TEXT: Gregorius 21778:
  Good Help is Hard to Find
  Flaws for OSR Hirelings and Henchmen
  by Kai Pütz © 2018
  Version 1.3
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2018
  My blog:
  www.gregorius21778.wordpress.com
  Artwork:
  Cover Art by Indi Martin © 2015; used with permission. 
  Page background art by The Knotty Works; used with permission.
  All rights reserved. 
  Further artwork (p. 3 & p. 5) by Jeshields; used with permission.
  All rights reserved. 
  Further artwork (p. )copyright Carlos Castilho, used with permission.
  All rights reserved. 
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  How to use this supplement:
  Most OSR games allow the PC to hire (or have) retainers for tasks they don´t want to bother themselves
  with, don´t have the skills for or simply need a few more hands. Depending on the Referee and the style of
  the game group, those are either full fledged NPC in their own right or just some rather faceless figures
  that provide what the group lacks to tackle the adventure ahead. 
  Everyone who ever hired people to do a job knows that one may end up with a personality that is not...
  easy. Everyone who has read their share of literature or watched movies knows the “conflict in the group”
  theme that especially the horror genre (no matter if survival, slasher, fantasy or scifi) tends to toy with so
  often.  
  Good Help is Hard to Find features 50 flaws for OSR hirelings, henchmen and retainers. A hexcrawl or long
  term adventure can gain an additional side plot if one of the important NPC is not easy to get along with.
  Decisions need to be made then, and “what is right” may be different from “what is wise”. Even a short
  trip to the dungeon may benefit from a little twist when the boy hired to carry the torch has No taste for
  Bloodletting or when the old veteran swordsman that served well on three battlefields in the past finds out
  that he is Afraid of Being Underground.  What if the healer is callous beyond believe, the local guide turns out
  to be inept or the thief hired to take care of locks and traps turns out to be insurgent? 
  All of this may come into play with this title: either whenever the Referee wishes so or as the result of a
  failed test during the hiring process. Each of the fifty entries has a description on how the flaw is triggered
  and what the effects are. Those marked with an [M] the Referee may roll for with a Moral check for the
  retainer whenever the circumstances may provoke the flaw.
  Have fun!  
  
  #01 Afraid of Being Underground [M]
  The NPC does not know it yet, but he or she has a
  problem with being deep under the earth. After the first
  hour underground, the retainer becomes nervous and
  tense (Moral -1; so the PC  may not recognize this
  change  immediately).  After  another  hour  profound
  sweating, jumpiness and other clear symptoms of fear
  set in. A Moral check is necessary at this point, and
  another after any further hour. A failure means that the
  retainer snaps and runs back in panic (with a light or
  without).
  #02 Afraid of Witches and Warlocks [M]
  The NPC is not superstitious, as superstition means that
  somebody is afraid that an certain thing or event may
  provoke a supernatural response. The retainer does not
  believe in that, but believes what he or she can see, hear
  or feel for herself. If any undeniable proof for a wizard
  ´s spell or witch´s work (be it Elf or Magic-User) is
  experienced the NPC needs to check for Moral (but not
  more than once per scene or battle). Monsters do not
  have this effect, nor do the forces of hell as long as they
  are “the enemy”. It is those who have dealings with
  such forces on the own side that make him or her worry
  for the very own soul. Of course, clerics are a different
  thing. If triggered, the retainer may either quit, turn
  against the PC (or just the Magic-User) at the very first
  opportune moment or just end up with the own Moral
  lowered by 2. 
  #03 Berserker
  The NPC might seem reasonable, steady or even timid.
  But in a lethal fight he or she will simply snap at some
  point. The first 1d4+2 rounds of combat, the retainer
  will act normal. The round after, bloodlust and rage will
  take over, and from that point on the NPC will use the
  Press option in combat (even if the class would not
  allow  it).  When  all  enemies  are  slain,  a  Random
  Reaction  Roll  determines  if  the  Berserker  attacks
  further NPC or the PC. A PC that tries to calm the
  character down may add the own Charisma bonus to the
  roll, but will be the first target if the attempt fails. 
