NPC Hirelings : Ultra-competent or instantly dead?


Pathfinder First Edition General Discussion


As a GM, I'm always of two minds on this point. On the one hand, I'd like for my players to head down into the dungeon du jour without having to worry about their horses and baggage. On the other hand, coming back to a butchered campsite is such an easy quest hook that it can be hard to resist.

I therefore come to you with this question: When your players put hirelings in charge of guarding camp, how do you handle it? Is it better to handwave NPCs' low combat prowess and just assume that the horses and luggage and fancy carriage are ready and waiting when the party returns, or are they fair game for random monster attacks?

(Comic for illustrative purposes.)


Random encounters are fine... they come back, one NPC guard is dead (probably the Rogue), camp is messed up, and there's an owlbear roasting on the fire as the NPC Bard sings a sad song. The carriage is fine, the loot safe, but there is actually still a world out there even when the party closes their eyes.

In Kingmaker, you have to put A LOT of faith in your NPC's to their jobs in the background. As a party, you can do a lot, but it's just not possible to guard an entire kingdom by yourself.

But, to answer the question posed in the title... neither ultra competent, nor instantly dead. Generally, the NPC's readily available to help the party serve a purpose... like Trapfinding or Tracking or something like Bardic Knowledge. They are generally set up to be helpful in a team environment, and thusly, should work well when left together without the party present. Without running the actual scenario, you can imagine lots of Aid Another, clever cat and mouse games, and an overall smart/safe fighting style from NPC's.


VoodistMonk's random encounter idea is how i would generally go.

If i can't pre-run the battle because i lack the time or it caught me off-guard, i would just roll a few dice to see how the battle go, adjusting with how powerful the encounter is very the NPCs and try to be fair. Otherwise, if the PCs just let their horses and luggages alone, i would just roll to see if they gets stolen.

They competence would depend on who they actually are and how much the PCs paid for them compared to what are they trying to fight off. A guard with a 1 gold piece per day salary would likely not attempt to fight off a dragon trying to steal the party stuff.


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Honestly, I'm confused by the premise.

Now admittedly, my group doesn't really ever talk about what we're doing when we're setting up camp or breaking down, but we just assume everyone carries their belongings and if you can't carry it then it get's left behind. Else, get a bag of holding.

There's no carriage or stuff left behind. Maybe some horses, if some players rode non-animal companion horses and we don't have a way to teleport yet, and for some reason we didn't walk.


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Currently, across three campaigns I'm running and over the course of several years of gaming with these folks, my players have hired a total of 2 hirelings, and one they fired almost immediately. There is no leaving NPCs behind unless its safely tucked away in a major settlement, surrounded by other, more powerful NPCs.

Also, my players don't make base camps. They travel light, prioritize some spellcaster in the party always taking Craft Wondrous by level 3 and then prioritize the crafting of the cheapest storage magic items they can afford to make. They don't use vehicles and the only animals in these parties are Animal Companions, Familiars or Mounts.

In the past I've let verisimilitude be my guide. If PCs take steps to conceal or camouflage their camps I'll make honest opposed checks against their efforts if I even happen to roll a random encounter in the area. I make random encounter charts and rules then stick to them.

In previous games, if the PCs 1. had a hireling or friendly NPC, 2. left that NPC back in some kind of base camp, and 3. had an obvious camp that might be attacked, I'd run some quick averages of the encounter versus the NPC.

If the PCs leave an Adept 2 with a flying Familiar who knows the area and was told to guard camp, then I roll a random encounter against 2 skeletons, by the law of averages I know that the Adept likely wasn't surprised, started by attacking from range with a Sling, and could survive that encounter barely, so that's what the PCs come back to.

Also, it depends on the NPC(s) capability/ies. I mean, there's a HUGE difference between the PCs leaving 2 random Expert 1 NPCs to guard their horse in the middle of a dragon-infested swamp and the same party leaving behind a Wizard 5 with Invisibility and Fly memorized.

Bottom line I guess... it depends.


