d20 Cartography Unlimited The Mercenary Guild & Mercenary Companies.pdf

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The Mercenary Guild
& Mercenary Companies
By Anna M. Dobritt
Cartography Unlimited for RPGs
Requires the use of the Dungeons & Dragons, Third Edition Core Books, published by
Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are
used according to the terms of the d20 System License version 6.0. A copy of this License
can be found at www.wizards.com/d20
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The
Mercenary Guild
&
Mercenary Companies
the purpose of review or in accordance with the Open Game
License.
The mention of or reference to any company or product
in this product is not a challenge to the trademark or copyright
concerned.
“d20 system” and the “d20 system logo” are trademarks
owned by Wizards of the Coast and are used according to
the terms of the d20 System License version 5.0. A copy of
this license can be found at http://www.wizards.com/d20
“Dungeons & Dragons” and “Wizards of the Coast” are
registered trademarks of Wizards of the Coast, and are used
with permission.
Written By Anna M. Dobritt
Edited By: Anna M. Dobritt
Layout: Anna M. Dobritt
Cartography: Anna M. Dobritt
Additional Graphics: Anna M. Dobritt
Artwork: V. Shane APE #2, APE #6
Publisher’s Assistant Clipart, © 2003 Stephen Cook
Some artwork from Fantasy Filler Art copyright Rick
Hershey, All Rights Reserved
Book cover graphic series from John C. Walborn, Dungeon
Dwellers Guild Games. Copyright 2007, Dungeon
Dwellers’ Guild Games. All rights reserved.
© Copyright 2008, Cartography Unlimited for RPGs
OPEN GAME CONTENT DECLARATION: All stat
blocks are open game content, including names except
proper names in bold italics. In addition, all text except
description and background is entirely open content, as is
any material inside a table.
This edition of The Mercenary Guild & Mercenary Companies
is published under version 1.0a of the Open Game License,
version 6.0 of the d20 System Trademark License and version
6.0 of the d20 System Trademark Guide, by permission from
Wizards of the Coast.
Designation of Product Identity: the following items are
hereby designated as product identity in accordiance with
section 1 (e) of the open game license, version 1.0a: proper
names; Corlin Silverbow; Ardis Plind; Riordan Plind; Rory
Plind; Lynara Lynquil; Siena Mylon; Ilene Myers; Glyndra
Miorn Plind; Dryella Brightstar; Umberham; Cheldrin
Ironshield; Thorbrandin Redbeard; Canna Timlysil; Gwynia
Brightstar; Draia Nedant; Randall Benenly, Nolan Todensal;
Azra Crelin; all Cartography Unlimited for RPGs trademarks,
logos and identifying marks and trade dress, including all
product and product line names including but not limited to
the Cartography Unlimited for RPGs, Pick A Place, The Town
of Umberham; all artwork, symbols, designs, depictions,
illustrations, likenesses, poses, logos, graphic designs except
such elements that already appear in the d20 system reference
document and are already Open Game Content by virtue of
appearing there. The above product identity is not Open
Game Content.
Some of the portions of this product which are delineated
as OGC originate from other sources of Open Game Content,
as credited in Section 15 of the Open Game License in this
product.
All contents of this publication, regardless of designation,
are copyrighted year 2008, Cartography Unlimited for RPGs,
all rights reserved. Reproduction or use without the written
permission of the publisher is expressly forbidden except for
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A bonded mercenary can go to the guildhall or any of its
smaller halls and receive three days of meals and three nights
in a bed for free. The mercenary has to show their badge and
sign a ledger.
Being a bonded guild member entitles a mercenary to
arbitration hearings before the three captains at the main
guildhall.
Entrance Fee
To join the mercenary guild, a character must pay 25 gp. In
return, they receive a guild badge.
Guild Dues
Individuals pay yearly dues of 30 gp and companies pay 1000
gp.
Mercenary Guild
Purpose
Before the Guild was formed, there were still mercenary
companies. What didn’t exist were ways to protect
mercenaries from unscrupulous rulers, employers or other
mercenaries without a shred of honor. After the Blue Shields
Mercenary Company were attacked by the Black Gauntlets
and the Bloody Swords companies.
While returning to their headquarters outside of Carnd,
the Blue Shields Company was ambushed by the Black
Gauntlets and the Bloody Swords. Half of the mercenaries
in the Blue Shields were killed and the rest taken hostage.
