

Discover more from Memorium
Henchmen and Hirelings
The Domain Game starts in Session One, with the initial creation of your PC’s very own Faction.
Good afternoon and welcome to the latest installment of Memorium!
There is a group of rules contained in the oldest editions of the D&D game that determine a very specific type of Campaign structure. There are also a handful of core concepts that transcend game systems and playstyles. One of the most important is that of having adventuring companions for the Player Characters.
Because the Domain Game starts in Session One, with the initial creation of your PC’s very own Faction, these NPC companions are essential to a successful adventure. Not only do they allow your PC to “carry” more essential gear than they could on their own, you also have a “backup” if your PC happens to meet an untimely demise.
These rules are designed for the World of Weirth Campaign (TM), based on Low Fantasy Gaming and 1st Edition AD&D, but can easily be adapted to any OSR-type system. Prices are in SP, as Weirth uses a Silver Standard for coinage.
I look forward to any comments or suggestions you may have!
Rules for Hirelings and Henchmen
Accomplishing your PC’s goals will require the assistance of others, whether the other members of your party, hirelings that you pay to accompany or labor for you, or henchmen that seek you out to learn from you or follow in your ways.
Hirelings are Workers, paid in increments of a specified time period. Mostly trades and laborers, but also Men-at-Arms. Hirelings come in two varieties: (i) Combatants/Mercenaries, typically rash fodder with sharp steel and dull wits, and (ii) Non-combatants/Unskilled-Lowskilled individuals; desperate souls willing to risk life and limb as torch bearers, porters, guides, etc, for hard coin.
Up to [1d4 + CHA mod] Hirelings are available for potential hire (and “trust” the PC enough to risk accompanying them) in any given week. The process of buying drinks/making inquiries/vetting potential hires usually takes 1d3 days, and costs 2d10 SP. Urgent recruitment of hirelings might be possible at higher cost (GM’s call). A PC with the Leadership TR gains a +1 bonus on the above roll, and the GM might apply other modifiers depending on circumstances.
Each recruit has an even chance of being a mercenary or a non-combatant, subject to circumstances.
After a successful delve/adventure, a Hireling can gain an advancement on the following table:
Hireling Rewards
2 - Permanently gains one 1st level ability from an appropriate class.
3 - Gains an appropriate skill and a Reroll Pool of 1.
4 - Gains advantage on morale checks.
5 - Treat as a PC for dying and injuries.
6 - Gains a piece of useful gear.
7 - Increase a random attribute by 2 (max 15, subject to GM approval re pets).
8 - Gains a piece of useful gear.
9 - Learns to use a new weapon.
10 - Learns to use a new armor (including shields).
11 - Increase Max hp by 2 and treat as a PC for dying and injuries.
12 - Transforms into a loyal henchmen
Each Reward can only be taken once. Re-roll once. If it is another duplicate, the Reward is lost.
Special Cases: Expert Hirelings are obviously Hirelings with extraordinary skills, education, or training, as in the case of Mercenaries. Expert Hirelings will need to be recruited in a more aggressive fashion.
Mercenary Soldiers – Larger groups of trained soldiers can be recruited. This is more expensive and time-consuming. It can also be dangerous, depending on the level of civilization of the recruitment area. Your PC may also want to consult the local political leaders, in case they have any thoughts or regulations on raising a small, personal armed force.
These soldiers are of a kind (spearmen, archers, cavalry, etc), accompanied by officers. 10 or more include a Serjeant (Level 1), 20-30 include two serjeants and a Leftenant (Level 2 or 3). Forty or more will include a Captain (Levels 5-8), plus Leftenants and Serjeants.
The Officers are paid a starting wage of 100 SP per level and are only available with the mercenary unit. They cannot be hired separately. If they are killed, it may be difficult to replace them. The mercenaries will likely leave the PC’s service.
Recruiting Expert Hirelings
Method Cost Effectiveness
Posting Notices 2d10+20 SP 10-40%
Hiring a Crier 10 SP 1-10%
Hiring Agents to seek Prospects 200 SP 20-50%
Personal recruiting at Inns/Taverns special special
Henchmen are “devoted followers” – classed and leveled NPCs who accompany the PC on adventures. They expect lodging, supplies, and a stipend/share of the loot. They also get a 50% cut of a share of the XP. These types of NPCs are rare, only 1 out of every 100 inhabitants of a population is eligible.
Henchmen may appear, looking to take up service with a PC, especially after reaching 5th level, or participating in a legendary-type adventure (rescuing a prince, slaying The Beast from Out There, etc).
Otherwise, they are to be recruited in the same way as Expert Hirelings.
This rules sheet is based on the following “official” rules from Low Fantasy Gaming and AD&D First Edition.
LFG Rules:
All hired companions begin as Hirelings.
Up to 1d4 + CHA mod retainers are available for potential hire (and “trust” the PC enough to risk accompanying them). The process of buying drinks/making inquiries/vetting potential hires usually takes 1d3 days, and costs 2d10 SP. Urgent recruitment of hirelings might be possible at higher cost (GM’s call). A PC with the Leadership skill gains a +1 bonus on the above roll, and the GM might apply other modifiers depending on circumstances.
Hirelings come in two varieties: (i) mercenaries, typically rash fodder with sharp steel and dull wits, and (ii) non-combatants; desperate souls willing to risk life and limb as torch bearers, porters, guides, etc, for hard coin. Each hire has an even chance of being a mercenary or a non-combatant, subject to circumstances.
After a successful delve/adventure, a Hireling can gain an advancement on the Reward table (with 12 on 2d6 being Advance to Henchman).
Henchmen gain experience/levels at half the PC’s rate. Whether henchmen receive a share of party treasure etc is left to party determination/negotiation.
AD&D Rules
Hireling = Worker, paid by a specified time period. Mostly trades and laborers, but also Men-at-Arms. These M-a-A are limited in number, less than ten, and randomly equipped. Unless you seek out a certain kind.
Henchman – “devoted follower” – a classed and leveled NPC who accompanies the PC on adventures. They expect lodging, supplies, and a stipend/share of the loot. They also get a 50% cut of a share of the XP.
These types of NPCs are rare, only 1 out of every 100 inhabitants of a population is eligible.
Expert Hirelings are obviously Hirelings with extraordinary skills or education. Or training, as in the case of Mercenaries.
Mercenary Soldiers – Larger groups of trained soldiers, of a kind, accompanied by officers. 10 or more include a Serjeant (Level 1), 20-30 include two serjeants and a Leftenant (Level 2 or 3). Forty or more will include a Captain (Levels 5-8), plus Leftenants and Serjeants.
The Officers are paid a starting wage of 100 SP per level and are only available with the mercenary unit. They cannot be hired separately. If they are killed, it may be difficult to replace them. The mercenaries will likely leave the PC’s service.
________________________________________
As we approach the end of the year, I want to say “thank you” for reading my thoughts and rules ideas here. I truly appreciate the time, attention and especially the feedback I have received over the course of the year.
I have a lot of plans for 2022, and I’m looking forward to sharing them with you! In fact, if you are interested in miniatures gaming, you may want to take a look at my Youtube channel. It’s pretty new, but I will be recording some cool stuff about Chainmail and other miniatures-based games. (Click for Purple Druid Presents)
(Remember, if you find this interesting, your friends and other players might, too. Please consider sharing it!
Thanks again and have a great day!
Stephen