A list of puns related to "Hireling"
I was recently building a Tymna and Tana deck and discovered [[Grim Hireling]] through EDHrec. As someone who didn't buy any of the AFC precons, it was the first that I had seen of this card. I haven't seen anyone play it in the past 6 months, since CFR came out and none of the people at the tables where I played it recently had heard of it when I played it. Surprisingly, it doesn't even show up on the EDHrec page for Yuriko.
I think this card is amazing and should be considered for any aggressive deck with black. In Magical Christmas Land, where you have 3 opponents with no blockers and 3 creatures to attack , it actually nets you 2 mana the turn you play it. Realistically, in the right deck that has evasive creatures, you will easily be getting at least 2 treasures each turn.
Additionally, it's repeatable cheap removal, albeit sorcery speed
Additionally, it can be a combo piece and go infinite with the likes of [[Najeela]] and [[aggravated assault]].
It's still inexpensive, costing only $5
I'd say the only negative aspect to the card is that it's toughness of 2 makes it fragile.
Edit: I think that many people misunderstand the card and donβt realize that you get 2 treasure per player you connect with, which means max 6 and even more if you have double-strike or extra combat steps.
I don't know if anyone else reads the messages from their hirelings, but personally, I kinda look forward to their stories. For three days now, I've gotten the same messages from all of them on all my toons.
Anyone else notice this?
Iβm GMβing OSE for the first time ever (first time running any OSR) for a party of 3 tomorrow night - how necessary are hirelings to help the party? I know the core book recommends a party of 6+ generally, but it feels like thatβs a lot for these new players to manage. Anyone have success running smaller parties with no hirelings?
Hi, my party hire a witch to cast a ritual, the party is lv 7 the ritual is lev 3 and the witch is lev 6. The ritual (homebrewed) has a requrement of medicine expert for the main caster, what mod should a give the witch on her medicine check? Ty
I've poked through and can't seem to find a solid answer, in the book or online. Npc's don't have attribute scores or modifiers, so I can't just handle it the same way as a PC. I could just assume they all have stats of 10 (and therefore 10 system strain and 15 total encumbrance if going by PC rules), but that doesn't really make sense for the familiar or a companion that's a small animal, and seems a little low if it's some huge bear or a high level creature for the beastmaster companion. Is there something in the book that explains how to handle this?
I see the section about pack animals and porters on page 50 for encumbrance, which is a useful reference if we do have to come up with that on our own, but that doesn't seem like it's the intended way to handle that, and it doesn't cover system strain either, so I feel like I must be missing something.
Why is [[Grim hireling]] good?
Keep in mind I'm a new player to the format, sorry if this is a really dumb question.
Thank you! <3
I'm playing the base version (I think, it says Deluxe on the box). The ghoulfiends card specifically says
"No items help against them - fight with your Level only."
Which to me sounds like two different interpretations of the rule. And this was an issue at the table yesterday. Munchkin 1 had a hireling, and interpreting the first part of the sentence, felt that the +1 bonus from the hireling still applied due to the hireling not being an item.
Munchkin 2 focused on the second stipulation, "fight with your Level only" which contradicts the "no items" caveat, effectively negating the plus one from the hireling.
Thoughts? Does the Ghoulfiends ability only work against items? Is the Hireling considered an Item?
How do hirelings work with different builds on the same character ? if i have one build with hirelings unlocked for overworld and one without, for dungeons, and i use both builds interchangeably during day, will they still bring me things? or does the hireling skill need to be on both builds all the time? I am wondering if it makes sense to have 2 different builds, one of overworld and one for dungeons, with different skills.
Can only find two examples I can find at a glance, but if there are more then the answers to these will let me know how to handle other ones.
Screen an ally asks for a combat skill check opposing the enemy's Str or Dex based skill check, and if that skill is 0 then they can't. Could an npc use this action at all, and if so would the "combat skill" number for the attacks per round that can be screened be based on its attack bonus or its listed skill bonus? What if it's not something the npc would be good at, so they don't get to add their skill bonus, would that effectively mean they can't since that would leave them with a +0 skill?
