Hirelings and Henchfolk: The Forgotten Art of Adventuring Smart


Introduction


Encumbrance and incompetence, two things you dont want with you when travelling into the wilderness and especially not in a dungeon. This week as I continue my conversions of old school D&D material and methodologies for use with GURPS 3rd edition I wanted to focus on a now a days often overlooked but extremely useful aspect of old school adventuring, the use of hirelings and henchfolk.

After twenty years behind the screen running everything from AD&D to GURPS campaigns, I've watched countless parties stumble into dungeons woefully unprepared, their packs overflowing with gear they can barely carry, missing crucial skills that could save their lives. Modern gaming has somehow convinced us that the "heroic four-person party" is the gold standard, but any grognard worth their salt knows better. The smart adventurers of yesteryear understood a fundamental truth: you don't go into a deadly dungeon alone, and you certainly don't go in understaffed.


The Mathematics of Survival

Let's talk numbers, because GURPS players appreciate good math. Your average starting character in GURPS has maybe 100-150 points to work with. That's enough to be competent in a few areas, but dungeons don't care about your limitations. They demand expertise in lockpicking AND trap detection AND climbing AND swimming AND a dozen other skills that could mean the difference between treasure and a TPK.

In AD&D, this was understood implicitly. A 1st level fighter had precious few hit points and even fewer options. Smart players hired torch-bearers, porters, and specialists because they knew their characters weren't superhuman. GURPS, with its realistic skill system and detailed equipment rules, actually makes this need even more apparent. When you're tracking every pound of gear and every point of encumbrance penalty, suddenly that hireling willing to carry your rope, rations, and backup weapons starts looking like the smartest investment you've ever made.


Beyond Pack Mules: The Tactical Advantage

But hirelings aren't just walking storage containers—they're force multipliers. That torchbearer lighting your way also serves as an extra pair of eyes for spotting danger. The porter hauling your equipment can also haul your wounded comrade out of the dungeon. The hireling archer in the back rank turns your four-person party into a five-person party, and in GURPS terms, that's 25% more actions per turn, 25% more skill rolls, 25% more chances to succeed where failure means death. I've run scenarios where a simple hireling with Observation-12 spotted the concealed pit trap that would have claimed the party's scout. I've seen porter-turned-hero drag an unconscious mage to safety while the "real" adventurers battled a troll. These aren't exceptions—they're the natural result of having more competent people in dangerous situations.


The Skills Gap Solution

GURPS makes skill specialization both necessary and expensive. Your thief might be a master lockpicker, but what happens when you need someone to appraise that suspicious gem, or identify the heraldry on that ancient shield, or speak the local dialect to gather information? In old school play, you hired specialists. Need to explore underwater ruins? Hire a diver. Heading into kobold territory? Find someone who speaks their language. Planning to scale the Tower of Despair? Better bring along someone with Climbing at a decent level.

The beauty of GURPS is that these specialists don't need to be 150-point characters. A hireling built on 50-75 points can still have a crucial skill at 15+ if that's their area of expertise. They're not there to steal the spotlight—they're there to fill the gaps that keep parties alive.


Managing the Human Element

Now, experienced GMs know that NPCs aren't just stat blocks with legs. They're people with motivations, fears, and breaking points. A good hireling system creates roleplaying opportunities and tactical decisions that enrich the game. Do you push deeper into the dungeon knowing your torch-bearer is terrified? How do you react when your most trusted henchman questions your leadership? What happens when that loyal porter falls in love with the cleric?

In GURPS terms, this translates beautifully through the Loyalty rules and reaction rolls. A hireling's effectiveness isn't just about their skill levels—it's about how much they trust you, how well you've treated them, and whether they believe the job is worth the risk. I've seen players invest more emotional energy into keeping their hirelings alive than protecting their own characters, because they understood these NPCs had become part of their adventuring family.


The Economics of Smart Play

Here's something modern players often miss: hirelings are cheap insurance. In AD&D gold piece economy terms, hiring a torch-bearer for a dungeon delve cost less than a decent sword. In GURPS, the economics work even better. A skilled hireling might want $50-100 per day plus a share of treasure—pocket change compared to the value of the equipment they help you recover, or the life they help you save.

And unlike equipment, hirelings grow with you. That nervous torch-bearer who survives their first few adventures becomes a seasoned veteran. The porter who proves their courage in a tight spot might earn a promotion to a larger share and better equipment. Over time, your stable of reliable hirelings becomes one of your party's greatest assets—a network of skilled, loyal allies who know your methods and trust your judgment.


GURPS 3rd Edition Hirelings

Torch Bearer / Porter

Basic laborer for carrying equipment and providing light

Attributes: ST 11, DX 10, IQ 9, HT 11
Skills: Hiking-10, Climbing-9, Scrounging-9
Equipment: Torch, tinder & flint, large sack, basic clothing, belt knife
Cost: $2/day + food
Notes: Can carry 26 lbs without penalty. Reaction -2 (skittish). Will flee at first sign of real danger.

