# Hirelings Over the course of their adventures, the party may find themselves in need of hired hands. The two most common types of hirelings are: **Men-at-arms** – experienced combatants used as force multipliers. **Retainers** – non-combatants like porters, guides, laborers, and more. | Type | Stats | Cost per Day | Morale Modifier | | --------------- | --------------- | ------------ | --------------- | | Retainer | T3-4; 1d5 HP | 2-4sp | -1 | | **Man-at-Arms** | | | | | Basic | Level 1 Warrior | 2gp | +0 | | Advanced | Level 2 Warrior | 4gp | +1 | | Veteran | Level 3 Warrior | 8gp | +2 | Hirelings behave similarly to PCs (this is especially true of men-at-arms) and under normal circumstances follow the orders of whoever is paying their daily wages. However, like monsters, hirelings must make morale checks in combat scenarios, or otherwise dangerous situations. Generally, the first time an ally is slain, each hireling must make a morale check: on a roll of 2 or lower they will fail this check and flee; likewise, the second time an ally is slain, each hireling must make a morale check: on a roll of 5 or lower they will fail this check and flee. If half or more of the hireling's allies are slain, they will flee. Notably, morale modifiers reduce (or in the case of retainers, increase) the chance of failure. Additionally, the PC for whom the hireling directly works may also provide a bonus against failed morale checks, with an Aspect score of 2 providing a +1 bonus, and an Aspect score of 3 or higher providing a +2 bonus. >**Option Rule:** When entering into known deadly conditions, there is a 1-in-3 chance that a retainer will demand double their normal wages, and a 1-in-2 chance that a man-at-arms will demand 1.5.