Dungeons and Dragons Expert Hirelings Cost Table

Dungeons and Dragons Expert Hirelings Cost Table

From Dragon Magazine, issue 184 is this awesome table giving costs to add a variety of hirelings to your Dungeon and Dragon Games. This was made for Advanced Dungeons and Dragons, or Second Edition by today’s numbering. But it should still be fairly accurate for newer editions, or even other fantasy game systems.

NWPs, or “Non-Weapon Proficiencies,” were a way to add non-combat skill checks to AD&D. Just use a relevant skill from your preferred system.

Dungeons and Dragons Expert Hirelings Table

And for explanation of the professions in the table they included this blurb below:

Many of these expert NPCs must possess nonweapon proficiencies to perform their duties. Suggested proficiencies are listed with each entry. Also, the Reading/Writing skill is common at many courts; assume that these hirelings have that skill if their duties require any sort of record keeping or any of the “business” of running a court.

Also, for any of the occupations here that involve apprentices, lackeys, etc., the masters’ relevant ability should be higher than those of his assistants to reflect his expertise (although prodigies are always possible).

Expert Hireling NPC Types

Accountant: An accountant is a specialist scribe who does calculations for business and bookkeeping purposes. Any business enterprise requires an accountant. Very large holdings or departments require a team of accountants under a chief accountant, who receives double pay. All accountants possess the Reading/Writing nonweapon proficiency (NWP) and also have some skill at mathematics (what we consider basic math— no algebra, geometry, etc.).
Almoner: An almoner supervises the disbursement of gifts to charities and the poor. Almoners handle all the clerics, charity-collectors, beggars, mendicants, cranks, and reformers seeking money and favors who often approach wealthy characters. Almoners, like accountants, have skill at mathematics.

Artist: Artists are skilled in the production of fine statues, busts, murals, or paintings. A work of art takes from a few days to many weeks to create. A huge sculpture or decoration of a palace can take years to complete. A few artists are masters who can produce a masterpiece that will bring acclaim to the artist and his patron. Artists will possess the Artistic Ability NWP.

Astrologer/Soothsayer: Astrologers, soothsayers, diviners, and fortune tellers are common in many rulers’courts. In a magical universe, it is possible to make useful predictions on occasion. The accuracy of a prediction depends on the expertise of the astrologer; some may be charlatans. Fortunes are often given in cryptic forms, and are liable to be misinterpreted. These NPCs possess the Astrology NWP.

Attorney/lawyer: In urban areas, citizens may need legal advice about taxes, debts, rights, property, or inheritance. Rulers will need expert information on the cases brought before them. Lawyers can be kept on retainer and are also paid a daily fee while preparing or arguing a case in court. If a PC gains a sum of money from legal action, the lawyer will take 30-50%. Some lawyers are famous (5%), charging 5 to 10 times the normal fee, but can increase the chance of a favorable verdict at the DMs’ option. Attorneys all have knowledge of local laws and customs (treat as the Religion NWP, except the relevant ability is intelligence and it grants legal, rather than religious, information).

Bard/Storyteller/Minstrel: Every court needs a talented bard who can tell stories or sing and play music. History, legends, and poetry are passed down through the verses of bards, who are also the court composers. An NPC of this type may (if not a member of the bard adventuring class) exhibit the Artistic Ability, Musical Instrument, or Singing NWPs. Bards may also have some knowledge of history or languages.

Chamberlain: A chamberlain is the official in charge of a nobles’ household. The chief butler and master of the wardrobe report to him. Very large households require several chamberlains. Chamberlains will certainly make use of the Etiquette NWP and perhaps have the Heraldry skill as well.

Champion: A champion is a fighter who accepts challenges on behalf of kings or rulers who cannot fight themselves, or for mages and other characters who cannot engage in personal combat with fighters. Champions expect to be well rewarded after each victory. Create and equip an appropriate warrior NPC for this role.

Chaplain: Every estate or castle should have a chapel and chaplain for the religious needs of its inhabitants. Adventuring clerics usually dont’ have the time for such work, so an NPC cleric can be hired, as long as he gets the usual salary, upkeep, fees, tithes, assistants, and so on. Chaplains will possess the Religion NWP, and some may also have knowledge of history, languages, or areas of special interest to their deity.

Cook: A lords refinement is often judged by the excellence of his dinner table. A cook requires at least one lackey (apprentice) to assist him. Cooks have the Cooking NWP.

