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Downtime / Downtime Events / Organization Events

Mercenary Company Events

Source Ultimate Campaign pg. 128
d%Events
Impressive results
Windfall
Brawl
Rivalry
Scandal
Duel
Schism
Mutiny


Brawl: This functions like the bar brawl in Tavern Events, except you may attempt a Profession (soldier) check instead of an Intimidate check, and a failed check causes a loss of Influence and Labor.

Duel: This functions like the duel event from the Military Academy Events section, except you may attempt a Profession (soldier) check instead of a Diplomacy or Intimidate check.

Impressive Results: Your mercenaries perform admirably, eliminating a problem quickly or defeating a more powerful opponent with ease. You gain 1d4 points of Influence and 1d2 points of Labor, and for 1d6 days the organization gains a +10 bonus on its first check to generate capital each day.

Mutiny: A member tries to take over the group, either by challenging you to a fight or by an underhanded method like attacking you while you sleep. You may handle this as a combat encounter or attempt a DC 25 Bluff, Intimidate, or Profession (soldier) check. If you succeed, the instigator leaves and you lose 1 point of Labor but gain 1d2 points of Influence. If you fail, you lose control of the Mercenary Company as if from business attrition.

Rivalry: Another mercenary group is stealing jobs from your organization. Treat this as the rivalry event from Generic Building Events), except you can also end the rivalry and gain 1d4 points of Influence by beating the leader in a duel (as the duel Military Academy event on page 122, but not necessarily to the death).

Scandal: Some sort of scandal strikes your company—a member is accused of murder or one of your teams injures locals in a bar fight. For 2d4 days you lose 1d2 points of Influence each day and the organization takes a –5 penalty on checks to generate capital. Once per day, you can attempt to repair the damage to your reputation and end the event with a DC 20 Bluff or Diplomacy check. Failure extends the duration of the scandal’s fallout by another 1d4 days.

Schism: This functions as the schism from the Cult Events section, except that the skills you can use to attempt to end it are Bluff, Diplomacy, Intimidate, and Profession (soldier), and that succeeding at the check means you lose 1 point of Labor and the event ends.

Windfall: Your organization is rewarded handsomely for its recent efforts, either with payment from a grateful employer or rich spoils from looting an enemy. You gain 1d10 × 10 gp, 1d6 points of Goods, and 1 point of Magic.