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OSR Fantasy Hirelings

Started by Adapt, October 07, 2015, 11:05:52 PM

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Adapt

Hello, all! I've been working on putting together a book containing lists of various potential hirelings. I posted a few over at my blog, but I'll post them here for the sake of convenience.

[size=150]Six Warriors for Hire
[/size]
Do you need a quick NPC fighter for your old-school game? These down on their luck warriors are looking for work! They will be more than happy to join the group as hirelings, henchmen, mercenaries, or meat shields. All they need are names, levels, and hit points to match your game.

1. This former soldier's old wounds forced him to retire. He has grown tired of sitting around taverns swapping war stories, and his meager savings have run out. Despite his bad leg and declining health, he can still swing a sword and haul loot. He has poor manners and loves to  tell crude jokes, but he is extremely loyal and can offer useful advice gleaned from years of battlefield experience.
--- STR 14, INT 12, WIS 13, DEX 7, CON 9, CHA 10
--- Gear: Spear, short sword, knife, shield, studded leather armor, backpack, tinderbox, blanket, 3 days iron rations, water skin.

2. This fast talking former knight has sold off most of his possessions save for a few treasures that he just can't bear to part with. He is a competent warrior, but he greatly exaggerates his own ability. He is loyal as long as he is paid well and isn't asked to do anything suicidal. If things get bad, he might desert the group.
--- STR 15, INT 9, WIS 10, DEX 13, CON 15, CHA 14
--- Gear: Long sword, dagger, shield, chain mail, helmet, backpack, silver mirror, tinder box, shaving kit and razor, jeweled snuff box, 2 bottles of wine.

3. This big ox of a man was a farmer until he was conscripted into military service. The war is over and he doesn't know how to do anything but grow wheat, lift heavy things, and bash heads. He is a slow learner and often lacks common sense, but he is happy to help with any task, no matter how menial or life threatening. He is very loyal, but he has a fear of magic that might cause him to panic at the worst possible moment.
--- STR 17, INT 8, WIS 6, DEX 11, CON 16, CHA 5
--- Gear: Spear, knife, club, leather armor, large sack, blanket, 4 days rations, water skin.

4. This short, stocky man used to work as a miner. He had to leave his last job after he was accused of murdering three of his fellow workers in a drunken brawl. He is a hard worker, and his knowledge of mines and caves will come in handy until he tries to kill the rest of the group and loot their corpses.
--- STR 15, INT 12, WIS 12, DEX 9, CON 13, CHA 8
--- Gear: Mining pick, small hammer, knife, club, studded leather armor, backpack, lantern, tinderbox, 12 candles, 2 flasks of oil, 50 feet of rope, 12 iron spikes.

5. This tall hunter comes from a foreign land. He is traveling the world in search of excitement and enlightenment, and is eager to join the group. His grasp of the local language is sufficient to have simple conversations and follow orders, but he sometimes has difficulty finding the right words or explaining complex ideas. He is friendly and loyal, but he has little experience with exploring caves and dungeons, causing his morale to decline the longer he remains underground.
--- STR 13, INT 10, WIS 9, DEX 13, CON 14, CHA 11
--- Gear: Short sword, 3 knives, short bow, quiver of 20 arrows, chain mail, shield, backpack, blanket, 30 feet of rope, tinderbox, water skin, 6 days dried meat,

6. This former crossbowman has a nose that has been broken many times. The last mercenary company he belonged to disbanded due to internal power struggles, so he is hoping to find better luck with a smaller group of adventurers.  He is a serious man who goes about his work quietly, and he will fight bravely and loyally unless he is mistreated or the group constantly argues among themselves.
--- STR 14, INT 12, WIS 9, DEX 15, CON 13, CHA 9
--- Gear: Short sword, dagger, light crossbow, quiver of 20 bolts, leather armor, backpack, 6 torches, tinderbox.

[size=150]My Questions to You[/size]
My final plan is to do a writew up for at least ten different hirelings from each class. I've deliberately not assigned them their Levels, HP, AC, and a few other in game details. This way, you can ssign those based on the levels of hirelings the PCs can hope to attract, as well as account for HD and AC differences among the various OSR games.

