Friday, November 6, 2026

Retainers: Hirelings [In the House of the High King]

Retainer is an umbrella term that can refer to three separate classifications of hired help. This post concerns hirelings, the most common type of retainer.

A hireling is a level 0 human from one of the villages or port cities of the Stone Isles. They ply a simple trade. Hirelings will not fight monsters, but will port gear, hold torches, and aid in labors. Hirelings expect to be paid a weekly or monthly wage (usually 1gp per day). 

A henchman is a retainer with levels in a specific character class. Henchmen will join in the fight against monsters. Henchmen expect a share of the loot recovered on an adventure.

A companion is a type of henchman, but with ties to a PC beyond simply hired help. The commanding PC still has obligations towards them (such as sharing the treasure or paying for their upkeep), but companions are willing to take more risks during adventures without Loyalty checks, except in extreme circumstances.

All human character classes gain companions by default through the course of their advancement. 
  • Knights gain squires
  • Clerics gain acolytes
  • Sorceresses gain initiates
  • Guilders gain apprentices
Companion-type retainers include animal companions that you tame and befriend.


Hiring help

Potential retainers are recruited in between adventures. Recruiting retainers requires a week spent in a village or city, spreading the word that help is wanted for an upcoming expedition.



Number of applicants
The number of applicants determines how many potential retainers the referee generates. The number of applicants is determined by the player rolling a d4, modified by the following factors:

Factors Number of applicants
Base number 1d4
PC is in their home town +1
- And the PC has constructed a stronghold (tower, guildhall, shrine, etc.) +1
PC is level 7+ +1d4
PC spends 50gp to spread the word +1

If multiple PCs are attempting to hire help, they all make a roll for the number of applicants, but only the highest roll is kept to determine the total pool of applicants: there's only so many potential retainers in town at any one time.

Seeking henchmen of a specific class
There are two ways to attempt to hire a henchman of a specific class.

  • You are in a city and want to hire a henchman of your same class. For example, a sorceress attempting to recruit another sorceress; or
  • You are in a city with an enclave of a specific class. For example, you wish to hire a guilder while in the city of Erl, which has many great guildhouses. 

Note that both of these situations require you to be recruiting retainers within a city, not a village.

In these cases, one of the potential retainers from the applicant pool will be of this class per PC seeking to hire help. The types of henchmen sought may be different if multiple PCs are trying to hire help.

For example, if the applicant pool for two PCs seeking hired help is 5 potential retainers, and the party specifically is trying to recruit knights, 2 of 5 of the applicants will be knights. If one PC was looking to hire clerics and one PC was trying to hire knights, 1 of the applicants would be a cleric and 1 would be a knight, leaving 3 randomly-generated NPCs.

Rolling a retainer

The referee generates potential retainers based on the number of applicants.

In a village, the referee rolls 1d50 to generate a potential retainer. In a city, the referee rolls 1d100.

(This blog post only has the first 50 results. The second half of the retainer table is a future blog post.)

Each row is a unique NPC. If further randomness is desired, roll for each column and combine the results.



Commentary 

There are many lists of retainers, procedures for rolling NPCs, and blog posts of weird little freaks. We are blessedly not starved for choice. 

These are my goals for retainers in "High King," and what I think this list is doing well:

We all know that dealing with NPCs should be expensive and irritating, but as much as possible, I want something easy at the table. There's virtue in infinitely expandible roll lists, but tight and polished options are even better. If just reading left to right, these are 50 usable retainers. Thus, once you've rolled how many potential recruits show up to the interview, you're done rolling. 

Each retainer should be more than a pile of numbers, more than a faceless NPC. To this end, I've tried to nail the sweet spot of detail (for me). Sometimes you can cross your eyes and see a story just in the six ability scores and random equipment, but I want some meat on those bones. But not too much! The demeanor gives me enough to roleplay, as the referee. The appearance gives the players something memorable without being a paragraph long. Their goals give them a reason to join with the party--or modify their Loyalty score, depending on the actions of the PCs. Their quirks make them feel different in play, but is still easy enough for the referee to remember. 