It also mentions that the enemy's skill check is dex or str based, but npc's don't have attribute scores to my knowledge, how does that work? Would you count their total attack bonus and just assume that's their str/dex + combat skill? Or only use their +1 skill bonus and assume they have a 0 str/dex modifier?
The other example is Shatter a Shield, needing a Str/Stab skill check. Mostly the same as the above one, so using this as a chance to throw out some easy numbers for an example, if the npc trying to do this has a +3 attack and +1 skill, would you assume that the +3 is Str/Stab, or would you count them as 0 str because npc's don't have listed attributes and have it be only that +1 skill, or if Stab 1 doesn't fit the npc then would you count them as no effective skill (0) or what?
It doesn't seem like a particularly hard question, and I'm sure as long as we're consistent then whatever answer is fine, but I want to know how others would handle this.
Iβm playing arena and Iβve got some hirelings but the guy I gave a sword to for when he runs out of ammo never seems to use it, I canβt find anything about it on google so here I am
Got a PC who's attempting to marshal some aid before a gunfight with bandits (late TL5 Old West) and needs the extra hands to not get completely wrecked. Hireling rules work great in general... for their default assumption of "at least a month long, getting paid at intervals, long term employment". But here we're just looking for "in this town of a few hundred people, can I find anyone willing to get paid to go shoot bandits with me?". I'm not entirely sure how to arbitrate this; how would you?
Hi, sorry if itβs a stupid question, Iβve tried Google searches etc, but think either Iβm dumb or maybe guides I followed were for earlier versions.
I thought I could have a few master crafter accounts to do writs and rest accounts just having hirelings that provide mats. But I keep on running out of mats. So then I have to buy some, itβs affordable, but income reduction is slowing down savings plan to buy a fancy house.
Master crafter accounts obv need to be character level 50, plus level 50 in relevant skill, plus able to use max level mats rubeite/anscestor silk etc.
Hireling accounts I thought just needed to be character level 50, level 50 in skill, but I thought I could leave them using level 1 mats?
Sorry again, please tell me what Iβm doing wrong.
If you could have any permanent hireling for this upcoming hardcore season, who would it be?
Frogo for the traps, maybe.
I have rank three of provision hireling on my main⦠Just did this recently and every day I got an email stating there are supplies but no attachment of supplies⦠I reported this to Support without a response. Is there a bug?
Do you need higherling lvled up on all loadouts for it to work or will one be good enough to hlget that sweet mail?
Currently in the early parts of an adventure and the party is standing to gain two different possible NPC companions. One of those is a player who has to leave the group but wants to leave his character as a follower, and the leader of a kobold tribe they may be able to save.
I really like the idea of having NPC companions available for the party to recruit, but I'm not sure how to handle them in 2e. I want them to be mechanically helpful so the party is glad to have them around, but I don't want them to slow down the game a shit ton or distract too much from the main party. How would you guys run followers?
Hirelings are by far the most game-changing thing added to Root, adding a whole extra phase to the player's turn to serve as a form of a catch up mechanic.It's so different from all the other content from the other expansions that it's very hard for me to decide if I should buy them since I do not have TTS to try them out.What is the feedback on the latest version of them?
Basically, my friend got into a fight with a chicken and it was buffed to 22. This made it too hard for them to beat alone but if they win they go up a level. Friend B wants to help them in combat because they say the game is going on too long and they want it to end. Once they both agree on the help, friend b uses Hireling's automatic escape effect and forces them both to withdraw from combat even though friend a is against that.
I'm on the fence about the ruling, it would be very much in the "screw you" nature of the game but at the same time it doesn't make entire sense.
The majority of my PCs/NPCs are Sandra Garrity 25mm metal miniatures. I really like the looks of the new Hechmen & Hirelings pack and was wondering how they scale since I'm not familiar with the size of Bones Black miniatures.
Does anyone know if there's a way to change the names of your hirelings in-game, or if there isn't if it'll be a feature added eventually?
