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Many D&D campaigns have a need for combats that are larger than just the player characters squaring off against a few foes. PCs may be allied with the town guard or perhaps they enlist the aid of a local mercenary guild in cleaning out a nearby dungeon. Your D&D Miniatures and this article provide a quick method to design a unit of town guards or mercenaries to help or hinder your players.
You can use these tables by either rolling randomly or by drawing D&D Miniature cards from your collection. The D&D Miniatures have set alignments, but a DM can reassign them to fit the campaign. For example, if you are building an encounter with an evil mercenary unit, you could change the normally Lawful Good alignment of the Man-at-Arms to Neutral Evil.
Guard and Mercenary Units
For simplicity, these instructions are designed to create small groups of figures called a unit. The most common members of a unit are Warriors, Fighters, Barbarians, and some Rangers. A standard unit is made up of 1 Leader, 1d3 Sergeants, and 1d6+4 Recruits (7-14 figures). This results in a unit with an Encounter Level between 7 and 10.
To determine the number of units available, you need to know the city's population. The number of City Guard units is equal to the population divided by 1,000 and rounded down. The number of available mercenary units is half of that.
1 Leader (CR 4-5)
The leader usually is the most experienced member of the unit.
| d% |
Set and Number |
Name |
Price/day |
| 01-20 |
HAR 3 |
Dwarf Axefighter |
5 gp |
| 21-40 |
HAR 6 |
Halfling Veteran |
7 gp |
| 41-60 |
HAR 16 |
Axe Sister |
7 gp |
| 61-80 |
HAR 46 |
Human Executioner |
5 gp |
| 81-00 |
DRA 16 |
Daring Rogue |
7 gp |
1d3 Sergeants (each CR 2-3)
Sergeants help the Leader with day-to-day operations of the unit. They are more experienced fighters than the common recruits.
| d% |
Set and Number |
Name |
Price/day |
| 01-10 |
HAR 23 |
Elf Ranger |
1 gp |
| 11-20 |
HAR 25 |
Human Wanderer |
3 gp |
| 21-30 |
HAR 26 |
Krusk, Half-Orc Barbarian |
3 gp |
| 31-40 |
HAR 30 |
Wild Elf Barbarian |
1 gp |
| 41-50 |
HAR 31 |
Wood Elf Skirmisher |
3 gp |
| 51-60 |
HAR 43 |
Half-Orc Fighter |
1 gp |
| 61-80 |
DRA 3 |
Gnome Fighter |
1 gp |
| 81-90 |
DRA 18 |
Dwarf Barbarian |
1 gp |
| 91-00 |
DRA 22 |
Kerwyn, Human Rogue |
3 gp |
1d6+4 Recruits (each CR 1 or less)
The majority of the unit is made up of recruits. They could represent militia members, inexperienced town guards, or new members trying to prove themselves.
| d% |
Set and Number |
Name |
Price/day |
| 01-05 |
HAR 8 |
Human Commoner |
2 sp |
| 06-15 |
HAR 10 |
Man-at-Arms |
2 sp |
| 16-20 |
HAR 13 |
Tordek, Dwarf Fighter |
5 sp |
| 21-30 |
HAR 21 |
Elf Archer |
5 sp |
| 31-40 |
HAR 24 |
Gnome Recruit |
2 sp |
| 41-45 |
HAR 27 |
Lidda, Halfling Rogue |
5 sp |
| 46-55 |
HAR 47 |
Human Thug |
5 sp |
| 56-65 |
HAR 66 |
Human Bandit |
2 sp |
| 66-75 |
DRA 5 |
Human Crossbowman |
2 sp |
| 76-80 |
DRA 12 |
Regdar, Human Fighter |
5 sp |
| 81-90 |
DRA 19 |
Elf Spearguard |
5 sp |
| 91-00 |
DRA 25 |
Barbarian Mercenary |
5 sp |
Alternative Members
All units generated off the first three tables focus entirely on physical combat. To add variety, roll once on the following table. These unusual figures give a unit a unique twist. The resulting figure replaces a Leader, Sergeant, or Recruit chosen randomly.
| d% |
Special |
| 01-10 |
Animal Trainer |
| 11-30 |
Arcane Spellcaster |
| 31-35 |
Exotic Member: Drow |
| 36-40 |
Exotic Member: Goblinoid |
| 41-45 |
Exotic Member: Orc |
| 46-50 |
Exotic Member: Other |
| 51-55 |
Imposing Champion |
| 56-90 |
Spiritual Member |
| 91-00 |
Roll Twice |
Animal Trainer
One of the figures in the unit (chosen randomly), in addition to his normal abilities and duties, is also an animal trainer. He has reared one or more creatures from birth and trained them to fight. He charges 7 gp/day as part of a mercenary unit, or 9 gp/day if he is the leader. The animal trainer has the Exotic Creature Trainer feat from the Arms and Equipment Guide (p.73) in place of one other feat and the Handle Animal skill in place of one other skill. Other appropriate skills include Intimidate, Knowledge (nature), Ride, and Use Rope. If the trainer falls in battle, then the creatures guard his body ferociously against anyone who would approach it.
