RecruitWhen you put out word that you're looking to hire help, roll. If you make it known......that your pay is generous, take +1...what you're setting out to do, take +1...that they'll get a share of whatever you find, take +1If you have a useful reputation around these parts take an additional +1. On a 10+ you've got your pick of a number of skilled applicants, your choice who you hire and no penalty for not taking them along. On a 7–9 you'll have to settle for what you get or turn applicants away. On a miss someone influential and ill-suited declares they'd like to come along (a foolhardy young duke, a loose cannon mercenary, or a hidden enemy, for example), bring them and damn the consequences or turn them away and risk their ire. If you turn away applicants you take -1 forward to Recruit.
Hirelings are those sorry souls that—for money, glory, or stranger needs—venture along with adventurers into the gloom and danger. They are the foolhardy that seek to make their name on adventures.Hirelings serve a few purposes. To the characters, they're the help. They lend their strength to the player characters' efforts in return for their pay. To the players, they're a resource. They buy the characters some extra time against even the most frightening of threats. They're also replacement characters, waiting to step up into the hero's role when a player character falls. To the GM, they're a human face for the characters to turn to, even in the depths of the earth of the far reaches of the planes.
Order HirelingsHirelings do what you tell them to, so long as it isn't obviously dangerous, degrading, or stupid, and their cost is met. When a hireling find themselves in a dangerous, degrading, or just flat-out crazy situation due to your orders roll+loyalty. On a 10+ they stand firm and carry out the order. On a 7-9 they do it for now, but come back with serious demands later. Meet them or the hireling quits on the worst terms.