  #04 Bossy
  It will not take long till this retainer will behave like he
  or she would be the PC´s “right hand”, and begins to
  order the others around. The way the NPC carries him-
  or herself has other retainers not question it. The bossy
  retainer increases the own Moral by 1, but decrease
  anyone else Moral by 1. When the PC set things right in
  regard to “who is in charge and who gives orders” (>>
  the PC), the bossy retainer will suffer a (-1) Moral
  penalty instead.
  #05 Bully
  There are always those that seem to have to push others
  around.  This  retainer  is  one  of  those  types,  and  a
  random  other  NPC  will  become  his  or  her  target.
  Fighters, Dwarfs and NPC with a Strength of 12+ -not-
  become the target of the bully. When the PC interfere
  and call the Bully out on his behavior, he or she will
  stop but become very disgruntled [(-2) to Moral for the
  Bully]. Otherwise, the Moral of the Bully will increase
  by +1 while the Moral of the target is reduced by (+1).
  #06 Brother/Sister
  All is fine and well, but for one demand of the retainer:
  the  NPC´s  younger  brother/sister  must come  along.
  They are both orphans, and the retainer needs to take
  care of the sibling. Perhaps the PC want to hire him or
  her as linkboy? No? Well, as long as he or she may
  come along and will receive board and lodging all is
  well. Of course, the sibling is not so good at staying out
  of trouble. And if something happens to the sibling, the
  retainer will  do rash (or next to suicidal)  things to
  rescue him or her. 
  #07 Callous
  This retainer will always come across as a bit uncaring,
  but as soon as another member of the group dies during
  an adventure the true depth of his or her callousness
  becomes known. He or she will talk about the victim in
  a  less-than-friendly  way  and  confront  each  and
  everyone with the fact that death may happen all the
  time. Worse, the NPC points out that neither him, and
  sure not the PC, gives a dime about who bites the dust.
  This reduces the Moral of every other retainer by (-1) as
  long as this NPC is not removed from the group. 
  
  #08 Coward
  A trait that is more common in hired mercenaries than
  one should expect (especially in those hired for cheap),
  but also found in men and women of all walks of life. If
  a situation in a fight would call for a Moral test, this
  character will fail it automatically. In addition, a sudden
  appearance of a monster or a credible threat of pain and
  violence calls for a Moral check (as long as there is no
  nearby other character to offer protection or strength in
  numbers). 
  #09 Cultist
  Aside from the skills that the NPC was hired for, he or
  she is also a member of secret cult that wanted to get
  hired to partake in the discoveries of the PC. If the
  current adventure involves a cult, this will be the one
  the  retainer  belongs  to.  Otherwise,  the  cultist  will
  happily steal away with a spell book, scroll or magic
  item.
  #10 Curse after Death
  When the retainer loses the last hit point, he or she will
  not perish immediately. Before, the NPC will curse the
  character that has lead him or her to this fate (the PC
  that hired the retainer) with the last breath. As long as
  the curse is not lifted, the PC will suffer a (-2) penalty
  on all saving throws to avoid imminent death. 
  #11 Cursed
  A curse has been placed onto the NPC that effects him-
  or herself as well as everybody with him or her. A
  possible curse would be “bad luck” (-1 to all saving
  throws), but the Referee may of course come up with
  any curse fitting for the campaign. 
  #12 Curious [M]
  Curiosity killed the cat, and will likely be the end of
  this NPC as well. What was this noise? What is in the
  casket they shall not open? Why does that item glow? Is
  that a puzzle? If the retainer is unsupervised, he or she
  may very well fall for to the own curiosity. 
  #13 Cruel to Captives
  When the PC make a prisoner, this retainer is the one
  that will take the chance to feel superior. If mishandling
  has been strictly forbidden by the PC [a fact that will
  reduce the NPC´s Moral by (-1)] the character will
  instead harass the captive verbally, spit into the food,
  play cruel puns, act obscene or just threat the victim. In
  a very bad case (Moral Check) the NPC may even
  manhandle a captive so badly that he / she /it is reduced
  to 1 hit point. 
