Hirelings, henchmens and followers

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Смежные вопросы:   Деятельность во время простоя   Твердыни и последователи - деятельность управления доменом   Франшизы - роли и активности    
 

Базовые правила

  Неумелый наемный работник - 1 см в день.   Неумелый наемный работник это обыватель и имеет бонус к проверкам навыков +1 (базовая характеристика +0, бонус владения навыками - +1 как для персонажа 0-ого уровня)   Умелый наемный работник - 2 зм в день. Умелый наемный работник имеет бонус к проверкам навыков +4 (базовая характеристика +2, +2 бонус владения навыками как для персонажа 1-4 уровней)  

Лояльность

  Лояльность это характеристика, которая показывает насколько наемники честны и будут рисковать своей жизнью для персонажей.   Loyalty is an optional rule you can use to determine how far an NPC party member will go to protect or assist the other members of the party (even those he or she doesn't particularly like). An NPC party member who is abused or ignored is likely to abandon or betray the party, whereas an NPC who owes a life debt to the characters or shares their goals might fight to the death for them. Loyalty can be role played or represented by this rule.  

Loyalty Score

p93 An NPC's loyalty is measured on a numerical scale from 0 to 20. The NPC's maximum loyalty score is equal to the highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes—perhaps a character dies or leaves the group—adjust the NPC's loyalty score accordingly.  

Tracking Loyalty

p93 Keep track of an NPC's loyalty score in secret so that the players won't know for sure whether an NPC party member is loyal or disloyal (even if the NPC is currently under a player's control).   An NPC's loyalty score increases by 1d4 if other party members help the NPC achieve a goal tied to its bond. Likewise, an NPC's loyalty score increases by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC's loyalty score can never be raised above its maximum.   When other party members act in a manner that runs counter to the NPC's alignment or bond, reduce the NPC's loyalty score by 1d4. Reduce the NPC's loyalty score by 2d4 if the character is abused, misled, or endangered by other party members for purely selfish reasons.   An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0.   An NPC with a loyalty score of 10 or higher risks life and limb to help fellow party members. If the NPC's loyalty score is between 1 and 10, its loyalty is tenuous. An NPC whose loyalty drops to 0 no longer acts in the party's best interests. The disloyal NPC either leaves the party (attacking characters who attempt to intervene) or works in secret to bring about the party's downfall.  

Спасброски от смерти

  Обычные наемные солдаты не совершают проверку спас-бросков от смерти во время боя. Вместо этого после сражения все павшие наемники делают одну проверку спас-броска от смерти и в случае успеха и наличии наборов целителей у персонажей (или лечащих заклинаний) и времени на оказание первой помощи наемник считается стабильным.   Наличие определенных черт (как Лекарь) также влияет на определение количества погибших наемников (детально позднее)  

Восстановление хитов у наемников

  Наемники восстанавливают хиты со скоростью количество костей хитов за длинный отдых. Т.е. разведчик с тремя костями хитов восстанавливает 3 хита за длинный отдых.  

Навыки владения инструментами, оружием и доспехаим

  Наемники по умолчанию умеют владеть оружием и доспехами указанными в блоке статистики. Дополнительно применяются следующие правила:   Доспехи - наемник умеет владеть всеми доспехами того же типа, что указанный в блоке статистики (легкие, средние, тяжелые) и всеми более легкими. Если наемник умеет использовать средние или тяжелые доспехи, то он также умеет использовать и щиты.   Оружие - по умолчанию наемник владеет только лишь теми оружием, которое указано в блоке статитистики а также: дубиной, посохом, кинжалом и пращой.   Инструменты - если в блоке статистики не указаны конкретные инструменты, которыми умеет владеть наемник, то он не владеет навыками работы с какими либо инструментами.    

Общая информация

  When the PCs need to hire someone to perform a task - make items, speak with sages, care for their horses, or help build a castle, the NPCs they employ are called hirelings. Characters can use hirelings to carry torches, tote their treasure, and fight for them. Hirelings differ from cohorts in that they have no investment in what's going on. They just do their jobs.   Hirelings do not make decisions. They do as they're told (at least in theory). Thus, even if they go on an adventure with the PCs, they gain no experience and do nor affect any calculations involving the average character level of the party Like cohorts, hirelings must be treated fairly well or they will leave and might even turn against their former employers. Some hirelings might require hazard pay if placed in particularly dangerous situations. Hazard pay might be as high as double normal pay. In addition to hazard pay, hirelings placed in great danger can be considered unfriendly on Initial NPC Attitude and Influencing NPC Attitude, but characters potentially can influence them to a better attitude and perhaps even talk them out of hazard pay.   Hirelings are helpful to have around, particularly for specific tasks. If the PCs wipe our a nest of wererats but have to leave treasure behind, they can hire porters to come back down with them into the lair to help carry out the goods. An animal tender or two to watch the PCs' horses while they're down in a dungeon can be useful. Mercenary warriors can provide vital additional strength to the party's ability to combat foes. Wealthy PCs might find that having their own armorer, sage, alchemist, or smith is very useful. Having a valet or a cook along on an adventure is a luxury but it's useful to employ someone of a similar nature who remains behind to watch over a PC's home while she's gone.   High-level PCs should be aware that taking a 1st-level commoner with them on an adventure so that she can carry equipment or fight as a mercenary probably places her at great risk. Hirelings who are expected to fight are best used to deal with foes of their level: goblin warriors, for instance, or an evil cleric's skeleton army.      

