Here is a six-pack of henchmen. These are pasted and copied from MS Word so they may be a bit wonky. I write these up a couple at a time. I eventually hope to have a hundred and release it sometime soon. It's a writing exercise I do when I can't seem to focus on the task at hand. Making up hirelings is pretty simple and greases the wheels for the real work that needs to be done. I used Swords & Wizardry Core Ruleset for the stats.
Phillip
Str: 14
(+1 to hit and damage) HP: 12
Dex: 14 (+1 to hit with missiles, -1 [+1] AC) LV:
2
Con: 16 (+1 hit point/HD) CL: Cleric
Int: 10 (2 max. languages, 5th max. spell
level) RA:
Human
Wis: 15 (no modifier) SV: 14
Cha: 10 (4 max. hirelings) AC: 6 [13]
Equipment: poor quality
chain mail (-3 [+3]AC), heavy mace 1d6+1, 6 torches
Phillip was killed
several months ago exploring a dungeon with his friends. He was raised from the dead after several days. When he awoke
he remembered nothing. He did not see
his god nor did he feel the presence of his god.
Phillip is a cleric who has lost his faith and can no longer cast spells.
Phillip hires himself out
as a torchbearer to other parties and will not tell them of his past. He proves himself valuable because he can
fight well. He keeps a journal, writing down everything he experiences.
He hopes to one day find his way back to his god.
James
Str: 10
(no modifiers) HP:
3
Dex: 18 (+1 to hit with missiles, -1 [+1] AC) LV:
0
Con: 11 (no modifiers) CL: Hireling
Int: 12 (3 max. languages, 6th max. spell
level) RA:
Human
Wis: 6 (no
modifiers) SV:
16
Cha: 10 (4 max. hirelings) AC: 6 [13]
Equipment: leather armor
(-2 [+2] AC), dagger 1d4
James is an extremely
talented boy with no common sense. He
was recruited by the thieves guild, but he proved to be unreliable and
constantly put others in danger so he was released. The thieves sliced James’s hands to remind
him never to speak of what he knows. If
there is a thief in the party James will be more terrified of him than a
hulking fighter.
James decided to learn
the ways of an adventurer. If the players aren’t specific with James he will wander off to see what is around the
next corner or what is through the next door.
Hawthorn
Str: 13
(+1 to hit and damage) HP: 5
Dex: 13 (+1 to hit with missiles, -1 [+1] AC) LV:
0
Con: 12 (no modifiers) CL: Hireling
Int: 12 (3 max. languages, 6th max. spell
level) RA:
Human
Wis: 17 (no modifier) SV:
16
Cha: 11 (4 max. hirelings) AC: 8 [11]
Equipment: 50’ rope, 2
iron spikes, tinder box, hand axe 1d6
Hawthorn is an energetic
young man who isn’t sure what he wants to do, but figures he can earn some
quick coin by hiring himself out to adventurers. He has been on two expeditions. Both parties were killed. Now others adventurers believe Hawthorn is bad luck and won’t
hire him.
Hawthorn has a knack for
building a fire in almost any condition with minimal material.
Manny
Str: 10
(no modifiers) HP: 4
Dex: 13 (+1 to hit with missiles, -1 [+1] AC) LV:
0
Con: 11 (no modifiers) CL: Hireling
Int: 13 (3 max. languages, 7th max. spell
level) RA:
Human
Wis: 9 (no
modifier) SV:
16
Cha: 12 (4 max. hirelings) AC: 8 [11]
Equipment: sling, 10
bullets 1d4, backpack, shovel, chalk
Manny is small with large
buckteeth. He looks slow, but he is
quite intelligence, but has no confidence in what he says so he is usually
quiet. He was a porter for the past
seven years and bears several scars. He only goes out
with a party once, twice at the most. He
has no friends or family and no one seems to know much about him.
Manny was once an
apprentice to a mage who terrorized him constantly. After a drunken rage the mage cast a spell
and something went critically wrong. Manny
had the healing potions, but instead watched his master die.
Avaron
Str: 9 (no modifiers) HP:
4
Dex: 12
(no modifiers) LV:
0
Con: 11
(no modifiers) CL:
Hireling
Int: 14
(4 max. languages, 7th max spell level) RA: Human
Wis: 9 (no modifiers) SV:
16
Cha: 8 (3
max. hirelings) AC:
9 [10]
Equipment: dagger 1d4,
large sack, 2 torches, small mirror
Avaron belonged to an
outlaw gang before he betrayed them to the city guard. His father is a merchant who paid the right
people so Avaron would not hang with the rest of them. Avaron is paranoid that some of the
gang members that escaped are still hunting him.
Avaron is looking for
long time employment hoping to gain the friendship of an adventuring
group. He knows the importance of having
allies. Avaron is good with animals.
Icston
Str: 13
(+1 to hit and damage) HP:
8
Dex: 11
(no modifiers) LV:
1
Con: 14
(+1 to hit points/HD) CL:
Fighter
Int: 10
(2 max. languages, 5th max. spell level) RA: Human
Wis: 10
(no modifier) SV:
14
Cha: 12
(4 max. hirelings) AC:
5 [15]
Equipment: chainmail and shield (-5 [+5] AC), spear 1d6
Icston was an adventurer and died before he was born. Icston's mother tried to protect him from 'the life', but he always wanted to follow his
father. He has
potential to become an adventurer himself.
But knows he needs to learn for others.
Icston is good at listening, but struggles
with adaptation. If the player tells him
to do something he will do it, but does not have the imagination to figure
out what the next logical step is unless shown a couple of times.
So concludes this episode of Hirelings at the Manor. Please hire responsibly. Don't drink and hire.
An interesting crew. I think they've got more to offer in an adventure than just being meat shields.
ReplyDeleteVery useful. Thank you.
ReplyDeleteNice job on the hirelings, Tim. Now I want to create a party out of Tony DiTerlizzi's PCs served by these guys!
ReplyDelete