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.
- Results:
- 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.