Mercenaries doing the work of the PCs?

Sammael said:
3. 110 mercenaries a large force? Hah. Unless they are unrealistically high in level (most should be war 1-3, with a few ftr 3-4 commanders), they are no match for a number of creatures that inhabit that area (such as wyverns).

A large force compared to adventuring parties, but it's JUST ENOUGH to keep their stronghold safe, considering there's all kinds of giants and other BIG monsters around...

I don't see how the PCs think that these 110 not-very-experienced people are going to clear out a large area, what with extremely powerful monsters in this place...
 

log in or register to remove this ad

The Red Ravens are a renowned mercenary corps. Their leaders fought in the Horde Wars. They should be able to clear at least some part of the Stonelands. I'd say the leaders would be about 10th level, with a good few of them above 5th.
If the players are able to supply 200gp per week for them, let them. It's their money.
 

I sincerely doubt that there are more than 20 Red Ravens above 4th level, and it is questionable how many of them would be engaged in clearing out the Stonelands.

After all, I think it's a given (from various sources) that the Flaming Fist is the most powerful and well-equipped mercenary company on Faerun, and the vast majority of their mercs are 3rd and 4th level.
 

Just spring one disaster on the mercenaries where a large # of them get wiped out. Then the price for their services will go through the roof; if they continue working at all.

I'd set up a planned encounter with an intelligent foe that is too much for the mercenaries to handle. That's where the players come in...
 

Great responses everyone! Exactly what I was looking for.

One thing that I should have thought more about is that the Red Ravens have already been contracted by Cormyr to clear out and patrol the Stonelands. It's been bothering me that the PCs have hired the Red Ravens to do virtually the same thing, except for them instead of for Cormyr, but in the end it somewhat amounts to the same thing.

Remember when the PCs were 1st level and could be killed if an ogre sneezed on them? Now consider what 110 of these 1st level people could achieve, in an area of wilderness peopled by wyverns, giants, ettins, trolls, and other creatures.

True. I was actually thinking about the Red Ravens actually having some casualities and reporting their loses to the PCs, so that the PCs know that the Red Ravens have been trying their best. As to being 1st level, I was imagining the mercernaries having a broader range, from 1st to 4th, but even then, alot of the monsters out there could wipe out the Red Ravens if not for their numbers. According to the description in the FR 2nd Ed. Campaign, the Red Ravens are a fairly well-trained, hence my belief that the levels would be a broader range.

On another note, the PCs have asked me on numerous occassions (which I forgot to post) if the Red Ravens have been gaining experience and rising in level. In addition, they PCs have been asking if the Red Ravens have been able to find any treasure, which the PCs expect to have a 10% share off. I understand the logic behind this, but have been dancing around giving my players a concrete answer as well. Basically, I tell them that the Red Ravens have mostly been fighting to a stalemate and running away, not defeating the monsters/npc hordes they encounter.

Here's what I'd suggest:

- Make them realize the extent of the logistics (feed, water, guarding supply lines, etc).

- Decide on a strategy (fixed garrisons, patrols, etc)

- Use the mercenaries as your plot hooks -- Patrol X stumbles into a large hobgoblin encampment, say. The PC's can direct the mercenaries to dig them out, but it will take the whole band (and meanwhile other baddies slip in past the unmanned/unpatrolled outposts), or else the PCs go in and do it while the mercenaries hold down the cleared area.

In any case, over time it should become clear that they need significantly more troops than what they have.

Thanks for the input Olgar. In regards to feed, water, etc., the contract the PCs wrote out stipulated that the Red Ravens would take care of that. I guess I thought that the 200 gp per week to hire the Red Ravens also covered logistical costs.

Well, their strategy is basically having the Red Ravens begin to start a patrol around the PC stronghold enlarging their patrol area each time and dealing with any threats that occur or come up, I believe up to a 50-mile radius.

I really like the idea of the plot hooks and will probably use that. My only concern is that I hate running combats that range into the 100+ participants. On the otherhand, I can envision the Red Ravens stumbling upon a farily powerful monster and nearly getting defeated, such as a Behir or a Beholder.

Olgar, on another note, I have heard you are running a similar campaign, could you give me your thoughts?

1. Mercenaries work for money, not ideals or common good. They are notorious for doing as little as they can get away with.

2. Mercenaries have no qualms about switching sides, or taking bribes. If there are more intelligent enemies, mercs can be easily bribed to leave them alone.

3. 110 mercenaries a large force? Hah. Unless they are unrealistically high in level (most should be war 1-3, with a few ftr 3-4 commanders), they are no match for a number of creatures that inhabit that area (such as wyverns).

4. Stonelands are home to MANY Zhentarim-sponsored orc raiding parties. Hell, there should be half-a-dozen Zhentarim spies among the mercs anyhow, which would explain how the monsters always seem to be one step ahead.

5. There are Netherese ruins in the Stonelands. Who knows what kind of arcane magic could be leaking out of them? There are probably multiple portals (even portal traps) as well, allowing monsters to continually re-populate areas that were seemingly cleared out.

1. True, but in FR, the Red Ravens are renowed for being very lawful and honorable. They have a good working relationship with the crown. Good idea though.

