Post by Xxsuperheroxx on Feb 17, 2023 23:43:16 GMT -6
Followers for Upper Level Player Characters
Your players know that upon reaching certain levels and doing certain things (such as building a stronghold) they will be entitled to attract a body of followers. These followers might be fanatically loyal servants of the same deity (or deities) in the case of clerics, stalwart admirers of fighters, or whatever. Your players will eventually turn to you for information on who or what they gain - and, when the time actually comes and they have reached the level and done the right things, you will be able to quickly inform each and every one concerned of what fate has decreed by way of followers.
Clerics:
Roll for each category (all are 0 level men-at-arms)
* Select types randomly or assign whichever you desire.
Fighter:
Roll once for leader type, once for troop/followers (all are 0 level men_at arms).
Leader
Troops/followers
* Select type or types randomly or assign whichever you desire.
Ranger:
roll 2d12 to find the number of followers (or creatures attracted to service). When the number is generated, adjust the following percentile dice rolls as follows:
If any addition or subtraction falls within a category no longer permissible or is a subtraction results in a score under 01, roll again.
When the number of rolls the ranger player character is entitled to is discovered, and the adjustment necessary noted determine the followers/creatures using the tables below. All scores over 70 are special and the ranger is able to attract one follower/creature group only from each category, as noted.
Add all creatures of any sort to find total followers, demi-human included.
Human table I
Demi-human table II
Note Followers with the professed class of thief are always neutral good.
Animals Table III (one roll only on this table)
Mounts Table IV (one roll only on this table)
Creatures Table V (one roll only on this table)
Special Creature Table VI (one roll only on this table)
* Roll d4 + 1 to determine the age category of the dragon, It will, of course, possess no treasure.
Thieves:
Roll 4d6 to determine the number of lesser thieves which the character will attract. Determine race and level of each thereafter, modifying the d% roll of level as follows:
Race Of Thief
Level Of Thief
*1st level non-human (or part human) thieves have a 25% chance of being multi-class, Use the table below if multi-class is indicated.
Multi-Class Thief Follower Table
Assassins:
Upon attaining guildmaster/guildmistress status, roll 7d4 to determine the number of lower level assassins in the local guild. You may adjust this result according to the number, finf=d the race and level (below) and then find which will stay (75% will desert the guild as noted in the PLAYERS HANDBOOK). All new assassins coming to fill the ranks will be 1st level, but race must be determined on the Race Of Assassins Table
Level of Assassins Table
*1st and 2nd level non-human (or part human) assassins have a 25% chance of being multi-class, Use the table below if multi-class is indicted.
Multi-Class Assassins Table
Grandfather/Grandmother of assassins: the leader of all assassins (a nominal title at times...) will always have 28 followers of 2nd through 8th level as followers:
1 8th level, 2 7th level, 3 6th level, 4 5th level, 5 4th level, 6 3rd level, and 7 2nd level (=28)
In addition, there will be from 4-16 1st level followers. Dice for race using the table above. it is recommended that you develop henchmen for the Grandfather/grandmother after discovering the abilities of his or her followers. Mercenary fighters and men-at-arms should suit the circumstances, bit in general they should be very well armed and equipped and include cavalry, infantry, and missile-armed troops as well. Naturally, should a NPC grandfather/grandmother of assassins be displaced by a player character, followers will be 75% Likely to leave, as usual, but the new leader will eventually attract a following of up to 44 (28 + 4-16) assassins, the newcomers being found as if they were attracted to a new guild master of assassins, i.e., 1st level newcomers.
Unless the followers are a body, they will not come at the same time. After the conditions of obtaining such a following have been met, generate a random number from 1 to 30 (d10 using d6 to determine 10's, 1-2 = no addition, 3-4 = 10, 5-6 = add 20 to the score of the d10). The result is the day after completion of the requirements on which the first follower(s) will appear - in some cases, all of those coming. Thereafter additional followers due the character will arrive at intervals of 1-8 days until all have arrived. If there is no one available to receive them they will wait from 1-4 days and then depart forever. it is permissible to allow some henchmen or servants to care for followers if the character designates such duty.
