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Mercenaries doing the work of the PCs?
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<blockquote data-quote="Kid Charlemagne" data-source="post: 1765714" data-attributes="member: 93"><p>Yeah, 200 gp a week seems pretty slim for 110 mercenaries. Unless they get looting rights - which might be reasonable.</p><p></p><p>Here's what I would do.</p><p></p><p>Let the PC's play the Red Ravens for a session.</p><p></p><p>Give each PC a 3rd level seargent type, and 3 1st level grunts, or a 4th/2nd split, however you feel it should be. Then let the group of 16-20 mercs try and take out a small encampment of humanoids. They've got no magic backup, no cleric (or maybe a single 2nd or 3rd level cleric). Let them come across some cool stuff that they don't have the skills to understand - mystical writings in a cavern or something like that - nto to be dangerous, but just to underscore that PC's have talents that mercs don't.</p><p></p><p>It would also personalize the mercs so the players will feel bad if they send them into bad situations. Give each grunt a name and a quirk or two to make them memorable.</p><p></p><p>The players might get a kick out of it, and hey, you might see that a group like that can handle more than you thought. Or possibly, the players will find out that they can't, first-hand.</p></blockquote><p></p>
[QUOTE="Kid Charlemagne, post: 1765714, member: 93"] Yeah, 200 gp a week seems pretty slim for 110 mercenaries. Unless they get looting rights - which might be reasonable. Here's what I would do. Let the PC's play the Red Ravens for a session. Give each PC a 3rd level seargent type, and 3 1st level grunts, or a 4th/2nd split, however you feel it should be. Then let the group of 16-20 mercs try and take out a small encampment of humanoids. They've got no magic backup, no cleric (or maybe a single 2nd or 3rd level cleric). Let them come across some cool stuff that they don't have the skills to understand - mystical writings in a cavern or something like that - nto to be dangerous, but just to underscore that PC's have talents that mercs don't. It would also personalize the mercs so the players will feel bad if they send them into bad situations. Give each grunt a name and a quirk or two to make them memorable. The players might get a kick out of it, and hey, you might see that a group like that can handle more than you thought. Or possibly, the players will find out that they can't, first-hand. [/QUOTE]
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