Last, it was important for me to straddle the mundane and the fantastic. Although the OSR revels in a pathetic aesthetic, the Stone Isles have a mystique fantastique. Sometimes the gaffer has magic cufflinks, you know? These retainers have little intrusions of magic into their mundane lives that I think communicate the tone of the setting well.

Thanks to Goblin Henchman's list of profession-based surnames, which I borrowed to help construct this list.

50 retainers in the Stone Isles



Without further adieu...

Because blogger formatting for a table of this size kind of sucks, click here to see the original version.

(Go to the bottom for the scroll bar on blogger.)

 
#NameProfessionAppearanceQuirkHit PointsAbilitiesSavesGoalDemeanorEquipment
1Heru AtteclifBell-makerBulging, widely spaced eyesSkilled in first aid. By spending a turn and a bandage, can restore 1 hp. A character can only benefit from this first aid once a day.4Str 9, Dex 11, Con 15, Int 9, Wis 9, Cha 7F12 W13 G14 Q15 C-S16Sketch holy bells in famous cathedrals throughout the archipelagoIndustriousClapper (as club), hand bell, bandages (3)
2Tull BaraBakerOld, wrinkled, constantly smilingStrictly enforces 1 turn of rest every 6 turns. Mandated hireling break! (Also, they're old!)1Str 5, Dex 10, Con 7, Int 13, Wis 14, Cha 14F12 W13 G14 Q15 C-S16Spouse recently died; looking to fill their golden years with adventureOptimisticFlour, rolling pin, waybread (3 loaves)
3Ari BirdwhistlePeregrine MessengerBirthmark under one eye, wearing Peregrine Messenger's raiment (bicorne hat, poncho)Has a mind for maps. Will collaborate with the mapper and correct any mistakes.4Str 10, Dex 10, Con 16, Int 8, Wis 9, Cha 11F12 W13 G14 Q15 C-S16Elevate the Peregrine Messengers into the Council of GuildsTalkative, loves gossipWalking staff, bird whistle (worn as a badge), bedroll, iron rations (7)
4Tiff BuckramBookbinderPince-nez spectaclesHas contacts among rare book collectors. Can serve as a fence for recovered antique books and fetch a good price.2Str 8, Dex 11, Con 8, Int 14, Wis 11, Cha 13F12 W13 G14 Q15 C-S16To find Mellywyn the Elf and deliver to them the cloth-of-gold book they already paid forSolemn, quietLeather-bound journal (filled with observations), quill-trimming knife, quill, ink, Mellywyn's blank book
5Mari By-wellClerkBig ears, doe eyes; chalk-covered clothesGood at spotting forgeries. Conversely, also pretty good at making forgeries.3Str 8, Dex 8, Con 10, Int 10, Wis 8, Cha 10F12 W13 G14 Q15 C-S16Find a holy relicNervousWriting slate, chalk, abacus, candles (2)
6Yon CatchpoleSea-sheriffJowly, thinning hair, wears a pink coat with slashed sleevesTerrified of heights; won't ascend to the third-rung of a ladder without a Loyalty check.3Str 9, Dex 10, Con 9, Int 5, Wis 13, Cha 9F12 W13 G14 Q15 C-S16Prove themselves worthy for knighthoodBombastic and headstrongQuarterstaff, spyglass, manacles
7Dory ChipsCarpenterWears a big hatCursed by the King of Elves; grows donkey's ears during a full moon. Hides them under veil.3Str 11, Dex 6, Con 9, Int 10, Wis 8, Cha 9F12 W13 G14 Q15 C-S16Find a cure to their curseSelf-important but bumblingHand-drill, nails, mallet
8Bucky CoffrerTrunk-makerCaesar haircut, pot bellyJudgmental about the quality of chests.

