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NicktheSkeletonKing
@NicktheSkeletonKing

Each time you go back to town and seek out Hirelings, there are 2d3-3 special Hirelings present.

Ritualist Hirelings: Professionals who always succeed at casting their rituals. After casting, roll a d6. If the result is equal to or less than the number of rituals they have cast today, they are too exerted to cast any more.

Special Hireling Table (d20)

1: Deadeye Edd, Sellsword, 25sp per day, 2HD.
Wields a Heavy Crossbow. Give him 2d6 minutes and he will line up a shot that won’t miss and deals 3d6 damage. Don’t roll how long it takes until he commits to it.

2: The Unnamed Master, Sellsword, 100sp per day, 5HD.
Cannot fail Morale Tests while they see a monster with more HD than them, cannot turn down a fight with a monster with more HD than them.

3: Irene Scar-hand, Sellsword, 20sp per day, 3HD.
Wields Bloodbright, a longsword whose blade glows like a torch while wet with blood. +2 to Morale tests if someone else volunteers to wet the blade if required.

4: Brenda the Breaker, Sellsword, 15sp, 2HD.
Doesn’t attack, but wrestles with her targets. They must save or be pinned, granting advantage to attacks targeting them.

5: Pel, Sellsword, 6sp per day, 1HD.
A scrawny kid, but has something to them. If they ever roll 10+ their HD exactly on a test, they realise some of their potential and gain 1HD. Double the rate they ask for. When they reach 6HD, they will go off on some damn fool quest to become king by their own hand.

6: “Special Job” Jackson, Sellsword, 10sp per day, 3HD.
Will grab the first piece of valuable loot (200sp or more) and fucking book it, never to be seen again.

8: “Jumpy” Jonaz, Guide, 4sp per day, 1HD.
2 in 6 chance to detect surprise encounters or ambushes. Occasionally gets false-positives.

9: Dependable Stitches, Guide, 1sp per day, 3HD (pretends its just 1 though).
Secretly wears medium armour. Will lead the party into a dangerous area and abandon them, hoping to loot their corpses in a week or so.

10: Beggar the Bagman, Torchbearer, 2sp per day, 2HD.
Insufferably cheerful. Always has candles if nothing else.

11: Aneia the Mule, Torchbearer, 10sp per day, 3HD.
Has 12 inventory slots, never tires.

12: Dodger Dixit, Torchbearer, 4sp per day, 1HD.
Has an exceptional nose. If plausible, d3 items in their pack are destroyed instead of Dodger dying.

13: Gutsy Ulvar, Torchbearer, 3sp per day, 3HD.
Advertises that he knows the Sigil of Sealing Stone, and will cast it for 25sp. Secretly also knows the Word of Instant Escape, and won’t hesitate to use it on a failed Morale Test.

14: Enduring Esther*, Tunneldigger, 20sp per day, 2HD. Digs twice as much as a regular digger. Uncanny tendency to survive things that would kill most others (15 in 20 chance to survive death, if even slightly reasonable to have done so).

15: Lucky Lucky, Tunneldigger, 4sp per day, 1HD.
Exceptionally lucky. When digging, finds small gemstones (2d6x10sp each) every d6 hours of work and pocket them as “finders-keepers”.

16: Quinoa the Securer, Ritualist, 60sp per day, +30sp per ritual cast, 1HD.
Knows the Ceremony of Revealing Silence and the Sigil of Lingering Alarm. Just wants to make it out alive with some cash, very eager to offer more spells, discounting them if necessary.

17: “Pyrotechnics” Pelles, Ritualist, 30sp per day +10sp per ritual cast, 3HD. Knows the Word of Combusting Light and the Sigil of Summon Bears. Does it for the love of the job.

18: Doctor Rumsbuckle, Ritualist, 50sp per day, +25sp per ritual cast, 2HD.
Knows the Word of Evading Noise and the Word of Revealing Stone. Insufferable know-it-all git.

19: Felicia the Necrologist, Ritualist, 40sp per day + 20sp per ritual cast, 2HD.
Knows the Word of Speaking Dead and the Word of Preserving Flesh. Seeks unusual/cursed bones.

20: The Gelatinist, Ritualist, 40sp per day + 20sp per ritual cast, 2HD.
Knows the Ceremony of Wandering Ooze, and the Ceremony of Rotting Swarm. Doesn’t mind (nay, relishes) the chance to get dirty.


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