This retainer was a (1d6):
1. soldier
2. sailor
3. farmer
4. trader
5. crafter
6. criminal
who dabbled in:
1. cooking.
2. brewing.
3. animal training.
4. foraging.
5. household repair.
6. music.
They're handy with:
1. a hatchet.
2. a rope.
3. fire-making.
4. navigation.
5. leatherwork.
6. herbal remedies.
They need money:
1. to pay a gambling debt
2. to set up in business
3. to retire from their trade
4. to buy a trinket for a loved one
5. to support a family member
6. to marry and settle down
And decided to try adventuring because:
1. it's high-reward.
2. of the excitement.
3. they can't get other work with their reputation.
4. of the chance of fame.
5. they always wanted to travel.
6. farm work looks exhausting.
They hope:
1. to see a unicorn, a mermaid and a fairy.
2. to earn a reputation.
3. to prove someone wrong about them.
4. to build influence.
5. to become skilled and powerful.
6. to learn lost and forgotten lore.
Awaiting them is:
1. a lover or spouse.
2. a child.
3. a younger sibling.
4. their aged parents.
5. an ill grandparent.
6. a group of friends who feel trapped in their small lives.
Their favourite party member is:
1. the fighter.
2. the wizard.
3. the cleric.
4. the thief.
5. the goblin torchbearer they picked up.
6. their horse, because screw these guys.
In a pinch they:
1. drop their gear and run. Retaining isn't for them.
2. act with reckless bravery.
3. keep a cool head and act with discipline.
4. wait for someone to tell them what to do.
5. stick to the plan until it looks like their side is losing.
6. look for ways to personally benefit while everyone's distracted.
(Thanks to Spwack of the Slight Adjustments blog for the generator code.)