| d% |
Set and Number |
Name |
Price/day |
| 01-10 |
HAR 19 |
1d3+2 Crested Felldrakes |
Dragon |
| 11-20 |
HAR 34 |
Dire Boar |
Animal |
| 21-35 |
HAR 37 |
1d3+2 Wolves |
Animal |
| 36-40 |
HAR 41 |
Displacer Beast |
Magical Beast |
| 41-45 |
HAR 44 |
1d2 Hell Hounds |
Outsider |
| 46-50 |
HAR 54 |
Owlbear |
Magical Beast |
| 51-65 |
HAR 67 |
1d3+2 Hyenas |
Animal |
| 66-75 |
HAR 80 |
1d2+1 Worgs |
Magical Beast |
| 76-85 |
DRA 11 |
Dire Lion |
Animal |
| 86-95 |
DRA 26 |
Dire Ape |
Animal |
| 96-00 |
DRA 54 |
1d2+1 Large Monstrous Spiders |
Vermin |
Arcane Spellcaster
An arcane spellcaster lends his services to the unit. The spellcaster avoids direct combat but is a great support unit, especially those with protection spells.
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-20 |
HAR 5 |
Evoker's Apprentice |
5 sp |
Recruit |
| 21-40 |
HAR 20 |
Devis, Half-Elf Bard |
3 gp |
Sergeant |
| 41-60 |
HAR 22 |
Elf Pyromancer |
9 gp |
Leader |
| 61-80 |
HAR 28 |
Nebin, Gnome Illusionist |
5 gp |
Sergeant |
| 81-00 |
DRA 20 |
Half-Elf Sorcerer |
1 gp |
Recruit |
Exotic Members
A member of the unit is from a race not normally seen in civilized society. Several of these are from races that are typically considered evil. That isn't a problem for evil towns or mercenary groups, but it might be if the intended unit alignment is good. In that case, either select a different exotic member or change the figure's alignment to one that is more suitable. This may result in good roleplaying potential. The exotic group member replaces a randomly chosen figure.
Exotic Member: Drow
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-25 |
HAR 60 |
Drow Archer |
3 gp |
Sergeant |
| 26-50 |
HAR 62 |
Drow Fighter |
5 gp |
Leader |
| 51-75 |
DRA 49 |
Drow Warrior |
5 sp |
Recruit |
| 76-00 |
DRA 50 |
Drow Wizard |
5 gp |
Leader |
Exotic Member: Goblinoid
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-20 |
HAR 42 |
Goblin Sneak |
5 sp |
Recruit |
| 21-40 |
DRA 31 |
Goblin Skirmisher |
1 sp |
Recruit |
| 41-60 |
DRA 32 |
Goblin Warrior |
1 sp |
Recruit |
| 61-80 |
DRA 33 |
Hobgoblin Member |
2 sp |
Recruit |
| 81-00 |
DRA 46 |
Bugbear |
1 gp |
Sergeant |
Exotic Member: Orc
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-15 |
HAR 59 |
Cleric of Gruumsh |
5 gp |
Leader |
| 16-30 |
HAR 72 |
Orc Archer |
5 sp |
Recruit |
| 31-45 |
HAR 73 |
Orc Beserker |
5 sp |
Recruit |
| 46-60 |
HAR 74 |
Orc Spearfighter |
1 gp |
Sergeant |
| 61-85 |
HAR 75 |
Orc Warrior |
2 sp |
Recruit |
| 86-00 |
DRA 57 |
Orc Druid |
7 gp |
Leader |
Exotic Member: Other
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-05 |
HAR 7 |
Hound Archon |
5 gp |
Leader |
| 06-10 |
HAR 32 |
Azer Raider |
1 gp |
Sergeant |
| 11-20 |
HAR 35 |
Lizardfolk |
5 sp |
Recruit |
| 21-25 |
HAR 38 |
Thri-Kreen Ranger |
3 gp |
Sergeant |
| 26-35 |
HAR 48 |
Kobold Warrior |
1 sp |
Recruit |
| 36-45 |
HAR 64 |
Gnoll |
5 sp |
Recruit |
| 46-55 |
HAR 68 |
Kuo-Toa |
1 gp |
Sergeant |
| 56-65 |
HAR 76 |
Tiefling Captain |
3 gp |
Sergeant |
| 66-70 |
HAR 79 |
Werewolf |
3 gp |
Sergeant |
| 71-75 |
DRA 9 |
Stonechild |
3 gp |
Sergeant |
| 76-80 |
DRA 10 |
Dwarven Werebear |
5 gp |
Leader |
| 81-85 |
DRA 35 |
Kobold Skirmisher |
1 sp |
Recruit |
| 86-95 |
DRA 40 |
Wererat |
1 gp |
Sergeant |
| 96-00 |
DRA 60 |
Troglodyte |
5 sp |
Recruit |
Imposing Champion
A creature from an imposing race replaces one of the unit's sergeants, chosen randomly. The creature is completely loyal to the Leader. It may act as an enforcer to maintain order. Because of the imposing champion, this unit may wind up with an EL higher than 10.
