Hirelings and PC classes

Telperion

First Post
I have a group of mercenaries, and they all have PC classes. They are all 8th level, and looking for some mercenary work. And as it happens, the players are hiring.

The NPC party includes:
Monk (leader)
Ranger
Fighter
Barbarian
Sorcerer

They are all well trained and capable of taking on serious challenges. But that also means they ask for a good amount of money, since XP alone doesn't replace lost equipment, resurrect dead team-members or upgrade the NPC party equipment.

The DMG suggests that 1 sp is enough for a day of work for a 1st level warrior. Horse men and better trained (leader) mercenaries get more pay. So how much gold could the above shown group ask? 1 gp per character per day seems rather little to me, so I'm looking for suggestions.
 

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I had the same problem in my game too, we had hired out A LOT of people to do some distructive work and it got to be a pain in the wallet...

I think we were charged in the double digits for each specialist (character classes counted for that) and if they were uber special, it got to the triple digits, if not more, per day.

That is the thing, mercs will take any price to start at and then they just keep taking and taking until you get tired of paying them. I would say if you have the Arms and Equiptment guide, use that. If not, use their level as a multiplier for each payment (1 gp x 8 levels = 8 gps per day). If you still think it is too cheap, apply some sort of multiplier for the spells cast too. But don't get too expensive, you want the PC's to take these guys. When they do, then you just keep increasing the amount at inappropriate times. Make it too tempting to hire them and then make the players rue the day they even opened their eyes in that direction. In other words, it is time to play with the PC's minds and watch them squirm, especially if they issues with money.

Players: Look, it is the horde of werewolves that have been terrorizing the populace.
Leader of the mercs: I hate to ask this but I was wondering if this was a good time to talk about a pay increase.
 

Telperion said:
I have a group of mercenaries, and they all have PC classes. They are all 8th level, and looking for some mercenary work. And as it happens, the players are hiring.

The NPC party includes:
Monk (leader)
Ranger
Fighter
Barbarian
Sorcerer

They are all well trained and capable of taking on serious challenges. But that also means they ask for a good amount of money, since XP alone doesn't replace lost equipment, resurrect dead team-members or upgrade the NPC party equipment.

The DMG suggests that 1 sp is enough for a day of work for a 1st level warrior. Horse men and better trained (leader) mercenaries get more pay. So how much gold could the above shown group ask? 1 gp per character per day seems rather little to me, so I'm looking for suggestions.

A few questions:

What level are your players?

What sort of resources do they have?

If past 8th level, what sort of pay did they expect at around 8th level?

How common is a group of 8th level adventurers in this game world?


Initial thoughts are that the price could be in something other than money: information, training, magic items or possibly high level magic cast on their behalf?
 

Inconsequenti-AL said:
A few questions:

What level are your players?

What sort of resources do they have?

If past 8th level, what sort of pay did they expect at around 8th level?

How common is a group of 8th level adventurers in this game world?


Initial thoughts are that the price could be in something other than money: information, training, magic items or possibly high level magic cast on their behalf?

Answers:

1. The character are all 6th level.

2. The players have a steady income of 27000 gp per' year as taxes and revenues. They also have about 30000 gp worth of savings secreted in their family manor.

3. Well, I don't know the answer to that one yet, but I would imagine that they would try to get at least 1/2 of whatever loot came along (and first picks as well), figure at least 50 gp x level per day. Twice that if there's a life threatening situation. And finally: if there are any fatalities then the employer picks up the bill for resurrection fees at the local temple.

4. 8th level is the standard limit for "professional". The levels go like this:
1 - 3: apprentice
4 - 7: journeyman
8 - 12: master
13 - >: grandmaster

And you can apply to that to practically any profession, trade or otherwise.
Most people get to about 8th or 9th level before they get too old to work. After that they basically just waste away. PC's, mercenaries, warriors and such are a different story of course, if they make that far.

5. True enough: there are resources that the characters have access to that your average mercenary can't get to. I'll take this into consideration and present the players with a figure that they'll probably accept. We will see what their reaction is when those NPC's start leveling and demaing more pay :).
 

IIRC there was a listing in the OLD DMG (1st or 2nd Ed) which had prices for NPCs which included higher levels. If someone had this list it probably could be fitted to 3rd.

On a different note, what is the average level of NPCs in the world. If these NPCs are very high compared to other NPCs(1-3) then their rate would probably increase, but if your average NPC is level 4-8 then the rate would be lower.

Also Standing around guarding a castle is definitly different than guarding a merchant caravan moving through orc infested territory. So as mentioned above the danger rating should be included.

If ressurection is not common in the world. I would not have the NPCs have a fee for that, but in retrospect I would probably raise the cost a bit to account for perma-death.
 

Vlos said:
On a different note, what is the average level of NPCs in the world. If these NPCs are very high compared to other NPCs(1-3) then their rate would probably increase, but if your average NPC is level 4-8 then the rate would be lower.

Also Standing around guarding a castle is definitly different than guarding a merchant caravan moving through orc infested territory. So as mentioned above the danger rating should be included.

If ressurection is not common in the world. I would not have the NPCs have a fee for that, but in retrospect I would probably raise the cost a bit to account for perma-death.

Your average NPC has about 4 - 6 levels of whatever class he uses to earn his daily bread and water.

Well, in this case the PC's know that there's going to be trouble, because they have done some scouting. Now they are looking for some extras to fill their ranks, and raise their chances of victory/survival. The obvious problem is that if the PC's botch their negotiations and the mercenary NPC leader finds out they are to be used as fireball-fodder then the PC's might have to look elsewhere for mercenaries. But that's another story...

Resurrection is rather common, although not cheap and there's always that level loss. Since Raise Dead is "only" a 5th level spell you can usually find a cleric capable of doing it within a week or two of traveling, or so. Of course there is a time limit on these spells, and Resurrection costs a whole lot more than Raise Dead if the characters are too slow in reaching the cleric.
 

Tel,

Checking with our good friend, PG: Fighters and Barbarians, they talk about followers. Follower require to be paid 5 sp a week (I assume that per person) So figuring these are PCs...you could go as high as 1 gp a week per person. Any higher, they'd have to do some serious work, like sieging an enemy position.
 

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