The paladin Warhorse:
When the paladin reaches 4th or higher level, he or she will eventually call for a warhorse (as detailed in the PLAYER HANDBOOK. It will magically appear, but not in actual physical form. The paladin will magically "see" his or her faithful destrier in whatever locale it is currently in, and it is thereafter up to the paladin to journey to the place and gain the steed. As a rule of thumb, this journey will not be beyond 7 days ride, and gaining the mount will not be an impossible task. The creature might be wild and necessitate capturing, or it might be guarded by an evil fighter of the same level as the paladin, and the latter will then have to overcome the former in mortal combat in order to win the warhorse. In short, the gaining of the destrier is a task of some small difficulty which will take a number of days, possibly 2 or more weeks, and will certainly test the mettle of the paladin. Once captured or won, the warhorse knows its role and relationship to the paladin, and it will faithfully serve thereafter for 10 years. Thereafter, the paladin must seek another mount, as former one will be too old to be of use.
The intelligence od a paladin's warhorse is 5-7 points. The number of hit points per hit die of the steed will never be fewer than 50% of the level of the paladin, i.e., a 4th level paladin means the warhorse he or she gains will have at least 2 hit points per hit die, excluding the additional bonus of +5 while a 16th level paladin's special steed will have maximum hit points (8) per die, of 5 X 8 = 40 + 5 (additional hit points) = 45 total hit points for 5 + 5 hit die.
If the character loses paladinhood for reason, there will be an immutable enmity between character and mount, and the former will not be able to ride the latter, while the steed will escape at first opportunity.
Your players know that upon reaching certain levels and doing certain things (such as building a stronghold) they will be entitled to attract a body of followers. These followers might be fanatically loyal servants of the same deity (or deities) in the case of clerics, stalwart admirers of fighters, or whatever. Your players will eventually turn to you for information on who or what they gain - and, when the time actually comes and they have reached the level and done the right things, you will be able to quickly inform each and every one concerned of what fate has decreed by way of followers.
Clerics:
Roll for each category (all are 0 level men-at-arms)
2-8 | heavy cavalry, plate mail & shield; lance, broad sword, and mace |
3-12 | medium cavalry, chain mail & shield; lance, and short sword |
5-30 | light cavalry, studded leather & shield; light crossbow and pick |
5-20 | heavy infantry, split mail; battle axe, and long sword |
5-30 | heavy infantry, chain mail; pole arm* and hand axe |
5-30 | heavy infantry, ring mail; heavy crossbow and short sword |
10-60 | light infantry, padded armor & shield; spear and club |
* Select types randomly or assign whichever you desire.
Fighter:
Roll once for leader type, once for troop/followers (all are 0 level men_at arms).
Leader
01-40 | 5th level, plate mail & shield; Lance, +2 magic battle axe |
41-75 | 6th level, plate mail & +1 shield; +1 magic spear and +1 dagger |
76-95 | 6th level, +1 plate mail & shield; arms as above: lieutenant 3rd level, split mail & shield; crossbow of distance |
96-00 | 7th level, +1 plate & +1 shield; +2 magic sword (no special abilities);rides a heavy warhorse with horseshoes of speed |
Troops/followers
01-50 | company of 20 light cavalry, ring mail & shield; 3 javelins, long sword, hand axe; and company of 100 heavy infantry, scale mail; pole arm*, and club |
51-75 | company of 80 heavy infantry - 20 with split mail, 60 with leather armor; 20 with morning star and hand axe, 60 with pike and short sword |
76-90 | company of 60 crossbowmen, chain mail; 40 with heavy crossbow and short sword, 20 with light crossbow and military fork |
91-00 | company of 60 cavalry - 10 with banded mail & shield, 20 with scale mail and shield, 30 with studded leather and shield; 10 with lance, bastard sword, and mace, 20 with lance, long sword and mace, 30 with lance and flail |
* Select type or types randomly or assign whichever you desire.
Ranger:
roll 2d12 to find the number of followers (or creatures attracted to service). When the number is generated, adjust the following percentile dice rolls as follows:
2d12 result | Modify d% As Follows |
2 | add+25% to each roll |
3 | add+15% to each roll |
4 | add+10% to the first roll |
5-6 | add+5% to the first roll |
7-9 | no adjustment |
10-12 | deduct-5% from each roll |
13-16 | deduct-10% from each roll |
17-20 | deduct-20% from each roll |
21-24 | deduct-30% from each roll |
If any addition or subtraction falls within a category no longer permissible or is a subtraction results in a score under 01, roll again.