Is this enough information? I've tried to keep their backgrounds and appearances somewhat vague, to make it even easier for the GM to tailor them to the specific game setting or locale.

I toyed with the idea of tossing in some morale bonuses and penalties. Does this seem like a good idea or just a waste of time?

The personalty descriptions are similarly vague. I think that these could be fleshed out a bit, perhaps to include some roleplayng notes for the GM, provide some personality quirks, etc. What do you think?

Also: I could use some advice regarding the other classes. I haven't posted up any non-Fighter hirelings yet,but I have some in the works. Any advice on how to handle things like thieving abilities and spells? Should I just continue with the same "Let the GM assign those details according to the game he is playing" mentality?

Thanks for reading, and thanks in advance for any advice and input.
Running: A Song of Ice and Fire Roleplaying
Playing: Nothing at the moment.
Working On: Iron and Chaos (Pulpy swords and sorcery setting using modified/optional OSR rules), 20 Warriors for Hire (Twenty down on their luck warriors for OSR games who are looking for work as hirelings, henchmen, mercenaries, or meat shields)

Adapt\'s RPG Blog
Adapt\'s Google+Profile

Spinachcat

I like the idea...in theory.

What you have so far are examples for a blog freebie, not something worth purchasing. But if you love this idea, its worth polishing and taking to the Nth degree to make it awesome. Then you can sell it.

For me, I prefer less numbers. All I need is High STR, Low Dex for the stats because WTF cares about +0 modifier stats. Then GMs could decide, is this guy +3 STR or 18 STR or 8 DEX or -1 DEX or however they mentally deal with stats vs. bonuses at their table. The GM's auto know that the rest of the stats are 9-12 / +0 modifier.

Melichor

I like the numbers it gives a little more granularity.

This is something that I would use.
For some reason 30 years ago it was a lot easier to come up with ideas for hirelings and NPCs. I liked the Rogue's Gallery but didn't ever really use it back in the day.

These days I like the idea of grabbing something that is ready to go.

It's probably just me getting progressively lazier....

Kyle Aaron

The Viking Hat GM
Conflict, the adventure game of modern warfare
Wastrel Wednesdays, livestream with Dungeondelver

Spinachcat

Quote from: Kyle Aaron;859469Meatshields.

I just recruited a blind War dog aligned with Chaos!

Opaopajr

#5
Quote from: Adapt;859251Is this enough information? I've tried to keep their backgrounds and appearances somewhat vague, to make it even easier for the GM to tailor them to the specific game setting or locale.

I toyed with the idea of tossing in some morale bonuses and penalties. Does this seem like a good idea or just a waste of time?

The personalty descriptions are similarly vague. I think that these could be fleshed out a bit, perhaps to include some roleplayng notes for the GM, provide some personality quirks, etc. What do you think?

Also: I could use some advice regarding the other classes. I haven't posted up any non-Fighter hirelings yet,but I have some in the works. Any advice on how to handle things like thieving abilities and spells? Should I just continue with the same "Let the GM assign those details according to the game he is playing" mentality?

Interestingly, this is more info than I need, and yet not enough, at the same time. Think of yourself as at the table already in the middle of play — you need a tight, and ideally flexible, reference. So less is more, especially about personality and common gear.

Edit
First, Personality. A handful adjectives is almost enough. A tight line that squeezes in history and motivation is good, too. More and it clutters the reference. This is an art, give yourself time, learn to highlight notables.

Second, Gear. Cheap common gear can be handwaved into petty cash on hand (i.e. bedroll, torches, etc.), if even that. Assume PCs gear them, and have the hireling comment if neglected ("no blanket for me?). Gear they need to reasonably apply their trade skills should be available (sword for swordsman, horse and cart for carter).

(I prefer 2e and one of the weird ironies of the much maligned WP/NWP system is the quick specialty reference, and easily assumed readied gear. When I mention Rope Use, that hireling likely has at least 50' of rope and is a professional with it.)

