1. Loyalty

Followers are helpers who support you on your travels in exchange for a share of the glory, as determined by a share of the glory (in terms of XP dice) earned. All followers have 4 pack slots and 2 hand slots; armor in the pack slots counts as worn. In combat, they act when their patrons act. Follower availability is an X-in-6 chance that they are available in a town and should be re-checked at the start of each week in any given settlement. The check should be made with advantage in cities or disadavantage in villages. Followers allow the players to:

  • Stay out of danger
  • Carry more loot
  • Increase capabilities in combat

The common types of followers are:

Follower Type Availability-in-6 XP Starting Equipment Common Tasks
Porter 5 1/4 Torches, rope Illuminate areas, carry items
Retainers 4 1/2 A shield and one handed close melee weapon Any adjacent ally gains +1 attack. Can take damage for an adjacent ally on a successful loyalty test
Specialists 1 1 A 10’ pole, lockpicks Test for traps, unlock doors and chests, carry items

Followers consume their XP rewards regardless of if they survive the adventure.

Loyalty

Loyalty is a measure of a follower’s willingness to follow you. Their loyalty starts at 2d6 and has a maximum of 12. When you ask a follower to perform a dangerous task outside of their job description, roll 2d6. If it is greater than their current loyalty their loyalty lowers by 1. Regardless of the result, their loyalty lowers by 1 (in addition to the previous lowering if applicable). Loyalty can be increased by saving their life, giving extra shares of the glory, or other sacrifices by the patron. Followers will leave when their loyalty reaches 0 at the nearest opportunity.

A follower’s morale is equal to their loyalty