2. Please read above. :)

3. True

4. I like this idea, but was having some qualms about using it. The Red Ravens are supposed to be a fairly well-trained force and I'm not sure if a Zhentarim spy could sneak in that easily. But then, the Red Raven unit that was hired is mainly low-levels so it should be fairly easy. Good idea, I started getting some more ideas while typing this. A great way for me to introduce the Zhentarim into the game.

5. I like this idea too, similar to Olgar's about having the mercenaries be plot hooks.

I think I'd let them succeed - clearing out an area of their own by driving all the monsters into the PC's lands. Then one of the mercs (a leader who was previously friendly) sets himself up as a rival to the PCs, and wages war to conquer them.

In truth, the man has been magic jarred by a lich whose tomb they uncovered; the other soldiers are obeying, which is what soldiers do. But it will make the PCs wonder what the heck is up.

You Rat Bastard, hehe. A good idea, but a bit different for what I want in the campaign. I want the players to get established in the Stonelands, then start worrying about policing the area, protecting their stronghold, settlers, trading routes, etc. But this is still a great dastardly tactic.

Professional mercenary types would be about 2nd to 5th level warriors with a sprinkling of fighter & rogue commanders (3rd to 6th level feels right) with the odd spellcaster to boot. They'd average level 2 or level 3 including the leaders.

If they are the above in competency, the issue is one of time and distance. They need to patrol in sizeable groups or even as a company if the threat is decent enough. Indeed they'd need to be able to rapidly deploy themselves as a company so I don't think that they can be more spread out than a day in each direction from the central castle.

Larger forays to pacify territory within 2-5 days from the castle would have to be rare and based on good intelligence to the nearby threats. Otherwise a force could slip by without an appropriate garrison to stop it. Essentially you would have bands or zones of decreasing security.

This is nearly exactly how I envisioned it shoud be, but was unable to articulate it to my players or myself, hehe. Thanks!

Playing Devil's Advocate here (and since I know this is something that is always heard around the boards here), if the Players don't want to take the time to clear out the Stonelands themselves, then why try to force it on them? Don't we always say that the DM needs to modified his/her game to the interests of the players? If they'd rather concentrate on something else, then let them do that and then perhaps let them drop the problem with clearing out the Stonelands into some NPC's lap (of course, he might bleed the PCs coffers dry while trying to solve it, but that is a different problem that can be solved by more adventuring, etc.).

True. But the PCs have expressed interest in wanting to become barons and "reap the benefits" of owning land. For something of that magnitude, I think I may make my PCs work and sweat for it. :)

I like your other ideas as it coinceds with what I am trying to accomplish and echoes many of the ideas already presented.

After all, I think it's a given (from various sources) that the Flaming Fist is the most powerful and well-equipped mercenary company on Faerun, and the vast majority of their mercs are 3rd and 4th level.

Yup. I've already told my players such, and explained that if they wanted their services, they could go to Baldur's Gate, hehe.

Thanks for all the responses everyone. A lot of great ideas for me to use and food for thought. Please keep them coming.

One more question that I was mulling over is that if the Red Ravens suffer loses etc., then that probably means that they receive fresh recruits, etc., to refill their ranks. I guess this can explain why there are only so many higher level characters. I like this idea though, since it reflects the dangers of mercenary life, explains why the Red Ravens are having a hard time with their tasks, why there are so many 1st-level Red Ravens, etc.

On another note, a PC has a few followers and was thinking about having them join up with the Red Ravens and help them out. I'm not sure if this will have any appreciable effect. In addition, another PC, using the Leadership Feat and good role-playing, has acquired 24 1st-level goblin clerics of Lathander. He has instructed them to aid in healing the Red Ravens when they return from patrols. I'm not sure if this will have any appreciable effect as well.

Thoughts?
 

As others have said a group that size is too small to have a real effect of an area that size.

Also how are the mercs operating, as one large group or as several smaller groups? A large group has a bigger logistics problem and takes longer to travel. A large group is also easier to hear and see, thus allowing monsters to have time to avoid them or if not possible to prepare(set traps, ambushes, taking defensive positions, etc.). Smaller groups may travel faster and be harder to hear and see, but will not be able to handle larger groups of enemys and/or the more powerful monsters.

You also need to decide how powerful the mercs are, all 1st level warriors or all 10th level fighters and tell the PCs. The PCs may think that they are the latter while you think they are the former.

A mercenary group like the Red Ravens, with their reputation(from you description) and the fact that they have been around for awhile should look like the following(IMO):

They won't take anybody who can swing a weapon without hurting themselves, they want those who have some experience. So recruits(those with less than a years service) will be 2nd level Warriors.

Standard members, having several years of service or been in heavy combat camgaigns/wars will be 3rd-5th level Warriors(may have a level of Fighter).

Squad leaders and veterans will be 6th-7th level(with a level or two as Fighter).

Scouts will be 2nd-3rd level Warrior with 1-2 levels of Ranger.

Most spellcasters will by 3rd-5th level clerics of gods that have the same ideals as the mercenary group, along with some 1st-2nd level apprentices(acting a medics).