  #14 Cruel to Animals [M]
  No matter how common harsh treatment of animals
  may or may not be in the game world, this NPC is a
  shining example in cruelty. Especially when in a sour
  mood or displeased with something, there is a chance
  that one or more of the animals of the group (if any)
  will suffer from it. This will always take the form of
  “necessary discipline” or “the way such a beast has to
  be handled to do as it should”, or because of something
  that “the damn thing” did. 
  The  results  will  always  be  negative  (a  wound,
  unwillingness to be handled, problems in handling due
  to shyness or fear, reduced ability due to exhaustion by
  unnecessary drills, etc). Characters that cannot stand
  such a behavior will have suffer a (-1) penalty to Moral
  if the retainer is not stopped by the PC, and when the
  PC do it, this retainer will suffer a (-2) to Moral.
  #15 Disgusting
  It might be the NPC´s behavior. It might be the looks
  and smell, a disfigurement, plain and simple ugliness or
  a mix of those: he or she is disgusting. When the NPC
  is around, all PC suffer a (-1) penalty on all Random
  Reactions by non-monsters.
  #16 Doombird
  When things go south, there are always those that make
  it worse. When the situation is -really- bad, this retainer
  will begin to lament and wail that all is lost, that they all
  are doomed etc. This will reduce the Moral of him- or
  herself by (-2) and those of every other retainer by (-1)
  unless it is 9 or higher.
  #17 Drunkard [M]
  The NPC drinks to much and -always- has a flask or
  hipster with strong alcohol with him or her. When there
  is a chance that the NPC may drink more than he or she
  should, a Moral roll determines if the retainer ends up
  drunk. Possible reasons may be a stay at a tavern, a
  boring evening on guard, the night before a battle, a
  recent brush with terror or death, etc.
  #18 Envious
  The NPC is fine with being below the PC (“know your
  place”), but actually looks up to them and cannot stand
  it when they pay some other retainer more attention. If
  this happens, or when a different retainer seemingly
  receives a  favorable treatment,  this retainer´s Moral
  will drop by one or two (depending on the situation). 
  
  #19 Insurgent 
  Some are natural born rabble-rousers and calamities in
  their own right. When this NPC fails at a Moral check,
  all other retainers with a Moral below or equal his or
  her own must check as well (or: check again).
  #20 Godless
  The character has renounced all gods. Not because he
  or she would not believe in their existence, but because
  the NPC sees them as cruel, arbitrary and unjust. The
  presence  of  a  cleric  or  other  reverent  believer  will
  reduce  the  retainers  Moral  by  (-1).  Any  miracles,
  clerical  magic  or  faith-fueled  altruism  during  the
  adventure will have the same effect (or increase it).
  When  a  faithful  character  acts  in  an  outspoken  or
  missionary way, the retainer must check Moral or will
  start an argument. 
  #21 Grasp of the Unkown [M]
  When the retainer is confronted by something unique
  and unknown to mankind at large (e.g. relics and ruins
  of lost civilizations, alien artifacts, works that are not
  from the hand of men or demi-human, art of bygone
  ages, etc.), the character may end up so fascinated by
  and  focused  on  the  find  that  he  or  she  would
  automatically count as surprised by any sudden attack
  or  harmful  event  for  the  next  turn.  Obviously  and
  immediately dangerous finds (like a unique slavering
  monster) are an exception to this rule.
  #22 Greedy
  Whatever the retainer gains for his efforts, he or she
  always  wants  more.  When  there  is  a  point  in  the
  adventure where the skills of the NPC are REALLY
  important, said NPC my try to bargain for a better
  share. If this is rebuked by the PC, the Moral of the
  retainer drops by one and a Moral check is rolled. If
  successful, he or she grudgingly continues with the
  agreed upon duties. Otherwise the retainer will leave
  the group as soon as possible. 
  #23 Inept
  No matter which claims were made, no matter what
  recommendations the NPC was able to produce, he or
  she is simply inept in regard to the task. If the job is
  simple, the retainer is unbelievably clumsy. 
