Monday, August 3, 2020

RETAINER RULES: AN EXPLANATORY TALE

Confused by retainer rules, I wrote something to help myself keep the categories straight. I hope you find it helpful.

  • RETAINER: A general term for any NPC who a PC has hired. Retainers usually fall into three broad categories: HIRELINGS, SPECIALISTS, and MERCENARIES
    • HIRELING: A hireling will follow PCs on dungeon and wilderness adventures. Hirelings will demand a base pay rate, and if expected to go into a dungeon, will also demand a share of treasure.
    • SPECIALIST: A specialist will not follow PCs on adventures, and depending on the type of specialist, will demand payment per job or monthly. Rarely, a specialist may agree to enter a dungeon only if safe passage is guaranteed.
    • MERCENARY: A mercenary will follow PCs on wilderness adventures, but will not enter dungeons. Mercenaries will demand monthly pay rates, and those rates are doubled in times of war or if being sent into battle.

NB: By AD&D terms, "Hireling" is a more general term that refers to any NPC a PC has hired, while "Henchman" refers to those employed who will enter dungeons and fight.   

EXAMPLES:
Ulf the Fighter is exploring a flooded catacombs a half-day's ride to the east. He needs someone to watch his mount, as it refuses to descend the steep stairs to enter the dungeon with him. He hires Bob at a base pay rate of 1gp per day to ride out with him and watch his mount while he is exploring the catacombs. Because Bob is not expected to follow Ulf into the dungeon, he is not guaranteed a share of treasure.

While exploring the catacombs, Ulf is surprised by a pack of skeletons. He barely escapes with his life, and resolves to hire an acolyte to help him deal with the undead. He hires Alice the Acolyte at a base pay rate of 5gp per day to ride out with him and Bob and explore the catacombs with him. Because Alice is expected to fight, he offers Alice a 25-75 split of any treasure found. Alice counter-offers an even split, to which Ulf agrees. Ulf also must outfit Alice for the journey, and pays for rations, a mount, chainmail, a shield, some holy water, some torches, a sling, and a mace. At the last second, Ulf decides to outfit Alice with a suit of plate armor instead of chain mail, for which Alice is grateful. Alice, Bob, and Ulf ride out to the catacombs and Bob watches the horses while Alice and Ulf explore the catacombs. They dispatch the skeletons and recover an amulet worth 1600gp. Upon returning to town, Ulf gains 800xp (1600xp split between two people) and Alice gains 400xp (50% of 1600/2, as Alice is a hireling she only gains half a share of XP). Ulf is able to sell the amulet at the local moneychanger for 1,050gp. He gives Alice 550gp, even though he only owes her 525gp per their agreement. This tip pleases Alice, and considering he also paid for a suit of full plate, she is eager to adventure with Ulf again.

Months later, Ulf has conquered the catacombs, with the exception of an unexplored room sealed behind a large metal door with a complicated lock. Ulf has also recovered a locked iron chest from the catacombs which he has been unable to open. He resolves to hire the town locksmith to open the chest for him, and to ask if the locksmith will also help him with the door in the dungeon. The locksmith agrees to open the chest for Ulf, asking for 50gp and half of whatever is found in the chest. Ulf refuses, offering 75gp. The locksmith says that his usual rate is 100gp per job, and Ulf agrees. After opening the chest (some potions and scrolls are within), Ulf asks the locksmith if he would agree to opening the door deep within the dungeon. Although Ulf has conquered most of the dungeon, the locksmith refuses, as the door is far too deep in the dungeon for him to agree. Ulf proposes that he dig a tunnel directly to the door, bypassing most of the dungeon, and the locksmith says that if Ulf accomplishes this, the locksmith will pick the lock for ten times his normal rate - 1,000gp.