Разница между hireling, henchmen and followers

  Hireling: A hireling is a person who works for money. Hirelings are always employed for a stated term (length) of service or for the performance of a specific task. Hirelings do not serve a PC out of great loyalty.   Recruiting Hirelings: Up to 10% of a population can be recruited as basic hirelings. It takes a full day to recruit as many of them as the characters wish. They expect to be paid 1 gold piece a month, paid in advance.   Follower: More reliable than those who are motivated purely by money, followers are drawn into service by the reputation of the player character. Followers serve only those with significant power and reputation, thus the construction of a stronghold is necessary to attract followers.   Followers: These are spared or weak monsters, fans, weird creatures, or other things that just follow the party around. The characters can not get rid of them. These include both the people that show up when characters reach name level, and that annoying goblin that the cleric convinced the party to interrogate and heal. Followers are not replaceable. Some show up near the party's camp attempting to steal some of their fame. Others are genuinely helpful. Killing or berating followers causes permanent penalties on all future Charisma checks as the word gets out that the heroic characters are secretly jerks.   Note that for ease of play, let the players control everyone that is attached to them including pets, henchmen, followers, sidekicks, et al. But under no circumstances does the player have final say over anything other than the actions her character takes. All other creatures, excluding sidekicks, are in the final analysis non-player characters and are under the auspices of the Dungeon Master.   Specialists: These are people with expert skills.   Alchemist (1,000gp/month) Alchemists can work independently, crafting potions or alchemical items as described in Creating Magical and Alchemical Items (q.v.)   Armorer/Blacksmith: (100 gp/month) For every 50 fighters in the employ of the character, an armorer must be hired to maintain their equipment. If not being used to maintain equipment, an armorer can make non-magical weapons and armor (one suit of armor, three shields, or five weapons a month). An armorer may be provided with assistant smiths q.v. (8 gp/month). Three assistants will double the output, six assistants (the maximum per armorer) will triple the output.   Animal Trainer (500 gp/month) These are necessary to train and control wild animals. Trainers have animal specialties; not all trainers will be skilled in training griffons. These also mitigate dangers of packs of animals. Domestication and the first trick will take a month; after that, tricks may be taught at the rate of 2 per month. Highly intelligent animals or the complexity of the training affects this rate. The animals must be constantly trained, or they will become feral.   Engineer (750 gp/month) One engineer must be hired for every 100,000 spent on construction, rounded up.   Gem-cutter (150 gp/month) Gemcutters can improve the value of an uncut gem. They have proficiency in Jeweler's tools. They can make a skill check, and the value is modified by *10% the result of the check. E.g. a result of 8 changes the value of the gem to 80% it's base value, a result of 15, changes the base value by 150%. It takes 1 day per 100 gp of gem value.   Miner: (Master, 80 gp/month; expert, 20 gp/month; apprentice 8 gp/month A team of 1 master, 2 experts, and 4 apprentices as well as 10-12 unskilled assistance is required to produce a mine-week of work. This totals 160 gp/month.   Sage: Sages work as they do (q.v.), but can be permanently retained for a term of five years at 2,000 gp/month or by meeting the requirements in the sage section.   Seamen: (Rower, 2 gp/month; Sailor, 10 gp/month; Captian, 250 gp/month; Navigator 150 gp/month). Rowers handle oars on galleys and longships. Seamen are capable of sailing vessels and fighting as light foot when the craft is attacked. A captain is necessary for all larger ships and will be a skilled sailor and have knowledge of nearby coastal waters. A navigator is necessary for any long voyage; any ship without one and out of sight of land is immediately lost.   Seneschal (2000 gp/month) This is a steward of a fortification. A seneschal must be hired to oversee the castle if the owner is gone for more than a week per month. If a fortification is not managed, no revenue is gained from the surrounding land, the fortress begins to take minor damage, and there is a 25% monthly chance of banditry or uprising, (results 4 or 19 under seasonal events in Appendix A).   Smith, Assistant: (8/gp month) A smith is required for every 50 horses, mules, or other hoofed animals. Smiths may also assist armorers.   Spies (500+ gp/Mission) A spy is hired to engage in nefarious activities. (q.v. pg. 66-67). They are proficient in all relevant skills, and have a bonus of +7 on their rolls. Elite spies may cost more. Recruiting specialists: Specialists can be found by posting notices. The specialists that respond to the ads are influenced by the area, the reputation of the employer, and the amount of money listed in the notice or any other bonuses offered. A specialist, if one exists in town, can be hired on Charisma (Persuasion) roll of 15+.   Henchmen: Henchmen are adventurers who serve out of loyalty. Although they expect their share of treasure, they do not usually join a player character for money. They are attracted to the PC because of his reputation ... therefore, henchmen cannot be expected to flock to the banner of a neophyte adventurer.   Henchmen: Henchmen are leveled characters (wizards, fighters, thieves, etc.) that accompany adventurers. 99% of hired henchmen in town will be level 1 characters. It is possible to find characters during adventures and offer to take them along as henchmen on a successful hiring procedure. No more than .1% of a population will be available as henchmen (modified by area, e.g. in a frontier town, this might climb as exceptionally high as .5% or even 1%!).   The number of henchmen who will follow a character is tied to that character’s Charisma score. A character can have one henchmen for each point of their Charisma bonus. The character’s behavior and relationship with the henchmen will determine their loyalty. Henchmen are lieutenants or assistants to the character and lend their skills and knowledge to the benefit of the party, taking all the same risks the party faces with them.   Henchmen earn a full share of experience just as players do. However, their share of experience they receive is halved because they were only following orders and not making their own decisions. If at any time a henchman becomes equal in level than the character that hired them, they move on to new prospects.   Sidekicks: After a character reaches second level, they may activate their sidekick. This basically turns a single player character into two—the character and his sidekick. The sidekick always begins at level 1, and may never rise to the same level as the main character. (A 5th level character has a sidekick capped at 4th level.) Characters may only have 1 sidekick during the life of their character. The character and their sidekick get a single share of treasure and experience, that is split 66/33 between the character and her sidekick. Their loyalty is considered fanatical, and the player has full control of both characters.   Recruiting Hirelings: Up to 10% of a population can be recruited as basic hirelings. It takes a full day to recruit as many of them as the characters wish. They expect to be paid 1 gold piece a month, paid in advance.    