  #24 Heart of the Group
  There  is  nothing  wrong  with  this  one.  In  fact,  the
  retainer is very amicable, a good sport, jocular and
  merry  company  (+1  to  the  Moral  of  every  other
  retainer). But if the retainer dies, it will darken the
  mood of everybody, as even the toughest hound in the
  pack will have liked the NPC. Now, with this good soul
  lost, all come to think if this is really worth it... (-2
  Moral for any current retainer for this and the next
  adventure).
  #25 Haunting Ghost
  When the retainer meets an untimely end in the PC´s
  service, the ghost of the NPC will from then on haunt
  the one that employed him or her: in the depth of sleep,
  in moments spend alone or when a saving throw against
  any kind of magic or spell-like ability is made. The PC
  suffers (-1) to all such saving throws, and always the
  ghosts appears to ask “Why?”.  One way to banish the
  ghost and to stop the haunting is to feel true and deep
  dolor for the death (which means that the PC will lose
  50xp  per  current  level,  from  current  and  future  xp
  rewards). 
  #26 Intolerant
  Woman  or  man,  those  of  a  different  religion,  race,
  nation or local region, or just a certain profession or
  way of life: this retainer has a certain group of people
  that are his or her personal “no-goods”, and will suffer a
  (-1) to Moral if he or she has to consort with them. If
  another retainer belongs to this group, both of them
  suffer a (-1) to Moral. If a character in charge (like a
  PC) is part of the “target group”, the intolerant NPC
  will suffer a (-2) to Moral.
  
  #27 Larcenous [M]
  The  retainer  has  a  tendency to  take  other  people´s
  belongings whenever he or she may get away with it. It
  would be foolish to steal from ones employers, but the
  retainer may try to slip minor finds into the own pocket,
  or steal minor things from others the group meet. Last
  but not least, when a new retainer joins the group while
  the larcenous NPC is already with it... well, it is always
  the new member that gets blamed when suddenly things
  disappear, right?
  #28 Lazy [M]
  There are always those that will dodge their duties or
  any other work whenever they can. When it is not an
  immediate life-or-death situation and the NPC is not
  supervised by a PC, this retainer may very well do the
  current job only halfheartedly. 
  #29 Lecherous [M]
  The guy (or gal) cannot help it when there is somebody
  pretty (or “available”). When it is possible that the
  retainer may fall for a sexy lure (or spend a night with a
  streetwalker) a Moral check is in order. If the group
  contains other retainers the lecherous NPC may fancy
  (everybody of the matching sex and a Charisma of
  12+), said target may either suffer (-1) to Moral due to
  unwelcome attention, or the two will have every other
  retainer  suffer  (-1)  on  Moral.  Having  -one-  lucky
  couple in the midst can sour the mood of everyone else
  on a trip.
  #30 Love Fool
  The NPC´s flaw is that he or she tends to passionately
  fall in love, and rather often so. Whenever the retainer
  meets a new character of the sex her or she is attracted
  to that also has a Charisma of 12+, the Referee rolls
  2d6. On a result of doubles, the retainer falls in love
  with  that  character.  If  this  happens  with  a  PC,  the
  retainer will increase his or her Moral by (+2) if not
  rebuked (-2). If it is a character outside of the group,  a
  Moral Check determines if the retainer leaves the party
  (or perhaps even turn against it). 
  #31 Marked by Death
  Through a curse, an ill-omened birth, bad karma, a
  cruel whim of fate or the gods the character is marked
  by Death itself, and the reaper just waits for a fitting
  occasion. When a die should be rolled to determine the
  amount of damage the retainer would receive, he or she
  will receive the maximum possible damage instead. 
  #32 Not been hired for THIS
  The  first  time  the  NPC  has  any  encounter  with
  something supernatural, his or her Moral is reduced by
  (-1). A death of one of the groups other characters at the
  hand of something supernatural calls not only for a
  Moral check but will also reduce Moral by a further (-
  1).
