Retainers & Followers

Retainers

Retainers are NPCs adventurers hire to join them on their dangerous quests. These aren’t just generic hirelings; they’re unique characters with specific roles.

  • Limits & Loyalty: Each PC can only have a certain number of retainers, based on their Charisma score. Retainers aren’t slaves; they expect to share risks, not be suicide fodder. Treat them poorly, and word gets around, making it tough to hire more.
  • Class & Level: Retainers can be any class, even basic humans (Level 0), but they must be the same level as or lower than the hiring PC.
  • Recruiting: Find potential retainers in taverns or by posting “help wanted” notices. You’ll negotiate directly with these NPCs, explaining the job and the wages offered.
  • Wages & Upkeep: The pay rate depends on the retainer’s skill level (experienced ones cost more) and competition (high demand means higher pay). A typical deal includes a guaranteed daily or per-adventure fee (e.g., 1gp/day) plus at least a half share of any recovered treasure. Remember, you also pay for their daily upkeep (food, lodging) and any necessary gear.
  • Treasure Shares: When dividing treasure, factor in their agreed-upon share. For example, if 5 PCs (full shares) and 1 retainer (half share) find 2,750gp, you divide the total by 5.5 shares. Each PC gets 500gp, and the retainer gets 250gp.
  • Applicant Reactions: When you make an offer, the GM rolls 2d6, modified by your Charisma reaction modifier, the generosity of your offer (+1 or +2 for good, -1 or -2 for poor), and your reputation (-1 or -2 for bad).
    • Results:
      • 2 or less: Ill will (further recruitment in the area is penalized -1).
      • 3-5: Offer refused.
      • 6-8: Roll again.
      • 9-11: Offer accepted.
      • 12+: Offer accepted with +1 Loyalty.
  • Experience: Retainers gain XP and level up like PCs, but their XP is halved (-50%) because they follow instructions rather than problem-solve directly. A normal human (Level 0) retainer gains a character class upon leveling. Loyalty: Retainers have a Loyalty rating based on the hiring PC’s Charisma, which the GM can adjust for good (+bonuses) or bad (-penalties) treatment.
    • Loyalty Checks: The GM rolls 2d6. If the result is equal to or lower than the retainer’s adjusted Loyalty, the check succeeds. When to Check:
    • Peril: In particularly perilous situations, a failed check means the retainer might flee.
    • After an Adventure: A failed check means the retainer won’t work for that PC again.

Mercenaries: Hired Military Forces

Mercenaries are hired soldiers meant for guarding, patrolling, or serving in wilderness settings as part of a larger force, not typically as individual adventuring companions. They don’t count towards a character’s retainer limit.

  • Locating: Find mercenaries by posting “help wanted” notices. Availability depends on local troops and your offer.
  • Wages & Upkeep:
    • Outside Wartime: Wages are listed in a table (e.g., Human Archer: 5gp/month).
    • During Wartime: All wages double.
    • Monthly pay includes food and basic gear. While they usually have their own weapons and armor, you can provide additional gear. Remember, you’ll need to pay armorers for repairs.
  • Types & Stats: Mercenaries vary by type, race, Armor Class (AC), and Morale, with specific equipment details:
    • Archer: AC 6 [13], Morale 8 (shortbow, leather, shield).
    • Archer, Mounted: AC 9 [10], Morale 9 (riding horse, shortbow).
    • Crossbowman: AC 5 [14], Morale 8 (crossbow, chainmail).
    • Crossbowman, Mounted: AC 9 [10], Morale 9 (mule, crossbow).
    • Footman, Light: AC 6 [13], Morale 8 (sword, leather, shield).
    • Footman, Heavy: AC 4 [15], Morale 8 (sword, chainmail, shield).
    • Horseman, Light: AC 7 [12], Morale 9 (riding horse, lance, leather).
    • Horseman, Medium: AC 5 [14], Morale 9 (warhorse, lance, chainmail).
    • Horseman, Heavy: AC 3 [16], Morale 9 (warhorse, sword, lance, plate).
    • Longbowman: AC 5 [14], Morale 8 (longbow, sword, chainmail).
    • Peasant: AC 9 [10], Morale 6 (unarmed).
    • Wolf Rider: AC 7 [12], Morale 9 (wolf, spear, leather).

Specialists

Specialists are non-combat, non-adventuring NPCs hired for specific services (distinct from mercenaries or retainers). They don’t count towards your retainer limit.

  • Locating: Find specialists by posting “help wanted” notices; availability depends on the area and your offer.
  • Wages & Upkeep: Monthly pay rates are listed in a table and include their food and basic gear.
  • Common Types & Services:
    • Alchemist (1,000gp/month): Can recreate potions (2x speed, 0.5x cost) or research new ones (2x time, 2x cost).
    • Animal Trainer (500gp/month): Specializes in one animal type. Can train up to six animals simultaneously. First trick takes 1 month; additional tricks are 2 weeks each. Interruptions reset training.
    • Armourer (100gp/month): Makes 5 weapons, 3 shields, or 1 suit of armor monthly. One needed per 50 mercenary troops. Output doubles with 2 assistants + 1 blacksmith; quadruples with 4 assistants + 2 blacksmiths.
    • Assistant Armourer (15gp/month): Apprentices that boost an Armourer’s production.
    • Blacksmith (25gp/month): Craftsmen who can boost an Armourer’s production.
    • Engineer (750gp/month): Plans large construction projects (1 per 100,000gp project cost). Human engineers handle above-ground, dwarves underground.
    • Navigator (150gp/month): Essential for ship travel beyond sight of coastline to avoid getting lost.
    • Oarsman (2gp/month): Unskilled common humans for rowing vessels.
    • Sage (2,000gp/month): Rare experts in obscure knowledge. Consulted for unusual questions; GM judges time, cost, and chance of success (never 100%).
    • Sailor (10gp/month): Skilled humans for handling ships, capable of basic combat.
    • Ship’s Captain (250gp/month): Required for large ships, skilled sailor with local coastal knowledge.
    • Spy (500gp+/month): Gathers information on persons/groups. Can be various classes (often Thieves). GM determines time and success probability. Spies may be unreliable.