I leave a dungeon with a hireling and then when I go into another dungeon, it says that the hireling is still in the party, but they arent. Any help/advice?
I've got hirelings maxed out on my main (PC, if it matters), and I've invested a point or two on a secondary character so far. Is the stacking of points via the secondary worth it, or not? I haven't noticed any real difference so far, but admittedly, I've not been keeping track of quantities.
Im having a bit of trouble here. So i only had one hireling to level up, at the beginning, and i dont know how that happened. Is it Dave's missions? Do they need to survive through checkpoints to gain something? My most used hireling is lvl 5... I think.
Hello everyone! Thank you for checking out my follow-up sale. Iβll be leaving these games available for 3 days more! I have a big move happening and I need to get these games out PRONTO. To help achieve that Iβve made sure to be EXTREMELY competitive in pricing for each of the titles listed. Everything is cross-referenced with both BGG and BoardGameAtlas to guarantee these are the lowest prices on the internet now (focused exclusively on US pricing).
In addition to the super low pricing, Iβll be creating bundled discounts based on the amount of games you buy. Discount will be determined on a person-by-person basis.
Hereβs a few tidbits that apply to all the games:
A) No game includes shipping. With that said, I try to always find the best price by using Paypal Shipping.
B) Some games are bundled and I will only (likely) sell bundled. Some exceptions apply if multiple people coincidentally reach out for each of the pieces within said bundle.
C) I am not looking for trades at this time. HOWEVER, if there is a game you own that is worth MULTIPLE games that I have listed here, Iβd be more than happy to consider it. Just keep in mind that my wantβs list isnβt very flexible: https://www.boardgamegeek.com/collection/user/janbig?want=1&subtype=boardgame&ff=1
D) All games are in great and/or excellent condition. Happy to provide additional pictures if needed.
Now, without further ado, the games: (you can either peruse through the list below or go directly to my BGG where Iβve added pricing in the comments section for each game as well.)
Link To Images: http://imgur.com/a/r5sgit9
BGG List: https://www.boardgamegeek.com/collection/user/janbig?trade=1&subtype=boardgame&ff=1
Games:
Bios: Megafauna (Second Edition) - $40
Court of the Dead: Mourners Call (KS Edition) - $85
Crimson Company - $5
Daimyo: Rebirth of the Empire + Minis (KS Edition) - $75
Destroyer of Words - FREE
Donβt Get Got! - $25
Freshwater Fly - $25
Gorilla Marketing - $20
Kingdom Rush: Rift in Time (KS Edition -Dragon Pledge - All-In) - $120
Lockwoodβs Asylum - $40
Paladins of the West Kingdom - $25
Phoenix: Dawn Command - FREE
Root: Marauders (KS Edition + Hirelings) - $95 *Note: Will transfer KS Pledge to you
Santa Maria - $70
Skytear + Kurumo - $
... keep reading on reddit β‘The wages listed are per "adventure" or "quest" but in our games we have overland travel before getting to an adventure location. Do you just use disadvantage on price for this potentially long journey or do you add a price per day of travel on top of the "danger money" for doing the actual dungeon(etc).
A couple of other questions:
I would like to be able to employ NPCs that keep my lamps filled, fires burning, and livestock fed.
Hirelings can be found at the vendor (or maybe random encounter?)
The player must maintain supplies and the hirelings must be paid from a treasury of collected coins.
The hirelings don't fight or otherwise interact with the player other than perhaps an occasional "Good eve, m'lord."
Flavor could be added by having personality types (wisp of a girl, barrel shaped house frau, etc.)
** New to the forum, not sure if this is the proper method for posting feature requests. If not please advise. **
I just started playing DDO and I bought the starter pack that gives you a race/class/hireling. I was just wondering, if I redeem the healer hireling(Elieri) on one character, can I trade it to another character if I want to? Or will it be bound to that 1 character forever?
I have had the game almost 2 weeks now, hence all the questions. Here comes another:
I have built my first farm on the No Man's Land map, and have raised a lot of crops, also chickens and sheep. I wanna try cows now. Having read up on cows, I understand that they are much more challenging to feed efficiently, esp in large numbers. So I have come up with a plan.
