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Hirelings & Henchmen: Not in the DMG
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<blockquote data-quote="nittanytbone" data-source="post: 4264080" data-attributes="member: 35709"><p>So, the DMG/PHB/MM do not include any mention of henchmen or hirelings.</p><p></p><p><u>What We Do Have</u></p><p></p><p>There is a brief discussion of mounts, which really focuses on the economy of actions: Even if mounted, you only get your usual actions. This still works out well enough, as your typical horse has a move of 10, so a Horse Move + Standard Action Attack from you is better than moving twice on foot.</p><p></p><p>There is also a brief discussion of allies, which basically says, "If you have NPCs around, add monsters equal to their XP value to the opponent's side and don't give the PCs that extra XP." Mounts that (A) are more than -2 levels compared to the party AND (B) significantly affect combat get the same treatment.</p><p></p><p>Certain rituals have long-duration effects that mimic those of hirelings:</p><p></p><p>Animal Messenger (10 GP/50 GP) - Basically the same as a stealthy covert runner, a Lvl 1 skilled user on average gets a 6, possibly 12 hour duration, which is good for a journey of 3-6 leagues most likely.</p><p></p><p>Comprehend Languages (10 GP/50 GP) - Basically the same as a translator. 24 hour duration.</p><p></p><p>Detect Secret Doors (25 GP/125 GP) - Gives an average of a +15 (+1/2 level) to a single skill check. Similar to hiring a master thief to help you find stuff, once.</p><p></p><p>Discern Lies (140 GP/360 GP) - Similar to above, but lasts for 5 minutes.</p><p></p><p>Eye of Alarm (25 GP/100 GP) - As good as a man-at-arms to keep watch. Lasts 24 hours. For 100 GP more it lasts forever but is immobile.</p><p></p><p>Hallucinatory Creature (500 GP/2600 GP) - Gets you an imaginery friend for 24 hours. Originally limited to 1 minor + 1 move action but as your Arcana skill goes up, it gets better.</p><p></p><p>Knock (35 GP + 1 Healing Surge/175 GP) - As good as a master thief for one check.</p><p></p><p>Phantom Steed (70 GP/360 GP) - Eight horses for 12 hours.</p><p></p><p>Sending (50 GP/360 GP) - Instant commuinication within 100 miles for an average low level check. Better than a pony express rider.</p><p></p><p>Tenser's Floating Disk (10 GP/50 GP) - A bearer. 24 hours. Only limitation is that it moves at 1/2 speed, but most bearers would be encumbered with the weights this disk can carry. </p><p></p><p>Finally, there is a cleric power that conjures up 4 soldiers (they can't attack) who can move only when you spend your own move actions. There's another one (Astral Defenders) that conjures up 2 soldiers who may only make AoO and move when you direct them to.</p><p></p><p><u>Analysis</u></p><p></p><p>It looks as if we have several categories of assistance (I invented/stole the names).</p><p></p><p>Hirelings: Hirelings perform non-combat related tasks. Rituals perform the same functions. In general, a ritual is better because you don't need to supervise an additional person in the dungeon, it is more portable (your ritual book doesn't eat meals or need a horse to ride), and generally, the rituals get you a "sure thing." Bandits never waylay a <em>Sending </em>spell. They do not suck XP, but they may cash. </p><p></p><p>Grogs: Grogs are like hirelings except they do things in combat. These tasks are usually minor, such as the Cleric's soldiers (serve as cover, make OA) or a mount (grants a new movement rate). In addition, you have to use your own actions to get a grog to do something. They do not suck XP, but they may suck actions, cash, or Power slots.</p><p></p><p>Companions: A companion is similar in power to an NPC. This would be the orc prisoner that is sullenly guiding you through his lair, a hired mercenary sergeant, or perhaps a Blink Dog. Built using the monster or NPC rules. They suck XP equal to their own XP from each encounter. They may also suck treasure.</p><p></p><p>Allies: An ally is built using the PC rules to "full" fidelity. They suck a full treasure and XP share. This is much like running multiple PCs per player.</p><p></p><p><u>My Suggested House Rule</u></p><p></p><p>This is by no means complete, but its a starting point I hope.</p><p></p><p><strong>NEW RITUAL RESOURCE: Influence.</strong> Just like Rare Herbs or Incense, Influence lets you complete "rituals" to hire assistants. It may be awarded as treasure by the GM ("You earn 100 GP worth of influence for rescuing the princess, completing that errand for the thieve's guild, defending the duke, whatever...") or simply bought like other reagants (you're bribing officials, buying drinks, and currying favor). Influence is used for any "ritual" which requires Diplomacy.