Followers & Hirelings Part 1

These ne’er-do-wells are loyal to the character’s coinage not the party, they work together as a “Cohort” but separate from the adventurers on a common goal to be paid & fed, away from a life of tilling the lands or in a stockade. Followers expect to be fed, Hirelings expect to get paid with a bonus share of the loot when successful typically 5-20%.

Pundits expect to be paid very well. Pundits, educate characters to gain class levels, when researching for the characters they expect to be left alone, well-respected, expect witty expensive haggling from them. Players should create and run their own hirelings during an adventure, they are replacement characters if their main characters dies. None of these followers or hirelings aren’t expected to quite go that extra mile as the full PCs do. They’re not going to be the ones to scout ahead in the grim dark monster infested cave systems, or try to open the lock to a trapped chest. Their loyalty is primarily to one PC, not the party. They have some staying power, but if treated badly they will walk away, and most likely spread rumors of poor treatment. A big backpack with a few weeks of preserved food, bulky sleeping bag, coil of 100′ of rope ending an a big ass grappling hook? Good luck fighting or being stealthy with that crap on your person. Give that to the cohort, ask them to come up to the front when you need it. Even stuff like shields and some bigger weapons are best passed off to a nearby cohort. Who is holding the lantern? an armored cohort, that’s who.

Followers: 0 level low skilled workers cost 5sp to 10gp per month jobs range from guides, pack & torchbearers, camp attendants/cooks to guards & lookouts. Followers usually do not have a class and level, they will have a very specific task they’re engaged to undertake for a fixed salary guard this camp while we’re gone, escort us from point A to point B. Exploring and looting a monster-filled dungeon is beyond the things followers are morally capable of doing. About the closest you would get is having the followers guard the packhorses outside a dungeon entrance, and help safely transport any treasure back to safety. If cohorts get killed frequently in your service it will be very difficult to attract more in this part of town, word travels fast round here.

Mercenaries: 1-3 levels lower than the PC they are trained workers, they cost 2-30gp/month. For example, costs per month: footman 2gp, heavy footman 3gp, archer 5gp, light cavalry 10gp, Dwarven mounted crossbowman 15gp, elven longbowman 20gp, heavy cavalryman 20gp, elven mounted bowmen 30gp. If the PCs want the mercenaries to accompany them into a dungeon or into some other type of battle, they earn a bonus of the character’s loot typically 5-20%. However, in order to maintain your Mercenaries’ morale, arms & armor must be kept in good working repair you would also need to hire an armorer for 100gp/month who could tend to all yours and mercenaries’ gear.

Specialists: are significantly more costly. For example, costs per month: alchemist 1,000 gp, animal trainer 500 gp, armorer 100 gp, engineer 750 gp, magic-user 3,000+ gp, sage 2,000 gp, spy 500 gp (per mission, not per month), seaman – rower 2 gp, seaman – sailor 10 gp, navigator 150 gp, captain 250 gp.

Consequences of Mistreatment Tagalongs & Mercenaries earn a death benefit payable to their families or loved ones 1000 gp for mercenaries and 200 gp for tagalongs. Further, the 5e loyalty system applies, When appropriate, the NPC rolls 2d6 against their loyalty score. If the result exceeds their loyalty score, they flee or otherwise stop helping. If the loyalty score reaches 12, then the NPC doesn’t have to roll. But in all cases, if the NPC feels abused, Bad Things may happen. Hirelings & Loyalty 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 she doesn’t particularly like). NPC party members who are abused or ignored is likely to abandon or betray party, whereas an NPC who owes a life debt characters or shares their goals might fight to the death for them. Loyalty can be role-played or represented by this rule. Loyalty Score 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 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.



Followers & Hirelings Part 2

* A Rough Draft Idea adding roleplay & interesting story consequences to Character death instead of a stop to action, and disappointment.

Using Tagalongs, Mercenaries & Specialists, when a character dies, DM randomly choose or roll a F/H, then roll on loyalty chart for each F/H will either leave the party or die. Roll on the good or bad intentions chart F/H will either spread good rumors or bad rumors about the party. F/H will spread stories how they were treated and how they fight! if they praise the party they may return with boons, mundane items or spread bad stories returning with a cursed item or gather a mob targeting the PCs when they end up at the nearest populace.

When PCs run out of F/H the next time a PC dies & fails their death saves they will be pronounced DEAD.

Some PCs might not get Followers because of a low Charisma. Characters using their Charisma to lure Followers attract random Followers, they will try and join the party. Sometimes a high Charisma can also be an annoyance attract un wanted attention, and a low Charisma can get you in trouble. The character’s Charisma bonus modifier is the maximum amount of Followers a character can have a one time.

When finding Hirelings, it’s easier to get Hirelings of equal character class and of lower level, up to the PCs class prime requisite bonus is the limit of Hirelings a character can have at one time. Hirelings are better than Followers, at tasks, moral & fighting.

Alt. Rules, Roll death save as normal but success, the PC rolls on a setback / wound chart. Roll a leadership disadvantage failure, roll 1d4 that’s how many F/H die or leave the party. A character can only have up to their Constitution ability bonus of wounds, then the character dies no save. Wounds heal one per day of full rest or a Greater Restoration spell, curing one wound.