They may have the odd wizard or sorcerer, either pure class or with some levels in warrior(and levels in the Eldritch Knight Prc if high enough level).

Leaders may be low level Aristocrats or high level Fighters, depending on how they lead(at the front of the charge, or in back deciding tactics). A group of 110 will have a leader and 2-3 lieutenants.
 

Darren Ravenshaw said:
As others have said a group that size is too small to have a real effect of an area that size.

Also how are the mercs operating, as one large group or as several smaller groups? A large group has a bigger logistics problem and takes longer to travel. A large group is also easier to hear and see, thus allowing monsters to have time to avoid them or if not possible to prepare(set traps, ambushes, taking defensive positions, etc.). Smaller groups may travel faster and be harder to hear and see, but will not be able to handle larger groups of enemys and/or the more powerful monsters.

You also need to decide how powerful the mercs are, all 1st level warriors or all 10th level fighters and tell the PCs. The PCs may think that they are the latter while you think they are the former.

A mercenary group like the Red Ravens, with their reputation(from you description) and the fact that they have been around for awhile should look like the following(IMO):

They won't take anybody who can swing a weapon without hurting themselves, they want those who have some experience. So recruits(those with less than a years service) will be 2nd level Warriors.

Standard members, having several years of service or been in heavy combat camgaigns/wars will be 3rd-5th level Warriors(may have a level of Fighter).

Squad leaders and veterans will be 6th-7th level(with a level or two as Fighter).

Scouts will be 2nd-3rd level Warrior with 1-2 levels of Ranger.

Most spellcasters will by 3rd-5th level clerics of gods that have the same ideals as the mercenary group, along with some 1st-2nd level apprentices(acting a medics).

They may have the odd wizard or sorcerer, either pure class or with some levels in warrior(and levels in the Eldritch Knight Prc if high enough level).

Leaders may be low level Aristocrats or high level Fighters, depending on how they lead(at the front of the charge, or in back deciding tactics). A group of 110 will have a leader and 2-3 lieutenants.

Thanks for the breakdown! Very useful.

I was wondering about this myself. I think my PCs have different ideas on the power of the mercenaries and what they are capable of.

I also like the idea of what tactics the Red Ravens use. I just assumed they all went out as the 110 unit and did their thing. I didn't think that it would be a logistical problem, at least not a big one. I like what you said about the pros/cons of patrolling as either a big or small unit.
 

dreaded_beast said:
On another note, the PCs have asked me on numerous occassions (which I forgot to post) if the Red Ravens have been gaining experience and rising in level. In addition, they PCs have been asking if the Red Ravens have been able to find any treasure, which the PCs expect to have a 10% share off. I understand the logic behind this, but have been dancing around giving my players a concrete answer as well. Basically, I tell them that the Red Ravens have mostly been fighting to a stalemate and running away, not defeating the monsters/npc hordes they encounter.
NPCs don't generally earn experience, no matter what they do (if for no other reason than because its ridiculous to ask a DM to keep track of 110 different xp totals). As fo the treasure: I'm not sure whether your PCs negotiated a 10% take in the contract, but the default for mercs is that they get to keep whatever they find. Think of all the adventures that the PCs have gone on at the behest of a patron who was paying for thier services; do the patron's ever demand a percentage of the PC's treasure?
 

fourthmensch said:
NPCs don't generally earn experience, no matter what they do (if for no other reason than because its ridiculous to ask a DM to keep track of 110 different xp totals). As fo the treasure: I'm not sure whether your PCs negotiated a 10% take in the contract, but the default for mercs is that they get to keep whatever they find. Think of all the adventures that the PCs have gone on at the behest of a patron who was paying for thier services; do the patron's ever demand a percentage of the PC's treasure?

In regards to the treasure, I made a mistake of having the PCs write up a contract and it seemed reasonable at the time. Now nearly every session, the PCs ask, did the Red Ravens find any treasure. My mistake. :uhoh:

In addition, the PCs hire the Red Ravens on a monthly basis, paying a flat rate of 1000 gp per month. The renegotiate the contract, with the 10% share of treasure always being in the contract. A precedent has already been set and I don't want to go back on what the contract stated.
 
Last edited:

I'll just comment on the Zhentarim spies very briefly: they are very competent. If they can manage to spy on the Harpers (and they most certainly can), the Red Ravens should be fairly easy for them to handle. After all, many Zhents are competent fighters, and not all of them are evil (I imagine the default Zhent would be borderline LN/LE in alignment).

As for the Red Ravens, unless you have told your PCs that they already work for Cormyr, or unless you really must adhere to canon 100%, I don't see that as a problem. In fact, if one of your PCs holds the title "Baron of the Stonelands," and is a vassal of the Cormyrean crown, that's pretty much the same as saying that Cormyr hired the mercs.

I admit I didn't check up on the Red Ravens prior to my first post, and Cormyr is not my area of expertise, but I think some of my points (such as the overall merc level being below 5) still stand. Red raven leaders may be 10th-level former adventurers, but you couldn't buy their services for 200 gp per week.
 

Remove ads

Top