The Daggerford Militia

By agreement with the duke, the town maintains its own militia, trained by the duke’s soldiers. All able bodied townsfolk must serve in the militia, although only a small number are normally on duty. They spend most of their time on road patrols, though a close watch is kept on the Lizard Marsh. The militia has trouble hanging on to its veteran members. In search of more income, veterans will often hire themselves out as mercenaries or caravan guards. Quite often these are the ones that can be a bit problematic discipline wise.

These individuals are not stupid and they will rapidly realise that the pitiful pay the party is likely to offer is not enough, given the risks. Each will cut their own deals, which will change over time. Be warned. When used they get their full share of experience, so the party will receive less.

Roll 1d10:
1, 2 No hireling available
3-9 1 hireling available
10 2 hirelings available

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ALBERIC FLINTEYE

Appearance: Dwarf: shaves his head with neatly trimmed beard.

Languages: Dwarf & Common

Quirks: Enuciates and emphasizes words very clearly, especially the Big Ones.
Irritable
Believes Might is Right
REALLY, REALLY wants to have sex with a female elf
Spends a lot of money on prostitutes

STATS: STR 15 DEX 12 CON 14 INT 13 WIS 11 CHA 10

AC 17 (Chain Shirt & Shield) HITS 12 Battleaxe ( + 4 // 1d8 + 2 ), Short Sword ( + 4 // 1d6 + 2 ), Hand Axes x 2 ( + 3 thrown // 1d6 + 2)

SPECIAL: Darkvision, Dwarf Resilience, Stonecunning, Dwf Weapons and Armor,, Masons Tools , expert juggler, land vehicles

CLASS: Cbt Training (Defence), 2nd Wind

SKILLS: Perception +2, Intimidate +2, Athletics +5, History +3

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JUADA ONE EYE

Appearance: Half Orc female, One Eye (-2 ranged: but expert thrower- normal with thrown weapons).

Languages: Orc & Common

Quirks: Thousand yard stare
Rude
Gets bored very easily: change is always welcome
VERY protective of tribal medicine bag
Phobia of Spiders (Will save to approach, will all out defend, -2 to attack)

STATS: STR 15 DEX 12 CON 17 INT 10 WIS 11 CHA 10

AC 14 (Chain Shirt) HITS 13 Greataxe ( + 4 // 1d12 + 2), Shortsword ( + 4 // 1d6 + 2 ), Hand Axes x 2 ( + 3 thrown// 1d6 + 4)

SPECIAL: Darkvision, Menacing, Relentless Endurance, Savage Attacks, Land vehicles, Dragonchess

CLASS: Cbt Training (Thrown Weapons +2 Hit AND Damage), Cbt Training (Great Weapons), 2nd Wind

SKILLS: Perception +2, Intimidate +2, Athletics +5, Acrobatics +3

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LUCKY BOB

Appearance: Ill kempt and untidy

Languages: Gnome, Common, Thieves Cant

Quirks: Talented kleptomaniac (party loses 5-30% of all loot)
Squeaky high voice
Friendly
Loathes rules
Drawn to shiny objects
Both greedy and spendthrift

STATS: STR 13 DEX 12 CON 13 INT 15 WIS 11 CHA 10

AC 14 (Chain Shirt) HITS 11 Short Bow ( + 5 // 1d6 + 1 ), Shortsword ( + 3 // 1d6 + 1 ),thrown // 1d6 + 4 )

SPECIAL: Darkvision, Reduced Speed, gnome Cunning, Artificers Lore, Tinker (clockwork mouse), Thief Tools, Gambling Dice

CLASS: Cbt Training (Ranged), 2nd Wind

FEAT: Lucky

SKILLS: Perception +2, Deception +2, Sleight of Hand +3, Stealth +3

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LITTLE FRANK

Appearance: Human. Fastidious

Languages: Common, Illuskan

Quirks: Walks around like someone with a pole up his backside .
Lisps
Argumentative
Responsible
Drawn to running water
Is targeted for death by local Orc Tribe (+2 to hit him, putting them at -2 AC)

STATS: STR 14 DEX 12 CON 12 INT 10 WIS 11 CHA 16

AC 17 (Chain Shirt & Shield) HITS 12 Spear ( + 4 // 1d6 + 2 ), Short Sword ( + 4 // 1d6 + 2 ),

SPECIAL: Lute, Land vehicles, Mobile

CLASS: Cbt Training (Defence), 2nd Wind

SKILLS: Perception +2, Survival +2, Athletics +4, Persuade + 5

The Daggerford Militia

Once Upon A Time In the West..... swampedbybunnies