Retainers — Loyalty & Morale

Retainers make dangerous dungeons survivable. They carry torches, haul loot, watch the rear, and sometimes fight alongside the party. When a character dies, a loyal retainer can step forward as a replacement — they already know the group, the mission, and the dangers.


Who they are: Anyone — commoners, mercenaries, adventurers. Lower-level retainers expect a half share of treasure; equal-level demand a full share. Higher-level NPCs won’t follow.

Max Retainers: A character can lead PB + CHA retainers (minimum 0).

Retainer Modifier: Compress CHA for all retainer rolls:

CHA Modifier
Negative −1
0 0
+1 to +2 +1
+3 or more +2

Pay: 2–5 gp/day, plus their share of treasure.


Hiring

Find candidates: Taverns, guilds, notice boards — 1d3 available (double in large towns).

The roll: 2d6 + Retainer modifier. Adjust for context: generous pay, full shares, good reputation grant +1; stingy terms or a reckless reputation give −1.

Roll Result
2–5 Refuse — and the party’s reputation here suffers
6–8 Hesitant — they can sweeten the deal once and reroll
9–11 Accept
12+ Accept eagerly — starts with Loyalty +1

Loyalty

Each retainer has a Loyalty score (starts at 0, range −3 to +3).

When to check: After each adventure, or when ordered into exceptional danger.

The roll: 2d6 + Loyalty + Retainer modifier.

  • 8+ — they stay on
  • 12+ — impressed; Loyalty increases by 1
  • Fail — they quit, desert, or demand a bonus

What shifts Loyalty:

  • Gave them gear they keep: +1
  • Bonus treasure or extra pay: +1
  • Saved their life: +1
  • Needlessly risked or abused them: −1

Fair shares are baseline. Shorted or late pay means they leave immediately.


Morale

Retainers check morale when the fight turns grim — same triggers as monsters (first ally down, half the group down, leader killed, overwhelming odds).

Retainer Morale: 7 + Loyalty + Retainer modifier

Roll 2d6 against their Morale:

  • Over — they break (flee, surrender, or withdraw)
  • Equal or under — they hold

A well-treated retainer with Loyalty +2 and a +2 Retainer modifier has Morale 11 — nearly fearless. A mistreated one might have Morale 4 and run at the first sign of trouble.


Optional Knobs

  • Death payout: Paying wergild (≈50 gp/level) to a dead retainer’s kin avoids −1 to local hiring.
  • Reputation clock: Each retainer death ticks a 6-segment clock; when full, hiring gets harder until the party mends their name.
  • Generous terms: Consistently overpaying may grant Edge on Loyalty rolls.
  • XP growth: Retainers gain XP if they survive. Over time, they may level up — or step in as a replacement character.