Perfectly detects mimics.
4Str 10, Dex 11, Con 14, Int 11, Wis 9, Cha 14F12 W13 G14 Q15 C-S16Father lost the family farm due to debts; wants to earn enough to buy it backDeadpan, flat affectLockbox with key, lockpicks, candles (2)
9Dayla CorviserCobblerShell ornaments hang from their curly hairFancies themselves a military historian expert. Gives unsolicited advice about battle tactics. Will play out strategies with their tin soldiers.3Str 7, Dex 12, Con 9, Int 9, Wis 8, Cha 9F12 W13 G14 Q15 C-S16Enough money to buy the mansion in their home villageBraggadociousExtra socks, collection of tin soldiers with various polearms, needle, spool of thread, catgut, candles (2)
10Brost DysterGravediggerSickly, pale, bald; talks in an antiquated manner, like old-order AmishStoic about death. Willing to take on dangerous tasks about dealing with the undead without a Loyalty check.3Str 6, Dex 8, Con 12, Int 13, Wis 11, Cha 11F12 W13 G14 Q15 C-S16To impress the PCs; believes them to be great lordsWheedling, fawningShovel, lantern, flask of oil
11Yarrow EinionSmithRomanesque nose, high cheekbonesUnbeknown to everyone, descended from the line of the Sisters of Night. Possesses an innate capacity for sorcery.4Str 10, Dex 11, Con 15, Int 18, Wis 7, Cha 13F12 W13 G14 Q15 C-S16Haunted by recurring dreams of stone ships every night; wishes to find them in real lifeDiligentHammer, tongs, bellows, tinderbox
12Yon FaintreeBeggarScrabbly and ill-kempt; gold toothSings a variety of bawdy songs, badly.

Has extraordinary luck (look at those saving throws!)
1Str 14, Dex 12, Con 6, Int 10, Wis 10, Cha 9F4 W5 G6 Q7 C-S8Drink at every tavern in the archipelagoAddled, strange, harmlessBottle of hooch (strong but foul), beat-up lute, alms bowl
13Tuly FusterSaddle-makerBeauty markLocal leg-wrestling champion. Always willing to challenge someone to a match.2Str 15, Dex 10, Con 7, Int 13, Wis 9, Cha 14F12 W13 G14 Q15 C-S16Journey and see the wonders of the Stone IslesFriendly, funnyLeather-working knife, bag of salt, leather buckler (+1 AC)
14Vetch GatewardGate wardenAcne-scarredVoracious appetite. Eats 2 rations instead of 1 whenever possible. 5-in-6 chance of ignoring any negative effects from anything eaten.3Str 14, Dex 12, Con 12, Int 9, Wis 12, Cha 9F12 W13 G14 Q15 C-S16Laboring under the misunderstanding that they are some sort of chosen oneBold, brash; aggravated by inactionClub, lantern, flask of oil, tinderbox
15Beryl GirdlerBelt and buckle makerBraided hair worn in loops; wears a huge, ornate belt buckleHas the knack of finding water with their dowsing rod; can always point towards the nearest source.1Str 9, Dex 10, Con 7, Int 9, Wis 13, Cha 16F12 W13 G14 Q15 C-S16Meet an angelLighthearted, devil-may-careDowsing rod, tinderbox, candles (2), iron rations (7)
16Bren GlasswrightStained glass artisanCrooked nose; wears out-of-style fineryRefuses to carry unidentified magic items.3Str 11, Dex 16, Con 9, Int 12, Wis 8, Cha 9F12 W13 G14 Q15 C-S16Wants to be commissioned by the bishop to make a stained-glass windowCurious, inquisitiveIron pipe, hermetic bottle (empty), hand mirror with a solar motif
17Goldie GoldbeaterGold leaf hammererFull figured; wears a cloak sewn with peacock feathersUnbeknownst to them, carrying an authentic relic; the skull of St. Anne of the Sea. Believes it to just be a flashy bit of goldsmithing.

