Hirelings in Savage Tide


Savage Tide Adventure Path


We are about to embark upon the third adventure and my character has spent a goodly portion of his funds investing in trustworthy, loyal, skilled hirelings to help the party out with mundane tasks like carrying loot, keeping prisoners from escaping, and making Heal checks for fallen comrades. The DM has agreed to allow them to gain 1 level for each 2 levels we gain (although hirelings must gain levels in an NPC class) as long as we reward them with better pay for each level gained, which I found perfectly reasonable. Thus far, I have employed eight hirelings consisting of the following:

-a lackey to serve as torchbearer, make Heal checks on fallen allies, and track, as well as various other assorted tasks
-two porters to carry our provisions and loot and to drive the mule cart
-four mercenaries and a mercenary captain to protect our base camp and the Sea Wyvern, guard our prisoners, and protect the other hirelings

Each hireling receives double the recommended pay from the DMG so as to ensure their loyalty. Additionally, I divide 1% of all cash earnings from my share of the treasure among them as a bonus (which practically doubles their pay again). So far, they have served us exceptionally well and I think it has been well worth the cost of equipping them and paying their wages, even though it has cost my character more than a thousand gold pieces.

Has anyone else been using hirelings in Savage Tide? What are your experiences with them? I for one am happy that I am for once taking advantage of an option that seems to be often overlooked in campaigns these days.


My group is going to get some hirelings in the next port on their voyage south. But I think they are only interested in mercenaries and perhaps a healer.


Very little love for the hirelings I see. Tis a shame. Ours have been quite useful and the other party members have been donating gold to contribute to their maintenance.

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