Hiring Henchmen

  To hire henchmen, characters must first find people willing to take the job. If they are not fortunate enough to meet someone willing to follow them, characters can always put out the word to interested non-player characters and then interview them for the position. Each henchman will only adventure with the character that hired them.   Characters may spend up to 50 gold pieces a day by going around and spreading the word in bars and taverns. This takes a full day. They can also hire an agent to seek out prospective henchmen for a one time cost of 300 gold pieces; this takes 10 days. They can also hire a crier for 10 gold pieces a day. For every 10 gold pieces total they spend, they manage to get in contact with 1%-4% of the henchmen available for hire (usually .1% of the population, or 1 henchman per 1000 population).   The player then interviews the henchman. During the interview process, the player must offer a bid that includes a rate of pay to the henchman. The character hiring the henchman is expected to provide room and board in addition to pay. A Charisma (Persuasion) check is made to determine if the offer is accepted. The roll can be adjusted for exceptional or poor pay, player reputation, and frequent henchman deaths.   <5 | Offer refused and scorned, giving a -1 to all future attempts to hire in town 6-10 | Offer refused 11-15 | Hmmmmm. Interesting. (Roll again) 16-20 | Offer accepted 21 + | Offer accepted with elan (+1 to henchman morale)   21 + Offer accepted with elan (+1 to henchman morale)

MORALE & LOYALTY

  Goblins, Unorganized Folk | 5   Peasant Militia 6 Barbarian “Horde” | 7   Men-at-arms, Viking Raiders | 8   Mounted gives +1   Elite gives +1   Fanatic gives +2   Green gives -1   Morale is an objective method to determine hireling, mercenary, and henchman actions. This is affected by Charisma bonuses, attitude, and treatment. It is checked by rolling 2d6. On a roll greater than the morale, the hireling, mercenary, or henchman flees or refuses to do the stated task.   Morale is checked whenever the tide in combat shifts (a significant critical hit, reinforcements, etc.), when extraordinary danger is encountered, or when extraordinary actions are requested.   Henchmen do not need to check morale during the game. They possess loyalty instead. After each adventure their loyalty is checked. If this roll fails, the henchman leaves the adventurer. Unlike a death, this does not reduce the maximum number of henchmen, the slot opens up for a potential new henchmen. In the future, if their paths cross, the player can make another offer to go on future adventures with the henchman.   Henchmen loyalty is dependent on the Charisma of the player character. Base loyalty is half Charisma. If the offer for employment is accepted with elan (20+), the loyalty is increased by 1. If the henchman is treated well and given a full share of treasure, after several adventures their loyalty may also permanently increase by one.  

Наемные солдаты

  Необученные новички - 5 мм в день + кормежка + снаряжение  

Наемники (Hirelings)

  Hireling Pay/Day Services   Alchemist* xx gp Works with chemicals. Includes apothecaries   Animal tender xx gp Cares for animals. Includes grooms, shepherds, shearers, and swineherds   Architect xx gp Plans large building projects. Includes engineers and shipwrights.   Artisan xx gp Produces works of art.   Barrister xx gp A lawyer.   Clerk xx gp Keeps accounts. Includes interpreters.   Cook xx gp Prepares meals, often for large groups.   Entertainer xx gp Performs works of art. Includes minstrels, actors, singers, dancers, and orators.   Laborer xx gp Does unskilled labor. Includes gravediggers, maids, and porters, among others.   Craftsperson* xx gp Works in a trade. Includes carpenters, dyers, jewelers, tinkers, and weavers, among others.   Mercenary xx1 gp Fights for pay—a 1st-level warrior.   Mercenary xx1*2 gp Fights from horseback—a 1st cavalry level warrior.   Mercenary xx1*3 gp Fights for pay and leads other leader mercs—2nd-level warrior. Add 1 gp/day per level above 2nd.   Sage xxx Provides information and research services.   Scribe xx gp Writes. Includes scriveners.   Smith xx gp* Works metal. Includes armorers, blacksmiths, locksmiths, metalsmiths, and minters, among others.   Teamster xx gp Drives a wagon or cart.   Valet/lackey xx gp Performs various specialized and personal duties.     Sage: Sages work as they do (q.v.), but can be permanently retained for a term of five years at 2000 gp/month or by meeting the requirements in the sage section.  