The skull may perform a miracle.

A cleric who passes an Intelligence check upon seeing the skull recognizes it for what it is.
4Str 12, Dex 13, Con 15, Int 11, Wis 12, Cha 12F12 W13 G14 Q15 C-S16Spread their mother's ashes in a sacred placePragmaticChasing hammer, fire pot, tinderbox, gilded skull
18Birt HoskierHose and breech clothierGrey haired, wolfishPetty pickpocket. Willing to ply this trade at the hiring PC's request.

Does it for his own benefit when the referee rolls a retainer encounter and there's an easy source of nearby treasure.
3Str 14, Dex 16, Con 12, Int 8, Wis 11, Cha 14F12 W13 G14 Q15 C-S16Saving for a dowrySuaveLantern with a match-sized fire elemental in it, pack of cards, bedroll, iron rations (6)
19Daisy In-the-laneFerrierHigh forehead, plucked eyebrowsSuperstitious. Refuses to be the target of any sorcery without passing a Loyalty check.3Str 14, Dex 9, Con 11, Int 11, Wis 12, Cha 11F12 W13 G14 Q15 C-S16Lost treasure and great richesOvereagerHalf a treasure map*, hammer, iron spikes (12), flint and tinder

* True map - referee's discretion where it leads
20Waris KempsterAcrobatThin, lips in a cupid's bow; wears jester's motleyComfortable with heights. Willing to do "second story work"; climb, walk tightropes, etc., without a Loyalty check3Str 8, Dex 15, Con 8, Int 14, Wis 11, Cha 14F12 W13 G14 Q15 C-S16Solve the sphinx's riddle:
What is big as a house, but grey as a mouse?
What has the nose of a snake, but makes the earth quake?
Careful10' pole, seven balls (one of each color of the rainbow), 50' rope, bottle of methanol (for fire breathing)
21Teriel LardnerTavern keeperTall, dimpled chinGood cook. When provided with fresh rations and herbs, can make a meal that gives +1hp.3Str 8, Dex 15, Con 10, Int 9, Wis 14, Cha 10F12 W13 G14 Q15 C-S16Looking for an advantageous marriage (perhaps one of the PCs?)Tough, no nonsenseCooking gear, three lucky dice, tin mug, lard, fresh rations (3)
22Oak LymburnerLime kiln operatorTattoos of green dragons on their forearms; wears a heavy leather apronHeavy drinker. Gets morosely, catatonically drunk at every tavern.

Heals all damage after a night of drinking.
3Str 8, Dex 10, Con 10, Int 8, Wis 8, Cha 10F12 W13 G14 Q15 C-S16Clear their family's name through good deeds (or at least riches)SullenBlackjack, empty bottle, chalk, tinderbox, bedroll
23Tiarath MazererMaker of drinking bowls and cupsShort, waifish; wears bright clothingHas the knack of whistling so loud that it can be heard for miles.

Whistles to attract their pet bee, which follows them around loyally.
3Str 9, Dex 15, Con 11, Int 9, Wis 12, Cha 13F12 W13 G14 Q15 C-S16Find their little sister, who joined up with another adventuring party as a hirelingAwkwardWalking stick, enchanted drinking bowl*, bottle of mead, pet bee