Add
Now, never be afraid of flavor, of a strong setting point of view. Assumed generic medieval Europe/England becomes pablum in time. Imagination cannot be wholly interchangeable to be captivating. It has to inspire, awe, invoke wonder, only then can can it capture us and call us to follow a direction.

And sometimes that direction is a rejection or edit of what is on offer. And that's good! The worst thing for imagination is the inertia of safety. Any response is healthier for someone's RPG than a bored shrug.

First, Setting. Tie them to known conceits, use profession titles and let them bleed into attitude. Use relavent foreign ideas to communicate fast (tea master).

Second, Morale. The idea is brilliant! Please do add! And don't be afraid of adding a conditional in parentheses (underground: cumulative -1/day).

Third, Names. Let names convey attachment and mystery. Maybe not on the hireling themself, but on their critical gear at least. Name their spellbook, their hymnal, favorite sword, or trusted steed.

Retain

Numbers can clutter, and not every NPC needs a statblock, be they mini or full blocks. That said, every named hireling — one that shares treasure/XP, that fights alongside, that has playtime longevity "screentime" — should get at least an index card. Not only is it good for quick references when players pull weird stuff, but the numbers help scry out personality and motivations in a pinch.

Keep the Attribute Numbers. Do the same for Thief Skill numbers. Similarly for most commonly used wizard and cleric spells. These are their talents, habits, and capacity writ fast.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#6
Here's an example of how I do it, for thief and wizard:

Jongleur. Warm, daring, superstitious. Open to cat burglary, but tomb raiding costs more.
STR 5, DEX 13, CON 13, INT 10, WIS 6, CHA 11.
WP: knife, wrestle. NWP: acrobat, balance, juggle
PP 5 (25%), OL 2 (10%), F/RT 1 (5%), MS 6 (30%), HiS 7 (35%), DN 3 (15%), CW 12 (60%), RL 0.

Oracle. Probing, focused, esoteric. Asks like an inquisitor, replies like a mystic, explains like a sailor.
STR 5, DEX 7, CON 9, INT 15, WIS 10, CHA 6.
WP: staff. NWP: agriculture, astrology, read/write (French).
Spells: 1/ Spell book: "Pageant du Zodiaque" Cantrip, Hypnotism, Wall of Fog.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Opaopajr

#7
Heres my reference edit of your guys

Quote from: Adapt;8592511. This former soldier's old wounds forced him to retire. He has grown tired of sitting around taverns swapping war stories, and his meager savings have run out. Despite his bad leg and declining health, he can still swing a sword and haul loot. He has poor manners and loves to  tell crude jokes, but he is extremely loyal and can offer useful advice gleaned from years of battlefield experience.
--- STR 14, INT 12, WIS 13, DEX 7, CON 9, CHA 10
--- Gear: Spear, short sword, knife, shield, studded leather armor, backpack, tinderbox, blanket, 3 days iron rations, water skin.

2. This fast talking former knight has sold off most of his possessions save for a few treasures that he just can't bear to part with. He is a competent warrior, but he greatly exaggerates his own ability. He is loyal as long as he is paid well and isn't asked to do anything suicidal. If things get bad, he might desert the group.
--- STR 15, INT 9, WIS 10, DEX 13, CON 15, CHA 14
--- Gear: Long sword, dagger, shield, chain mail, helmet, backpack, silver mirror, tinder box, shaving kit and razor, jeweled snuff box, 2 bottles of wine.

3. This big ox of a man was a farmer until he was conscripted into military service. The war is over and he doesn't know how to do anything but grow wheat, lift heavy things, and bash heads. He is a slow learner and often lacks common sense, but he is happy to help with any task, no matter how menial or life threatening. He is very loyal, but he has a fear of magic that might cause him to panic at the worst possible moment.
--- STR 17, INT 8, WIS 6, DEX 11, CON 16, CHA 5
--- Gear: Spear, knife, club, leather armor, large sack, blanket, 4 days rations, water skin.

