Hirelings of any kind, including men-at-arms, will never venture into a dungeon1) of Dungeon Level 4 challenge or higher.2) This is a game mechanic similar to a paladin's alignment restrictions; there will be no “tricking” hirelings, they simply won't go in.
Hirelings will venture into dungeons and dungeon-like areas if they are paid the daily “hazardous duty” wage.3) The above rule regarding Dungeon Level 4 applies.
When the DM doesn't know the alignment of men-at-arms, it's recommended to use the following table from the Heroic Legendarium, which we feel provides for a good spread of alignments for mercenary-types:Ex
d20 | Alignment |
---|---|
1 | LG |
2 | NG |
3-4 | CG |
5-8 | LN |
9-12 | NN |
13-14 | CN |
15-17 | LE |
18-19 | NE |
20 | CE |
If the DM feels this is too far from the official books, the alignment table on DMG 100 can be used instead.
Furthermore, an override die can be applied to enact a 2-in-6 chance to override the rolled alignment with the typical alignment of the settlement. Thereby, a settlement which tends for example lawful evil will have a higher proportion of mercenaries of that alignment.
Prospective employers may get a feeling for alignment but will not be sure without magic.
The nature of hiring men-at-arms will be specific to the milieu. If no other process is defined by the DM, the following can be used:Ex
PCs can discover what men-at-arms are available in a settlement on a given week by spending d3 hours in a tavern.4) The following table lists the number of rolls which are to be made on the DMG 30 table.
Settlement Size | Weekly Men-at-Arms Rolls |
---|---|
Thorpe | 25% chance for 1 roll. Maximum of d3 individuals. |
Hamlet | 50% chance for 1 roll. Maximum of d3+2 individuals. |
Village | 1 roll. |
Town | 2 rolls. |
City | 3 rolls. |
Remember that men-at-arms in groups larger than 5 will include a serjeant as one of their numbers.5) Larger groups will have lieutenants and captains as well. All three of these officers are more expensive than regular troops6), and the cost can rapidly add up when paying the daily hazardous duty wage.
Men-at-arms who are hired for daily duty (i.e. when the monthly rate is instead paid daily), the men-at-arms will be mercenaries who already have their own equipment. Men-at-arms who are hired at the monthly rate will require housing, food, and equipment to be supplied by the employer. In effect, there are two types then: for-hire mercenaries, and long-term soldiers.Ex
The DM will need to declare the loadouts of hired men-at-arms who are hired on a daily basis. DMG 16 is a great page for this. We typically assign one of these loadouts to all men-at-arms in a group. In cases where multiple loadouts are listed, such as heavy infantry, we roll randomly. It is recommended that the DM add variation in weapons and armor from time-to-time.
We have adopted the command control system from OD&D.Ex7)
When characters hire hirelings and a lot of them die, hirelings will be less enthusiastic about employment with those characters.
If characters employed a group of hirelings from a settlement out of whom half or more failed to return from an expedition in the last 3 months, any group of hirelings at that settlement will require a positive reaction roll from the prospective employer. Failure indicates that group of hirelings reject employment. Any who do accept will demand double pay.