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GUARDS

Guards are men hired to protect the places and goods of private citizens.

  1. Night-Watchmen will look after warehouses and workshops to raise the alarm for the local town watch patrols.
  2. Mercenary Billmen and Crossbowmen are likely to be found in the houses of wealthy merchants and nobles in towns or guarding caravans or ships.
  3. Sellswords: are soldiers who fight for pay and for the love of fighting, usually on a short-term basis.

NIGHT WATCHMAN—CLASS D (1 HD Soldier)

  • AC: 10 HD 1 HP 5
  • Resistance: 13; vs. magic 8
  • Mods: W-2/N+2/S+3
  • Speed: 30'
  • Morale: +3
  • Stealth -2 Perception -2
  • Attack, Melee: +3; Damage: 1d6 bludgeoning (club)
  • Light and Whistle: usually carries a lantern and a whistle to see and raise alarm
  • S+3, D+3, C+2, I+2,W+2,Ch+2

MERCENARY BILLMAN—CLASS C (2 HD Soldier)

  • AC: 12 (gambeson) HD 2 HP 9
  • Resistance: 14; vs. magic 9
  • Mods: W-1/N+3/S+4
  • Speed: 30'
  • Morale: +4
  • Stealth -1 Perception -1
  • Attack, Melee: +4; Damage: 1d12 slashing or piercing(bill or long spear)–Reach
  • Attack, Melee: +4; Damage : 1d6 slashing (saex)
  • S+4, D+4, C+3, I+3,W+3,Ch+3

MERCENARY CROSSBOWMAN–Class C (2 HD Sniper)

  • AC: 12 (gambeson) HD 2 HP 9
  • Resistance: 14; vs. magic 9
  • Mods: W-1/N+3/S+4
  • Speed: 30'
  • Morale: -1
  • Stealth +3 Perception +4
  • Attack, Melee: -1; Damage: 1d6 bludgeoning or slashing (mace or saex)
  • Attack, Ranged: +4; Damage : 1d12 piercing (Crossbow)
  • S -1, D+4, C -1, I+3,W+4,Ch+3

SELL-SWORD: Class-B (3 HD Soldier)

  • AC: 17 (round shield, avg. mail) HD 3 HP 13
  • Resistance: 15; vs. magic 9
  • Mods: W-1/N+3/S+5
  • Speed: 30'
  • Morale: +5
  • Stealth -1 Perception -1
  • Attack, Melee: +5; Damage: 1d10 slashing (arming sword or war axe)
  • Attack, Ranged: +5, Damage: 1d6 piercing (javelin)
  • Shield Wall: in groups of 4 plus can form shield wall (disadvantage to attackers)
  • S+5, D+5, C+3, I+3,W+3,Ch+3

SELL-SWORD —CLASS A ( 4 HD Soldier)

  • AC: 17 (round shield, avg. mail) HD 4 HP 17
  • Resistance: 16; vs. magic 10
  • Mods: W 0/N+4/S+6
  • Speed: 30'
  • Morale: +6
  • Stealth 0 Perception 0
  • Attack, Melee: +6; Damage: 2d6 slashing (arming sword or war axe)
  • Attack, Ranged: +5, Damage: 1d6 piercing (javelin)
  • Shield Wall: in groups of 4 plus can form shield wall (disadvantage to attack)
  • S+6, D+6, C+4, I+4, W+4,Ch+4
guards.txt · Last modified: 2020/01/23 12:37 by dave