I have bought the section next to me (#27) and plan to use it to produce grass (for silage) and hay for the planned cow pen. I have sawed both signs, clearing all trees and rocks. I plan to mow the whole thing first and gather the grass/hay. Now here's where I get a bit lost - I can't get a hireling to mow it - w/e I try, the mower (Krone Big M 450) just stops and turns off. I can think of 3 reasons why this might happen:
I am asking him to mow something that is not legally a field, so maybe he has no way of knowing where to stop, turn around, etc ? I think I have to plow it for it to become an "official" field...is this correct ? I don't mind doing this, and then seeding the whole section with grass seed.
I am asking him to work on something that is not an actual seeded crop.
Or is it that for some reason, hirelings just won't do grass ?
If #3 is then case, then I am wasting my time plowing and seeding it. If #2 is the case (and I suspect this is most likely), then plowing it and seeding it with grass will fix my problem.
Anyway, it is imperative that I figure out how to get a hireling to work this section. If I am forced to manually work it, it will suck up all my time.
Thanks reddit - your help is appreciated !!
When hireling's rule says "a hireling's controller adds the hireling's pieces to theirs only for rule." Does this "rule" means the clearing rule? So if the controller has only a hireling piece in a clearing he rules it, is this correct?
Context: this may sound very obvious but as I had to translate the rules for other 2 players in the middle of a match, some wording made it confusing as "rule" could mean general rules or "govern" in the portuguese version of it.
More context: had a 3 players game with hirelings for the first time and we liked it very much! We played as the Duchy, Riverfolk and the Alliance (used ADSET) and got the Forest Patrol, Last Dynasty and Woodland Band as hirelings. Although making the game slower, hirelings played a really important role messing up with Duchy's dominance card (Last Dynasty attacks and Band draging his forces out of clearings). It was a really interesting one and we are up for some more test!
Has anyone tried playing 2 player with the newest version of the Hirelings? My friend and I played Badgers vs. Rats and we had the Woodland Alliance, Mole, and Corvid hirelings. The latter two in particular felt extremely strong. My opponent was able to immediately come into my bac line and just devastate my strongholds. Most of the hirelings feel okay, but there are 3 who place the pieces and battle the same turn they are placed (corvid, mole, eyrie) and I think those are too hard to find a counterplay for. I really want 2 player Root to work. What has y'all's experience with hirelings been like?
So, I'm looking to start an AD&D game set in Greyhawk. I've been DMing 5e set in the Forgotten Realms for the past 2 years and feel pretty good in my DMing skill, enough to start branching out to learn new systems.
While having a blast, 5e definitely is catered towards 'epic' player characters. PC death is almost frowned upon in the community and it's actually quite hard to kill a PC. Reading the Handbook and DM Guide, plus several AD&D adventures it's kind of refreshing to see that low level PC's are basically fodder. If they party runs into the monster den head first without planning, they are most likely going to be monster dinner. So much so, many modules stock the safe haven or town with an abundance of Hirelings, Henchmen, and Mercenaries they suggest the party recruit.
Which brings me to my main question ... How the hell do I actually run this? What's the main difference between each tier? What happens if my party wants to hire an entire company of archers? Do I need to roll up 10 - Lvl 1 Fighters with longbows, making all those attack and damage rolls? Are these Henchmen DMPC's or a second player controlled character?
In 5e I might have 1 (singular) NPC run by me with the party if the quest/monster is slightly over leveled for the party or if it's more for story reasons. This concept of 5-20 hirelings following the party around is kind of nuts to me. How do I play that?
I'm planning on running Pathfinder 2E Age of Ashes for my players however since they are a duo I feel like the adventure path might be a bit too hard for them.
Are there Hireling or Side kick rules in PF2?
During the AP are there any NPCs with statblocks who could go adventuring with them?
If the answer to my above questions are "No" would creating a DMPC to fill their party holes be a good option?
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