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Stuff like this comes up in my games all the time because my PC's like the whole "caravan" thing, and I like doing random encounters for scenarios like this. I pick two PC's at random and say "gimme a number", they say "5" and "7", so then I roll a % die, and anything 50-59 would generate a beneficial encounter (traveling monks or clerics purify your food/water, a hireling gets bored, wanders, and finds the remains of a battle and found Bracers of Armor +1 and a strangely glowing jewel (story hook!)) and 7, 17, 27, 37, 47, 67, 77, 87, or 97 would generate a bad encounter of some kind. This could be thieves sneak up and steal something, or a bandit raid, a pack of krenshar tries to snag a horse for lunch, w/e.

As far as whether the hirelings are successful or not, I usually GM hand-waive this and make it "part of the encounter" due to the 50-59 or 7's % roll. So if Krenshars showed up, I might say two hirelings were injured during the attack and the horse was saved, but the wagon has a broken wheel. Or w/e.


It seems to me that if you want to run "your camp got looted" as a plotline, you probably want to take some steps so it doesn't feel unfair. Maybe the PCs get back and their stuff is gone, but one or two of the NPCs got away from the fracas, and can show them which way the thieves went. So it can seem more like a plotline rather than an arbitrary punishment.


I think its fair for the party to know the risks. They might have heard tales of other adventurers or merchant caravans.


I don't really do random encounters unless it's a truly classic "let's walk around in the wilderness a lot" sort of LotR-homage type game.
And when it is that sort of game, I don't really do hirelings, either. With time restraints and people who are either sensibly terrified at the prospect of adventuring or are busy with their own tasks/journeys, it's never felt like much of a problem.
Horses, wagons, equipment and provisions often need to be replaced after a jaunt through the Spider Forest or whatever. I've only ever had two players who were seriously worried about their "loot" and being appropriately outfitted for their level, but I assured them that I still check the WBL guidelines and make sure they have some opportunity to earn back what was lost.


This isn't pertinent to the conversation, but I would like to thank DRD1812 for introducing me to the Handbook of Heroes. It's a funny comic and I enjoy it a lot. Also, I recently got a commission done from the artist of one of my characters and it was beautiful.


Lucy_Valentine wrote:
It seems to me that if you want to run "your camp got looted" as a plotline, you probably want to take some steps so it doesn't feel unfair. Maybe the PCs get back and their stuff is gone, but one or two of the NPCs got away from the fracas, and can show them which way the thieves went. So it can seem more like a plotline rather than an arbitrary punishment.

I think my way is pretty fair. There's an 81% chance of nothing happening, a 10% chance of something good happening, and a 9% chance of something bad happening.

And if the PC's set up "measurable defenses" to hide/defend their caravan, like Alarm spells, place the wagons in defensive positions (like circle the wagons) and hide them with various branches and foliage, using high ground, traps, and/or set up a Watch schedule for the Hirelings at nighttime, etc., then I would factor this into alleviating whatever "bad" thing might happen.

Shadow Lodge

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In a ttrpg players are extremely vulnerable and I think most are aware of that, at least subconsciously. The player has very limited control of the game. They control only their own character. If their character is carrying something, they have some sense of control and safety for that item. As soon as they put it down, they are relinquishing that control to the GM, and hoping they don't get f@#ed with.

If PCs were actual people, going through the constant conflict, trauma, and struggle for survival they do, they'd be seriously messed up psychologically. They'd all suffer from ptsd, be prone to paranoia, and so on. To an extent, this does come through in the game. We players have our pcs be constantly on alert, looking for danger, eyeing everyone we meet with suspicion, sleeping in their armor with weapons nearby, and so on.

As a GM, killing off the players' npcs is a confirmation of that paranoia and affirming that they can only rely on themselves. Media (movies/tv/books) doesn't help the matter as minor characters frequently exist solely to be kidnapped or killed by the villains. So players are already predisposed to expect that happening. In my experience players are extremely unwilling to relinquish anything they consider truly valuable to the hands of an npc.

