Retainers
Retainers & Hirelings
Purpose:
Hirelings and retainers accompany adventurers on expeditions, carry supplies, guard strongholds, fight, and more. They are valuable allies—but unreliable if abused, neglected, or terrified.
How to Hire
- Recruitment takes 1d6 days in a settlement.
- Cost: Spend 5–10gp/day advertising, drinking with locals, posting notices.
- The GM rolls 2d6:
- 2–3: No suitable candidates found.
- 4–5: One low-quality hireling (cowardly, greedy, or untrustworthy).
- 6–8: One normal hireling.
- 9–11: Two normal hirelings.
- 12: One skilled hireling (has a special ability).
Pay & Loyalty
- Base Pay: Based on Type of Retainer, see below
- Hazard Bonus: +50% daily pay while dungeon-delving, monster hunting, or during battles.
- Refusing Pay: Retainers automatically desert (reaction roll to stay if threatened or magically controlled).
Loyalty Check:
- Roll 2d6 when:
- Facing overwhelming danger
- Witnessing employer cruelty
- Not paid or mistreated
- Base Target: 7+ to stay loyal. Modify by:
- +1 if well-treated (bonuses, gifts, respect)
- –2 if poorly treated (abuse, danger without reward)
- –1 if first real danger faced
- Results:
- 12+: Retainer becomes devoted and fiercely loyal.
- 9–11: Retainer stays.
- 6–8: Retainer hesitates, demands more pay or favor.
- 5 or less: Retainer flees, deserts, or betrays.
Types of Retainers
Type | Cost per Day | Notes |
---|---|---|
Torchbearer | 1 gp | Carries light source and simple supplies. |
Porter | 2 gp | Carries heavy gear (up to 600 coins). |
Guard | 5 gp | Basic fighter (Leather + Sword/Shield). |
Engineer | 10 gp | Required for stronghold construction. |
Tracker | 10 gp | Adds +1 to wilderness navigation and hunting. |
Scribe | 10 gp | Maps dungeons as explored. |
Spy | 15 gp | Gathers info in towns, uncovers secrets. |
Animal Handler | 3 gp | Tends mules, horses, exotic beasts. |
Risk of Death or Desertion
- Retainers who fall to 0 HP must make a Save vs Death (or Constitution Save) to survive (DC 8+damage source modifier).
- Retainers without hazard pay or healing become Disloyal and roll a Morale Check after any dangerous encounter.
- Deaths of fellow hirelings may cause Loyalty Checks in remaining ones.
Special Retainers
(Optional rule for advanced play.)
Sometimes, the GM may allow recruiting Named Retainers:
- Unique personality traits (e.g., cowardly but greedy; fearless but vengeful).
- Special skills (lockpicking, wilderness magic, demolitions, etc.).
- May become followers or key NPCs in larger campaigns.
Named retainers cost ×3 normal pay.
Quick Hireling Flaws Table (d6)
Roll | Flaw |
---|---|
1 | Coward at first danger (morale at –2). |
2 | Greedy for treasure (wants extra cut). |
3 | Lazy (needs constant supervision). |
4 | Quick-tempered (may insult employer). |
5 | Superstitious (refuses to enter certain areas). |
6 | Loyal but extremely clumsy (50% chance per day to drop/break item). |
Quick Hireling Quirks Table (d6)
Roll | Quirk |
---|---|
1 | Tells long-winded ghost stories. |
2 | Constantly hums battle songs. |
3 | Obsessed with counting coins. |
4 | Talks to their gear like it’s alive. |
5 | Secretly in love with another retainer. |
6 | Believes they are cursed. |