Henchmen


Level Of Prospective New Henchmen
Race Of Prospective Henchmen
Locale and Racial Distribution
Racial Specifications
Number of Prospective Henchmen
Effective Location of Henchmen
Length of Time Required for Response
Classes Of Prospective Henchmen
Cost Of Successful Employment
Cost: Initial Payment
Cost: Equipment
Cost: Quarters and Support
Cost: Activity and Shares
Cost: Characteristics of Henchmen
Acceptance Of Employment
Equipment Of Henchmen
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Exceptional Henchmen
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LOYALTY of Henchmen & Hirelings, Obedience and Morale
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DMG
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<make hyperlinked, EZ flowchart. do not change the math!>

Henchmen, whether male || female, are greatly desired by the discerning players,
for they usually spell the difference between failure and success in the long term view.

They are useful in individual adventures as a safety measure against the machinations of rival player characters,
provide strength to the character and his or her stronghold,
and lastly serve as a means of adventuring when the player character is unable to.
Because they are so useful, and because they are typically so devoted,
there are CHA limitations as to how many henchmen a PC is able to attract.
Knowing this, the real question for the DM is who will be attracted?
where will they be found?
when will they come?
and what will the cost be? These questions are answered in detail hereafter.

Level Of Prospective New Henchmen:
As a general rule, only characters of 1st level of experience will be attracted to service with a PC.
(If the NPC has already gained a level or more of experience on his or her own, why would the {aegis} of a PC be sought?!)
If the PC attempting to find an NPC henchman is over 6th level,
    there is a 10% chance that the character found will be 2nd level, and seeking service because of the renown of the PC;
if the PC is over 11th level,
    there is a 25% chance that NPC will be 3rd level,
    25% chance for 2nd level,
    and 50% for 1st level.

Race Of Prospective Henchmen:
The locale in which the NPC henchman is being sought, the racial distribution in that locale,
the race of the prospective liege, and the manner of seeking henchmen, will all bear upon the race of any possible henchmen.

Locale and Racial Distribution:
The amount of territory within which the henchman is being sought is of importance,
for it determines what character races are available for acquisition.
Determine racial percentages that exist within the area, and group them into increments of 5%.
For example, a large city of 25,000 might be 80% human, 10% half-orc, and 10% "all others"
(dwarf, elf, gnome, half-elf, and halfling).

Racial Specifications:
Unless special note is made that only certain races of adventurers are desired,
or the notices && broadsides specifically exclude races,
the whole of the population base will be eligible,
so random samplings will be attracted.

Number of Prospective Henchmen:
Human && half-orc characters suitable for level advancement are found at a ratio of 1 in 100.
Other races have an incidence of 1 in 50.
However, as most of these characters will be other than low level adventurers and already in a situation they are satisfied with --
and humans more so than other races, unless the development of the area is primarily other than human --
about 1 in 1,000 population will be interested in offers of employment as a henchman.
NOTE: This figure must be adjusted by the DM according to the locale,
for if it is an active adventuring area, the incidence of prospective henchmen might be as great as 1 in 200,
while if it is a settled and staid area, incidence might be as low as 1 in 5,000.

Effective Location of Henchmen:

While there might be as many as 25 or
more prospective henchmen in the city of 25,000 cited above, the PC desirous of locating one or more for service must be able to
reach the NPCs in order to let them know there is a henchman position
available. In order to get this sort of information around, there are
several methods which can be used singularly or in combination:
 
Method Cost Effectiveness
POSTING NOTICES IN PUBLIC 50 g.p. 10%-40%
HIRING A CRIER 10 g.p. 1%-10%
HIRING AGENTS TO SEEK PROSPECTS 300 g.p. 20%-50%
FREQUENTING INNS && TAVERNS special special

Each method can be tried but once a month with any hope of success.
Reduce the percentage chance of effectiveness of each method by 5% when used in combination;
    this reflects the duplication of effort.