Ulf then sets out to dig a tunnel from the first floor of the dungeon to the fourth, where the door is. He shows up to the dwarven miners' guild and explains his situation, asking to hire a team of dwarven engineers. Ulf's accurate dungeon map allows the guild to estimate that the job will take two months for a team of five to complete. As the miners are journeymen of the guild, they charge quite a hefty fee: 1,000gp per dwarf per month! They also demand that their base camp be protected by a team of mercenaries, so they don't have to fear the roving bands of wolves and barbarians that patrol the wilderness outside the catacombs. Ulf reluctantly agrees, and sets out to hire mercenaries, mourning the 10,000gp he is going to have to spend to dig such a tunnel.

Ulf hires thirty men: Fifteen pikemen in leather, ten crossbowmen in leather, and five medium horse, mounted and clad in chain.
  • Pikemen: 3gp/month x 15 = 45gp/month
  • Crossbowmen: 2gp/month x 10 = 20gp/month
  • Medium horse: 4gp/month x 5 = 20gp/month
The mercenaries cost him a total of 85gp per month, so he expects to pay 170gp for the two-month job. He also hires a team of porters to set up the camp for the dwarven miners: ten porters, hired for a week, comes out to two and a half gp while the camp is set up.

After a month, war breaks out in the east! The mercenaries re-negotiate their contract (as they are now in high demand), and Ulf winces as he must pay them double their rate for the second month. In total, he will have spent 255gp on his mercenaries over two months. The dwarves, who have been kept happy and productive with a steady supply of barrels of ale that Ulf has been hiring carters to bring to the camp, finish their job a week early, and Ulf need only pay them three quarters of their monthly rate for the second month (he keeps the mercenaries on-hand for the extra week as he enjoys the addded protection). At long last, Ulf can attempt to open the metal door!

The locksmith, paid 500gp in advance and escorted by Ulf and a team of hirelings, enters the tunnel and sets to work opening the lock. Rejoice - behind the door is the treasure rooms of the catacombs! Gold and jewels are stacked in piles to the ceiling - a veritable kings' ransom. The hirelings Ulf has brought with them are struck by greed, and begin stuffing their bags with as much treasure as they can carry, even though they were not promised a share of treasure, as escorting the locksmith through empty tunnels was judged to be a particularly safe venture. Enraged, Ulf cuts them down. He stuffs their bodies into some empty coffins in the catacombs, and thrusts a sackful of jewels (worth far, far more than the remaining 500gp he owes him) into the hands of the locksmith. "Terrible business," Ulf says, "that treasure being magically trapped, eh?" The locksmith gets Ulf's drift, and mutely nods.

For the next seven days, Ulf carefully tabulates the treasure in the room and hires a team of porters to help him carry it back to town. One of the porters was caught nicking silver he thought wouldn't be missed, and Ulf takes his left hand in front of the other porters. No problems with thievery after that.

With his riches, Ulf purchases a large estate. He permanently employs a team of mercenaries to patrol his lands and keep them safe, paying them their base rate. Occasionally, he must put down a rebellion by his more recalcitrant vassals, and doubles the rate at which he pays his mercenaries as he sends them to battle. He dies in his sleep at the ripe old age of 78, having sired many sons.

6 comments:

  1. This man right here gets D&D.

    ReplyDelete
    Replies
    1. True ~ZOZ may only be achieved when your characters are poring over expense sheets. Thank you!

      Delete
  2. Awesome post!
    Mo' money, mo' problems!

    ReplyDelete
  3. Over the years, for simplification and balance, I've broken it down two just two tiers: hirelings and henchmen.

    Hirelings are basic employees. You pay them a salary, and they do their job. You can even hire guards/soldiers in small amounts However, these people won't follow the PCs into dungeons.

    Henchmen will follow the PCs into dungeons, but a PC can only have 1 at a time, plus any CHA bonus (so a character with 18 CHA, the Future Emperor of All Mankind, can storm the dungeon with up to 4 henchmen; while a character who uses CHA as a dump stat cannot have any henchmen). Henchmen require 1/2 share of all treasure, so the party needs to weigh the cost vs benefit.

    ReplyDelete

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