</p><p></p><p><strong>NEW RITUAL: Recruit Hireling</strong></p><p>Level: 1</p><p>Category: Varies</p><p>Time: 8 hours (Represents hunting around town for someone crazy enough to adventure with you)</p><p>Duration: 1 Week</p><p>Component Cost: 10 GP (represents salary, bribes, wages, etc)</p><p>Market Price: 50 GP (initial expense represents building a network of contacts in a locale)</p><p>Key Skill: Diplomacy</p><p></p><p>You recruit a hireling. All of their abilities are usually strictly average. Hirelings shy away from battle, and generally they are considered Level 1 minions. Superior checks recruit superior individuals. You may substitute Intimidate for Diplomacy if you are alright with unwilling workers; an unwilling worker is basically a slave, does not serve willingly, and will have poor morale.</p><p></p><p>Diplomacy Check Result</p><p><9: Basic hireling. No trained skills.</p><p>10-19: Apprentice. One trained skill.</p><p>20-29: Young journeyman. Two trained skills, or one skill at +8.</p><p>30-39: Experienced journeyman. Three trained skills, or two skills at +8.</p><p>40+: Master. Four trained skills, or two skills at +10.</p><p></p><p>In place of a skill, a hireling may know a ritual, three languages, or non-combat craft. For example, a Young Journeyman could be a...</p><p>- Young Beggar who can run the backstreets and pick the occasional pocket (Thievery and Streetwise)</p><p>- Elderly Hunter who knows the trails like the back of his hand (Nature at +8)</p><p>- Village Priest who is willing to tend to the faithful at a character's stronghold (Knows Raise Dead and Remove Affliction rituals)</p><p></p><p><strong>NEW RITUAL: Recruit Grog</strong></p><p>Level: 1</p><p>Category: Varies</p><p>Time: 8 hours (Represents hunting around town for someone crazy enough to adventure with you)</p><p>Duration: 1 Week</p><p>Component Cost: 10 GP (Heroic Tier), 25 GP (Paragon Tier), 600 GP (Epic Tier) + 1 healing surge per four minions</p><p>Market Price: 50 GP (initial expense represents building a network of contacts in a locale)</p><p>Key Skill: Diplomacy (or intimidate)</p><p></p><p>This ritual allows you to recruit men-at-arms, fighting men. Grogs are usually minions equal to your level. You must pay the Healing Surge cost upon hiring, and once each day after your extended rest.</p><p></p><p>They differ from typical minions in that instead of dying at as soon as they take a blow, they instead die when they reach a negative HP total equal to their liege's bloodied value.</p><p></p><p><em>Why more durable Grogs? Patsy from The Quest for the Holy Grail, Pintel & Ragetti from Pirates of the Caribbean, and Merry & Pippin from the LOTR don't really do much that's effective in combat. However, they don't die every scene, either. Giving Grogs a bit more durability before death than your typical minion allows them to survive for the long run. This aids character development and lets them fill their role -- light hearted bit-characters who occasionally have a good line.</em> </p><p></p><p>Your passive Diplomacy score is the DC for any attempt of another to subvert, scare off, or otherwise disrupt your grogs. You may substitute Intimidate, but that only works so long as you are alive and directly supervising the grogs. If unsupervised, coerced men-at-arms use your Passive Intimidate score -10 for morale.</p><p></p><p>Grogs are generally passive in combat.</p><p>- Grogs take only a move action only unless otherwise directed.</p><p>- Grogs will make opportunity attacks if given the chance.</p><p>- If the liege spends a Move Action, one grog may take a Standard Action.</p><p>- If their liege spends a Standard Action, a group of four grogs may each take a Standard Action.</p><p></p><p></p><p><strong>NEW RITUAL: Recruit Companion</strong></p><p>Level: 3</p><p>Category: Varies</p><p>Time: 1d6 x 24 hours (Represents hunting around town for someone crazy enough to adventure with you)</p><p>Duration: 1 Week</p><p>Component Cost: 100 GP (Heroic Tier), 250 GP (Paragon Tier), 6000 GP (Epic Tier) + 1 healing surge</p><p>Market Price: 500 GP (initial expense represents building a network of contacts in a locale)</p><p>Key Skill: Diplomacy (or intimidate)</p><p></p><p>Companions are built using the Monster Manual (select out an appropriate NPC) or the rules in the DMG for creating NPCs/custom monsters. Thus, they are lower in power level than a typical PC, but much more potent than a grog. They also take initiative and use their own actions. You must pay the Healing Surge cost upon hiring, and once each day after your extended rest.</p><p></p><p>A Companion sucks XP equal to their own XP value from each encounter. Whether this XP loss occurs only for the liege or is shared among the group is for each gaming table to decide. Alternatively, to reduce bookkeeping, a Companion sucks 10 x their XP value each time their liege gains a level. This reduction in XP does not set the PC back a level, but they do have more ground to cover before levelling up again!