Wednesday, February 8, 2017

Swords & Wizardry House Rules: Retainers

Hiring retainers is an essential survival tool. Their principal virtue is mathematical: the more bodies there are on your side, the less likely you are to be hit personally. Why take that arrow to the knee when a henchman can?

Retainers

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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