Mercenaries

  These are military units available for hire. These are archers, cavalry, crossbowmen, infantry, et al. They will not, under most circumstances, follow characters into dungeons. They will, however, engage with various overland tasks, such as protecting caravans, routing bandit and bullywug camps, exploring and clearing hexes, engaging in military engagements, and staffing forts and castles. They require leaders such as sergeants, lieutenants, and captains; one sergeant per 10 men, one lieutenant per 30 men, and one captain per 100 men. It should be noted that recruiting large amounts of mercenaries will be of great concern to the local population.   The costs are pay and upkeep for the mercenaries and do not include support staff such as armorers and assistants. For hazardous (wartime) duty, these costs are doubled. The morale of the mercenaries is dependent on success, death rates, payment, poor treatment, etc. Good treatment and success may grant improved morale.   Сержанты: необходимы для руководства взводом (10 человек). 5*зп солдата   Лейтенанты: необходимы для руководства ротой (4 взвода). 200-300 зм в месяц   Капитаны: необходимы для руководства батальоном (3 роты). 400-600 зм в месяц.  

Гарнизоны

  При найме для гарнизонов жалование наемников меньше, нежели для походов. В среднем жалование уменьшается в два раза или на 50 зм в месяц (меньшее значение).  

Базовые наемники

  Сначала наемники стандартные для пятой редакции. Их жалование указано для базиса в 1 день, но найм на короткие сроки (меньше 1 месяца) обычно стоит в два раза дороже.   Наемники также ожидают компенсации стоимости их снаряжения при найме на длительный срок.   Bandit - 1 зм / scimitar, light crossbow, bolt case, 20 bolts, traveler clothes, bedroll, mess kit, backpack, waterskin x2   Guard - 1 зм / chainshirt, shield, short sword, spear, light crossbow, bolt case, 20 bolts, traveler clothes, bedroll, mess kit, backpack, waterskin x2   Scout - 3 зм / leather, longbow, quiver, 40 arrows, shortsword, traveler clothes, bedroll, mess kit, backpack, waterskin x2   Thug - 1,5 зм / studded leather, mace, heavy crossbow, bolt case, 20 bolts, traveler clothes, bedroll, mess kit, backpack, waterskin x2   Soldier - 2 зм / chainmail, shield, longsword, dagger, light crossbow, bolt case, 20 bolts, traveler clothes, bedroll, mess kit, backpack, waterskin x2   https://critterdb.com:443/#/creature/view/5e6c1f2e86b61d2ce9783a35   https://critterdb.com:443/#/creature/view/5e11427de5d4ba45eab9aed3   https://critterdb.com:443/#/creature/view/5e9578bcb60f5b2a15c9107b   Veteran - 10 зм   Archer - 15 зм   Knight - могут использоваться как лейтенанты или сержанты. Жалование в день - от 10 зм  

Дополнительные наемники:

  Легкая пехота (Длинный меч, кожаный доспех, щит) - 1 зм в день   Тяжелая пехота (Кольчуга, щит, длинный меч) - 1,5 зм в день   Лучник (короткий лук) (Короткий меч, короткий лук, кожаный доспех) - 2 зм в день   Арбалетчики (Кольчуга, Тяжелый арбалет, короткий меч) - 2 зм в день   Лучник (длинный лук) (Длинный лук, короткий меч, кольчужная рубаха) - 4 зм в день   Легкая кавалерия ( light warhorse, кожаный доспех, длинный меч, щит, конное копье) - 4 зм в день   Средняя кавалерия (light warhorse, кольчуга, длинный меч, щит, конное копье) - 6 зм в день   Тяжелая кавалерия (heavy warhorse, splint mail, длинный меч, щит, конное копье) - 8 зм в день   Конный лучник (light warhorse, shortbow, кольчужная рубаха, скимитар, щит) - 6 зм в день  

"Копье" и отряды

  Небольшие отряды - до 10 человек, как правило, назывались "копьем". В случае, если в таком "копье" немного персонажей наемников, то для боя они используются как обычно. Если же их уже значительно больше 5, то для упрощения боев следует использовать упрощение в виде отряда.  

Отряд

  Хиты: Среднее количество хитов у солдата * количество солдат   УЗ: Как у солдата   Спас-броски: при плотном построении и использовании стены щитов - по усмотрению мастера может быть преимущество.   Атаки и урон: в случае если атакуют одиночного персонажа - ххх ; в случае если атакуют другой отряд - ххх.   https://www.dmsguild.com/product/194117/A-Clash-of-Swords?affiliate_id=759617   https://www.dmsguild.com/product/203805/Battle-Formations?affiliate_id=759617  

TRAINING HENCHMEN

  The character can spend a month training henchmen, of any class, in the basics of adventuring, protection, and common sense. This costs 150 gp per henchman and takes a month. At the end of this period, the henchman gains experience equal to the difference between their levels x1d4x100. (e.g.f a 5th level wizard trains a 1st level henchman, the henchman gains (5-1) x1d4x100 experience). The character must pay for her own living expenses during this time and receives no benefit from this training herself.   The character can also take a number of untrained 0-level humans, and in an emergency, turn them into 0-level warriors. This grants them an additional hit points, proficiency with one simple weapon, (spear, sword/shield, shortbow, et al.) and allows them to wear light armor. A character can train 10 0-level humans per level/per month, or 4 in one week per level in a "seven samurai situation".  

