Velthuryn — World Atlas

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Excisor Hearth-Clearance Squad

Tier 2 Horde

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Excisor Hearth-Clearance Squad

Tier 2 Horde

*"Six men in grey robes and black gloves. The captain stood by the hearth. The fire was already laid when they arrived."*

Motives & Tactics: ## Description Six figures in identical grey robes, black gloves, faces hooded. Each carries a different tool of the trade: a sealer's wax-and-iron stamp, a sorter's tagged satchel, a scribe's resonance-marker, a witness's blank ledger, a torch's oil-flask and striker, and a watch's short blade. The six rotate roles between operations so that no single individual is identifiable as the torch. This is by Excisor design. ## Motives Execute the clearance order. Seize what is canon-adjacent. Burn what is not. Be gone before any institutional response can be summoned. Leave the scholar's senior assistant or family unharmed — physically — because hurt people generate paperwork. ## Tactics The squad acts as a horde. They split a room into thirds, work their assigned roles, and converge only if challenged. If a PC engages, the watch member intercepts while the other five complete the burn. They will withdraw the moment their Quill-Sergeant signals — or the moment two of the six fall.

Difficulty: 12 | Thresholds: 8/16 | HP: 7 | Stress: 5

ATK: 2 | Short Blade & Torch: Melee | 2d6+2 phy

Features

Six-Role Rotation - Passive: The squad acts as a horde, meaning its members share initiative and operate as a single combatant for HP, threshold, and turn purposes. At the start of each round, the GM declares which role is currently 'primary': sealer (gains advantage on Strength rolls), sorter (gains advantage on Knowledge rolls), scribe (may apply a resonance-mark on a successful attack), witness (gains advantage on Presence rolls), torch (deals fire damage instead of physical), or watch (gains advantage on Agility rolls). Roles may not repeat across consecutive rounds.

Lay the Burn - Action: Mark 2 Stress. On the squad's turn, instead of attacking, the squad sets fire to a room or workroom-sized area within Close range. Anyone in the area at the end of the squad's next turn takes 1d10 fire damage. Documents, books, and parchment in the area are destroyed at the end of that turn unless someone spends an action retrieving them.

Two Down, Withdraw - Reaction: When the squad has taken Severe damage twice in the same scene (effectively losing two members), the entire squad immediately withdraws from combat using the most direct exit. PCs may make Agility rolls (DC 13) to pursue. The squad will not re-engage in this scene.

Soft-Spoken Discipline - Passive: The squad does not raise its voice. PCs attempting to intimidate the squad through threats alone roll with disadvantage. PCs invoking procedural authority (Concord standing, Codex Warden countersignature, witness presence) roll normally and, on a success, may delay the squad for one full round without combat.