Court Announcer: The court announcer regulates daily business at a nobles’ court. He announces visitors, observes protocol, schedules appointments, supervises audiences, and keeps his eye on guests. Announcers will have both the Etiquette and Heraldry NWPs.

Dance Master: Dancing is a skill that is expected of every well-bred aristocrat. The dance master instructs the pages and damsels of the household in the rudiments of dancing and also teaches new dances to the court. Such instructors possess the Dancing NWP.

Doctor/Physician: Doctors are skilled in the treatment of wounds and disease. Although clerics in the AD&D game perform the functions of doctors, DMs could have “healers” who cure wounds and diseases with the Healing, and possibly the Herbalism, NWPs.

Entertainers: Entertainers include actors, mimes, jugglers, acrobats, wrestlers, puppeteers, dancers, knife-throwers, animal acts, etc. Entertainment is expected at important social gatherings. Performers can be hired individually or in teams of 2-16. When a company has six or more members, there is a 25% surcharge to pay for the impresario, drivers, and lackeys. Famous troupes of entertainers fetch 2-4 times normal prices. Most troupes should have members who exhibit many of the following skills: Dancing, Singing, Musical Instrument, Juggling, Jumping, Tightrope Walking, and Ventriloquism.

Equerry/Stable Master: An equerry is an official in charge of a stable. He oversees the horse trainers and grooms, buys and sells horses, buys fodder, and maintains the stable. An equerry is needed if a stable has 30 or more horses. Such an NPC will possess the Animal Training and Animal Handling NWPs for horses (or whatever mount is most common in the campaign).

Falconer: A falconer specializes in the care of falcons and hawks. One falconer can care for four birds. For every two additional birds, he requires a lackey. Falconers will have the Animal Handling and Animal Training NWPs appropriate to the type of birds used.
Gatekeeper/porter/doorwarden: The gatekeeper greets visitors, makes arrangements for their stay, and maintains the gates and drawbridges in good operating conditions. Such an NPC will have the Heraldry NWP and may possess some knowledge of drawbridges, gears, etc. (Engineering NWP).

Gentlemen- or lady-in-waiting: Gentlemen- and ladies-in-waiting are persons of noble birth who serve as assistants, companions, and bodyguards to a ruler. A minor noble might have 1-3 gentlemen-in-waiting; a king, up to 50. Such NPCs will possess a wide variety of NWPs, but Etiquette is mandatory.

Herald: Heralds are skilled in the usages of heraldry, diplomacy, and chivalry, and hence possess the Heraldry NWP. There is often a hierarchy of apprentices (pursuivants), heralds, and chief heralds at larger courts. Chief heralds receive five times normal pay and pursuivants earn one-half that of a herald.

Horse or Animal trainer: Animal trainers are skilled in the care, training, and breeding of animals. Normal training takes three months, with the trainer able to handle up to six animals. War training requires an additional three months, with three animals being the limit that can be trained at once. One horse trainer is needed to care for every 40 horses in a stable.

Hunting Master/Huntsmen/Houndsmen: A hunting master is necessary to make arrangements for and to lead a hunt. The hunting master supervises the huntsmen, all of whom have the Hunting NWP. Houndsmen exhibit Animal Training and Animal Handling skills for hunting dogs. Other common NWPs these NPCs could possess are Direction Sense, Fire-Building, Fishing, Riding Land-Based, Set Snares, Animal Lore, Survival, Tracking, or Weather Sense.

Jester: Jesters provide entertainment and keep themselves well informed of court gossip. They can give advice and defuse possibly hostile situations through humor. Jesters may also be skilled in magic-use and thieving. Jesters should have NWPs similar to those listed under “Entertainers.”

Librarian: A librarian is needed to organize and care for any large collection of books and scrolls. Librarians can maintain written records; read languages; identify authors, handwriting, dates and places of publication; and repair and restore damaged books. In addition to the Reading/ Writing NWP, librarians are often sagelike storehouses of information about history and languages.

Maid/Butler/Servants/Lackeys: Maids and butlers clean and care for buildings. A maid is needed for every eight apartments, and a butler for each large hall. The chief butler (major-domo) works with the chamberlain, head chef, steward, and master of the wardrobe to assure the smooth functioning of the household. These servants should have the Etiquette NWP.
Every castle requires a barber, who often doubles as a surgeon. Such an NPC may possess the Healing or Herbalism NWPs. Noblewomen may need a hair-dresser and seamstress, the latter of whom should possess the Seamstress/ Tailor NWP. Each carriage must have four coachmen, and a sedan chair requires four to eight footmen. Grooms are necessary to care for each one to four horses, and formal gardens require a gardener who may possess the Agriculture or Herbalism NWPs. The servant/lackey category also includes cupbearers, servers, chamber-valets, ushers, messengers, laundry women, etc. These types generally display few talents, though exceptions to the rule are always possible.

