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Slaves, Retainers, Hirelings, and Followers

Slaves Slavery in the Cage is a respected (Lawful Evil) institution, however it is illegal for beings in Sigil to be sold into slavery or otherwise become slaves. However it is legal for one to be enslaved on another plane and brought to Sigil for sale. The Mercykillers exact bloody punishment on those who try to forcibly free or aid escaped slaves. Expect slaves to cause trouble when they are left to their own devices.   Attitude Means Possible Actions Hostile Hates you and will take risks to hurt you Attack, interfere, flee or otherwise attempt to escape Unfriendly Resents their bondage Mislead, gossip, avoid, insult, you can also expect poor service Indifferent Resigned to their fate Reliable service Friendly Wishes for their freedom, but is willing to serve Chat, advise, offer limited help, advocate Slavery is predominantly practiced in Lawful Planes, especially those of a Lawful and Evil alignment. Freeing someone of bondage is a Chaotic and usually Good act. Green Knights often attack slave caravans as they enter Sigil attempting to free slaves, leading those slave traders with any sense to spend large sums of jink on guards and muscle to protect their investment. 
Retainers The House of Ramshackle employs several dozen retainers, usually the common born children of house maids and other hirelings that are employed to carry messages for the scions of the House, carry luggage, sweep up rooms, open doors, operate the lifts and dumbwaiters, cook meals or perform other mundane tasks. During any given month 2d12 retainers are available to serve the scions of Ramshackle. Those that display hostile attitudes are either punished severely in the dungeons or immediately dismissed.  Attitude Means Possible Actions Unfriendly Doesn't like you much Indifferent Doesn't much care Friendly Wishes you well Helpful Will take risks to help you Accompany you on an adventure for an equal share of loot Retainers generally have a proficiency bonus of +1 or +2 for the more experienced folks, at least one ability score at 13, and 1 hit point, or 2 if that high ability score is Constitution. For each retainer that dies while serving a scion, a permanent penalty of -1 in applied to the roll to see how many retainers are available to serve the group. Those retainers that follow you into battle and live, may graduate into full followers depending on how they are treated. They might leave your service instead.  
Hirelings It is commonly accepted practice in Sigil for everyone to hire lightboys to magically light their way through the smoggy shadowy streets, those that instead cast a light spell are seen as stuck up or asking for trouble and are usually targeted by ruffians for their jink, and it is also acceptable behavior to hire sedan chairs to taxi you to your destination though those that can afford to keep mounts can do so without any particular attention from the gangs. It is important for scions of the House of Ramshackle to remember that outside of their ancestral home everything runs on a combination of bribes, graft, thievery, and violence. Both your social betters and your subordinates expect gifts or garnishes to ensure loyalty, favors, and prompt service. It is best to never offer more than an individual can quickly spend but how much exactly that is depends on whom you are attempting to bribe.  When paying a hireling it is often best to pay between 5-30% more than their asking price. Doing otherwise is asking for trouble. 
Followers Scions of the House of Ramshackle tend to attract loyal companions and devoted followers. This appears to be some subtle function of the blood that flows in their veins and possibly the pheromones that they sweat but it happens to every Ramshackle with a Charisma score of 10 or better who put any effort into making friends or recruiting cohorts, hangers on, or followers. Those that do are able to roll 1d4-1 + the Ramshackle's Charisma modifier every time that they level up to determine how many followers that they are able to attract. Those that exhibit cruelty or suffer embaressment subtract either 2 or 1 more from the roll for a total of 1d4-3 or 1d4-2 depending. The player that attracts them has to assign them names, the DM gives them a one word descriptor or class and rolls their hit points. Unlike a 1st level PC they don't start with max hp.  Followers are useful because they are essentially NPCs that will help you because they want you to like them or because they believe in your cause (if you have a cause). Followers always start with a single class level that advances much slower than a regular PC advances. Mistreating your followers is a good way to create enemies. Use the following scores for the followers 13, 12, 11, 10, 9, 8, when or if they need stats.  You generally can command the loyalty of a number of followers equal to twice your CHA modifier.