This post has been revised, and is only now retained for its historic value. The list of hirelings is outdated, as are the costs and particulars
A variety of individuals frequent the four major taverns of Cothon, from lowlifes looking to score some wine-money, to would-be heroes seeking adventure. These individuals can be hired by player-characters looking for a little extra muscle, carrying power, or general ability to weather the vagaries of underworld expeditions.
When seeking to retain the services of one of these potential hirelings, a character must spend gold according to the table below. This expenditure represents drinks bought or offered, coin spent on urchins to seek out interested parties, wagers on bar games as an ice-breaker, etc. etc.
Rolling the die according to the gold thus spent, you will look up on the next table just whose services you managed to win for the upcoming expedition. It's entirely possible that you won't like the particular individual; to roll again, you would have to spend another amount of gold, at whatever new level you wish. It is also possible to spend the gold to hire several retainers--just remember that they'll require payment on the other side of the expedition as well, or else hold a grudge!
Before we get to the table, there are a few things to note:
- beggars are lowlifes just in it for the promise of coin at the end. They can be equipped, but still make poor fighters, and will pawn away everything given to them; nevertheless, they can be useful in that once per expedition they can be "induced" to suffer whatever doom their employer would have suffered, e.g. poor Matho might trip his way into sword point that would have pierced "our hero's" heart.
- footmen are basically competent servants and squires. They can serve to carry light and burdens (hopefully of treasure, out of the dungeon), or to assist in fighting; in the former case, they can serve as a weapon-bearer, and allow their employer to swap weapons freely, while in the latter case, they can lend their shield bonus to an adjacent ally.
- likely lads and lasses serve as footmen/women, but are also keen to take on the adventuring life themselves; at the end of an adventure on which one serves, the likely lad (or lass) will take up the same adventuring class as his(her) employer that expedition on the roll of a 1 on a d6 (and possibly be inclined to seek longterm service)
- specialists (e.g. "physician", "psychic", etc.) act as footmen, but are also able to use the indicated skill.
- classed characters act as the class indicated; non-human classes ("Kzin", "Alkari", etc.) are not yet written, but I have enough of a sense of what they are to run with them until their stats are actually pinned down.
Further Items:
- hit points are rolled anew for any hireling at the beginning of an expedition they join
- experience points are earned by classed hirelings at the rate of half of whatever the player-characters earned (these are sui-generis, they don't cut into the players' xp-pool); I'll keep track
- treasure shares vary according to the retainer's class: beggars expect a paltry 5 gp for their efforts at the end of an expedition; footmen, likely youths, and specialists expect a 10% share of any treasure at the end of an expedition, or 25 gp, whichever is greater; classed characters feel owed a 50% share of any treasure acquired
- grudges will be remembered against those who treat their hirelings poorly, just as fair treatment will be remembered; along those lines, I may eventually indicate their preferred tavern, for further effects on morale
- beggars and footmen are easily replaceable, but classed individuals are not; if, e.g. a magic-user were to buy it in the underworld of the Tel, that spot would remain empty until something shakes up the list--either by player initiative, or through the devices of the referee in shaping wider circumstances ...
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