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If henchmen are defined as
the associates, companions, and loyal (to some degree) followers of a player
character,
hirelings are the servitors,
mercenaries,
and employees of such player characters,
and they
too can have some degree of loyalty -- based on their accomodations, rate
of remuneration, and treatment.
Various hirelings of menial
nature are assumed to come with the cost of maintaining a stronghold;
thus, cooks, lackeys,
stableboys, sweepers, and various servants are no concern of the PC.
Guards and special hirelings
are, however, and such ersons must be located and enlisted by the PC or
his or her NPC henchmen.
Location
of Expert Hirelings: Most expert hirelings can be found only in towns
or cities,
although some might be located
in smaller communities
-- providing they are willing
to pick up and relocate, of course.
Employment is a matter of
offer and acceptance, and each player character must do his or her own
bargaining.
The various types of hirelings
(listed below) will generally be found in the appropriate section of the
community
-- the Street of Smiths,
Weapon Way, Armorers Alley, etc. -- or
at cheap inns in the case of mercenary soldiers.
Monthly
Costs: The cost of each type of expert hireling is shown on the list.
This amount is based on
all the associated expenditures which go with the position --
salary or wage, uniform
or clothing, housing, food, and sundry equipment used routinely by the
hireling.
Exception: The cost does
not include arms and armor of soldiers,
and these items must be
furnished to mercenaries over and above other costs.
Certain other hirelings
incur costs over and above the normal also, when they engage in their occupations.
These are indicated on the
table by an asterisk (*).
Occupation or Profession | Cost |
alchemist | 300 |
armorer | 100* |
blacksmith | 30 |
engineer-architect | 100* |
engineer-artillerist | 150 |
engineer-sapper/miner | 150 |
jeweler-gemcutter | 100* |
mercenary soldier --- | |
archer (longbow) | 4 |
archer (shortbow) | 2 |
artillerist | 5 |
captain | special |
crossbowman | 2 |
footman, heavy | 2 |
footman, light | 1 |
footman, pikeman | 3 |
hobilar, heavy | 3 |
hobilar, light | 2 |
horseman, archer | 6 |
horseman, crossbowman | 4 |
horseman, heavy | 6 |
horseman, light | 3 |
horseman, medium | 4 |
lieutenant | special |
sapper/miner | 4 |
serjeant | special |
slinger | 3 |
sage | special |
scribe | 15 |
ship crew | special |
ship master | special |
spy | special |
steward/castellan | special |
weapon maker | 100* |
* Cost does not include all
remuneration or special fees.
Add 10% of the usual cost
of items handled or made by these hirelings on a per lob basis,
i.e. an armorer makes a
suit of plate mail which has a normal cost of 400 gold pieces,
so 10% of that sum (40 g.p.)
is added to
the costs of maintaining
the blacksmith.
Description Of Occupations and Professions:
<have each of these on their seperate page, already linked, above, with an image for each>
Korindell
This profession handles the
compounding of magical substances,
and the advantages of employing
an alchemist are detailed under the section FABRICATION
OF MAGIC ITEMS, Potions.
Alchemists will only be
found in cities unless you specifically locate one elsewhere.
It will require an offer
of 10 to 100
g.p. bonus money,
plus a well-stocked laboratory,
plus the assurance of not
less than a full year of employment,
to attract one to service.
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY:
Attack/Defense
Modes:
LEVEL/X.P. VALUE:
COST: 300 gp / mo.
The Alchemist (terrain: large city, levels: any) (REF3.73)
<add
homonuculous
to the list of alchemist sub-SHOP menu.
as
well, in theory, add potions to the list of
equipment.
perhaps,
if Q=potion index to a sage has been done.>
<Q=?><Q
could be short for equipment>
Speaking of worsts...
Some of the old-time locals,
women by and large, made elderberry, and dandelion wine.
What awful stuff, with a
headache the size of the gallon jugs they came in.
However, my friend Tom Keogh
and I viewed the many bottles and jugs of 20 or so year old homemade wines
and came uo with an idea,
Tom Keogh got copper
tubing that fit perfectly into the vent of the deep well cooker
on the old stove at my parents placem bent it into a long coil.
Into the cooker went wine,
a cold rag was kept wrapped abound the tubing, and soon out dripped a pale-colored
liquid that was about 70 proof and didn't tast at all bad.
In all I supplied such tipple
to our club group that met in the attic of my house and to a group of high
school lads guarding the homecoming bonfire--
two gallons were swilled
down and there was a large tire placed ip on one of the light poles for
the field by a daring, if inibriated "guardian."
(When someone cleared out
his family mansion nearby--
he was a friend of my grandparents--
he had our family and my
uncle's come and clear the basement of scores of gallon jugs and quart
bottles of such home brew,
including some pretty fair
fruit brandies that I managed to swipe a few of.