Henchman & Hireling Problems

  1. The hireling owes quite a large sum of money (2d10x100 gp) to a gangster who is quite eager for repayment.   When it Manifests: As the group is leaving town for an adventure the gangster confronts the hireling and the group.   Other: The gangster will pressure the group to pay the hireling’s debts. Has two thugs (Monster Manual pg. 350) with him.   2. The hireling sold their soul to a demon for riches and fame when they were younger. The demon has come collecting. When it Manifests: When the group is in the dungeon or in camp at night.   Other: The demon cannot be killed, only banished to its realm. If dropped to zero HP, it will “die” but reappear 1d4 days later. It will now have a personal grudge against any who struck it in combat.   3. The hireling stole a magical scroll from a crazy old wizard, thinking it would either be helpful on the mission or worth some coin later.   When it Manifests: As the group is trying to leave town the wizard will attack the hireling with a cantrip or 1st level spell as a warning.   Other: The wizard will accept the apology of the group if they attack the hireling—and then polymorph the hireling into a chicken as he walks away (no save).   4. The hireling has contracted Weeping Boils.   When it Manifests: Two days after the group has been on the road (most likely in a dungeon   Other: Weeping Boils: boils that weep a sap-like pus that smells like vinegar and cotton candy. Affected target loses 1d4 Constitution points per day. Targets that touch the sores must succeed vs a DC 18 Constitution save or catch the disease. Only Cure Disease will remove the affliction.   5. The hireling owes a favor to an unreputable sort of individual. The individual desires the help of the group now, otherwise they’ll find themselves on the wrong side of the law by “sheer happenstance”.   When it Manifests: At night before the group rests for adventure the next day.   Other: The group will find themselves being hunted or pestered by this individual should they refuse, and the individual will spread lies to the constabulary that the adventurers are criminals.   6. The hireling murdered someone. Roll 1d6: 1. crime of passion, 2. premeditated, 3. occult/ritual, 4-5. accident, 6. serial killer.   When it Manifests: As the group is leaving town, the local guard comes to arrest the hireling.   Other: The group will be arrested if they attempt to stop the guard.   7 Hireling is wrongfully accused of murdering someone. Roll 1d6: 1. crime of passion, 2. premeditated, 3. occult/ritual, 4-5. accident, 6. serial killer.   When it Manifests: As the group is leaving town, the local guard comes to arrest the hireling. The hireling swears their innocence and that they are being framed. Pleads for the group’s help.   Other: The group will be arrested if they attempt to stop the guard.   8 Hireling is actually a body snatcher that killed and has been posing as the hireling for several weeks. They need to go assume a new form soon.   When it Manifests: The body snatcher will attempt to kill and assume the form of another person in the group when they are sleeping.   Other: If the body snatcher succeeds, the player continues playing their character for 1d4 weeks before the body snatcher will need to assume another form.   9 Hireling wields a cursed magical sword called The Magic Eater.   When it Manifests: A spell is cast within 30z   Other: The Magic Eater +2 attack and damage. When an arcane spell is cast within 30z of the sword, the spell fizzles. Roll 1d100, if the result is 25% or below, the caster is unable to cast spells for 1d4 days. There is no flash or show that this sword is the cause of this effect. The owner of the sword cannot get rid of it and feels compelled to keep it near them at all times. Only a cleric of a good-aligned god can use a ritual to separate the owner from the sword with a Remove Curse spell.   10. The hireling has stolen a magic item, The Belt of Life from a seasoned adventurer and is trying to get out of town with it before being noticed.   When it Manifests: The victim of the theft (a 3rd level ranger or fighter) will track and follow the group and set an ambush of sorts to take them out so they can get their belt back.   Other: Belt of Life—The belt increases the hit points of the wearer by 20 and once per day, when the target is reduced to 0 hit points, there is a 50% chance they will be healed for 2d6 hit points.   4. The hireling is accused of being a heretic of a religious organization.   When it Manifests: At night prior to the group getting rest and setting out. The religious organization will attempt to arrest/ seize the hireling and may attempt arrest the adventurers if they defend the hireling or look “suspicious and evil”.   Other: The group will be put on trial for heretical crimes of some asinine reason.   5. The hireling is host to Blood Worms that are crawling around inside their gut.   When it Manifests: Three days after the group has left town, the Blood Worms will emerge, bursting from the host's stomach. Each day the hireling will complain about stomachache or feeling ill, etc. On the third day, they are clammy and pale. Other: Blood Worms: 1 HD; AC 11; Bite: 1d6 damage plus Egg Implant (once per day and on the first successful attack). A target bitten must make a DC 15 Constitution save or be implanted with 4+1d6 Blood Worm eggs. These will gestate for 7 +1d8 days. When there are 4 days left, the target suffers 1d4 damage per day. On the last day, they suffer 1d6 damage per Blood Worm as the parasites burst from their gut.   Adult Blood Worms erupt out of a host after gestating for a week (and eating the host's innards). There are 4+1d6 worms that flow from the open wound in the host's gut and writhe and flail and flop onto the ground in a deluge of blood, mucous, stomach acid, and feces. The worms will attack any target within range in the hopes of implanting eggs in a new host.  