Linkboy

Specialized torch bearer with better courage

Attributes: ST 10, DX 11, IQ 10, HT 10
Skills: Hiking-10, Stealth-10, Area Knowledge-12
Equipment: 3 torches, hooded lantern, oil (2 pints), tinderbox, dagger
Cost: $3/day + food
Notes: Reaction +0 (average courage). Knows local area well. Will stand ground against minor threats.

Man-at-Arms

Professional soldier for hire

Attributes: ST 12, DX 11, IQ 10, HT 12
Skills: Sword-12, Shield-11, Crossbow-10, Tactics-9, Leadership-9
Equipment: Chainmail (PD 3, DR 4), medium shield, broadsword, light crossbow, 30 bolts, dagger
Cost: $10/day + food + equipment maintenance
Notes: Reaction +2 (experienced, reliable). Experienced fighter. Will follow reasonable orders into danger.

Scout

Wilderness guide and advance reconnaissance

Attributes: ST 10, DX 13, IQ 11, HT 11
Skills: Bow-13, Stealth-13, Tracking-12, Survival-12, Camouflage-11, Climbing-11
Equipment: Leather armor (PD 1, DR 1), short bow, 40 arrows, hunting knife, rope (20 yards), basic survival gear
Cost: $8/day + food
Notes: Reaction +1 (competent outdoorsman). Excellent for reconnaissance and hunting. Knows wilderness survival.

Pack Handler

Animal handler for mules, horses, and pack animals

Attributes: ST 11, DX 10, IQ 10, HT 11
Skills: Animal Handling-13, Veterinary-11, Packing-12, Riding-10
Equipment: Whip, rope, basic veterinary supplies, feed for animals
Cost: $5/day + food + animal feed costs
Notes: Reaction +1 (good with animals). Can manage up to 4 pack animals effectively. Animals have +2 to reaction rolls with him.

Teamster

Driver for wagons and carts

Attributes: ST 12, DX 10, IQ 10, HT 11
Skills: Driving-12, Animal Handling-11, Mechanic (Wagon)-10, Navigation-9
Equipment: Whip, basic tools for wagon repair, good clothes
Cost: $6/day + food + wagon/animal costs
Notes: Reaction +1 (steady worker). Can handle heavy wagons through difficult terrain. Knows trade routes.

Hireling Priest

Low-level cleric for healing and spiritual needs

Attributes: ST 9, DX 10, IQ 12, HT 10
Skills: Theology-13, First Aid-12, Physician-10, Staff-9
Powers: Minor Healing (costs 2 fatigue, heals 1d-2 damage), Detect Evil
Equipment: Robes, holy symbol, quarterstaff, healing herbs, prayer book
Cost: $12/day + food + donations to temple (10% of treasure found)
Notes: Reaction +0 (pious but cautious). Will not fight except in self-defense. Requires daily prayers.

Sellsword

Experienced mercenary warrior

Attributes: ST 13, DX 12, IQ 10, HT 12
Skills: Two-Handed Sword-14, Shield-12, Crossbow-11, Tactics-10, Intimidation-11
Equipment: Scale armor (PD 3, DR 3), two-handed sword, large shield, heavy crossbow, 20 bolts, dagger
Cost: $15/day + food + equipment maintenance + 10% share of treasure
Notes: Reaction +3 (veteran mercenary). Veteran fighter. Expects fair treatment and good pay.

Thief/Burglar

Professional criminal for locks and traps

Attributes: ST 10, DX 14, IQ 12, HT 10
Skills: Lockpicking-14, Traps-13, Stealth-14, Climbing-13, Knife-12, Pickpocket-13
Equipment: Leather armor, lockpicks, small tools, rope, grappling hook, throwing knives (3)
Cost: $20/day + food + 15% share of treasure + "finder's fees" for special items
Notes: Reaction +0 (professional but untrustworthy). Will disappear if things go badly. Excellent for dungeon exploration.

Apprentice Wizard

Young mage with limited spells

Attributes: ST 8, DX 10, IQ 14, HT 9
Skills: Magic Theory-14, Research-13, Staff-8, various magic skills at 12-13
Spells Known: Light, Detect Magic, Magic Missile, Sleep, Shield
Equipment: Robes, staff, spellbook, spell components, dagger
Cost: $25/day + food + 20% share of treasure + first pick of magic items for study
Notes: Reaction -1 (young and inexperienced). Fragile but useful. Needs 8 hours rest to recover spell fatigue.

Sage/Scholar

Learned individual for research and knowledge

Attributes: ST 8, DX 9, IQ 15, HT 9
Skills: Research-16, History-14, Occultism-13, Archaeology-12, various other academic skills
Equipment: Books, writing materials, magnifying glass, basic tools for research
Cost: $30/day + food + access to libraries/research materials
Notes: Reaction -2 (frail academic). Non-combatant. Invaluable for identifying artifacts and historical knowledge.

Engineer/Sapper

Specialist in fortifications and siege work

Attributes: ST 12, DX 11, IQ 12, HT 11
Skills: Engineer-14, Explosives-12, Architecture-11, Mathematics-12, Pickaxe-11
Equipment: Tools, measuring instruments, rope, pulleys, basic mining equipment
Cost: $18/day + food + materials for projects
Notes: Reaction +1 (skilled craftsman). Can build siege engines, undermine walls, design fortifications.