| d% |
Set and Number |
Name |
Price/day |
| 01-20 |
HAR 17 |
Centaur |
3 gp |
| 21-35 |
HAR 70 |
Minotaur |
5 gp |
| 36-55 |
HAR 71 |
Ogre |
3 gp |
| 56-65 |
HAR 77 |
Troll |
7 gp |
| 66-85 |
DRA 52 |
Gargoyle |
5 gp |
| 86-00 |
DRA 53 |
Harpy |
5 gp |
Spiritual Member
A cleric, druid, monk, or paladin belongs to this unit. A religious member will heavily influence a mercenary unit's outlook and will only join if they share a common goal.
| d% |
Set and Number |
Name |
Price/day |
Rank |
| 01-05 |
HAR 1 |
Cleric of Order |
5 gp |
Leader |
| 06-15 |
HAR 2 |
Cleric of Yondalla |
1 gp |
Sergeant |
| 16-25 |
HAR 11 |
Sun Soul Initiate |
3 gp |
Sergeant |
| 26-30 |
HAR 12 |
Sword of Heironeous |
7 gp |
Leader |
| 31-40 |
HAR 33 |
Half-Orc Monk |
5 gp |
Leader |
| 41-50 |
HAR 14 |
Jozan, Cleric of Pelor |
5 sp |
Recruit |
| 51-55 |
HAR 18 |
Cleric of Corellon Larethian |
5 gp |
Leader |
| 56-65 |
HAR 29 |
Vadania, Half-Elf Druid |
3 gp |
Sergeant |
| 66-75 |
DRA 1 |
Cleric of Moradin |
1 gp |
Sergeant |
| 76-85 |
DRA 8 |
Stalwart Paladin |
1 gp |
Sergeant |
| 86-95 |
DRA 27 |
Druid of Obad-Hai |
3 gp |
Sergeant |
| 96-00 |
DRA 30 |
Cleric of Nerull |
5 gp |
Leader |
Mercenary Prices
The prices listed are for long-term appointments. If the mercenaries are hired for only a few days, they may ask double or triple the listed price. A mercenary unit expects a share of treasure and loot in addition to its pay. A standard rate is 20% of the treasure from the trip, but this really depends on the relative experience levels of the mercenaries and PCs. A successful Diplomacy roll may affect the final price. If the mercenaries are of a chaotic or evil alignment and they feel sufficiently strong (or the PCs are badly injured), they might decide to take everything!
The prices assigned are based on the figure's challenge rating:
| CR |
Price/Day |
| Below 1/2 |
1 sp |
| 1/2 |
2 sp |
| 1 |
5 sp |
| 2 |
1 gp |
| 3 |
3 gp |
| 4 |
5 gp |
| 5 |
7 gp |
| etc. |
etc. |
Unit Name Generator
Unless its members were hired ad hoc by the PCs, every mercenary unit should have a name. If you can't, don't have time, or simply don't want to make up your own name on the spot, you can quickly generate one with the following table.
Roll 1d6. On 1-2, use only columns A and C. On 3-4, use only columns B and C. On 5-6, use all three columns. Roll 1d12 on each column and string the resulting words together to create the unit's name. For those entries with more than one option, choose your favorite. The resulting names can also be rearranged. The Copper Blade Alliance, for example, could instead be The Alliance of the Copper Blade.
| d12 |
Column A |
Column B |
Column C |
| 1 |
White/Grey/Black |
Dragon/Drake/Wyrm |
Alliance |
| 2 |
Red/Blue/Yellow |
Gryphon/Chimera/Wyvern |
Brotherhood/Sisterhood |
| 3 |
Orange/Purple/Green |
Fox/Wolf/Lion/Bear |
Company |
| 4 |
Gold/Silver/Bronze |
River/Sea/Ocean |
Fighters/Warriors |
| 5 |
Copper/Iron/Brass |
Hill(s)/Forest/Mountain(s) |
Guards/Guardians |
| 6 |
Emerald/Diamond/Ruby |
Chalice/Heart/Fist |
Heroes |
| 7 |
Jade/Opal/Sapphire |
Tower/Castle/Gate/Wall |
Horde |
| 8 |
Royal/Imperial |
Sword/Staff/Axe |
Hunters |
| 9 |
Blessed/Accursed |
Blade/Edge/Knife |
Knights |
| 10 |
Courageous/Brave |
City/Town/Village |
Protectors |
| 11 |
Holy/Unholy |
(Religious Symbol) |
Raiders |
| 12 |
(Person's Name) |
(Geographic Name) |
Regulars |
Variations
A randomly-constructed unit can also be used as
- a rival adventuring party
- caravan guards
- guards at a noble's residence
- a themed mercenary group of a single exotic race, such as Drow or Orcs
- a small army (containing several units) led by a Purple Dragon Knight or other high level figure
- a more experienced mercenary band consisting of 1d3 Leaders and 1d6+4 Sergeants
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