Master/Mistress of the Wardrobe: The master or mistress of the wardrobe is responsible for the care of a nobles’ clothing and private chambers. He or she also disburse the lords private funds for personal and miscellaneous expenses. Etiquette is an important skill for these NPCs, as is some skill at math.

Musicians: Musicians include flute players, lutists, drummers, horn-players, singers, bagpipers, harpers, fiddlers, etc. They are needed for balls, dances, masques, and the like. Musicians usually perform in groups of four to 12 members. If there are more than six musicians, they will be led by a music master who receives double pay. Five percent of musicians are virtuosos who perform alone and receive 10 times the normal pay. All musicians have the Musical Instrument NWP, possibly with multiple instruments (which would require multiple proficiency slots).

Nurse: Children of noble families are cared for by a nurse. Each nurse may look after up to four children.

Oratar/Rhetorician: Orators are professional speech makers. They may be hired to make speeches on a characters’ behalf, or may be hired on a monthly basis to teach oratorical skill. Each month a character takes oratory lessons (with several lessons a week), he receives a cumulative chance equal to his intelligence to receive Oratory skill, if he has a nonweapon proficiency slot available. Oratory skill gives a +20% reaction adjustment when making speeches in noncombat situations to those who can understand what the orator is saying.

Page/Squire: Leading noblemen or rulers often have dozens of pages and squires, as their vassals are eager to send their sons to be educated and learn chivalric skills. They serve as messengers, aides, and servants to lords and ladies, and they form a guard of honor. Pages are usually adolescents with little combat skill; squires are older and may be 1st-level warriors. Both pages and squires may also have some Riding, Heraldry, or Tailoring skill (for sewing torn tabards, etc.).

Poet Laureate/Court Chronicler/Writer: A poet composes verses for any subject or occasion, and a court chronicler records events and supervises the archives. They may be sent as envoys because of their knowledge of etiquette and diplomacy. All writers must possess the Modern Languages and the Reading/Writing NWPs; some may be members of the bard class.

Scholar/Professor/Philosopher: Scholars are specialized men or women of learning. They may answer questions as sages in one field with a -2 penalty that is cumulative with any other penalties, but they require only half the upkeep and pay of sages. Select appropriate fields of study for such NPCs, according to your campaigns’ background.

Scribe/Clerk: Scribes maintain records, copy documents, and take dictation. For every 100 soldiers in a fortress, one scribe will be required to assist the officers in making muster lists, payrolls, inventories, and in writing orders. Scribes might be needed to assist the seneschal, chamberlain, equerry, librarian, almoner, secretary, attorney, scholar, master of the wardrobe, etc. All scribes exhibit the Reading/Writing NWP.

Secretary: A secretary is a type of scribe who personally assists a ruler or noble in the day-to-day operations of his domain. The secretary is knowledgeable in administration, screens visitors, makes appointments, handles documents, channels communications, and supervises other clerks. The Reading/Writing NWP is important for this NPC, as is the Etiquette NWP and familiarity (knowledge) of the rulers’ interests, hobbies, etc.

Steward/Seneschal: A steward or seneschal is needed for every castle, business, estate, fief, or office belonging to a character that he does not personally supervise. Very large estates or fiefs will require several stewards, headed by a grand seneschal or chief steward. Stewards need a variety of skills, although a highly skilled staff is a great boon as well.

Teacher/Tutor: A teacher instructs children between the ages of six and 16. A teacher may have up to 12 students in a class. Teachers should have at least some of the following NWPs (though others are possible): Reading/Writing, Local History, Ancient History, Modern Languages, Ancient Languages, and Math.

Trumpeters/Drummers/Standard Bearers: Trumpeters and drummers are needed to play marches and fanfares at parades, tournaments, speeches, coronations, executions, and funerals. They also make signals in battles. Musical Instrument skill is essential.

A standard bearer is a soldier, usually a sergeant, who carries a lords insignia into battle to rally soldiers. Carrying a standard into battle requires no special skills, but an unusually large amount of bravery is helpful.

Bibliography
Bishop, Morris. The Middle Ages. American Heritage Press: New York; 1970.

Bloch, Marc. Feudal Society. University of Chicago Press: Chicago; 1961.

Dickens, A. G., ed. The Courts of Europe. McGraw-Hill: New York; 1977.

