The Adventurers Managing Your Company
Morale, fifteen personalities, daily cost, tavern hiring, fort soldiers, and who works the camp.
A company in The Adventurers dies on the road as often as it dies on a hex. Wages, morale, and camp jobs are the week-to-week game. Combat is how a bad week ends. This page is the roster layer. Class kits belong on the characters hub. The first origin screen belongs in getting started.
You command a party of up to six adventurers in a single-player campaign. There is no second human on the other side of the table. When someone falls they can bleed out. You hire a replacement at a tavern or you train soldiers at a fort. You do not cast them back.
Morale and personalities
Morale is the social bar. Health is Vitality. Energy is Resolve. Do not spend morale like a spell slot and do not ignore it because the last fight went well. Low morale is how personalities start to matter in the ugly way.
Every adventurer has a personality type. The official list is:
Adventurer, Caregiver, Connector, Diplomat, Guardian, Hermit, Idealist, Innovator, Leader, Performer, Rebel, Strategist, Survivor, Thinker, Trickster.
Those labels are not flavor stickers. Each type likes and dislikes specific actions. A Rebel who never sees combat damage is not the same employee as a Guardian you keep on guard duty. Read the like/dislike table on the sheet before you assign camp jobs for a week. Wrong assignments leak morale; right ones are how a band stays together through a crisis.
Relationships got a real number in 9.7.5: +50 percent social bonuses. Socialize at camp is not a wasted click after that patch. Pair people who already tolerate each other and use the social slot on purpose instead of parking your highest Strength character on it because they were first in the list.
Wages, taverns, and fort soldiers
Each adventurer has a daily cost. Contract pay has to beat the payroll plus food plus the blacksmith. If it does not, you are paying for portraits you cannot field. Dismiss early if a Custom start gave you a deluxe Cleric you cannot feed. Hiring later is cheaper than starving a six-person bill on goblin money.
Taverns are sleep, rumors, and recruits. Class availability is the first filter. Stats are the second. Personality is the third. Charisma of the highest party member helps speech events and shop prices; Born Leader (official general ability) cuts recruitment costs by 20 percent for tavern recruits and soldiers at the outpost. If you plan to hire often, that passive is payroll math, not a roleplay perk.
Forts hold soldiers, training, requests, and a blacksmith. Park people you are not taking into the next hex. Training is the long game. Requests are jobs with a clock — 1.0 cut request duration 50 percent (minimum two days) and raised rewards 30 percent, so forts are more worth the detour than they were in late Early Access. Soldiers are not full adventurers with eight class trees, but they are how you staff a fort without leaving your best Paladin in the yard forever.
Camp assignments
Camp is five jobs. Fill them like a roster, not a menu you click once.
- Cook turns supplies into something the road can live on.
- Socialize is morale and relationship bonuses (stronger after 9.7.5).
- Hunt is the field version of not buying every ration in Prycoast.
- Maintain gear is durability. Skip it and combat will teach you weapon break.
- Guard exists because camps get visited.
Match jobs to personalities. A Hermit may not want the social slot. A Caregiver might. A Performer who never socializes is a wasted like/dislike row. Hunt and guard are still work; they are not punishment posts you dump on whoever has the worst Charisma.
Overworld Run burns supplies and invites night fights. If morale is already thin, walking into fog-of-war combat because you were impatient is a party-management failure, not a combat-guide failure. Cook and hunt only help if you did not sprint the pantry empty.
When someone falls
Permadeath is the design. Hard To Kill doubles bleed-out time. Still In This saves one killing blow per combat. Just Kidding leaves a killing blow at 5 Health. Those are general or class-adjacent safety nets, not a Cleric resurrection. After a death, the company still has wages, personalities, and a hole in the hex formation.
Replace from the tavern if you need a class. Replace with fort soldiers if you need bodies on a request. Check the tier list only after you know whether you can afford the daily cost of the fantasy roster. A three-person New Band that eats well beats a six-person Custom start that skips maintain gear to chase a crisis.
For the jobs you take to pay this circus, use quests. For the buildings in town besides the tavern, use equipment.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
Where do I recruit adventurers?
Taverns. You sleep, hear rumors, and hire there. Forts add soldiers, training, and requests for people you are not taking into the next fight.
Do personalities actually change anything?
Yes. Each of the fifteen types has likes and dislikes that move morale. Camp jobs and combat habits should match the table on the character sheet.
What changed for relationships in 9.7.5?
Social bonuses from relationships increased by 50 percent. Socialize at camp is a real assignment after that patch, not leftover flavor.
How do I keep daily cost under control?
Read each adventurer's daily cost before you hire. Contract income must beat wages, supplies, and repairs. Born Leader reduces tavern and fort recruitment costs by 20 percent.
Can I raise a dead companion?
No. There is no Cleric resurrection. Bleed-out abilities can delay or deny a killing blow. After that you recruit or you run short.
What are the camp jobs?
Cook, socialize, hunt, maintain gear, and guard. Assign them on purpose and match them to personality likes when you can.