* Will explode if poison is ever poured into it, saving the drinker.
24Anan MerrymanItinerant minstrelSpiky blonde hair, round face; wears the costume of a gleeman (braided leather headband, patchwork cloak)Seeks to flatter their employer by composing ballads about their adventures, constantly asking for feedback.3Str 9, Dex 13, Con 13, Int 12, Wis 8, Cha 15F12 W13 G14 Q15 C-S16To be recognized as a great bardCompulsive truth-stretcherGilded harp, long dagger, tinder box, bedroll, pet cat
25Faunia NitpickGoatherdPretty; wears the traditional costume of the shepherd (straw hat, furred breeches)Enjoys the company of animals. They will skillfully serve as hostler, taking care of any animals in the party's possession.4Str 12, Dex 13, Con 15, Int 14, Wis 10, Cha 10F12 W13 G14 Q15 C-S16Get out of town to avoid being married off to a bad matchKind and caringSling and 10 bullets, pan pipes, shepherd's crook, bedroll
26Peter Of-the-fieldFarmerBee-sting nose; wears sturdy mountaineering bootsAccomplished mountaineer, enjoys scaling heights.5Str 11, Dex 8, Con 16, Int 12, Wis 9, Cha 10F12 W13 G14 Q15 C-S16Dreams of seeing a dragonGrumpyPitchfork, personal tent, 50' rope, magic seed*, pet chicken

* Doesn't know what it will do. If planted, will grow into a pumpkin the size of a cottage.
27Hara PargeterDecorative plastererPleasantly plump, gap toothedDiscourses knowledgeably about frescoes, mosaics, and other wall-based decorations.

Will point out secret doors if one exists when the referee rolls a Retainer Vignette.
3Str 10, Dex 10, Con 14, Int 9, Wis 9, Cha 11F12 W13 G14 Q15 C-S16Religious; wants to raise money to found a new shrine in their townMerryBedroll, torches (3), 50' of rope, iron rations (6)
28Hama PinfoldFalconerChinless; wears the falconer's set (coif and falconer's glove) but bears no birds with themSecretly the lord of a minor kingdom, enjoys journeying incognito.3Str 13, Dex 12, Con 9, Int 10, Wis 12, Cha 9F12 W13 G14 Q15 C-S16Capture a unique birdVain, self-importantFalconry gear, bird cage, leather gauntlet, bedroll, 30 gold pieces hidden in their boot
29Berry PerrerMasonTall and stately; scar on their neck hidden by a long veilSecretly a Werewolf. Unknown, even to themselves. Will transform during the full moon.3Str 17, Dex 7, Con 9, Int 13, Wis 13, Cha 9F12 W13 G14 Q15 C-S16Wants to see a living statueDignifiedHammer, chisel, block and tackle
30Yon PessonerFishmongerBald; smells vaguely of fishRefuses to pass any shrine or altar without stopping to say a prayer.3Str 8, Dex 12, Con 10, Int 9, Wis 9, Cha 14F12 W13 G14 Q15 C-S16Undertake a pilgrimage to all six major shrinesReligious; constantly invoking the names of the angels.Lobster cage, 10' of chain, wooden holy symbol, ocarina, fresh rations (4)
31Gullie PleadwellLegal advocateElaborate, highly-stacked hairVolunteers practical but shady legal advice when they hear the party discussing schemes of dubious virtue.3Str 9, Dex 11, Con 13, Int 8, Wis 9, Cha 10F12 W13 G14 Q15 C-S16Saw their father's ghost, which abjured them to not waste their life; wants to do something worthy of being rememberedBusiness-like, no nonsenseScroll case, 10 sheets of parchment, raven-feather quill, magic ink*

