Here’s the simplest hireling system I could imagine, that still did what I needed it to do. I started using this in my play by post OSR game (which started as OSE and, I’m sure, will further mutate the longer it goes on). Hirelings are not Mercenaries, which are noted below.
Hirelings
- The party has 2d6 + collective CHA Mod Hirelings among them. This represents that there is a large amount of Dudes with you on the journey.
- Each Hireling can hold one inventory item in their hands and carry one inventory item. (100 coins take up one space.)
- This 2d6 is not rolled, unless it actually matters to the situation at hand–instead, it represents that there are “about 6 or 7 guys” with you.
- The Hirelings generally hang out in an entry chamber or at a camp just outside the Dungeon.
- Hirelings equal to collective CHA mod (minimum 2) will follow the party into the Dungeon, but will never fight.
- Hirelings will never be directly targeted by monsters; in the event of a save (dragon breath, etc.) they will always avoid damage.
- Once the Dungeon has been safely cleared (or a safe path has been made), all Hirelings will enter the dungeon so they can take any treasure etc. home.
- A Hireling can hold a torch for the party and provide light to the entire room; they can do this while carrying a bundle of torches as backup.
- If necessary, roll 2d6 to determine a Hireling’s stats across the board.
- Hirelings do not gain XP and collectively receive a full party member’s share of GP.*
*(For example, if a party of 4 PCs and a group of Hirelings enter a Dungeon and found 500gp, each PC would earn 100gp and 125xp.)
Mercenaries
- Mercenaries are treated as full PCs for XP and GP, or can forego XP gain for an additional fee (50% * Level).
- The maximum number of Mercenaries you can hire is subject to the “Max # Mercenaries” CHA Mod table.
- A Mercenary may never be higher level than the party; otherwise, you’d be working for them instead.
- Mercenaries will obey commands in combat but have their own personalities outside of combat. They do not get a “vote” in terms of party decisions (which path to take, etc.) but will volunteer advice or information if asked.
- Mistreatment of Mercenaries is subject to a Reaction roll against the Loyalty score (see CHA Mod table). Rolling below this number results in the Mercenary deserting the party.
For the CHA Mod, use this table below:

Slowly, the system is forming. MORE SKULLS awaits.