Mazes & Mondays: Hirelings & Sell-Swords

Taking Your Chances with Hirelings & Sell‑Swords

A Pulp‑Fantasy Blog for Your TTRPG Table

Every seasoned adventurer eventually faces a truth harsher than dragonfire:
You can’t do everything yourself.

Whether you’re bandaging wounds in a swamp, hauling relics from a crumbling ruin, or holding the line against screaming goblin hordes, sooner or later you’ll need a few extra hands—preferably ones not attached to undead things.

Enter the hireling, the sell‑sword, the wandering blade-for-coin.

These are the bold, the desperate, the opportunistic souls who thrive in the margins of society: too dangerous for polite company, too useful to be ignored, and too unpredictable to leave unattended.

Hiring one is always a gamble.
Sometimes you gain a loyal ally.
Sometimes you get someone who steals your boots while you sleep.

Below are three 2d6 tables designed to help you generate the sort of mercenary who strolls into your campfire glow with a grin that says, “I’ll help—for the right price.”

Roll once on each table to build a complete hireling profile.


TABLE 1: 2d6 PROFESSION — “WHAT DO YOU DO… EXACTLY?”

Roll 2d6:

2. Grave‑Digger turned Monster‑Tracker
3. Failed Knight looking for one last chance
4. Former Caravan Guard with a knack for spotting ambushes
5. Torchbearer who “saw too much” and toughened up
6. Alchemical Porter who knows explosive powders too well
7. Street Brawler with rough fists and rougher stories
8. Hunter‑Scout who moves like wind through brush
9. Ex‑Temple Acolyte trained in herbs and warding rites
10. Old Mercenary Sergeant with scarred armor and sharper instincts
11. Treasure‑Runner who specializes in traps and narrow escapes
12. Arcane Dabbler whose magic “mostly behaves… probably”


TABLE 2: 2d6 POSITIVE CONTRIBUTION — “WHY SHOULD WE HIRE YOU?”

Roll 2d6:

2. Uncanny Luck — finds shortcuts, safe paths, or lost gear
3. Iron Stomach — can eat anything, senses poisons, never complains
4. Tireless Mule — carries twice as much as expected without slowing
5. Sharp Eyes — spots ambushes, hidden doors, or danger early
6. Steady Hand — stabilizes wounds, ties perfect knots, never fumbles
7. Brave Fool — rushes into danger first, buying the party vital time
8. Veteran Worker — improves camp morale and efficiency
9. Lore‑Tinged Memory — recalls odd facts, local tales, and warnings
10. Silent Stepper — great at scouting, sneaking, or vanishing
11. Natural Negotiator — good with merchants, townsfolk, and tense crowds
12. Battle‑Born — fights like someone who’s tasted death and spat back


TABLE 3: 2d6 NEGATIVE HABIT — “WHAT’S THE CATCH?”

Roll 2d6:

2. Compulsively Gambles… especially with party funds
3. Talks too loudly about secrets better left unspoken
4. Has sticky fingers and poor impulse control
5. Freezes at the sight of a specific monster type
6. Chronic Oversleeper — terrible during night watch
7. Eats enough for three people and never offers to share
8. Dramatic Complainer — narrates suffering at full volume
9. Collects “interesting bones” and leaves them everywhere
10. Has a minor curse they forgot to mention
11. Insists on singing heroic ballads at the worst moments
12. Overconfident show‑off who picks fights above their skill


Putting It All Together

Roll 2d6 on each table and suddenly you have:

A Treasure‑Runner (11)
with uncanny luck (2)
who is cursed and didn’t tell you (10).

Perfect. Absolutely perfect.

Hirelings carry swords, torches, burdens, and occasionally your entire party’s doom—
But in pulp‑fantasy fashion, they also deliver unforgettable stories.


And the world remembers every trespass-If you would like to revisit past articles, look no further than the Geek Opera Index!

Until next time, hold the line and don’t let the trolls through the gates!

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