Retainers
Characters can try to hire NPCs as retainers (sometimes called “hirelings”) to join them on expeditions and assist with adventuring tasks.
Morale
A retainer’s bravery and loyalty to the character who hired them is reflected by their morale rating. Retainers have a starting morale rating of +0, adjusted by their employer’s charisma modifier and the results of their hiring reaction.
Control
Characters can issue orders to their retainers but do not have full control of them. The referee controls the actions and behavior of retainers, and decides if orders are followed or refused. The referee may roll a morale check to determine how a retainer responds to orders.
Risks
Retainers are generally expected to share in the risks of adventuring. The referee may roll morale to check if a retainer is willing to perform more dangerous duties, including entering into battle.
Extreme Danger
If the retainer encounters extreme danger and fails their loyalty check, they immediately flee to the nearest known safe location and refuse to adventure further.
Retainer Class and Level
Most retainers will be normal humans (level 0 with no adventurer class), but some will be adventurers with levels of experience in an adventuring class. Retainers can be any adventuring class and are usually level 1. Some may have a random level between 1-4 (roll 1d4 to determine). A retainer will not accept work from a character of lower level.
Recruitment Limit
A character may employ up to 4 retainers, adjusted by their charisma modifier.
Treatment
Morale may be increased or decreased, per the referee’s discretion, based on particularly generous treatment or particularly poor treatment. If a retainer is treated poorly, the referee may check morale to see if they continue employment. On a failed check, the retainer’s morale decreases by -1. If their morale was already below 0, they abandon employment at first opportunity and do not accept any future service.
Reputation
Each retainer lost to poor treatment applies a -1 cumulative penalty to future attempts to recruit other retainers as word of the mistreatment gets around.
Recruiting
Characters can find potential retainers by carousing in taverns or by paying to post recruitment notices.
- Carousing: It costs 50sp per night to carouse at a local tavern, buying drinks and putting the word out. The character makes a DC 11 charisma check. On a success, one or more candidates are found.
- Posting Notice: It costs 10sp to post a recruitment notice for one week. The referee makes a flat check and on a success, one or more candidates are found in 1d6 days.
- Candidates: If carousing or posting notice is successful, roll to determine how many applicants are found
Negotiation
Characters must often negotiate directly with these NPCs, explaining the job and the wages offered. The referee may use the context of this interaction to apply bonuses or penalties to recruitment checks.
Wages & Upkeep: The pay rate depends on the retainer’s level (experienced ones cost more) and competition (high demand means higher pay). A typical deal includes a guaranteed daily or per-adventure fee (10 sp per day) plus at least a half share of any recovered treasure. The hiring character also pays for their daily upkeep (food, lodging) and any necessary gear.
Treasure Shares: When dividing treasure, divide the treasure found by the total number of shares. The result is a full share, and half of the result is a half share. For example, if 6 PCs and 1 retainer find 3250sp, divide the total by 6.5 shares. Each PC would receive 500gp (a full share), and the retainer receives 250gp (a half share).
Applicant Reactions: When a recruitment 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. A normal human (Level 0) retainer gains a character class upon earning XP.
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.