* Contracts written with this ink will erupt into flames if the contract is ever violated.
32Ustwald PomerActorChin-length hair, goatee; very plumpLoves to talk in rhyming verse.4Str 15, Dex 9, Con 15, Int 15, Wis 10, Cha 11F12 W13 G14 Q15 C-S16Actor's troupe left them behind; need money to catch up with themRomanticDisguise kit, mirror, two Grecian-style plaster masks (comedy and tragedy)
33Ivy PoynerTax collectorVelvet coat, lace cravatRefuses to leave any treasure behind; insists on taking unnecessary risks for a single dropped coin.3Str 16, Dex 15, Con 9, Int 12, Wis 11, Cha 13F12 W13 G14 Q15 C-S16Dreams of being rich enough to found their own village where they're the mayor: Ivyton. Or maybe Poynerville.GreedyMace, scales, sack, torch (1), pet snake
34Pip PuskinServantYoung and fresh faced, page haircutCurious about all aspects of adventuring. Questions the knight about their armor. Questions the cleric about the saints and angels. Questions the sorceress about the stars and magic.5Str 13, Dex 14, Con 15, Int 12, Wis 13, Cha 12F12 W13 G14 Q15 C-S16Dreams of real adventure and an escape from a mundane lifeLazyDagger, tinderbox, candles (2), flagon of wine, ration (1)
35Lily PysgodFisherFrog-like appearance, croaking voiceExpert swimmer; can hold their breath 2x normal.3Str 10, Dex 14, Con 13, Int 9, Wis 11, Cha 8F12 W13 G14 Q15 C-S16Curious about the outside worldNaiveFishing pole, variety of lures, lightly-glowing pearl (matchstick-level light, continuous), fresh rations (3)
36Redigar "Red" RummageShip cargo packerSpangled with frecklesConstantly suggesting drawing lots.

Gives accurate estimation of odds (X-in-6) of most tasks.
3Str 13, Dex 12, Con 12, Int 9, Wis 15, Cha 10F12 W13 G14 Q15 C-S16Make enough money to get out of gambling debtsErratic, wildJar of ambergris, rations of dried fish (7), crowbar, wooden cup & dice
37Rosie SaltmakerMakes salt from boiling sea brineWell endowed; Celtic knotwork tattoos behind both earsAmateur fortune teller. Asks about dreams. Wants to read your palms. Predicts doom frequently.3Str 10, Dex 12, Con 13, Int 14, Wis 10, Cha 15F12 W13 G14 Q15 C-S16Raise money for the poor people in their home villageDolorous, pessimisticBox of salt, pack of playing cards, tinderbox, torch (1), jellied whale rations (3)
38Robin SeamsterTailorBeautiful golden hair; drab clothes many times patched with bright fabricsTreat as a henchman when fighting giants or associated foes.4Str 8, Dex 10, Con 14, Int 10, Wis 8, Cha 16F12 W13 G14 Q15 C-S16Rescue their betrothed from the castle of a giantCourageousGiant thimble (as helmet), giant needle (as sword), bedroll
39Sally SulterNet-makerBroad-brimmed hat dangling with charmsFond of games, and regularly tries to get dice games going while camping. At a tavern, will usually win 2d6 gold from other patrons.2Str 9, Dex 12, Con 11, Int 16, Wis 11, Cha 14F12 W13 G14 Q15 C-S16Accidentally caught a mermaid in a net; let the mermaid go, but her ring remained caught---wants to return it and apologize.EarnestNet, mermaid's ring*, 50' rope, three dice

* If returned to a mermaid, the mermaid will polish it until it becomes a ring of wishing. The mermaid will then give it back to Sally.
40Merdwen TapestryerTapestry weaverVery pale, white hairedHappy to mend clothes, and will absentmindedly embroider knotwork patterns into cloaks during camp.3Str 11, Dex 11, Con 11, Int 11, Wis 9, Cha 11F12 W13 G14 Q15 C-S16Harvest the silk of a giant spider for weavingDreamy, vapid, forgetfulBottles of dye (1 red, 1 blue, and 1 yellow), bird-shaped scissors, ball of almost-unbreakable silver thread
41Ivory TicknerPuppeteerMousy, prominent front teeth; wearing drab jester's motleyGives running commentary on the failures of the PCs through their puppets.

If anyone protests, they will absolve themself of responsibility, saying "The puppets said it, not me!"
3Str 10, Dex 14, Con 11, Int 15, Wis 12, Cha 11F12 W13 G14 Q15 C-S16To become the Royal Puppeteer for a kingAcerbic witPunch and Judy puppets, variety of puppet-sized clothes, staff with pig's bladder, torch (1)
42"Grumbly" Runo TranterWainwrightContinuously suffering from hay fever; red-eyed, sniffingLike animals better than people.