Of course i was only abour
age 13 then the hoard went into our basement.
Some few containers were
still left when I was in my early 20s...mostly vinegarized
)
Cheers,
Gary
Quote:
Originally Posted by thedungeondelver
Steve Sobering (yes, that's
really his last name) who is a dear friend of mine did some home winemaking.
I cleverly thought "Aha,
I'll keep a few bottles over the years for a special occasion...!"
I found out to my dismay that the "special occasion" had best be paint removal or weed-killing as two bottles of are quite vinegarized!
Some vinegarized wine is good for cooking--mainly making salad dressing and to add a bit of tang to stew.
Cheers,
Gary
Engineer-Architect:
This profession deals with above-ground construction
&& fortification.
In order to build any structure
more complex than a simple hut || barn, it is necessary to hire one.
An engineer-architect is
paid for whole months of employment, even if the work is completed in less
than a whole month.
He or she also collects
an additional fee equal to 10% of the total expenditure on the construction.
The building site must be
selected or approved by an architect-engineer,
or else there is a 75% chance
the structure will collapse in 1 to 100 months.
COST: 100 gp / mo.
(Cost does not incl. all
renumeration or special fees.
Add 10% of the usu. cost
of items handled or made by these hirelings on a per
job basis, i.e. an armorer
makes a suit of plate mail which has a normal
cost of 400 gp, so 10% of
that suit (40 gp) is added to
the costs of maintaining
the armorer.)
< read literally, then
building a castle costs 10% of the listed price. cool! >
< in other words, that
*asterisk* in the DMG might be an error >
The Architect (terrain: city, levels: any) (REF3.74)
Engineer-Artillerist:
This profession deals with the construction and use of siege artillery
-- catapults, trebuchets, etc.
No such engines can be made
or properly used without the services of such an individual.
If employment is for short
term only, say a few months or less,
then
rates of pay and costs will be increased from 10% to 60%.
COST: 150 gp / mo.
Engineer-Sapper/Miner:
All underground construction or tunneling,
as well as siege operations
which require
mining,
counter-mining,
siege
equipment (picks, rams, sows, towers, etc.),
or trenches,
ditches,
parapets,
and so
forth,
require the professional
services of an engineer-sapper/miner.
Dwarves are useful in the
capacity of engineer-miner only.
They
are twice as costly and add 20% to the efficiency of human miners
(and
dwarven miners will work only for a dwarven engineer-miner, of course).
COST: 150 gp / mo.
This occupation pertains
to the overseeing of a castle,
particularly if the PC owner
of the stronghold is not a fighter or cleric or if he or she intends to
be away for a time and desires to make certain that the castle is well-run
and safe.
A steward/castellan is the
same as a mercenary soldier captain with respect to level but cost of employment
is double (200 g.p./level).
However, as he or she is
dealing with troops within a stronghold,
command ability is double,
i.e. 40 troops per level.
Generally, a trusted captain
will be appointed castellan or steward.
Once so appointed,
the character will feel
affront if asked to take the field as if he or she were nothing more than
a common mercenary captain!
A castle with a steward/castellan
will always be sufficiently garrisoned,
have ample food,
water reserves, oil, siege equipment and engines, missiles, etc., and will
be kept in good repair.
Of course, the PC must initially
establish the stronghold and its attendant needs for men and supplies of
all sorts.
Once this has been accomplished,
bought, and stocked, the castellan || steward will see that levels are
maintained according to the dictates of his or her master.
The costs of such work come
from standard support costs of the stronghold,
but a steward/castellan
will see that such funds are actually spent on what they were meant for.
Note: Loyalty
of such a character must be kept high or else disaster might result the
first time an enemy approaches the place when the PC is away.
COST: special
FREQUENCY:
NO. APPEARING:
ARMOR CLASS:
MOVE:
HIT DICE:
% IN LAIR:
TREASURE TYPE:
NO. OF ATTACKS:
DAMAGE/ATTACK:
SPECIAL ATTACKS:
SPECIAL DEFENSES:
MAGIC RESISTANCE:
INTELLIGENCE:
ALIGNMENT:
SIZE:
PSIONIC ABILITY:
Attack/Defense
Modes:
LEVEL/X.P. VALUE:
Optional Rule: At
the discretion of the GM, a henchmen
of the appropriate class
and level might be appointed as
steward, rather than a mercenary
captain. - OSRIC, page 135
Daily
Employment: Expert hirelings are generally not available for periods
of less than one or more months.
Soldiers can be hired, but
not captains, lieutenants, or serjeants.
They recognize hazardous
duty, and the cost per day is the same as per month.
The supply of such men-atarms
willing to work day-to-day is strictly limited, so if the PCs lose them
adventuring,
more will not be likely
to be found.
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