[INNS && TAVERNS] : The special costs for frequenting inns and taverns is a combination of
the price of a round of drinks for the house and
a fee to the barkeep to mention the prospective employer to adventurers.
For each 10 g.p. (50 g.p. maximum) of fee, there is a 1% - 4% chance of reaching a henchman.

Up to ten establishments can be so worked, but for each visited, the effectiveness
of the others is reduced by 1%. Therefore, the PC had better
spend in excess of 20 gold pieces in payments to innkeepers and barkeeps
if he or she is planning to try this method in more than a few establishments.

Example: The PC decides to try a media blitz to find a
henchman. He posts notices and gets a 30% effectiveness, hires a crier
who is 3% effective, hires agents who are 30% effective, and spends 500
g.p. in fees in inns ond taverns to get an average 15% effectiveness after
overlap. The total coverage is 30% + 3% + 30% + 15% = 78% -15%
(use of 3 methods beyond the first ot -5% per method) = 63% final total
effectiveness. Assume 65% of the total eligible NPC henchmen characters
will seek service. Whatever final percentage figure is arrived at, this is
multiplied by the total available non-player characters available as
henchmen. Use proportions for racial types, unless the methods of informing
prospective NPCs neglected some area where a specific race is
concentrated.

Length Of Time Required For Responses:
It will take from 2 to 8 days for all prospective henchmen who are going to apply to locate the PC and seek him or her out to apply for the job.
During this period of time, the PC must remain in the place he or she made known as the spot to go for employment.
Failure to do so will result in a loss of any applicants coming that day and each day thereafter he or she is not available.
When the total number of applicants coming are known by you,
    divide this number by the number of days during which notice is getting around (2-8),
    and this will give the number of applicants per day.
    Always have any odd numbers remaining come during the first or second day.

Classes Of Prospective Henchmen:
Of the total number of prospective characters who are capable of working upwards in level, the distribution of class will be as follows:
 
20% CLERICS (1st, 2nd, 3rd) (d6, 1 = druid: 1st, 2nd, 3rd)
44% FIGHTERS (1st, 2nd, 3rd) (d10, 1 = ranger: 1st, 2nd, 3rd, 2 = paladin: 1st, 2nd, 3rd)
20% MAGIC-USERS (1st, 2nd, 3rd) (d6, 1 = illusionist: 1st, 2nd, 3rd)
15% THIEVES (1st, 2nd, 3rd) (d6, 1 = assassin: 1st, 2nd, 3rd)
1% MONKS (1st, 2nd, 3rd) -

 
Die roll Character class
01-10  Cavalier (d6, 1 = paladin)
11-30 Cleric (d6, 1 = druid)
31-65 Fighter (d20, 1 = barbarian, 2 or 3 = ranger)
66-85 Magic-user (d6, 1 = illusionist)
86-00 Thief (d6, 1 = acrobat, 2 = assassin)
<^Dragon 119^>

Non-human characters located will have [2] classes if they have scores of 14 or greater in [2] major ability areas,
[3] classes if they have ability scores of 14 or greater in [3] major areas which match up with those of classes which they are able to work in simultaneously.
Exception: Those races which can work only in two professions at once will not be exceptional, and regardless of their ability scores they can work in only as many classes as stated in the PLAYERS HANDBOOK. <?: which races would those be>

<above link correct?>
<link to PH table?>
<actual links to the Rogues Gallery can be made here, perhaps in a 4th column, above>

Cost Of Successful Employment:
In addition to the costs of getting prospective henchmen to seek employment,
the PC desiring to hire one or more of them must be prepared to make a substantial offer which is comprised of the following considerations:

[A] Initial Payment:
Not less than 100 g.p. per level of the applicant must be offered.
This will give a base 25% interest in accepting the position.
For each additional 100 gold pieces,
    interest increases 10% to a maximum of 55%.

[B] Equipment:
The prospective henchman must be provided with complete equipment according to his or her class or classes.
Any magic items included will make the character more interested in accepting the position,
assuming he or she can use such items, of course.
For each magic item (exclude arrows except in groups of 5), increase interest by 15%.

