Friday, November 13, 2020

Finding Help Amongst the Four Taverns: Hirelings and Retainers

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 The list of hirelings is outdated, as are the costs and particulars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.


Gold Spent

Die Rolled

2 gp

a d6 roll

5 gp

a d10 roll

10 gp

a d20 roll

25 gp

a d30 roll

50 gp

a d20+10

100 gp

your choice of any 1 of the listed retainers


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.


Die Roll


Name


Class


Equipment


Notes


1


Wahid the Wastrel


beggar


empty tankard

likely still drunk or hungover

2

Gan ad-Din

footman

camp hatchet

aspiring water-bearer

3

Musa "the Hook"

beggar

hook-hand

missing his right hand

4

"Zero" Zaid

likely lad

crook and sling

loyal and brave


5


Mad Matho


beggar


broken boat oar

infatuated with Ysarla (#27)

6

Pseudolus Freedman

footman

spear and shield

freed slave

7

Theria the Thief

spy/tracker

cloak & dagger

skilled as a spy/tracker


8


Warda the Rose


likely lass


short sword

crushes hard on Stark (#15)

9

Stout of Auk

footman

mace

solidly built

10

Vlana the Bard

magic-user

composite bow

skilled poet and singer


11


Barabajagal


psychic

extra senses, i.e. he "hears colors"

beware his "cup of cosmic truth"


12


Kalil al-Kitabi


likely lad


pen knife, book

knows a great deal of trivia

13

Bridne Murcada

likely lass

hands & feet

open-hand martial artist

14

Tanit al-Jamila

magic-user

kindjal dagger

she's got it and flaunts it

15

Stark the Wandsman

fighter

mail, sword, shield

grim-faced and dour


16


Uthia of Tarth


footwoman


hunting crossbow

proud of once serving royalty


17


Doctor Sontag


physician

healing poultices; he refuses to fight

haunted by something in his past

18

Ly Mantok

Sakkra

scimitar & dagger

disgraced smuggler


19


Tumu the Assassin


fighter


poisoned dagger

trained assassin/spy/tracker

20

Pkunk the Mystic

Alkari

6th sense

offers aura readings

21

Vudot Vodot

magic-user

charm person

"stentorious" orator


22


Nuur of Nous


psychic


psionic blast

hair is prematurely greyed

23

Hry-Haya Yehat

Alkari

bolas, magic

keen on ancient artifacts

24

the Grey Gadhar

magic-user

sword "Flicker"

mysterious hooded type

25

Slith Sly

Sakkra

javelins & shield

chameleonic hunter


26


Harrava Rrl


Mrrshan

claws, teeth, and longbow

hates Rakir (#29), able spy/tracker


27


Maer Ysarla

magic-user or fighter (roll)

mail and sword, or sword and spells

she's silvery-skinned, pointy-eared, and beautiful

28

"Ix" Xixachxit

Thri-Kreen

longsword "Tuck"

fights with four arms


29


Riit Rakir


Kzin Hero


wtsai and claws

won't work with Harrava(26), Pkunk(20) or Yehat(23)


30


Kogus the Bodyguard


Bulrathi

macuahuitl war club, steel arbalest

insists on completing "contract", even unto death


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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