Friday, January 26, 2018

Henchmen


Here's a first rundown for henchmen.  Short version: easy to get some guys for outdoor stuff, expensive to bring into dungeons.

HIRELINGS AND HENCHMEN

 

Type
Regular Pay per day
Dungeon Expedition
Notes
Unskilled Hirelings
2sp
Won’t Go
Double pay to leave town
Skilled Hireling
2gp
Won’t Go
Double pay to leave town
Guards
2gp
Won’t Go
Will adventure in wilderness,  battles
Bandits
2gp
Won’t go
Will adventure in wilderness, rob and raid
Henchmen
1gp per HD
100gp per HD
Temporary
Vassal
1gp per HD
100gp per HD
Permanent

 

  • Skilled and unskilled hirelings are people hired in town for non-dangerous tasks.  If they are asked to leave town, they require double pay (except ship and caravan crews). 
  • Guards are armed men who are hired to fight and/or protect things.  They will take part in wilderness adventures, fight in battles and guard camps and homes, but will not enter dungeons or go up against magical or supernatural threats.  Taking part in illegal operations depends on their alignment, which is random.  If the guards fight and capture loot, they will want a share (1 squad= 1PC).
  • Bandits are armed men who are recruited to steal, raid and terrorize.  They will not go into dungeons or face supernatural enemies, but will gladly steal and raid.   They are random alignment, but never Lawful  of any sort.  Good bandits will not hurt or steal from innocent people.  Bandits want a share of loot taken (squad of bandits=1 PC)
  • Henchmen are budding adventurers willing to serve a character or party.  They will guard the camp and fight and adventure in the wilderness, but if asked to enter a dungeon or face a supernatural foe they require a bonus of 100gp per HD (which is good for a 2 week period  of such adventure).  At the end of each game session, make a Persuasion DC 15 or the henchman moves on to another job.  Decrease the DC by 1 for each session the henchman has served previously.
  • Vassals are underlings who have sworn personal fealty to a player character “lord.”  This oath establishes a permanent (and indeed hereditary) relationship.  A household vassal serves his lord directly and personally and attends upon him, in exchange he must be supported by his lord, regardless of his health or usefulness.  A landed vassal gets an appropriate plot of land in exchange for 40 days per year of personal service.  In any case, according to law and custom a lord and vassal may not take up arms against one another, testify against each other, or in any way betray one another.  Of course, Lawful characters are likely to follow the code, and Chaotic characters are likely not to.  Convincing someone to become a vassal is difficult, a Persuasion DC of 25; however decrease DC by 10 if the potential lord has just saved the potential vassal’s life, and by 5 if there is an appropriate land grant involved.
     
    RECRUITMENT: 
    Unskilled Hirelings:  10-60 available in Newport at a time; 1d6 in a village.
    Skilled Hirelings:  in Newport, take 1 day and an Investigation check DC 12 to find one who will do a task that’s needed.  Negotiating with named shop-keeps can also be done, either in Newport or a village.
    Guards:  1d3 squads of guards can be found by looking at the Town Blacksmith’s shop, where their agents hang out. You must hire the whole squad, they won’t break up.
    Bandits:  1d3 squads of bandits and pirates can be found at Fishy Joe’s.  You must hire the whole squad.   
    Henchmen:  1d6 henchmen will be found at the Bottomless Mug, looking for work.
     
    ADVANCEMENT:
    Henchmen and Vassals can get a limited amount of advancement.  Each time a Henchman or Vassal is paid the dungeon fee, and goes on a dungeon expedition, he gets 1 “check mark.” When he has gotten 3 check marks, he gains 1 additional hit die.

1 comment:

  1. Rethought a few things, perhaps all hirelings are waiting at Bottomless Mug near job board

    ReplyDelete