Tuchman, Barbara W. A Distant Mirror. Ballantine Books: New York; 1978.

D20 Steampunk Game

D20 Steampunk Game

Games will be run at Gamestorm 19, in Portland Or. Date and time TBD.

Background

Books used:
D20 Modern
Ultimate Arcane Spellbook
Sorcery & Steam
D20 Modern – Past
Steam & Steel
Imperial Age – Gamemaster’s Guide

Solar System

The Solar System is a giant Orrery. A huge brass pin goes through both poles and connects a brass circle around the Earth. This in turn connects to an Equatorial brass gear that turns the Earth. A huge system of gears turns the Earth; it’s moon and the entire Solar System around the Sun.

Ether

In November of 1860, Men of the American Gun Club, fresh off their mechanic victories of obtuse dimensional canons deployed on the Russian front, resolve to build the “Columbiad” a canon capable of shooting a projectile to the Earth’s moon. The purpose of this invention is to examine the Moon and the exact device that keeps it encircling the Earth. The 274 meter long canon propels the 20,000 pound projectile with three passengers aboard into the Earth’s atmosphere and towards the Moon.
Unfortunately the projectile missed the Moon, looped back around and crashed into the Pacific Ocean off of Spanish San Francisco. Most members of the club were simply happy that the experiment succeeded and the passengers were alive and well.
But one, Jules Verne, could not stand to let the mystery lie. After 13 months of Scientific experimentations, he proclaimed his discovery of the Ether in the New York Journal of Astronomy. Fellow Astronomers almost immediately confirmed it’s existence, and six months later the British Navy had commissioned a Board of Inquiry into development of a means of travel in the Ether.
Within a few years, all the major European powers have a presence on Mars, the closest planet with a breathable atmosphere.

The material called the Ether surrounds the Planets. It’s thickest near planets, moons and the brass gears and workings. The Ether has a slight electrical charge to it and is breathable, although characters will become fatigued if they do not get fresh oxygen within six hours.

There are also pockets of “Collapsed Ether” which are highly flammable, and devoid of any air.

Politics

Since the European nations were never able to expand to the east by sea, there was a lot more political infighting and wars across Eurasia. Russia struggles to maintain it’s hold on lands with enemies on all sides.

Britain, Spain and France fought over the Americas, with Britain coming out as the clear winner in the 1770’s. Spain still maintains holdings in Mexico, Texas and the South Western States while Britain holds the east and Canada. The line between the two nation’s colonies lies somewhere in the plains area and will most likely continue to be a point of contention in the future. France has long lost or sold all its colonies in the Americas to fund it’s continued wars against the Ottoman Empire.

In the Pacific, China, India and Japan have fought hard over every resource available. All three nations mount vast armies, luckily they are too fragmented to join together and push west. The Pacific nations do not have steam technology yet.

Religion

Hinduism, Judaism, Catholicism, Islam, Buddhism, Christianity all exists with their respective good and bad points.

Magic

Hermetic Magic exists, but hundreds of years of prosecution by Christianity has driven it under ground and even eliminated entire schools. Clubs and Societies exist to explore and teach Hermetic Magic under the guise of “Science.” The Free Masons, Knights Templar, Lunatic Science and Drinking Club, and many others are examples of such. The downside is that many of these clubs are more theoretical then practical and can have a heavy dose of pseudo-magic mixed with pseudo-science.

Shamanistic Magic exists via the untainted traditions of native peoples recently “discovered” by Western “Civilization” such as the Natives of the still mostly unexplored Americas. When found Church practices attempts to outlaw and wipe it out. Like Hermetic magic, it can often survive underground, or be corrupted and integrated into Divine Magic.

Divine Magic is granted by each of the Gods to members of its religion. The Church sanctions divine magic. Only religious figures may wield it, and only with enough devotion and study. Those who are not affiliated with the Church but are able to wield Divine magic are deemed heretics and burned or tortured.

Technology

Steam power has been used on an industrial level across Europe and the western Parts of Russia for many years. Steam Power is present in the larger American Cities although it still lags behind Europe and especially Britain. It’s been used as propulsion in ships for about ten, and only in the last five years has it been applied to air ships and Zeppelins.

Steam Power is becoming a force in it’s own right as it’s applied almost daily in ways never imagined before, and advanced metallurgy techniques enable it to become smaller and more efficient.

