Retainers are NPCs that are hired by characters for extra hands during an adventure. Each character is limited to a finite number of retainers, which is indicated by the character’s Charisma score. Retainers are not mindless slaves and, although they will usually share the party’s risks, they will not willingly act as battle fodder. If abused in any way, retainers will typically warn others of this and the PCs will soon find it difficult to hire other retainers.
A PC who wants to hire a retainer must first locate possible candidates. The PC might simply walk up to strangers in taverns, might contact adventurers’ guilds, or might advertise by putting up fliers or by other means.
Retainers are recruited through negotiation, with the referee playing the roles of the NPCs a character attempts to hire. The PC should explain what the job entails and the rates of pay: for example, a percentage of any treasure recovered or a flat rate of pay. The hiring PC must also typically pay for the retainer’s daily upkeep (food and lodgings) and for any new adventuring gear, weapons, or mounts the retainer will require for the adventure.
After an offer is made, the referee rolls 2d6 on the table above to decide the potential retainer’s reaction. The roll is modified by the hiring character’s CHA and the referee may apply a bonus or penalty, depending on the attractiveness of the deal (+1 or +2 for generous offers, -1 or -2 for poor offers).
2d6 | Result |
---|---|
2 or less | Offer refused * |
3-5 | Offer refused |
6-8 | Roll again |
9-11 | Offer accepted |
12 or more | Offer accepted ** |
* The potential retainer reacts so negatively to the offer that he or she spreads negative rumours about the PC, which results in a -1 penalty on any further hiring reaction rolls while recruiting in the same town or area.
** The offer is accepted in very good spirits and the retainer’s morale is increased by one.
Retainers can be of any class (including normal humans of level 0), but must be of equal or lower level to the PC who has hired them.
Retainers have a morale rating, determined by the hiring character’s CHA (see Ability Scores, p4). This rating may be adjusted at the referee’s discretion: it may be increased if the PC has been particularly good to the retainer (e.g. repeatedly given additional treasure) or reduced if the PC has been cruel or contrary to his or her word.
To make a morale check, the referee rolls 2d6 and, if the result is lower than or equal to the retainer’s morale rating, accounting for any adjustments, the roll has succeeded.
Morale rolls are made in two circumstances:
Although retainers are “played” by the referee, they acquire experience in the same way PCs do, can advance in level, and are affected by all of the same class rules. Because retainers follow instructions when on an adventure, thus not directly engaging in problem solving, they suffer a penalty of -50% to XP.