Refuses to leave their pony in danger. Will insist on staying with it.
3Str 11, Dex 12, Con 9, Int 11, Wis 12, Cha 16F12 W13 G14 Q15 C-S16Raise enough money to buy a tavernConstantly complainingWhip, wagon, heavy blanket, shaggy pony
43Heather Under-the-wallRat-catcherPox-markedTreat as a henchman when fighting rats or rat-like creatures.2Str 10, Dex 16, Con 8, Int 8, Wis 15, Cha 9F12 W13 G14 Q15 C-S16To kill the legendary Rat King (doesn't know where it is)Simple, ignorantClub, sack, rat jerky (6), small but vicious dog
44Ivan VarletRoyal servantExtravagant eyebrows; wears livery in the color of the local noble houseFastidious; must pass a Loyalty check to enter a filthy environment.3Str 10, Dex 9, Con 10, Int 17, Wis 13, Cha 15F12 W13 G14 Q15 C-S16Penance for undiscussed transgressionsPrecise and exactingCandles (6), bar of soap, silver bell, bottle of fine wine
45Ioreth VenourRoyal hunterAmazonian; wears Lincoln greensTreat as a henchman when fighting natural animals (lions, tigers, bears, etc.)3Str 17, Dex 9, Con 10, Int 17, Wis 9, Cha 16F12 W13 G14 Q15 C-S16Wants to leave town after a scandal with the local lordClever, quick, competentBow and 10 arrows, winter cloak, personal tent, flint and tinder
46Tom WhitesmithTinsmithPimplyCan patch and mend armor, weapons, and other metal gear while camping. Sings almost-magical songs that speed his work.3Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 9F12 W13 G14 Q15 C-S16Seventh child on the way, needs the moneyThoughtful and calmTinker's kit, ballpeen hammer, kettle, bedroll
47Mari With-the-roseVitnerWhite forelock, pierced noseOpinionated about wine. Shares these opinions, loudly, in any tavern they're in.

Willing to take sips of unidentified potions without a Loyalty check and give tasting notes.
2Str 13, Dex 11, Con 8, Int 11, Wis 13, Cha 13F12 W13 G14 Q15 C-S16Seeks the Perfect CheeseMotherly10' pole, bottles of fine wine (3), torches (3), rations (5)
48Yon WoodbeadThatcherBurned face; wears roughspun dark robesTreat as a henchman when fighting dragons or their spawn.

Afraid of fire. Requires a Loyalty check to brave fire traps, fire-magic, fire-breathing monsters, etc.

Requires no Loyalty check to fight dragons.
3Str 8, Dex 10, Con 12, Int 10, Wis 9, Cha 8F12 W13 G14 Q15 C-S16To find the dragon that burned their cottage and get vengeanceGrim and resoluteBow and 10 arrows, sack, enchanted gold-hued apples* (6)

* Monsters will always stop to pick up an apple when dropped.
49Rowan WoodreeveRoyal woodsmanTruculent jaw, stoutLoves mushrooms. Must be restrained from collecting any fungus found to try and eat it later.3Str 10, Dex 9, Con 9, Int 9, Wis 11, Cha 10F12 W13 G14 Q15 C-S16Raise enough money to buy a farmPlain spoken and plain dealing; values honestyFelling axe, 50' of rope, dried mushroom rations (6), bundle of firewood (8 hours), bedroll
50Bran "Sea Dog" WrawShipwrightScarred cheek, weather-worn, close-shaven hairTreat as henchman when fighting on sea.3Str 14, Dex 12, Con 10, Int 11, Wis 14, Cha 13F12 W13 G14 Q15 C-S16Spent a summer as a corsair when they were 18; leaving town because people were asking questionsAggressiveTrident (as spear), jug of rum, 50' of rope, hornpipe