</p><p></p><p>A companion is whatever level the DM & player decides they should be. If you care to, you may track their XP and compare it to the chart for players. Otherwise, assume the companion is of the same level of the PC or perhaps one or two levels less. A companion that is three or more levels behind may be demoted to a Grog -- they are unlikely to play an important role in the story at that point. Remember, the higher the Companion's level, the more XP they suck each encounter, but the more useful they are...</p><p></p><p>Companions are proactive and receive their own actions, just like any character. They have one healing surge per tier like an NPC, and if Elite may even have Action Points. They may link into sidequests or have their own agenda, as well. The DM is encouraged to play up the personality of any Companion!</p><p></p><p>Additionally, companions will demand a share of treasure or regular wages. If they demand wages, they expect to be paid 10 times that which a Grog is paid. If they demand treasure shares, they expect at least 5% of the cut. If they get shares, the companion will expect a fair reckoning, including the occasional magic item.</p><p></p><p><em>Inside the Math: Heroic tier characters can expect to average 960 GP per level and take 10 encounters to do so. A grog's weekly wages of 10 GP are equal to 1% of this value. Thus, employing four grogs for a month will suck away about 6% of the party's wealth, assuming they take a month to accomplish 10 adventures. The given wages hold true to similar percentages for the higher tiers of play. One Companion is in theory equal to four grogs. In practice, he's more likely equal to five or six grogs due to his versatility and staying power -- he makes a better bodyguard for the mage! Additionally, companions take their own actions. Giving them a cut is cheaper in the long run, but giving away magic items is painful. Cash-strapped parties may have no choice but to offer shares in future wealth, at least at first.</em></p><p></p><p>Morale for Companions works like that of Grogs, except Companions gain a +5 bonus if generally well treated and respected.</p><p></p><p><strong>Allies</strong></p><p></p><p>Allies are full-fledged second characters or major NPCs. They get a full share of XP and full share of loot, just like any PC. If of significantly higher or lower level, these terms may change based on bargaining.</p><p></p><p></p><p><strong>Ritual Scrolls</strong></p><p><strong></strong></p><p>A ritual scroll for hiring an employee halves the time. Think of it as a prewritten contract, letter of marque, or agreement. Having such agreement ahead of time will greatly smooth the hiring process along.</p></blockquote><p></p>
[QUOTE="nittanytbone, post: 4264080, member: 35709"] So, the DMG/PHB/MM do not include any mention of henchmen or hirelings. [U]What We Do Have[/U] There is a brief discussion of mounts, which really focuses on the economy of actions: Even if mounted, you only get your usual actions. This still works out well enough, as your typical horse has a move of 10, so a Horse Move + Standard Action Attack from you is better than moving twice on foot. There is also a brief discussion of allies, which basically says, "If you have NPCs around, add monsters equal to their XP value to the opponent's side and don't give the PCs that extra XP." Mounts that (A) are more than -2 levels compared to the party AND (B) significantly affect combat get the same treatment. Certain rituals have long-duration effects that mimic those of hirelings: Animal Messenger (10 GP/50 GP) - Basically the same as a stealthy covert runner, a Lvl 1 skilled user on average gets a 6, possibly 12 hour duration, which is good for a journey of 3-6 leagues most likely. Comprehend Languages (10 GP/50 GP) - Basically the same as a translator. 24 hour duration. Detect Secret Doors (25 GP/125 GP) - Gives an average of a +15 (+1/2 level) to a single skill check. Similar to hiring a master thief to help you find stuff, once. Discern Lies (140 GP/360 GP) - Similar to above, but lasts for 5 minutes. Eye of Alarm (25 GP/100 GP) - As good as a man-at-arms to keep watch. Lasts 24 hours. For 100 GP more it lasts forever but is immobile. Hallucinatory Creature (500 GP/2600 GP) - Gets you an imaginery friend for 24 hours. Originally limited to 1 minor + 1 move action but as your Arcana skill goes up, it gets better. Knock (35 GP + 1 Healing Surge/175 GP) - As good as a master thief for one check. Phantom Steed (70 GP/360 GP) - Eight horses for 12 hours. Sending (50 GP/360 GP) - Instant commuinication within 100 miles for an average low level check. Better than a pony express rider. Tenser's Floating Disk (10 GP/50 GP) - A bearer. 