Ship's Crew Member

Sailor for water-based adventures

Attributes: ST 11, DX 12, IQ 9, HT 12
Skills: Seamanship-13, Climbing-12, Swimming-11, Knife-10, Navigation-9
Equipment: Sailor's clothing, belt knife, rope, basic sailing gear
Cost: $4/day + food + grog allowance
Notes: Reaction +0 on water, -2 on land (dislikes landlubber work). Essential for ship operations.

Hunting Guide

Expert tracker and wilderness survival specialist

Attributes: ST 11, DX 13, IQ 11, HT 12
Skills: Tracking-15, Survival-14, Bow-13, Stealth-12, Animal Handling-11, Weather Sense-12
Equipment: Studded leather armor, longbow, 50 arrows, hunting knife, survival gear, snares
Cost: $12/day + food + bonus for successful hunts
Notes: Reaction +2 (wilderness expert). Can feed party through hunting. Knows animal behavior and weather patterns.

Camp Cook

Maintains party morale through good food

Attributes: ST 10, DX 11, IQ 11, HT 10
Skills: Cooking-14, Scrounging-12, Merchant-10, First Aid-9
Equipment: Cooking pots, utensils, spices, preserving supplies
Cost: $5/day + food budget (adds 50% to food costs but improves quality)
Notes: Reaction +1 (appreciated skill). Good meals provide +1 to morale checks. Can preserve food and forage for ingredients.

General Hiring Notes

Reaction Roll Modifiers

  • Make reaction checks when hirelings face serious danger or moral dilemmas
  • Initial hiring uses the listed reaction modifier
  • Good treatment and success improve future reaction rolls
  • Poor treatment or repeated failures reduce reaction rolls

Loyalty Factors

  • Pay on time: +1 to loyalty rolls
  • Share treasure fairly: +1 to loyalty rolls
  • Good treatment when injured: +2 to loyalty rolls
  • Abandon them in danger: -3 to loyalty rolls
  • Cheat them on pay: -2 to loyalty rolls

Equipment Notes

  • Hirelings maintain their own basic equipment
  • Party should provide specialized gear if needed
  • Weapon and armor upgrades may increase hiring costs
  • Lost equipment must be replaced at party expense

Experience

  • Long-term hirelings may improve skills over time
  • Exceptional service might lead to permanent employment
  • Some may become full party members eventually



The Lost Art of Command

Perhaps most importantly, managing hirelings teaches players leadership skills that modern gaming often ignores. When you're responsible for other people's lives, you think differently about risk and planning. You learn to delegate, to play to people's strengths, to maintain morale under pressure. These are skills that make you a better player and create richer, more thoughtful gameplay.

In my GURPS campaigns, I've watched shy players blossom into confident leaders through managing their henchfolk. I've seen tactical-minded players develop entirely new strategies built around their hirelings' capabilities. The game becomes bigger, more complex, more interesting when you embrace the reality that heroes don't operate in isolation.

Bringing Hirelings Into Your GURPS Game

The transition from old school D&D hiring practices to GURPS is remarkably smooth. Use the reaction rules to determine availability and initial loyalty. Build hirelings as lower-point characters focused on specific skills or roles. Let their competence and loyalty grow through successful adventures and good treatment.
Most importantly, don't be afraid to give them personality and agency. The best hirelings aren't just tools—they're supporting characters who can surprise, delight, and occasionally save the day. They're the reminder that in a world full of monsters and mysteries, sometimes the smartest thing you can do is make sure you're not facing them alone.

After all, there's nothing heroic about dying in a dungeon because you were too proud to hire help.


Questions for Discussion

I'd love to hear from fellow GMs and players about your experiences with hirelings and henchfolk. Drop your thoughts in the comments:


For the GMs:

How do you handle hireling loyalty when the party makes questionable moral choices? Do your torch-bearers stick around when the "heroes" start acting like bandits?

What's the most creative use of a hireling you've seen in your campaigns? Has a simple porter ever saved the day in an unexpected way?

How do you balance hireling NPCs so they're useful without overshadowing the player characters? Where's that sweet spot between helpful and scene-stealing?


For the Players:

What's stopped you from using hirelings in your games? Is it the extra bookkeeping, the cost, or just never thinking of it as an option?

If you've used hirelings before, which types proved most valuable? The combat support, the skill specialists, or the simple pack-carriers?

Have you ever had a hireling become so important to your party that you'd risk a dangerous rescue mission to save them?


For Everyone:

In your experience, do hirelings make the game more complex and interesting, or do they just slow things down with extra NPCs to manage?

How would you convince a modern gaming group that's used to "balanced four-person parties" to give the old-school hireling system a try?


System-Specific Questions:

For those who've played both D&D and GURPS: which system handles hirelings better, and why?

What house rules have you developed for managing large groups of NPCs without bogging down combat?


Share your stories, your disasters, your triumphs, and your favorite hireling builds. Let's keep this conversation going and maybe convince a few more parties that smart adventuring means never going it alone!

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