07 June 2023

On Followers (June 2023)


At this point, I'm cribbing my home game rules directly from the 1e DMG. However, this is what CROWN & VALOR has to say on the subject. 


Hirelings, Henchmen, Specialists and Retainers

Henchmen of various types will make the PCs lives easier (and longer!) D&D is a wargame at its core, and wargames presume an entourage of troops and support figures.

The best times to look for henchmen are at Festivals, because everybody is off work and mostly feeling pretty good. Henchmen in numbers equal to 10% of the number of families (2% of total population) will be available to woo during festivals. More than this will be present, but taking a larger chunk of the workforce away is at the least poor manners and at the worst, high treason for building your own army to kill the king. 

Henchmen are paid up front, and then retained for the quarter (one season or 12 weeks) or cross-quarter (a half-season or six weeks.) This oathbound contract serves as a basis for servitude, something like a feudal oath made miniature. Your part of the bargain is not to throw them in front of a fearsome monster, and to present their remains plus 25GP to their family in the likely event of their passing on the job. 

This sort of oathbound henchman will require his pay for each delve or each week served. Retaining one without requiring service during a particular week costs you as much as if you took them into the dungeon with you. 

Some henchmen will work per diem, but anyone with a good reputation will want a six-week or twelve-week contract. 

Good pay and other rewards will ensure higher morale; poor pay will result in low morale or even refusal to continue employment by that PC. 

 

Base pay unit, either per week of idleness or per dungeon trip:

·         Linkboys, lackeys, and valets: 5 GP
·         Porters: 10 GP
·         Shieldmaidens or squires: 20 GP
·         Men-at-arms, mercenary types: 50 GP
·         Henchmen with class levels: 100 GP per level

Linkboys are lantern and torch bearers. They can be as young as 7. 

Lackeys are unskilled servants. It’s unlikely you would bring one into the dungeon. 

Valets carry personal belongings, deliver messages and run errands. 

 

Each of these is retained for 5GP per week or per dungeon trip, whichever is more favorable to the henchman. 

 

Porters and Stevedores bear heavy non-combat gear such as treasure and adventuring supplies. They are retained for 10GP per trip. There are often per diem porters available since it’s pretty good money on a day off. 

 

Shieldmaidens and squires are very brave and loyal but will not fight. They are 0-level men or their master’s racial type. A character can only have one at a time. This follower will be the first to ask to be promoted to Retainer. When this promotion occurs, they become Level 1 and will do all the things a normal adventurer would do.

 

Mercenaries are 0-level Men who otherwise function as Fighting-Men.

 

Getting a leveled character to hench for you is very difficult. Elves won’t work for dwarf characters and vice versa, and neither of them will work for a hobbit. Clerics are already henched to God, so unless you’re a cleric, it’s unlikely you can snag one. Obviously fighting men are available to hire, and every so often you get a wizard down on his luck who will cast spells for you when things get hinky. 

With good treatment, any of these types can convert to Retainers, so keep your eyes peeled for a long-term commitment. 

 

Henchmen, Hirelings, Specialists and Retainers 

 

We toss these words around as if they are interchangeable, but they’re not. Henchmen and hirelings are indeed interchangeable - they are the NPCs who work for pay and fight on the PC’s behalf. Specialists are those with skills other than fighting and dying; anyone from a seamstress to a swordsmith to a solicitor. 

None of these types ever gains XP, even if they have a class and level. 

Retainers come in three flavors:

·         Special trusted assistants to the PC with class and level who take up a Retainer slot,
·         Charmed creatures (who also take up Retainer slots) and
·         Special animal companions such as a Paladin’s war horse or wizard’s familiar. 

Retainers must be of a lower experience level or hit die than the character himself. Indeed, why would an NPC pledge his service to a lord who is as inexperienced as himself? The purpose of becoming a retainer, or follower, is to gain protection, knowledge, and reputation from the greater lord. 

 

On Retainers’ Experience Levels

 

No matter what level the PC is, the vast majority of those who will offer service will be of first level. PCs of level 4 or higher will attract 2nd or 3rd level retainers 20% of the time. (81-90 2nd, 91-00 3rd.)

PCs of level 8 or higher will attract followers up to 6th level. (01-25 1st level, 26-70 2nd level, 71-80 3rd level, 81-90 4th level, 91-97 5th level, 98-00 6th level.) 

 

Raising Up A Retainer

 

If a PC has at least one henchman of level 1 or better, and they have henched for the PC for at least one season, one henchman of the Referee’s choice may ask to become a retainer. At which point the PC may accept, converting that paid hireling into a trusted Retainer, or the PC may decline. If he declines, the henchman will make a morale check. If failed, he will leave the PC’s company immediately in shame, anger or disgust. 

Exceptions:

·         PCs with their maximum retinue will not receive such offers of servitude. 
·         Dwarfs will not pledge service to elves or hobbits. Elves will not pledge service to dwarfs or hobbits. Men may pledge service to hobbits, but it is unusual to see. Of course, each race strongly favors its own as master. 
·         A magic-user will not pledge his service to a cleric.
·         A cleric will not pledge his service to anyone except a cleric or a lawful fighting-man, dwarf or hobbit. 
·         An anticleric may pledge service to anyone, but it is usually for ulterior motives. 
·         A low-level wizard may be able to collect a minion of greater level, such as a first-level wizard with an ogre in a retainer slot. If he has a familiar at Level 1, that familiar will have more Hit Dice than the wizard (1+1 versus 1.)

Henchmen Gaining Levels

Henchmen of the normal sort never gain XP.

 

Retainers’ Compensation and XP

 

A Retainer works for a half-share of treasure. That is, each PC takes 2 shares of whatever treasure they find, and the Retainer takes 1.

 

A Retainer levels up normally just like any character. However, the Retainer will level slower because he is receiving much less XP. In the unlikely event one attains the same level as his master, he will then immediately leave to seek his own fortune; perhaps and a friend and perhaps not. 

 

Hench for No Man

 

When your PC is unable to join in the adventure, send his henchmen instead. Make one the captain of the troupe and play that one as if he was a PC proper. Allow him to earn XP at the PC rate rather than at the henchman’s customary half-rate. The other henchmen gain XP as normal, and each of them gain treasure at the henchman rate, captain included. 

This option should not be available for any hirelings your character may employ, no matter how skilled; only Retainers can be used in this way. 


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