  #33 No Initiative [M]
  The retainer will do what he or she has been told to do,
  but will not do anything else or beyond this (even if it
  would seem like a good idea to do so), nor report
  anything  “irrelevant”  unless  specifically  asked.  This
  may either be due to a “ya don´t pay me ´nuff” attitude
  or because of a rather simple mind.
  #34 No taste for Bloodshed
  After being witness or part of a fight that ends with one
  or more (demi-)human casualties, the retainer´s Moral
  is reduced by 1 for the rest of the adventure. The NPC
  might have been a stranger to violence in his life, or
  perhaps had already seen to much blood spilling.
  #35 On the run
  The retainer had other reasons to join the PC but money
  and  adventure.  He  or  she  is  wanted,  possibly  for
  murder,  enormous  debts,  rape,  accusations  of
  witchcraft,  being  a  deserter,  a  runaway  serf,  etc.
  Whatever it is, there is a (small) bounty on his or her
  head, and when the group visits villages or towns there
  is a chance that they have an encounter with 1d4+1
  bounty hunters (a mix of fighters and specialists, all 1st
  level)  that  are  after  the  retainer,  or  that  somebody
  recognizes him or her (2d6: doubles mean that bounty
  hunters show up, 5 or less means that that somebody
  identifies the retainer as wanted. BOTH may happen).
  #36 Outsider
  The retainer has something about him that identifies
  him as a stranger, outsider or foreigner on sight. He
  could be a Scot in 14th century England, a Turk, Jew or
  Arabian in western Europe before the 18th century or
  any other member of a generally disliked or distrusted
  minority.  When  the  NPC  is  around,  all
  Neutral/Indifferent Random Reactions of non-monsters
  are treated as unfriendly instead.
  
  #37 Puritan
  The retainer was raised to belief in hard work and
  discipline, and to value seriousness and  sincerity. Good
  traits all in all (especially in somebody who is to serve),
  but the same upbringing made him or her despise any
  kind of “undue frivolity and hedonism” (which seems
  to include a merry evening in the tavern as well as a
  flirt with a milkmaid). The retainer´s Moral suffers a (-
  1)  to (-2) penalty when confronted with (and forced to
  work with people who enjoy) anything raunchy, frisky
  or immoral. True acts of debauchery and obscenity call
  for a Moral check. 
  #38 Religious
  While the NPC in question may not uphold ALL (or
  perhaps not even most) of the virtues and standards of
  his or her faith, he or she sees faith as something very
  important.  Direct  actions  against  holy  sites  or
  representatives of “the faith” are out of question for the
  NPC, and having to work with “heathens” or “godless”
  folk will reduce the retainer´s moral by (-1).
  #39 Righteous [M]
  The NPC may not be a zealot, but is rather close to this
  mindset. Whenever the party does something that is
  simply not right, the retainer my object.
  #40 Sickly
  The overall health of the retainer is not good (CON: 9
  or below), and the NPC may easily become infected (-3
  on all Saves vs. Diseases) or the victim of parasites or
  poisons (-2 on those saves).
  #41 Something Special
  For one reason or another the retainer sees him- or
  herself as the PC´s equal, or at least as somebody worth
  of their attention and regard. When the behavior of the
  PC demonstrate that it is not so, the NPC´s Moral will
  be reduced by (-1). When they snub at him or her in
  front of others the Moral is reduced by (-2).
  #42 Spiteful
  All is well as long all is well. But when things go
  wrong and somebody is to blame, this NPC will do so.
  On and on and on. If another retainer is to blame, this
  will reduce his or her Moral by (-2). When the PC are
  to blame the snide remarks of the NPC will reduce the
  Moral of every retainer (including him- or herself) by (-
  1).
  #43 Slow on Foot
  It might be bad constitution, a lag of training, age, an
  old wound or minor deformity of the legs or feet: the
  character travels slow on foot.  The regular distance he
  or she is able travel in a given time is reduced by 20%. 
  #44 Suicidal [M]
  He or she may not even fully realize it herself, but the
  character has a death wish. That is one of the reasons
  that the NPC joined the PC, and it will come to the forth
  sooner  or  later.  The  retainer  will  always  show  a
  daredevil´s behavior when push comes to shove, and on
  a failed Moral check he or she will do something truly
  suicidal (perhaps for the benefit of the group, perhaps
  only to end the own existence).