When the number of rolls the ranger player character is entitled to is discovered, and the adjustment necessary noted determine the followers/creatures using the tables below. All scores over 70 are special and the ranger is able to attract one follower/creature group only from each category, as noted.
Add all creatures of any sort to find total followers, demi-human included.
Dice Score | Result |
01-50 | see human table I |
51-70 | see demi-human table II |
71-80 | see animal table III |
81-90 | see mounts table IV |
91-95 | see creatures table V |
96-00 | see special table VI |
Human table I
Dice Score | Character Race | Level Range |
01-15 | cleric | 1-4 |
16-40 | druid | 2-5 |
41-85 | fighter | 1-6 |
86-95 | ranger | 1-3 |
96-00 | magic-user | 1-3 |
Demi-human table II
Dice Score | Character Race & Class | Level Range | Number |
01-15 | dwarf fighter | 1-4 | 2 |
16-20 | dwarf fighter/thief | 1 | 1 |
21-40 | elf fighter | 2-5 | 2 |
41-45 | elf fighter/magic-user | 1 | 1 |
46-50 | elf fighter/magic-user/thief | 1 | 1 |
51-60 | gnome fighter | 1-3 | 3 |
61-65 | gnome fighter/illusionist | 1 | 1 |
66-75 | half-elf cleric/ranger | 1 | 1 |
76-80 | half-elf cleric/fighter/magic-user | 1 | 1 |
81-85 | half-elf fighter/thief | 1 | 1 |
86-95 | halfling fighter | 1-3 | 3 |
96-00 | halfling fighter/thief | 1 | 1 |
Note Followers with the professed class of thief are always neutral good.
Animals Table III (one roll only on this table)
Dice Score | Animal | Number |
01-20 | bear, black | 1 |
21-55 | bear, brown | 1 |
56-65 | blink dog | 2 |
66-80 | lynx giant | 2 |
81-00 | owl giant | 2 |
Mounts Table IV (one roll only on this table)
Roll Score | Mount | Number |
01-35 | centaur | 1-3 |
36-75 | hippogriff | 1 |
76-00 | pegasus | 1 |
Creatures Table V (one roll only on this table)
Dice Score | Creature | Number |
01-50 | brownie | 1-2 |
51-75 | pixie | 1-4 |
76-80 | pseudo-dragon | 1 |
81-90 | satyr | 1 |
91-00 | sprite | 2-4 |
Special Creature Table VI (one roll only on this table)
01-05 | copper dragon* | 1 |
06-10 | giant, storm | 1 |
11-30 | treant | 2-5 |
31-75 | werebear | 1-2 |
76-00 | weretiger | 1-2 |
* Roll d4 + 1 to determine the age category of the dragon, It will, of course, possess no treasure.
Thieves:
Roll 4d6 to determine the number of lesser thieves which the character will attract. Determine race and level of each thereafter, modifying the d% roll of level as follows:
4d6 Result | Level Modifier Percent |
4 | add+20% to each roll |
5-6 | add+15% to each roll |
7-9 | add+5% to each roll |
10-15 | no adjustment |
16-20 | subtract-5% from each roll |
21-24 | subtract-10% from each roll |
Race Of Thief
Dice Score | Race |
01-10 | dwarven* |
11-20 | elven |
21-25 | gnomish* |
26-30 | half-elven* |
31-35 | halfling* |
36-55 | half-orcish* |
55-00 | human |
Level Of Thief
Dice Score | Level |
01-20 | 1* |
21-45 | 2 |
46-65 | 3 |
66-80 | 4 |
81-90 | 5 |
91-95 | 6 |
96-00 | 7 |
*1st level non-human (or part human) thieves have a 25% chance of being multi-class, Use the table below if multi-class is indicated.
