MACE

Retainers

Retainers are NPCs who accompany the party as loyal followers. They level up alongside the party and share in XP and treasure, earning half the amount of XP as they receive in silver. All retainers begin as a 0-level character with 1d6 hp, and after earning 1,000 XP, they choose a class to enter into.

Hiring Retainers

  1. PCs must spend 1d6 + 1 days frequenting gathering sites, speaking with locals, and making connections. During this time they may not adventure or perform other downtime activities.
  2. The cost to conduct such a search, and the number of applicants, depends on the style of settlement:
    • Village: 1d6sp for 1d6 applicants.
    • Town: 2d6sp for the highest die out of 2d6 applicants.
    • City: 3d6sp for 2d6 applicants.
  3. The referee generates any quirks, alignment, or other details for the applicants (see Random Tables).
  4. The PCs are allowed to interview the applicants briefly, and make an offer (standard offer is to provide equipment, food, lodging, and 12 share of treasure).
  5. The referee rolls 2d6 based on the offer, adding in the PC's Reaction Modifier, and the Party's Regional Reputation, using the Reaction Roll table below.
  6. If hired, the referee secretly rolls 3d6 +/- Loyalty Adjustments from the Recruitment Roll and/or the PC's Charisma score, and records this as the Retainer's Loyalty Score.

Recruitment

Recruitment RollReaction
≤ 2Refuses & slanders the party (−1 to Party Regional Reputation)
3–5Refuses
6–8Must be provided a sweeter deal, rerolling on this chart with +1
9–11Accepts
≥ 12Accepts with +3 Loyalty Adjustment

Loyalty

Loyalty ScoreEffect on Morale
≤ 3Will desert as soon as possible
4–6−2 on morale checks
7–8−1 on morale checks
9–12
13–14+1 on morale checks
15–18+2 on morale checks
≥ 19Never check morale