ACQUIRING CONGREGANTS

  Characters who have a faith or religion can recruit congregants by performing charitable deeds, sending out missionaries, casting spells charitably on peasants, and constructing shrines and temples. For every 1,000 gold pieces spent a month doing these activities, 1d10 followers + 1 per 2 points of Charisma join the character's religion.   If a month passes and no action is taken to gain new followers and characters do not spend at least 1 week ministering to their current congregation, then they will lose 1d4 followers.   Why would characters acquire followers? Each follower provides spiritual energy equal to their hit dice in gold pieces per month for any magical or construction activity the character engages in. This lowers the cost of crafting magic items, researching new spells, casting ritual spells, or creating constructs. It can also lower the cost of any construction projects characters take on in the interim, because the character's loyal followers work and donate their time without recompenses.  

SAGES

Classically, the sage takes an obscene amount of money and time, at the end of which they may give the character the right answer.   There is no player who will take that option with their money.   Instead sages always speak the truth to the player. If there is a question about the stars, where a magic item is located, who someone is, what someone is weak to, how to recharge a magic item, a secret entrance to a lair, the blueprint of a dungeon, how to acquire power, how the planes are organized, what happens to people after death, or any kind of truth in the setting, the sage will give the correct answer to the player.   It is a way for the players to force the Dungeon Master to tell them anything. That's something players will pay out the nose for.  

Sages Procedures

  Sages are highbrow academics, peculiar and eccentric, obsessed with their own fields of study. If the characters employ these idiosyncratic and frequently abrasive scholars, they can find out the true answers to any questions. These answers are the guaranteed objective truths of the campaign world. The sage is the in-game mechanism via which the players can force the Dungeon Master to relay true information.  

Locating a sage

  There will be 1d3-1 sages for every 10,000 population in a city, +1d4 for each school or university. Players can seek out the names and major fields of the sages by using the rumors procedure (q.v. p55), with one sage revealed per rumor. If the sage with the appropriate major field is not located in the city, there will be an additional 1d4 sages within 20 miles of the city for every 25,000 people. These sages usually have been evicted from the city limits for one reason or another. There are three types of questions sages can answer: general questions, specific questions, and exacting questions. Each separate request for information counts as a question. 1. General questions are questions of the yes or no type, simple and broad. 2. Specific questions are those that can be answered with a single word or phrase. 3. Exacting questions provide an answer in as much detail as the players request.  

Asking a Question

Characters may approach a sage and ask a question. A Charisma (Persuasion) check must be made. This affects both the sage's behavior and price.   Check Reaction Price Modifier <5 Aversion +50% 6-10 Dislike +20% 11-15 Neutral — 16-25 Like -10% 26+ Attraction -20%   It can take the sage some time to answer a question. The price of each question depends on both the time it takes to find the answer, and how well-versed the sage is in the topic or area. The base cost to answer a question is 500 gold pieces.   If the question is a general question it can be answered in a single turn, and costs 500 gold pieces. Specific and exacting questions take longer, and have an additional cost per day. If the sage is employed by the characters for longer than 1 week, then he is unavailable after he finishes the current question for the following month.   Additional cost Specific Exacting per day Out of fields of 2d12 days — 100 gp / day expertise   Minor expertise 2d10 days 5d8 days 1,000 gp/day Major expertise 1d12 days 3d10 days 500 gp / day Specialization 1 day 2d6 days 200 gp / day   It costs a minimum of 500 gold pieces per question. If sage is more than 4 miles away from a city with a population of 10,000 or more, prices are doubled.   In most cases, the sage just knows the answer to the question, especially if within his specialty. If too many questions are asked, we can have the sage not have all the answers. Use the following table for success chances. The fee to ask the question must be paid before the answer is checked. Note that the players can always ask the sage to retry, paying the fee yet again.   If a sage is overworked, use the following percentages to determine if the sage can discover the answer:   Out of fields of expertise General Specific Exacting 50% 10% Minor expertise 75% 50% 25% Major expertise 90% 75% 50% Specialization 100% 90% 75%  

