places like Cauldron. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="haakon1, post: 5956358, member: 25619"] My campaigns aren't about Slayers, but I'll answer how I deal with these issues (which I think are excellent questions for any campaign). 1a) WHY CAN'T THE MILITARY DEAL WITH MONSTERS? The militia and other military forces are low-level in my campaigns (which are in 3.5e). The setting doesn't "flex" to fit the levels of the PC's, it just is what it is. -- Professional soldiers are typically Warrior 1. This includes Town Guards (gate guards/police/firemen), Castle Guards (gate guards/archer/missile engineers), "yeomanry" feudal forces (richer farmers who pay their rent in military service), rank-and-file troopers in professional units like Bissel's Border Companies, Ket's Copper Guard, and the Knights of the Watch. -- Sergeants are anywhere from Warrior 2-Warrior 4, or Fighter 2-3. Bodyguards for a noble would be these sorts of levels too. -- Knights might be Aristocrats or Fighters, and could be a wide variety of levels. Average might be an Aristocrat 2/Fighter 1 for rural knight, or Fighter 2-3 for a member of a knightly order whose profession is fighting. -- Professional military officers are "higher" level Fighters, which in my campaign means Fighter 4 or higher, usually. A Captain-General (commanding a regimental-sized unit or larger) might be Fighter 7-9 or so. -- A village militia will have few Warriors, more of the usual mix of Commoners and Experts. A typical rank-and-file village militiaman only serves if the manor is under attack, and would be a Commoner 1 carrying two spears, no armor. The village head might be an Expert 4 with chain armor, a crossbow, and longsword. -- As Jurgen said, the militia and the professional troops could deal with things like a goblin raid or a human war, but not a vampire infestation. In my campaign, a particularly well-fortified and rich town dealt with the news of werewolves in the area by doubling night watches on the walls and at the town gate, having a rule that two men must always be together at night -- no one is ever out of sight of another guard -- and issuing two silvered crossbow bolts to each man. 1b) WHY CAN'T CITIES KEEP SLAYERS ON RETAINER? In my campaigns, PC's are often hired by the national government to be "trouble shooters" across the land. Cities are a bit too small to need constant adventurers on hand, unless they are troubled places like Cauldron. :) [/QUOTE]
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