Expert Hirelings-

Location of Expert Hirelings
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Monthly Costs
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Daily Employment
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Description of Occupations and Professions
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Hirelings
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DMG

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>

Alchemist:

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


Blacksmith +

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.

Jeweler-Gemcutter +

Steward/Castellan:

Rowena Morrill - The art of - The last steward of gondor (1)

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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