24 hours. Only limitation is that it moves at 1/2 speed, but most bearers would be encumbered with the weights this disk can carry. Finally, there is a cleric power that conjures up 4 soldiers (they can't attack) who can move only when you spend your own move actions. There's another one (Astral Defenders) that conjures up 2 soldiers who may only make AoO and move when you direct them to. [U]Analysis[/U] It looks as if we have several categories of assistance (I invented/stole the names). Hirelings: Hirelings perform non-combat related tasks. Rituals perform the same functions. In general, a ritual is better because you don't need to supervise an additional person in the dungeon, it is more portable (your ritual book doesn't eat meals or need a horse to ride), and generally, the rituals get you a "sure thing." Bandits never waylay a [I]Sending [/I]spell. They do not suck XP, but they may cash. Grogs: Grogs are like hirelings except they do things in combat. These tasks are usually minor, such as the Cleric's soldiers (serve as cover, make OA) or a mount (grants a new movement rate). In addition, you have to use your own actions to get a grog to do something. They do not suck XP, but they may suck actions, cash, or Power slots. Companions: A companion is similar in power to an NPC. This would be the orc prisoner that is sullenly guiding you through his lair, a hired mercenary sergeant, or perhaps a Blink Dog. Built using the monster or NPC rules. They suck XP equal to their own XP from each encounter. They may also suck treasure. Allies: An ally is built using the PC rules to "full" fidelity. They suck a full treasure and XP share. This is much like running multiple PCs per player. [U]My Suggested House Rule[/U] This is by no means complete, but its a starting point I hope. [B]NEW RITUAL RESOURCE: Influence.[/B] Just like Rare Herbs or Incense, Influence lets you complete "rituals" to hire assistants. It may be awarded as treasure by the GM ("You earn 100 GP worth of influence for rescuing the princess, completing that errand for the thieve's guild, defending the duke, whatever...") or simply bought like other reagants (you're bribing officials, buying drinks, and currying favor). Influence is used for any "ritual" which requires Diplomacy. [B]NEW RITUAL: Recruit Hireling[/B] Level: 1 Category: Varies Time: 8 hours (Represents hunting around town for someone crazy enough to adventure with you) Duration: 1 Week Component Cost: 10 GP (represents salary, bribes, wages, etc) Market Price: 50 GP (initial expense represents building a network of contacts in a locale) Key Skill: Diplomacy You recruit a hireling. All of their abilities are usually strictly average. Hirelings shy away from battle, and generally they are considered Level 1 minions. Superior checks recruit superior individuals. You may substitute Intimidate for Diplomacy if you are alright with unwilling workers; an unwilling worker is basically a slave, does not serve willingly, and will have poor morale. Diplomacy Check Result <9: Basic hireling. No trained skills. 10-19: Apprentice. One trained skill. 20-29: Young journeyman. Two trained skills, or one skill at +8. 30-39: Experienced journeyman. Three trained skills, or two skills at +8. 40+: Master. Four trained skills, or two skills at +10. In place of a skill, a hireling may know a ritual, three languages, or non-combat craft. For example, a Young Journeyman could be a... - Young Beggar who can run the backstreets and pick the occasional pocket (Thievery and Streetwise) - Elderly Hunter who knows the trails like the back of his hand (Nature at +8) - Village Priest who is willing to tend to the faithful at a character's stronghold (Knows Raise Dead and Remove Affliction rituals) [B]NEW RITUAL: Recruit Grog[/B] Level: 1 Category: Varies Time: 8 hours (Represents hunting around town for someone crazy enough to adventure with you) Duration: 1 Week Component Cost: 10 GP (Heroic Tier), 25 GP (Paragon Tier), 600 GP (Epic Tier) + 1 healing surge per four minions Market Price: 50 GP (initial expense represents building a network of contacts in a locale) Key Skill: Diplomacy (or intimidate) This ritual allows you to recruit men-at-arms, fighting men. Grogs are usually minions equal to your level. You must pay the Healing Surge cost upon hiring, and once each day after your extended rest. They differ from typical minions in that instead of dying at as soon as they take a blow, they instead die when they reach a negative HP total equal to their liege's bloodied value. [I]Why more durable Grogs? Patsy from The Quest for the Holy Grail, Pintel & Ragetti from Pirates of the Caribbean, and Merry & Pippin from the LOTR don't really do much that's effective in combat. However, they don't die every scene, either. Giving Grogs a bit more durability before death than your typical minion allows them to survive for the long run. This aids character development and lets them fill their role -- light hearted bit-characters who occasionally have a good line.