12/12/2025
Happy Friday, and welcome back to Tabletop Thoughts!
Today I want to talk about something that doesn’t always get the spotlight in our dungeon-delving sessions, but absolutely should: hirelings and henchmen.
Shadowdark leans hard into that old-school adventuring vibe, and nothing feels more classic than showing up at a dungeon with a small, nervous entourage trailing behind you. Honestly? They’re one of the best tools your party isn’t using enough.

Why Hirelings Matter in Shadowdark
Shadowdark is dangerous — the sort of dangerous where even the hallways hate you. Hirelings help keep your party moving, surviving, and occasionally screaming in appropriate terror.
They’re great for:
- Carrying loot and gear you definitely “might need later.”
- Managing light sources, freeing up precious PC hands
- Standing guard at chokepoints, camps, or dark stairwells
- Providing extra bodies in a fight (if you hired the braver type)
- Nudging pressure plates by mistake… or design
They’re not heroes — they’re just regular folks with strong backs, steady lantern hands, and questionable decision-making. But in a dungeon? That’s priceless.

Hirelings vs. Henchmen
There are two flavors of companions: Hirelings and Henchmen
Hirelings (Support Crew)
Torchbearers, porters, cooks, scribes — they don’t fight, but they make the expedition work. Cheap, simple, and absolutely capable of panicking at the worst moment.
Henchmen (Combat Allies)
Mercenaries, squires, apprentices, wardens — actual NPCs with weapons and the willingness to use them. They follow orders, assist in fights, and might even develop personalities if you’re not careful.
Both bring life to the game, and both give players that delightful sense of “we really are a little company of adventurers.”

When the Party Gets Too Big (or… The Follower Problem)
At some point, every table hits that moment where the adventuring party has:
- 4–5 PCs
- 3–4 hirelings
- 1–2 henchmen
- And maybe a beloved donkey or two
Suddenly, the initiative tracker is starting to look like a small-town census.
This is where adapting ideas from supplements like Strongholds & Followers can save your sanity and keep the game flowing.

How to Convert Strongholds & Followers-Style Rules to Shadowdark
Shadowdark thrives on simplicity, so the trick is to borrow the structure without bringing over the mechanical bloat. Here’s an easy, table-friendly approach:
1. Use Shadowdark’s Simple Stat Blocks
No need for full character sheets. Treat each unit like a creature:
- HP: sum of the group’s durability, but low enough to stay threatened
- Attack: a single roll representing combined effort
- Morale: a simple DC 10–12 morale check when things get spicy
- Traits: 1–2 flavorful abilities
2. Give the Players Command Roles
Instead of micromanaging followers, players give general orders, like:
- “Hold the hallway.”
- “Keep the light on the caster.”
- “Guard the exit.”
- “Spread out and search the chamber.”
You — the Judge — decide how the unit interprets that order in Shadowdark’s deadly chaos. Players stay engaged without wrangling six character sheets. You can also break the followers into groups: (Hirelings and Henchmen), and have all of that group go at the same time in initiative. That makes combat easier to run.
3. Promote Standout Hirelings Into Henchmen
When a hireling does something memorable, promote them to a full henchman:
This keeps the cast manageable while spotlighting the ones the players love. Plus, if a PC dies, the player can always select a henchman to be promoted to a full party member, avoiding the awkward “where did this new character come from?” question.

Keeping Followers Alive (At Least Longer Than the Torches)
A few tips from experience:
- Pay them well — nothing motivates like coin
- Don’t put them in front every time — even the brave get crispy
- Let them panic — it’s fun and realistic. This keeps Morale towards the top of everyone’s mind.
- Let them be heroes — sometimes the porter saves the day
And of course: always give them names. Naming them is how you become emotionally attached and then deeply regret their inevitable demise.
Final Thoughts
Hirelings and henchmen aren’t just extra bodies — they’re storytelling fuel. They make your party feel like a real expedition, they bring tension and humor, and they let the world feel bigger.
And when your table starts growing into a company, adapting something like Strongholds & Followers into Shadowdark-sized chunks keeps the game smooth, fast, and fun.
I’ve had some of my best campaign moments thanks to a terrified lantern-boy or a henchman who was way braver than the dice said he should be.
Keep on gaming!