PERMANENTLY RETAINING A SAGE

Rather than employing a sage on a question by question basis, characters may choose to employ a sage over the long term. In order to convince the sage to join, the minimum requirements must be met.   4. The sage must be provided with Living Quarters, a Study, and a Library.   5. The sage must be provided with 4 work rooms, none smaller than 200 square feet each.   6. The sage will request a salary and research grants of 4d6 x 100 gp per month.   If all those requirements are met, the characters must install a research library for the sage. Half the value of this library also functions as an arcane library for wizards researching spells (and conversely, half the value of the arcane library functions as library for a sage). This library must be worth a minimum of 20,000 gp.   A library of 20,000 gp will give him 50% of his normal success rates. This is increased by 1% for every 1,000 gp, until the library is worth 60,000 with a 90% success rate. Increasing it beyond this requires 4,000 per percentage point, until 100,000 gold is paid, granting the sage his normal rates of success.   A sage employed by the player characters never charges them additional fees. For every 3 days spent in research, the sage must rest for 1 day.   Players may increase the skill of a sage in their employ.   1. Spending 5,000 gold pieces and 1 month will increase their success rate for questions outside their field by 1% up to a maximum of +25%   2. Spending 10,000 gold pieces and 1 month will increase their success rate for a single minor field by 1% up to a maximum of +10%   3. Spending 100,000 gold and 2 years will give a new minor field to the sage   4. Spending 200,000 gold and 1 year will grant another major field specialization to the sage  

GENERATING A SAGE

  In addition to their personality, race, and name, each sage will have 1 major field of study. Most sages will often have some magical ability, of a type related to his field of major study. In general they have 4 hit dice, (4d6 hp) and fight as a commoner. Do not fall into the trap of thinking sages must all be old men with beards. Mad scientists, wild hunters, young mystics and more can function as sages for players.   Roll on the following table to determine the number of major field specializations and minor expertise.   2d6 roll Minor Expertise Major Specialization 2 1 1 3 1 2 4 1 3 5 1 4 6 2 2 7 2 3 8 2 4 9 3 2 10 3 3 11 3 4 12 3 5  

MAJOR & MINOR FIELDS OF STUDY

  The items listed in this section are major and minor fields of study. Roll once on the following list for the major field of study, and then roll again on the same list for each minor field. E.g. if a 7 is rolled, the Dungeon Master have generated a sage with 1 major field (with 3 specializations) and 2 minor fields. Roll 3 times on the following table to generate the major field and the two minor fields: 1-3 Humans/Demi-humans 4 Humanoids 5 Flora 6 Fauna 7-8 Supernatural 9-10 Secular World   Each of the categories above has a certain number of sub­specializations, listed below. These are only determined for the major field of study. Taxonomy is really complicated. The Dungeon Master is going to have to make judgement calls about what belongs in each category, depending on the nature of his campaign.  

Major Specializations

  Humans/Demihumans: This category covers civilized races and cultures in the world. Usually this includes all the player races available for selection. Specializations include: 1-3 Art & Music 4-5 Biology 6-7 History 8-10 Languages 11 Legends & Folklore 12 Law & Customs 13 Philosophy & Ethics 14-15 Politics & Genealogy 16 Psychology 17 Sociology 18-20 Theology, Religion, and Myth   Humanoids: This category covers all non-civilized "monstrous" races in the campaign. Races which have a culture, but are not considered civilized, like bullywugs, kenku, or giants. This also includes any monsters not covered by other categories. They have the same specializations as Humans/Demihumans. Flora: This category covers all plants, molds, fungi, etc. 1 Bushes & Shrubs 2 Flowers 3 Fungi 4 Grasses and Grains 5 Herbs 6 Mosses and Ferns 7 Trees 8 Weeds   Fauna: This category covers all living creatures, not covered by the above categories. This includes both natural and monstrous creatures (as opposed to races, covered above).   1 Amphibians 2 Arachnids 3 Avians 4 Cephalopods & Echinoderms 5 Crustaceans & Mollusks 6 Ichthyoids 7 Insects 8 Mammals 9 Marsupials 10 Reptiles   Supernatural: This category covers magic and non-natural phenomena. Depending on the campaign and its metaphysics, some categories could be removed or added to this list i.e. Hedge Magic, Psionics, or Channeling.   1 Alchemy 2 Divination 3-4 Dweomercraft 5 Heraldry, Signs & Sigils 6 Medicine 7 Planes (Outer) 8 Planes (Inner) Secular World: This covers the hard sciences, the basic concrete levels of reality. 1-2 Engineering & Architecture 3 Astronomy 4 Business and Economics 5 Chemistry 6 Geography 7 Geology & Mineralogy 8 Mathematics 9 Meteorology & Climatology 10 Oceanography 11 Physics 12 Topography & Cartography  
  Выдержка из Acquisitions Incorporated  

Staff

p10 Chapter 5 of the Player's Handbook details the costs for characters to hire skilled and untrained hirelings. As is true of characters in any campaign, Acquisitions Incorporated franchisees are free to hire any NPCs they want, within whatever limitations the DM wants to set on such employment. But the franchise itself comes with a number of staff whose wages are part of the franchise's cost, providing not only labor but story potential.     Each franchise rank grants a number of new staff members who live in the franchise headquarters or within its geographic scope. The cost of maintaining staff is included in a franchise's costs. Each staff member has a proficiency bonus equal to 2 + the franchise's rank. For skilled hirelings or crew, the DM might substitute NPC statistics when that seems appropriate. Each time a franchise gains a rank, existing staff members can be gifted with early retirement (that is, fired), and replaced alongside new hires that fit the franchise's needs.   A franchise might engage all kinds of hirelings and agents over the course of a campaign, but specialized franchise staff fall into four different categories.  
An employee is like a friend you pay.
— Omin Dran
 

