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recruitment

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RECRUITMENT

There are 4 decks of potential underlings available to recruit from:

  • Adventurers: used to draw henchmen and adventurer hirelings
  • Mercenaries: used to draw bands of soldiers and their leaders
  • Specialists: used to draw special non-combat NPC's such as armorers and alchemists
  • Sailors: used to draw sailors and sea captains for sea voyages.

Procedure:

  1. Pick a deck from which you want to draw candidates.
  2. Go to a town or city and spend a week posting notices and spreading the word.
  3. For each 50gp spent on the recruitment drive per week 1d6 draws from the chosen deck will arrive.
  4. There is a maximum of 1d6 per 1000 people in any town or city’s population during any one week.
  5. The party member with the highest Charisma attempts to hire first and must roll his CHA or less on a d20 to succeed.

To recruit adventurer hirelings: Use the same procedure as the henchmen recruiting, except the hirelings will be employed by the whole party. The party leader or whoever has the highest charisma makes the employment check.

To recruit mercenaries use the same procedure as the henchmen recruiting except that 1d4 bands of a varied number of identically equipped mercenaries (usually level 1 fighters, but others possible) will arrive (a maximum of 1d4 per 1000 people in town). If the band has more than 10 members, it will also have a leader of level 2 or higher. Finding sailors uses the same method, but obviously a different recruitment drive and only in coastal towns and cities.

recruitment.1612535272.txt.gz · Last modified: 2021/02/05 14:27 by dave