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Hiring Helping Hand

Retainers are NPCs that have class levels and associated skills. They are mercenaries and sellswords that will accompany the PCs during any reasonable dungeon-delving activities, including combat. They will not hire on with parties whose average level is lower than their own.

0-level retainers have 1 hp, no talents and special abilities, and need 10 xp to level up.

XP: retainers need double the amount of xp to level up.

Resentment: 2d6 check with modifiers against retainer's resentment if the retainer is exposed to something particularly dangerous, and after each adventure. On failure, the retainer leaves and cannot be re-hired.

Charisma of PC

Charisma score of the PC influences the maximum number of retainers and their initial resentment.

CHAMax # of retainersRetainer resentment
319
4–828
9–1237
13–1746
1855

Cost

Retainers will usually want a guaranteed fee (per day or per adventure) and a share of treasure recovered. Fee and Share affect resentment checks separately.

FeeShareCheck bonus
2 SP/day1⁄4 Share-2
5 SP/day1⁄3 Share-1
1 GP/day1⁄2 Share0
5 GP/day2⁄3 Share+1
10 GP/dayFull share+2

Retainer level

Roll 2d6 for retainer level:

Roll1st lvl PC2nd lvl PC3rd lvl PC4th lvl PC5th or more lvl PC
2–400000
5–700001
8–900012
10–1100123
1201234

Applicant Reactions

Once an offer is made, the referee determines the potential retainer’s reaction by rolling 2d6 on the table below, modified as follows:

  • Generosity: the same modifier as for resentment.
  • Reputation: A penalty of –1 or –2 may be applied if the hiring PC has a bad reputation.

Roll 2d6 for retainer reactions:

RollResult
2 or lessIll will: A –1 penalty applies to further hiring reaction rolls while recruiting in the same town or area.
3–5Offer refused
6–8Change offer and roll again
9–11Offer accepted
12 or moreOffer accepted, -1 resentment