4. This short, stocky man used to work as a miner. He had to leave his last job after he was accused of murdering three of his fellow workers in a drunken brawl. He is a hard worker, and his knowledge of mines and caves will come in handy until he tries to kill the rest of the group and loot their corpses.
--- STR 15, INT 12, WIS 12, DEX 9, CON 13, CHA 8
--- Gear: Mining pick, small hammer, knife, club, studded leather armor, backpack, lantern, tinderbox, 12 candles, 2 flasks of oil, 50 feet of rope, 12 iron spikes.

5. This tall hunter comes from a foreign land. He is traveling the world in search of excitement and enlightenment, and is eager to join the group. His grasp of the local language is sufficient to have simple conversations and follow orders, but he sometimes has difficulty finding the right words or explaining complex ideas. He is friendly and loyal, but he has little experience with exploring caves and dungeons, causing his morale to decline the longer he remains underground.
--- STR 13, INT 10, WIS 9, DEX 13, CON 14, CHA 11
--- Gear: Short sword, 3 knives, short bow, quiver of 20 arrows, chain mail, shield, backpack, blanket, 30 feet of rope, tinderbox, water skin, 6 days dried meat,

6. This former crossbowman has a nose that has been broken many times. The last mercenary company he belonged to disbanded due to internal power struggles, so he is hoping to find better luck with a smaller group of adventurers.  He is a serious man who goes about his work quietly, and he will fight bravely and loyally unless he is mistreated or the group constantly argues among themselves.
--- STR 14, INT 12, WIS 9, DEX 15, CON 13, CHA 9
--- Gear: Short sword, dagger, light crossbow, quiver of 20 bolts, leather armor, backpack, 6 torches, tinderbox.

1. Old Veteran. Crude, loyal, mentoring. Pension fund ran out, needs one last big haul.
Morale +2 (see? good idea!)
STR 14, DEX 7, CON 9, INT 12, WIS 13, CHA 10
WP: Spear, spear spec., short sword, knife. NWP: Blindfighting, Gaming.
Gear: studded leather, shield. "Bessie" Spear (his 'oldest friend left').

2. Glib Knight. Braggart, pragmatic, self-preserving. Quite invested in maintaining appearances and staying alive.
Morale — (Suicidal Odds -3)
STR 15, DEX 13, CON 15, INT 9, WIS 10, CHA 14
WP: L. sword, l. sword spec., 2W style, dagger. NWP: Etiquette, Heraldry, Hunting.
Gear: chain mail, shield. silver mirror, shaving kit and razor, jeweled snuff box, 2 bottles of wine.

3. Conscripted Farmer. Simple, helpful, superstitious. Magic can panic him.
Morale +1
STR 17, DEX 11, CON 16, INT 8, WIS 6, CHA 5
WP: Spear, knife, club (narrow group). NWP: Agriculture, Endurance.
Gear: leather. standing offer to return as tenant farmer, but that home is months away.

4. Miner. Murderous, patient, silent. Rumors of being on the run for murders; doesn't reply to them, just works hard instead.
Morale -2
STR 15, DEX 9, CON 13, INT 12, WIS 12, CHA 8
WP: Mining pick, small hammer, knife, club. NWP: Mining, direction sense.
Gear: studded leather armor. Hip flask that he guards with utmost jealousy.

5. Foreigner. "Broken English," enthusiastic joiner. Gets frustrated, afraid?, the longer while adventuring underground.
Morale — (Underground: cumulative -1/day).
STR 13, DEX 13, CON 14, INT 10, WIS 9, CHA 11
WP: S. sword, daggers, knives, s. bow. NWP: Hunting, Tracking.
Gear: chain mail, shield.

6. Crossbowman. Serious, quiet, no drama. Broken-nosed professional mercenary looking for better management in smaller groups.
Morale — (Drama -1/week)
STR 14, DEX 15, CON 13, INT 12, WIS 9, CHA 9
WP: Short sword, dagger, light crossbow. NWP: Bowyer/Fletcher, Charioteer, Set Snares.
Gear: leather armor. Old Merc. Co. badge, ripped off, yet reverently wrapped and tucked away.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

Spinachcat

I love the idea of conditional morale bonuses on NPCs!

I am stealing that puppy!