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Morale & Men.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2 posts
Thu 26 May 2022
at 16:30
  • msg #1

Morale & Men

Morale & Men
by István Boldog-Bernád and Sándor Gebei

The easiest way to find retainers is a round trip through the local barracks, pubs, inns and bordellos.
-> Troop availability will depend on settlement size: a small village wouldn't support many men for hire, while there are always never-do-wells on the lookout for a little extra in a metropolis.
-> High mortality or mistreatment can deplete the local recruit pool, or force the company to deal with unscrupulous elements (1:6 of infiltration by thieves, brigands, cultists, etc.).
-> Placing advertisements or paying minstrels to sing about the company's exploits can attract extra manpower (1d6x50 gp for a new check).
-> Recruit pools recover on a monthly basis in villages and towns, and weekly yin cities and metropolises.
-> Wages shall be paid in advance, on a per expedition basis. Small gifts and extras are also expected.
-> In baseline games, retainers are 1 HD. If "Bledsawian" level demographics are in effect, roll 1d6 to determine level: 1-3 1st (militias), 4-5 2nd (regulars), 6 3rd (veterans) and reroll; on another 6, the result is 4th (elites). Multiply hiring costs by experience level. Veterans and elites demand special treatment and regular cuts from the loot. 1 HD retainers can be promoted into a character class for 250 gp.

Morale (ML) for retainers depends on two factors. The baseline value follows the employers Charisma, which shall be modified by a random 2d6 roll for +/-2. Monster morale is set by the GM.
-> Morale checks must be rolled on the following conditions: first casualty, casualties over 1/2 starting forces, overwhelming odds, massive destructive effect, or any time the retainer is ordered to do something very risky on behalf of the characters.
-> Roll morale on a 2d6. If the result is below the ML rating, the subject holds ground. If the result is above ML, the subject retreats, flees in panic, or goes on the defensive. In either case, subtract one point from the subject's ML rating. NPCs with failed morale will suggest to terminate the expedition and retreat to safety, and will not take any further risks.
-> Mistreatment or deliberate endangerment may force a morale check at the GM's discretion, with the results noted secretly. These NPCs always leave the company after the expedition, but they may also mutiny turn on their masters, steal treasures or form their own company and strike out on their own.
-> Morale always goes down, and very rarely up (only a major victory, or a great boon - treasure, title or land grand - can help). When ML reaches 3, the retainer leaves the company forever.
-> Monsters and characters with 12 ML are fearless, and do not need to make morale checks, nor do they lose morale.

TypeWage (gp)Village (1d4)Town (1d6)City (1d8)Metro (1d10)
Non-combatant (-)180%90%100%100%
Light foot (wpn, shld, lthr)360%80%90%100%
Heavy foot (wpn, shld, ch)530%60%80%90%
Bowman (mace, bow, lthr)720%30%60%80%
Crossbowman (dgr, cb, ch)610%20%30%60%
Rider (swd, ch, mounted)1210%20%30%60%

ML baseVariable
ChaValue2d6+/-
3-452-2
5-863-5-1
9-1376-8-
14-1689-11+1
17-18912+2

This message was last edited by the GM at 16:49, Thu 26 May 2022.
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