Majordomo

p11 A majordomo administers a franchise headquarters. They typically reside within the headquarters and seldom leave it, sending out communications through a dedicated messenger (at no extra cost, and traveling on foot or by means the franchise provides). A majordomo is proficient in Charisma (Persuasion) and two skills of the DM's choice.   The DM is encouraged to use the rules for creating nonplayer characters in chapter 4 of the Dungeon Master's Guide to detail the majordomo, giving this individual a vibrant personality and backstory. The majordomo's goals should be aligned with the franchise and with Acquisitions Incorporated as a whole, allowing them to properly act as an ally and steward for the party.   It can be helpful to a campaign to provide the majordomo with a backstory that complements a franchise's evolution over time. A sage might research how the franchise gains new capabilities. Or perhaps the majordomo was the pilot of a vessel capable of planar travel, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress as the party returns with gold, lore, and resources.  

Filling Positions

A franchise's majordomo can take a company position (see the next section) in addition to the positions taken by the characters. Especially with a small party, it can be good to have a majordomo fill a useful position that no character wants to take. No other NPCs can take company positions.  

Untrained Hirelings

p11 As described in the "Services" section in chapter 5 of the Player's Handbook, untrained hirelings provide general labor, and can function as builders, cleaners, porters, and other workers. Untrained hirelings can work for a franchise or its allies, perhaps tending a garden for a noble family or helping a merchant unload cargo from ships. They will not engage in combat and do not leave the headquarters to join the party on adventures.   The DM should name at least one hireling who acts as a leader for any interactions with groups of untrained laborers. Providing hirelings with a similar background (such as a band of ex-soldiers or reformed criminals) can add personality to the group. Consider using the rules in chapter 4 of the Dungeon Master's Guide, applying the results of a single set of rolls to the entire group. Those hirelings could all shave their heads zealously, be brawny but absentminded, play various musical instruments, use colorful oaths and exclamations, and so on.   Group ideals, bonds, and flaws, along with a shared history, can all add depth to a group of untrained hirelings. Those musicians might be connected by the ideal of tradition, and bound to the franchise to protect a cultural heirloom they value above all else. Their flaw and secret could be that they stole the heirloom from their former employer, a rival merchant organization. Over time, the same hirelings might show up as part of the characters' adventures time and time again, revealing aspects of their past and creating story continuity.  

Job Title and Benefits

What the Player's Handbook calls untrained hirelings are often referred to as "subemployees" within an Acquisitions Incorporated franchise, while skilled hirelings typically gain the more prestigious title of "intern." It's entirely up to individual franchisees what awesome titles they bestow upon their staff members in addition to (or, indeed, in lieu of) perks such as an occasional wage.  

Skilled Hirelings

p12     A skilled hireling has one or more skill, weapon, or tool proficiencies. A franchise can request skilled hirelings when needed (up to the maximum allowed by franchise rank), with the players describing the concept behind the hirelings and selecting one proficiency for each. The DM can then customize the hirelings as desired, perhaps by adding additional proficiencies or adjusting their combat statistics.   Skilled hirelings can be fired and hired as needed. A franchise might bring on a couple of thugs to act as distraction during a street fair, then release those NPCs to hire a different set of skilled hirelings to conduct franchise tasks and downtime activities.   Hirelings cannot perform more than one task at a time. A full complement of skilled hirelings assisting the party on a mission precludes other skilled hirelings from helping with franchise tasks and downtime activities until the mission is completed. As with untrained hirelings, detailing a group background and assigning personality characteristics to a group leader can make for a fun play experience.   Adventuring. Characters can adventure with up to one skilled hireling at a time. An NPC with a challenge rating of roughly half the franchise rank works well for most adventures, providing utility without disrupting balance. The loyalty system described in chapter 4 of the Dungeon Master's Guide can be used to determine whether the hireling remains dedicated to the party's goals, or the DM can make that decision on the basis of how the adventure plays out and the characters' attitude toward the adventuring NPC.   Tasks and Downtime. Skilled hirelings can also be assigned to franchise tasks, as described in the "Franchise Tasks and Downtime" section later in this chapter.  
Hirelings are kindling in the fire of opportunity!
— Jim Darkmagic
 

Crew

p12 Crew are skilled hirelings trained in tasks pertaining to the physical maintenance of a franchise (for example, servers or gardeners) or the navigation of a mobile headquarters (sailors for a seagoing franchise, engineers for a giant hollow statue, and so on). Crew do not leave a franchise and cannot perform franchise tasks. They typically run rather than fight back when attacked, though the DM can decide otherwise. If a mobile franchise headquarters requires more crew than is granted by the franchise's rank, the characters must hire the remainder (typically at the skilled hireling cost of 2 gp per day).   Hiring crew can become a cooperative roleplaying activity. Potential crew might hear of Acquisitions Incorporated or the party's exploits and come to interview with the franchisees. Choices might be offered by the DM, as between a team of ex-militia who lost their last battle and a crew of recently released criminals who swear they were wrongly imprisoned. Names, personalities, and roles can be assigned to crew by the DM and the players. Rather than simply interacting with the cook and the first mate, the characters can instead deal with Pepper, the chef who loves spicy foods, and Brazen, the veteran sailor who always talks back, creating the potential for entertaining interactions as the franchise grows.

 
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