Adding insult to injury, the dead were all beheaded and the
heads piled next to the road with the company banner laid over
the pile. Their families and friends ransomed the surviving
members of the Blue Shields. The ambush of the company
was totally uncalled since the Blue Shields are builders and
engineers, not a fighting company. When word spread about
the Blue Shields, many companies began discussing what
they could do. Some wanted to go kill all the members of the
Black Gauntlets and the Bloody Swords, others wanted to
take them hostage for a fat ransom.
In the end, three of the longest-serving mercenary captains
– Draia Nedant, Randall Benenly, and Nolan Todsenal
– decided that a Mercenary Guild should be formed. The
guild would serve two purposes – protecting its members
and protecting those that hire its members. (Some mercenary
companies would switch sides when offered more gold than
what they were already paid).
After the formation of the Mercenary Guild, a decision
was reached concerning the Black Gauntlets and the Bloody
Swords. Any mercenary company that belongs to the Guild
has permission to seek out and destroy these two companies
and their members. More than likely, several companies will
have to work together to deal with the fortified keeps of the
Gauntlets and Swords.
Guild Rules
• Do not discuss company contracts with non-company
members
• Avoid killing innocent bystanders whenever
possible
• Do not discuss guild practices with non-guild
members
• Do not join non-bonded companies
• New recruits to a company will not go out to battle
until they complete six months of training
• Guild members will not participate in the slave
trade
• No pillaging in the land of your employer
• Pillage only in enemy territory with your employer’s
permission
• Treat prisoners fairly, no torture
• No stealing supplies or destroying crops
• No harboring criminals or traitors
• Both parties involved follow contracts to the letter.
• Pillage enemy territory only with the permission of
your employer.
• Bonded companies or any of its members that
surrender are permitted to leave the battlefield and
go to a neutral point. The Guild will ransom them.
• Bonded companies will not switch sides in mid-
contract.
The Mercenary Guild will impose fines against those that cause
damages to a Bonded Company or Bonded Mercenary.
Location
The Mercenary Guild Hall is located a half day’s ride west of
Carnd. It is a walled complex with several buildings within
the walls. The guild has its own standing mercenary company
that gives them protection.
Membership
Individual mercenaries are required to pay dues each year
and receive a badge with the guild emblem on it. Mercenary
company leaders pay their own dues, as well as the yearly
bond for their company. These payments serve two purposes
– one, if a bonded company is taken hostage during a conflict,
the guild will pay the ransom; two, the guild sells items at
half price and provides a place for displaced mercenaries.
Guildhall Members
Ranks Number
Captains 3
Lieutenants 4
Sergeants 6
Corporals 8
Quartermaster 1
Healer
1
2
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Magic-user 1
Specialists 150
Light Infantry 30
Archers 30
Heavy Infantry 30
Light Cavalry 30
Heavy Cavalry 30
Guildhall Complex
Overview 22. Magic-user’s Lab
1.Main Building 23. Dining room
2.Stable 24. Quartermaster’s Room
3.Barracks 25. Sitting Room
4.Warehouse 26. Hall
Main Building 27. Quartermaster’s Office
1.Entrance 28. Bathing room
2.Side hall 29. Map room
3.Storage 30. Kitchen
4.Cell 31. Meeting room
5.Cell 32. Meeting room
6.Storage 33. Privy
7.Corporals Quarters (4) 34. Dining room
8.Lieutenants Quarters (2) 35. Lieutenants Quarters (2)
9.Corporals Quarters (4) 36. Hall
10.Magic User’s Room 37. Sergeants Quarters (2)
11.Side hall 38. Cooks, Kitchen helpers,
servants room
12.Hall 39. Infirmary
13.Bathing room and privy 40. Sergeants’ Quarters (2)
14.Hall
41. Infirmary
15.Captain Draia Nedant’s
room
42. Sergeants’ Quarters (2)
16.Meeting room
43. Healer’s lab
17.Captain Randall
Benenly’s room
44. Empty room
18.Captain Nolan
Todensal’s room
45. Side hall
19.Hall
46. Healer’s Room
20.Sitting room
47. Empty room
21.Small courtyard
48. Entrance
Guild Hall Barracks
1st Floor
9. Common Room
1. Entrance
10. Stairs to 2nd Floor
2nd Floor
2. Hallway
3. Kitchen
1. Stairs to 1st Floor
4. Pantry
2. Hallway
5. Trapdoor to Cellar
3. Barracks
6. Small Mess Hall
4. Armory
7. Large Mess Hall
8. Bathing Room & Privy
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