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Tuesday, July 5, 2011

A Six-Pack of Hirelings


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.  

3 comments:

  1. An interesting crew. I think they've got more to offer in an adventure than just being meat shields.

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  2. Nice job on the hirelings, Tim. Now I want to create a party out of Tony DiTerlizzi's PCs served by these guys!

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