So if the players do leave themselves vulnerable in this regard, I would think long and hard before attacking that vulnerability. Ask myself what am I adding to the game/experience by doing this. In terms of verisimilitude, ask yourself how do normal non-adventurers survive in your world? Do they never venture out into the wilderness because anyone who does has a 1 in 6 chance each day of being eaten by bears? In reality a camp full of people and horses is safe even if none of the people are skilled warriors, bears will give such a group a wide berth.

In a game a few weeks ago, we were traveling from one city we had been adventuring in back to my estates. My pc in that game is a Duchess, and so we had a retinue of 30 of my knights, plus my aides, maid, and camp followers. The GM rolled random encounters and had us be attacked by a dire tiger and some other encounters with predator type monsters like that. It made no sense, it broke verisimilitude for me really hard. It doesn't matter if a dire tiger is cr 8 and those knights are cr 1/2, a predator like that would never attack a group that size. It knows that would be extremely dangerous and probably end in its death. Look at your random encounter tables, 90% of the encounters on there would probably just avoid a camp full of npcs.


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gnoams wrote:
Look at your random encounter tables, 90% of the encounters on there would probably just avoid a camp full of npcs.

This is a sore spot for me. People ought to run an animal encounter like it was an actual animal. Normal wolves don't charge into combat and fight to the death. You could throw rocks and maybe even take a couple jabs at a bear before it really became dedicated to mauling you dead.

That's why I don't feel bad about, say, sending a pack of 14 dire wolves at a party of three lvl5 characters. The wolves are cautious. Hesitant. If the players are careful and don't do anything dumb, they can fend off the pack.


GMs control the game world, sure. Also, GMs determine the stats of the NPCs more often than not. However, PCs are not powerless to defend the NPCs in their charge.

Again, this is game dependent, so ignore this if your own campaign doesn't allow for Downtime or other resources to pull this off. That being said, do any of the PCs in your campaign have a Craft or Profession skill that could generate useful gear for an NPC? Can you make barding and use Animal Handling to train a random animal? Does anyone in the party have Brew Potion?

If the answer is yes, and you've got the time and money, there's no reason your NPCs have to REMAIN fragile.

Kardag:
I mentioned that one of my games has the PCs traveling with Kardag, a NG Half-Orc Cleric 3. The players have wondered aloud why Kardag doesn't get into melee more or send his familiar in to deliver offensive touch spells. I hasten to point out that he's got a +1 to his AC from a Dex bonus and Leather Armor +1 that the PCs generously gifted him, but otherwise his defenses are rather low. "Oh well" they shrug.

Bear in mind that in that campaign the PCs have among them the skills Craft: Armor, Bows, and Weapons, Handle Animal, Profession: Merchant and Woodcutter, and Spellcraft. The PC Wizard also has Craft Wand, Craft Wondrous Item and Scribe Scroll. Finally, these PCs have had Downtime up to a month long to craft gear and I'm doing pretty well at keeping them at WBL so they can make stuff for themselves.

In 5 levels and almost a year of gameplay, not one of the players has ever thought "maybe Kardag could use a Wand of Cure Light Wounds, or a Cloak of Resistance +1, or a masterwork crossbow or longspear, or even a shield."

When I first made Kardag, I gave him Scribe Scroll as his level 1 feat so the scrolls HE has he's created himself, using money given to him by the PCs as a lesser share of their own loot. He's also purchased his own Masterwork sling. These and some other adventuring cleric items are all Kardag has in the world, all purchased or made by his own two hands.

Of course, this is to be expected with these players. When they have extended Downtime, they only work to enrich themselves with their own skills/feats. The monk PC is constantly cajoled for not having a good Ranged attack option, yet the rogue with Craft: Bows has made HERSELF no less than 2 Masterwork bows, one of which she's since sold.

My point is, part of the fragility of NPCs, non-class ability animal followers and such is down to the PCs and the players running them. Do your players in a campaign have 1. NPCs that follow them, 2. make base camps, 3. Brew Potion as a feat, 4. 150 spare GP, 5. access to a casting of Rope Trick? If the answer to all of this is yes, there's no reason the NPC(s) guarding the base camp couldn't have an Oil of Rope Trick and a length of rope to put it on, just in case the camp was attacked.

