Henchmen
Henchmen are classed and leveled non-player character adventurers in the service of higher level player characters. A third level magic user, for instance, might take on a first level fighter henchman to act as his personal guard. However, the henchmen of a player character are more significant than mere hirelings; they become his companions, friends, and supporters, acting in his interests even in his absence. Indeed, a very loyal henchman may sacrifice his very life in defence of a player character or charge unbidden into the thick of the fray to rescue him. Consequently, henchmen are highly sought after by experienced players, and the number a character may have is limited by his charisma score.
Demographics:
The number of henchmen available in a particular locale depends on the total population, and its predisposition towards attracting adventurer types. A prosperous trading city with 30,000 inhabitants might have 300 characters capable of level advancement, but only 1 in 10 of them are likely to be available and interested in serving as henchmen. The incidence of adventurers may be higher or lower, depending on the settlement, its circumstances, and the assumptions of the campaign milieu, perhaps varying by as much as a factor of five or more in either direction.
Recruiting:
There are four basic ways in which a player character may attempt to locate a henchman, and each may be attempted only once a month, either individually or in combination. Hiring a public crier costs 10 gp, and will attract 1d10% of those available, whilst posting notices in prominent places costs 50 gp to draw 10d4% of the same. Using agents is costly at 300 gp, but will bring 5d10% of potential henchmen, and a minimum of 10%. A character willing to frequent the various inns and taverns available will induce 1d4% for every 10 gp spent ingratiating themselves with patrons and staff, to a maximum of 5d4%, but every such establishment visited, up to a maximum of ten, reduces the effectiveness of the others by 1%. Furthermore, each method used in combination beyond the first reduces the sum by 5%.
Response:
The modified total resulting from recruitment efforts is the percentage of all available potential henchmen that respond. Following the first efforts at recruitment, applicants will appear over the course of 2d4 days. If the player character is not present at the agreed place when an individual seeks them out, then that recruiting opportunity is lost. Casting spells upon a prospective henchmen will result in an unfavourable response, though if they consent an exception might be made for know alignment or detect good/evil. Direct questions about alignment and other breaches of etiquette will also be poorly received.
Characteristics:
Only relate to the interviewing player character what can be detected by normal observational means. Do not blurt out the character's alignment, constitution score, or level. Instead, allow a general idea of these attributes only as a reward to careful questioning on the part of the interviewer.
Race:
The race of each respondent depends on the locality, and should be in proportion to the established racial demographic. That is to say, if the above prosperous trading city has a human population of 24,000, then 80% of candidates should be of that race. If you wish to reflect a higher incidence of adventurers in the Demi-human population, then consider doubling the number who respond.
Class:
Use the table below to randomly determine class of applicants. Once characteristics are known, and given that the prospective character qualifies, there is a 1 in 10 chance that a fighter will actually be a ranger, and the same that he will be a paladin. There is similarly a 1 in 6 chance that a magic user will be an illusionist, that a cleric will be a druid, or that a thief will be an assassin, given that the candidate meets the requirements for such a class. Demi-humans may have two or three classes, if they have two scores greater than 13 in the relevant characteristics, and always assuming that they otherwise qualify.
D% | Class |
---|---|
01-40 | Fighter |
41-60 | Magic User |
61-80 | Cleric |
91-00 | Thief |
Level:
Newly recruited henchmen are generally first level characters. The exceptions to this are if the player character himself is higher than sixth level or higher than twelfth level. In the former case, his reputation is such that 1 in 10 henchmen are second level; whilst in the latter case he has achieved such renown that 1 in 4 are second level, and another 1 in 4 are third level.
Cost:
Once a potential henchmen is selected, there are still costs to be paid and negotiations to be completed. The minimum offer a henchmen will consider is 100 gp per level; this yields a 30% chance of the offer being accepted, which increases by 1% for each additional 10 gp offered above the minimum, up to a maximum of 60%.
Equipment:
Prospective henchmen arrive with nothing but the clothes they are wearing and perhaps a few coppers in their pockets. This apparent lack of success as an independent adventurer is the main reason he is seeking the position of henchman, and the offer must therefore include complete equipment in accordance with his class(es). Any magic items useful to the character will typically increase the chance of acceptance by 15%, magical ammunition counting only in groups of six.
Room and Board:
The potential henchman always expects this. Not including an offer of free room and board decreases the chance of acceptance by 25%.
Treasure:
The player character must explain to the prospective henchman his specific duties and what is more generally expected. The henchman will want to know what percentage of treasure will be apportioned, and what to expect with regards to magic items. In addition to living expenses, henchmen typically receive a half-share of the treasure gained on a given expedition; they will also expect healing and other restorative spells as needs dictate.
The Offer:
If the player character tenders an offer the game master must tally up all the percentage modifiers listed above and add any charisma adjustment indicated. This is the offer acceptance chance; if the number rolled does not exceed this chance, then the non-player character accepts service as a henchmen.
Exceptional Henchmen:
In certain circumstances, a player character may have a relatively high level non-player character in his power, which may then lead to an offer of henchman status. In general, if such a character is more than two levels higher than the player character he will accept only associate status for one or two adventures. No inducement will cause him to willingly accept a longer period of service. However, if the player character is more than two levels higher than the non-player character then an offer may be made normally in accordance with the above guidelines. In any other circumstances, the non-player character will agree to accept associate status for only 1d4 weeks or adventures. If an offer is accepted under threat, then the character will likely be of questionable loyalty.
Associates:
Typically, an associate non-player character regards himself as being the equal of any player characters, or perhaps their better; he may have been coerced, hired, or joined the party of his own free will and for his own ends. Regardless such characters expect to be treated as a true member of the group, taking their fair share of the risks, and receiving a full share of any treasure or magic items gained. Associates rarely function in this capacity for any great length of time, usually one or two adventures.
Level:
Newly recruited henchmen are generally first level characters. The exceptions to this are if the player character himself is higher than sixth level or higher than twelfth level. In the former case, his reputation is such that 1 in 10 henchmen are second level; whilst in the latter case he has achieved such renown that 1 in 4 are second level, and another 1 in 4 are third level.
Cost:
Once a potential henchmen is selected, there are still costs to be paid and negotiations to be completed. The minimum offer a henchmen will consider is 100 gp per level; this yields a 30% chance of the offer being accepted, which increases by 1% for each additional 10 gp offered above the minimum, up to a maximum of 60%.
Equipment:
Prospective henchmen arrive with nothing but the clothes they are wearing and perhaps a few coppers in their pockets. This apparent lack of success as an independent adventurer is the main reason he is seeking the position of henchman, and the offer must therefore include complete equipment in accordance with his class(es). Any magic items useful to the character will typically increase the chance of acceptance by 15%, magical ammunition counting only in groups of six.
Room and Board:
The potential henchman always expects this. Not including an offer of free room and board decreases the chance of acceptance by 25%.
Treasure:
The player character must explain to the prospective henchman his specific duties and what is more generally expected. The henchman will want to know what percentage of treasure will be apportioned, and what to expect with regards to magic items. In addition to living expenses, henchmen typically receive a half-share of the treasure gained on a given expedition; they will also expect healing and other restorative spells as needs dictate.
The Offer:
If the player character tenders an offer the game master must tally up all the percentage modifiers listed above and add any charisma adjustment indicated. This is the offer acceptance chance; if the number rolled or perhaps their better; he may have been coerced, hired, or joined the party of his own free will and for his own ends. Regardless such characters expect to be treated as a true member of the group, taking their fair share of the risks, and receiving a full share of any treasure or magic items gained. Associates rarely function in this capacity for any great length of time, usually one or two adventures.