Multi-Class Thief Follower Table
Race | Other Profession (rolld6 as indicated) |
dwarf | fighter |
elf | fighter (1-3), magic-user (4-5), fighter/magic-user(6) |
gnome | fighter (1-5), illusionist (6) |
half-elf | fighter (1-3), magic-user (4-5), fighter/magic-user(6) |
halfling | fighter |
Assassins:
Upon attaining guildmaster/guildmistress status, roll 7d4 to determine the number of lower level assassins in the local guild. You may adjust this result according to the number, finf=d the race and level (below) and then find which will stay (75% will desert the guild as noted in the PLAYERS HANDBOOK). All new assassins coming to fill the ranks will be 1st level, but race must be determined on the Race Of Assassins Table
Dice Score | Race |
01-05 | dwarven |
06-10 | elven |
11-15 | gnomish |
16-25 | half-elven |
26-50 | half-orcish |
human | 51-00 |
Level of Assassins Table
01-15 | 1* |
16-30 | 2* |
31-45 | 3 |
46-65 | 4 |
66-75 | 5 |
76-85 | 6 |
86-95 | 7 |
96-00 | 8 |
*1st and 2nd level non-human (or part human) assassins have a 25% chance of being multi-class, Use the table below if multi-class is indicted.
Multi-Class Assassins Table
Race | Other Profession (roll d6 as indicated) |
dwarf | no other class permitted |
elf | no other class permitted |
gnome | fighter (1-4), illusionist (5-6) |
half-elf | no other class permitted |
half-orc | fighter (1-2), cleric (3-6 |
Grandfather/Grandmother of assassins: the leader of all assassins (a nominal title at times...) will always have 28 followers of 2nd through 8th level as followers:
1 8th level, 2 7th level, 3 6th level, 4 5th level, 5 4th level, 6 3rd level, and 7 2nd level (=28)
In addition, there will be from 4-16 1st level followers. Dice for race using the table above. it is recommended that you develop henchmen for the Grandfather/grandmother after discovering the abilities of his or her followers. Mercenary fighters and men-at-arms should suit the circumstances, bit in general they should be very well armed and equipped and include cavalry, infantry, and missile-armed troops as well. Naturally, should a NPC grandfather/grandmother of assassins be displaced by a player character, followers will be 75% Likely to leave, as usual, but the new leader will eventually attract a following of up to 44 (28 + 4-16) assassins, the newcomers being found as if they were attracted to a new guild master of assassins, i.e., 1st level newcomers.
Unless the followers are a body, they will not come at the same time. After the conditions of obtaining such a following have been met, generate a random number from 1 to 30 (d10 using d6 to determine 10's, 1-2 = no addition, 3-4 = 10, 5-6 = add 20 to the score of the d10). The result is the day after completion of the requirements on which the first follower(s) will appear - in some cases, all of those coming. Thereafter additional followers due the character will arrive at intervals of 1-8 days until all have arrived. If there is no one available to receive them they will wait from 1-4 days and then depart forever. it is permissible to allow some henchmen or servants to care for followers if the character designates such duty.
The paladin Warhorse:
When the paladin reaches 4th or higher level, he or she will eventually call for a warhorse (as detailed in the PLAYER HANDBOOK. It will magically appear, but not in actual physical form. The paladin will magically "see" his or her faithful destrier in whatever locale it is currently in, and it is thereafter up to the paladin to journey to the place and gain the steed. As a rule of thumb, this journey will not be beyond 7 days ride, and gaining the mount will not be an impossible task. The creature might be wild and necessitate capturing, or it might be guarded by an evil fighter of the same level as the paladin, and the latter will then have to overcome the former in mortal combat in order to win the warhorse. In short, the gaining of the destrier is a task of some small difficulty which will take a number of days, possibly 2 or more weeks, and will certainly test the mettle of the paladin. Once captured or won, the warhorse knows its role and relationship to the paladin, and it will faithfully serve thereafter for 10 years. Thereafter, the paladin must seek another mount, as former one will be too old to be of use.
The intelligence od a paladin's warhorse is 5-7 points. The number of hit points per hit die of the steed will never be fewer than 50% of the level of the paladin, i.e., a 4th level paladin means the warhorse he or she gains will have at least 2 hit points per hit die, excluding the additional bonus of +5 while a 16th level paladin's special steed will have maximum hit points (8) per die, of 5 X 8 = 40 + 5 (additional hit points) = 45 total hit points for 5 + 5 hit die.
If the character loses paladinhood for reason, there will be an immutable enmity between character and mount, and the former will not be able to ride the latter, while the steed will escape at first opportunity.