Think about it: a potion of Obscuring Mist might be enough to buy an NPC time to escape a bad situation; PCs might be able to craft masterwork combat gear for their allies; a PC with handle animal and 3 weeks might have a trained war dog by their side.

I only bring all this up b/c last night a player in the Kardag game emailed me and asked if Kardag could use his own Scribe Scroll feat to make scrolls of Bear's Endurance for his PC's mount using the rules on crafting while adventuring since "Kardag isn't generally using his spells in combat." Ok, so... the NPC is cranking out level 2 cleric spell scrolls so your MOUNT can have extra HP, but you can't throw him a masterwork shield? Gotcha.


Ryze Kuja wrote:


Stuff like this comes up in my games all the time because my PC's like the whole "caravan" thing

Well now you've got me curious. As someone that actually runs caravans, do you ever implement (or adapt) the actual caravan rules from Jade Regent?


DRD1812 wrote:
Ryze Kuja wrote:


Stuff like this comes up in my games all the time because my PC's like the whole "caravan" thing

Well now you've got me curious. As someone that actually runs caravans, do you ever implement (or adapt) the actual caravan rules from Jade Regent?

No, I've never used them. I looked at them, read a few other DM's reviews on it, and then decided not to. Apparently, this is one of the easiest ways to TPK your group because of how "caravan combat" works. If your caravan loses in combat, then all your hirelings and equipment gets destroyed/killed/pilfered, and the PC's are assumed to have "run away" (yeah right). But now they're stranded out in the middle of nowhere with no food/water other than whatever rations and canteens they have. And may the gods be with you if you're 100 miles in the desert or the arctic when that happens.

Anywho, the whole thing sounded like a mess so I didn't bother.


Generally, I figure if the PCs take some reasonable precautions and treat their hirelings reasonably, things work out well for them. The game isn't "micromanage your hirelings", after all.

I might have the PCs do some Sense Motive checks when hiring, and some Diplomacy checks to make sure the hireling is on board, but it shouldn't be too difficult unless the PCs ask something exceptionally dangerous or the area is very risky (either of which a competent hireling will know, since they all have Lore: Professional Hireling, which covers stuff like that.) It can be fun to have a couple of extra voices around to interact with and advise the PCs, or to get them into extra trouble if it looks like the PCs aren't going to find enough on their own, or just to bring down the Hammer of Consequence if the PCs act stupidly.

Hirelings are also a nice channel to let the PCs know common stuff about the world, suggest courses of action, and things like that. I generally ask the PCs what sort of support they're looking for (teamsters, guards, accountants, etc.), and then whip up a couple personalities on the fly (roll a d8, 1 means they're untrustworthy and 8 means they're the opposite; ditto for competence). One can often improvise a lot off a quick random die roll and 1-2 character traits.


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Ryze Kuja wrote:
DRD1812 wrote:


Well now you've got me curious. As someone that actually runs caravans, do you ever implement (or adapt) the actual caravan rules from Jade Regent?
No, I've never used them. I looked at them, read a few other DM's reviews on it, and then decided not to. Apparently, this is one of the easiest ways to TPK your group because of how "caravan combat" works.

I'm in a Jade Regent game which is on Covid-related hiatus, and we tried a random caravan encounter just to see how it worked. We found that (a) the numbers were off - a supposedly easy encounter nearly wiped us out with average rolls on both sides and (b) it was a dice roll-off with no real options for tactics. We junked that part of the rules and used the caravan as background, apart from one session where we got to play the named NPCs instead of our own characters defending the caravan against marauders. that was fun.


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Say y'know, that'd be a fun way to handle NPCs "offscreen." If you have the time, resources and patience as the GM, make up stats for the NPCs guarding camp or whatever. If you dice up or determine the NPCs have an encounter while the PCs are away, get to a stopping part with the main party, then hand out character sheets for the NPCs and have the players run them through the encounter. That way the players get a better feel for who's traveling with them and they get the experience of stepping outside their comfort zones.

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