Air ships are simply regular wooden ships that have had their masts and sails replaced with hydrogen air balloons. These are propelled through the air via steam powered propeller blades in the rear. The engines are still powered by coal, but the extra room saved from not needing ballast provides ample storage for the coal. Once Airborne into the ether, sails are deployed from the main balloon and ship. Using the currents in the Ether, and the propellers, the ship can move extremely fast from one place to another.

Once in the Ether Air Ships release pure dephlogisticated air from compressed tubes stored below desks. Due to the nature of the Ether, the air stays with the ship, as do items thrown overboard.

Pockets of “bad” or Collapsed Ether exist. Their presence so far is unexplained, although several theories abound. Their size is variable and so far the few that have been found are well marked on Astronomy maps. Entering one has various effects. These include; a lack of breathable air, to technology stopping (and in some cases, extremely damaging) affects, to wild magical affects.

Solar System

The Earth’s moon remains uninhabited, except for a few hardy miners. The moon’s atmosphere is not enough to hold in sufficient air so those who work and live there need to wear repurposed diving equipment to be outside of long. Otherwise they live inside small heavily tarred and pitched wooden buildings.

Britain does maintain a small Fort here, Fort Wales. It’s built bigger then needed as it was originally designed to maintain a full company of men. Forty soldiers mostly on light duty now hold it. Being assigned here is seen as a punishment.

Britain, France, Spain, Prussia and Russia all have forts on Mars. Garrisoned by 100-200 soldiers, except for the British Fort, which has about 500 troops.

No nation has yet to visit any of the other planets, although plans are of course under weigh do do so.

Martian Climate

Mars is habitable near the poles to the 45th latitude. Daily temperatures hover between 110 degrees in the Martian winter to 145 during the summer months. Between the 45th and the Equator, the daily temperatures reach 180 degrees or hotter. Most inhabitants follow the Spanish custom of a mid-day siesta during the hottest part.

The air is thin and makes breathing rather hard. Care is taken to make sure buildings are airtight. Compressed air is released daily into buildings and doors are sealed with a double door airlock arrangement. Streets between buildings are shaded with canopies. Some of the larger streets are additionally cooled with steam powered fans placed up wind.

Fort George

The British Fort, named Fort George is also by far the largest physically. A town of about 1000 civilians sits at it’s foot. The original fort has been upgraded from a moat and wall 5-point star configuration to a more stout and traditional stone affair with large walls and cannons that protect the fort and town.

In the town of Fort George are offices and a warehouse of the Martian Fur Service, a British Factor, three Sutter stores (general goods,) and a small theater. About 25% of the residents of the town are engaged in farming. 50% are engaged in the burgeoning Fur Trade (a small mink like animal that practically walks up to humans still,) and the rest are storekeepers and various other businesses that are meant to separate soldiers and settlers from their hard earned money.

Martians

Martians are misnamed as Selenites. The first explorers expected to find life on the Earth’s Moon. Disappointed they applied the Lunar Citizen’s name to the Martian natives.

The Selenites are a race of short lizard people. They are tool-using, omnivores that live in small tribes of 10-30 individuals. Their tools consist of spears, obsidian knives, and digging tools. Little else is known about them other then they have a primitive language that some can communicate in.

The predominant predator is an animal that looks to be a cross between a crocodile and the Americas Porcupine.

Gamestorm – Seattle:Torchwood Game

Gamestorm – Seattle:Torchwood Game

Game will be run at Gamestorm 19. Time/date TBD

Based on the popular British TV Show, Torchwood, characters play members of the Seattle Branch of the Torchwood Institute. The Rift has been unexplainably growing and the Jack Harkness was forced to setup a branch of this Secretive Organization in Seattle. But unknown forces within the US Government have stepped in and taken overt control of the Seattle Branch with the goal of reaping the benefits of any Rift technology that appears.

The game starts just after the Secret Service has taken over the Seattle Branch, and provided significant new resources for their primary missions.

Secret Service Welcome Letter

Mission Profile Letter

Good luck, Agents!

RPG Tables: Random Gangs and Guilds generators

RPG Tables: Random Gangs and Guilds

As a DM, there are a number of times when you need to add an organization for flavor, game plots, or as a starting point for a major nemesis, or organization for characters to belong too.

Random Gangs and Guilds

In that spirit, the good fellows over at Reddit’s D&D Behind the Screen created random generation tables for the following types of groups.

  • Assassins’ Guild
  • Bandit Bands
  • Outlaw Bands
  • Robber Bands
  • Pirate Crews
  • Poacher Bands
  • Smuggler Bands
  • Urban Gangs
  • Please comment below for other types of organizations you’d like to see here.