[/I] Your passive Diplomacy score is the DC for any attempt of another to subvert, scare off, or otherwise disrupt your grogs. You may substitute Intimidate, but that only works so long as you are alive and directly supervising the grogs. If unsupervised, coerced men-at-arms use your Passive Intimidate score -10 for morale. Grogs are generally passive in combat. - Grogs take only a move action only unless otherwise directed. - Grogs will make opportunity attacks if given the chance. - If the liege spends a Move Action, one grog may take a Standard Action. - If their liege spends a Standard Action, a group of four grogs may each take a Standard Action. [B]NEW RITUAL: Recruit Companion[/B] Level: 3 Category: Varies Time: 1d6 x 24 hours (Represents hunting around town for someone crazy enough to adventure with you) Duration: 1 Week Component Cost: 100 GP (Heroic Tier), 250 GP (Paragon Tier), 6000 GP (Epic Tier) + 1 healing surge Market Price: 500 GP (initial expense represents building a network of contacts in a locale) Key Skill: Diplomacy (or intimidate) Companions are built using the Monster Manual (select out an appropriate NPC) or the rules in the DMG for creating NPCs/custom monsters. Thus, they are lower in power level than a typical PC, but much more potent than a grog. They also take initiative and use their own actions. You must pay the Healing Surge cost upon hiring, and once each day after your extended rest. A Companion sucks XP equal to their own XP value from each encounter. Whether this XP loss occurs only for the liege or is shared among the group is for each gaming table to decide. Alternatively, to reduce bookkeeping, a Companion sucks 10 x their XP value each time their liege gains a level. This reduction in XP does not set the PC back a level, but they do have more ground to cover before levelling up again! A companion is whatever level the DM & player decides they should be. If you care to, you may track their XP and compare it to the chart for players. Otherwise, assume the companion is of the same level of the PC or perhaps one or two levels less. A companion that is three or more levels behind may be demoted to a Grog -- they are unlikely to play an important role in the story at that point. Remember, the higher the Companion's level, the more XP they suck each encounter, but the more useful they are... Companions are proactive and receive their own actions, just like any character. They have one healing surge per tier like an NPC, and if Elite may even have Action Points. They may link into sidequests or have their own agenda, as well. The DM is encouraged to play up the personality of any Companion! Additionally, companions will demand a share of treasure or regular wages. If they demand wages, they expect to be paid 10 times that which a Grog is paid. If they demand treasure shares, they expect at least 5% of the cut. If they get shares, the companion will expect a fair reckoning, including the occasional magic item. [I]Inside the Math: Heroic tier characters can expect to average 960 GP per level and take 10 encounters to do so. A grog's weekly wages of 10 GP are equal to 1% of this value. Thus, employing four grogs for a month will suck away about 6% of the party's wealth, assuming they take a month to accomplish 10 adventures. The given wages hold true to similar percentages for the higher tiers of play. One Companion is in theory equal to four grogs. In practice, he's more likely equal to five or six grogs due to his versatility and staying power -- he makes a better bodyguard for the mage! Additionally, companions take their own actions. Giving them a cut is cheaper in the long run, but giving away magic items is painful. Cash-strapped parties may have no choice but to offer shares in future wealth, at least at first.[/I] Morale for Companions works like that of Grogs, except Companions gain a +5 bonus if generally well treated and respected. [B]Allies[/B] Allies are full-fledged second characters or major NPCs. They get a full share of XP and full share of loot, just like any PC. If of significantly higher or lower level, these terms may change based on bargaining. [B]Ritual Scrolls [/B] A ritual scroll for hiring an employee halves the time. Think of it as a prewritten contract, letter of marque, or agreement. Having such agreement ahead of time will greatly smooth the hiring process along. [/QUOTE]
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