  #45 Superstitious [M]
  Superstitions are widespread in the populace during the
  times prior to the Age of Reason (whenever THAT was
  supposed to be or to come). If the retainer becomes
  witness to an occurrence that he or she takes for a bad
  omen, the Moral of the NPC is decreased by one for the
  rest of the adventure. When the contrary happens it is
  increased by 1 till something bad happens.
  
  #46 Trophy Taker
  Due to a cruel custom or a sadistic streak, the character
  takes trophies from slain enemies. In case of beasts or
  monsters, nobody will object to it, but the retainer will
  do so with slain humanoids, demi-humans and humans
  alike. In the latter cases, a Moral check for all other
  retainers that are not Fighters is in order: those who fail
  will have their Moral reduced by (-1) as long as this
  retainer is employed. If ordered to stop this, the Trophy
  Taker  will  rather  end  his  employment  with  the
  characters (or: not prolong it further).
  #47 Urge to Kill
  The retainer is rather quiet, and often seems  tense.
  There is a struggle within him or her, with a dark and
  sinister  urge.  Whenever  stress  or  inner  conflict
  overwhelms the NPC (as during a failed Moral check)
  the retainer will neither flee nor forsake his employer.
  Instead the retainer will murder somebody within the
  next 1d4 days. The voice wills it so.
  #48 Vivid Nightmares
  After any stressful experience (anything that justifies a
  Moral  check),  the  NPC  will  suffer  from  vivid
  nightmares for the coming 1d4 nights. Aside from a
  disturbed sleep, the retainer must check Moral after
  each night: a failed check means a reduction of Moral
  by (-1)  till the end of the current adventure (or until the
  retainer had at least three nights of sound sleep).
  #49 Weak Stomach [M]
  When confronted with scenes of carnage or things that
  are gross or horrible, the character may have to puke
  and will be stunned (no action possible, no chance
  against surprise) for 1d3 rounds. Immediate danger is
  enough to suppress this reaction for a while. 
  #50 Wicked [M]
  The NPC is not only Chaotic in alignment, but has a
  mean streak and a taste for harm and other people´s
  suffering. The retainer may not want to watch the whole
  world burn, but has no qualms about bringing misery,
  misfortune or harm to others for the sake of his or her
  own entertainment. Of course it would be unwise to
  take this out on the employers, but at some point the
  consequences of the NPC´s action may cause trouble
  for the group. 
  Further releases of mine....
  20 Encounter in the Ruins of the Elder 
  Beings
  A set of linked encounters, that may be turned into a little 
  scenario. Pay-what-you-want.
  Beware of the Spirits of the Woods
  Half a dozen supernatural encounters for an eerie forest. 
  Pay-what-you-want.
  Ye Ol´ Mad Monk
  Meet Wilbur. Pay-What-You-Want
  Works & Misfortunes of Ye Alchemist
  Meet Howell. Marvel about his wares. Become part of 
  his own little life through regular visits to him between 
  adventures. 
  Boarswood
  Welcome to Boarswood, a small Barony somewhere in 
  England. Visit the town of Calvenhill or the Abby of St.
  Gytha. Make yourself at home between adventures. 
  Beneath Unhallowed Ground
  Face the ungodly terrors that took hold in the graveyard.
  The Crypt of Baron Vraszek
  Can you slay a vampire in its own lair...?
  25 Encounters in the Eerie Barbaric North
  ..and you hoped you would encounter not a soul here...?
  20 Encounters on a Haunted Road in the 
  Carpathians of Old
  In a region besieged by vampires, even a travel during the 
  daylight might not be as expected.
  Almanac of Animated Skeletons
  Your players know all about skeletons, don´t they...?
  Names for Elves
  Bother yourself not...
  Strange & Cruel Personal Titles
  ...for my mind is your servant. 
  
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SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/Good Help is Hard to Find [v1.3] (LotFP).pdf