A variety of retainers may be available for hire in taverns and other locales. They are zero-level hirelings. If retainers are available for hire, roll 1d8 for each available retainer to determine his type:
# | Type | Hit Points | Equipment | Cost/Day |
---|---|---|---|---|
1. | Archer | d3 | short bow, 20 arrows, leather armor | 2 silver pieces |
2. | Man-at-Arms | d3 | spear, leather armor | 2 silver pieces |
3. | Porter | d2 | backpack, large sack | 1 silver piece |
4. | Shield Bearer | d3 | short sword, leather armor, large shield | 1 silver piece |
5. | Surgeon | d2 | surgeon’s tools, medical supplies | 1 gold piece |
6. | Swordsman | d4 | long sword, leather armor, shield | 2 silver pieces |
7. | Torch Bearer | d2 | tinder box, flint and steel, torches | 1 silver piece |
8. | Weapon Bearer | d2 | short sword, leather armor | 1 silver piece |
- these retainers are 0-level mercenaries that may be hired for their base salary, food and lodging, plus a percentage of their employer’s share of monetary treasure
- combatants—archers, man-at-arms, swordsmen—are entitled to a 10 percent share of their employer’s monetary treasure; all others are entitled to five percent
- a shield bearer protects his employer, increasing his armor class by one; a weapon bearer may immediately hand his employer a weapon, if he drops his weapon or is disarmed, or other item
- porters provide muscle for carrying equipment and treasure—200 pounds per porter; porters also reduce the risk of becoming lost during overland travel
- a surgeon may treat a wounded creature, permitting it a saving throw; if successful, the patient regains d2+1 hit points; a surgeon may treat a patient who otherwise would be dead, if done shortly after death
- all retainers other than surgeons become first-level fighters with d8 hit points and 0 XP if they survive a foray into the wilderness or dungeon; their cost per day is then 1 gold piece/day
- an adventurer's charisma score limits the number of retainers he may employ at once (see page 8 of the rulebook for charisma-based retainer limits); an adventurer may not employ a retainer whose level exceeds their own
Just because a retainer is available does not mean he will accept employment. Adventures should roll 2d6. On a result of 2-6, the would-be retainer declines employment. On a result of 7-9, he is uncertain; he'll decline employment unless the adventurer sweetens the deal (e.g., increased salary, furnishing equipment in addition to the retainer's starting equipment, or increased treasure share). On a result of 10-12, he accepts employment. An adventurer wishing to increase his chances of hiring a given retainer may offer to sweeten the deal before the initial roll; if he does so, add an appropriate modifier, such a +1 or +2 bonus, to the adventurer's roll. An adventure also may gain a +1 bonus by purchasing a potential retainer food or drink in a tavern or inn. Adventurers with a Charisma score of 13 or higher also gain a +1 bonus to their roll.
These house rules are a modified version of the retainer rules in Jimm Johnson's Planet Eris house rules.
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