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== '''Retainers''' == '''Henchmen''' Henchmen are NPC followers of the individual characters. They have to be found, recruited in game, etc. They are usually the same class as the PC and always a lower level (normally 2 levels lower). They have stats, and levels, and all the usual class abilities you’d expect. They get a ½ share in treasure and XP and will follow the players on adventures, into dungeons, etc. None of you have any henchmen yet. You’ll be able to gain Henchmen in game provided you want them of course. '''Hirelings''' These are men hired to accompany you on adventures. They don’t have levels, or gain XP. Chr determines how many hirelings a character can engage at a time, and what their morale is. How they are treated will also affect morale. Players are responsible for feeding hirelings and providing any equipment beyond the basics they need for their trade. You can start the game with as many of these as Chr and purse allow. Payment is always in advance. ''Torchbearer'': Lights the way. Players must provide light source. Normally adventurous peasant youths. Non Combatants: AC: 9 HD:1/2 HP:3. 2sp a Week. ''Gear'': matches ''Porter'': Carries gear, and treasure. Hardy peasant men used to toiling and hard work. Non Combatants: AC: 9 HD: 1-1 HP:4. 5sp a week. ''Gear'': Packs, bags, Carry straps, poles, etc. ''Mule Handler'': If you have mules and don’t hire one of these you’ll be moving very slowly through the wilderness. Non Combatants: AC: 9 HD:1/2 HP:3. 8sp a week. ''Gear'': carrot and stick ''Orcfodder'': Peasants armed with little more than their pitchfork and desperation. AC:9, HD: 1-1, HP: 6, Att: Pitchfork 1d6-1. 1gp a week. ''Gear'': Pitchfork and good luck charm. ''Spearmen'': These men have a little experience serving in the local militia, town guards, or as bandits. AC: 8, HD:1, HP:8,Att: Spear 1d6. 2gp a month. ''Gear'': Spear, Shield, gaming dice. ''Skirmishers'': Versatile tribal warriors. AC:8, HD: 1, HP: 6, Att: Javelin 1d4 or short sword 1d6. 3gp a month. 3gp a month. ''Gear'': 3 javelins, short sword, shield, carved animal totem. ''Sellswords'': Warriors who know their business. AC:6 HD:1+1, HP: 9 Att: Sword 1d8. 5gp a week. ''Gear'': Sword, shield, Leather armour, will and letter home. ''Bowmen'': Eagle eyed missile specialists. AC:7, HD: 1+1, HP: 7, Att: Arrow, or dagger 1d6/1d4. 7gp a week. ''Gear'': Leather, Short bow, 40 arrows, dagger, lucky eagle feather. It’s down to the players to upgrade hirelings gear and provide food on top of the wages. A hireling that survives an adventure or two might make a good prospect as a Henchman. '''Specialists and Mercs''' Specialists are skilled professionals such as alchemists, sages, assassins, or spies, etc. that as a lord you might hire on a permanent basis as one of your hirelings, or as adventurers you might hire for a one off job. The availability of the different types of specialists varies. Mercenaries can be hired in any number, no matter what your charisma, as long as you have the purse. They will accompany the party for double their listed pay (A wilderness trek is definitely hazardous duty) but won’t follow the party on any mad adventures in ruined castles, or subterranean cavern complexes. Not unless a very generous bonus is offered. They will of course guard the camp, and pack animals, defend the party from attack in the wilderness and fight in any battles the party find themselves in. If the money runs out so do they. Prices for Mercs and Specialists can be found in the X/LL rulebooks.
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