[C] Quarters and Support:
The PC must offer reasonable housing and promise free food && clothing as needed to the prospective henchman.
This simply adds 5% to interest level when offered,
but failure to promise such quarters and support will lower interest by 25%.

Activity and Shares:
The PC must state what amount of activity the prospective henchman will be given,
and what duties && position is envisioned for him or her.
Furthermore, the prospective henchman must be told what share of treasure he or she can expect from adventuring,
and what division of magic items can be expected.

Characteristics of Henchmen: The characteristics, including alignment,
of NPC applicants are discussed under the section, PERSONAE OF NON-PLAYER CHARACTERS.
You, as DM, can decide how best to reveal all of this information to the PC,
some by relating what is "seen", some by actually playing the role of the applicant.
If the character asks specific questions, remember that the applicant might take this amiss.

Acceptance Of Employment:
When the basic level of interest is found, and characteristics discovered,
roll [%] dice if the PC states a desire to accept the applicant as a henchman.
Adding the PC's CHA reaction adjustment to the interest level,
and if the dice score does not exceed interest and charisma reaction adiustment,
the NPC accepts employment.

[
D = charisma reaction adjustment
A + B + C + D = E
E = % Chance of acceptance
]

?
<
D = standard reaction modifiers (cha + aa + bb + cc + dd + ee + ff + gg + hh + ii + jj) <link to targets @ dmg240, aka dmg36.lbm>
A + B + C + D = E
E = % Chance of acceptance
>
?

Equipment Of Henchmen:
All henchmen will come with nothing except the (normal) clothes they wear.
Although they will have a few copper and silver coins, they will have nothing of value - no armor or weapons, nothing!
Their wretched state is, in fact, one of the prime motivations for their seeking employment with a successful adventurer.

Exceptional Henchmen (Associates - OSRIC, page 136):

The Taming of Gollum, by Darrell Sweet

From time to time PCs will manage to capture or otherwise have in their power characters of higher than 2nd level.
This in itself is of no consequence, but what if the player character then makes an offer of henchman status to the other character!

    1. If the NPC is more than [2] levels greater than the PC,
only associate status possibly for but 1 adventure or undertaking,
perhaps for two,
will be accepted,
regardless of the amount of inducement offered.

    2. If the NPC is from [2] levels lower to [2] levels greater than the PC,
the NPC will consider only offers of becoming a temporary hireling or an associate for 1-4 weeks or adventures/undertakings.

    3. If the NPC is [3] or more levels [less than] the level of the PC,
he or she will consider the offer, but all of the normal requirements of offer and acceptance must be handled as usual.
If the offer is forced (do it or else you die, etc.), the loyalty of the henchman will be that of a slave.
It will be that of captured and enlisted unless a considerable sum of additional money or considerations of magic are given.

Such exceptional henchmen are the sole exception to the rule that henchmen come unequipped,
as they might well have considerable goods.

ADQ: Can henchmen and hirelings
advance in level while employed by a
PC?
ADA: Yes, if they've got the money and
the time. A benevolent employer
should allow the NPC to take a leave of
absence for training, with the condition
that they return afterwards for continued
employment. Exceptionally
generous PCs may wish to
pay for part or all of the training, with
a resultant increase to loyalty.
(Polyhedron #12)
<BTB/RAW, hirelings don't advance in levels>

ADQ: I have 2 M-U <henchmen> 
and my DM will not allow me to pick 
all of their spells before we go off on an 
adventure. She insists that they take 
things like Read Magick and Read Languages 
when I want them to take 
Charm Person and Magick Missile. Is 
this fair?
ADA: All <henchmen> in the AD&D Game 
system are not just slaves to their masters 
every whim. They are unique individuals 
with established character traits. Your 
DM has determined that for some reason 
your <henchmen> strongly desire to rely on 
certain spells. This is proper within the 
rules systems. It becomes your task to 
determine what causes this and try to turn 
it in a way that will become useful to you 
and your adventure. Remember that you 
can always get new <henchmen>. 
(Polyhedron #15)


oldschooler wrote:
Two quick questions:

1. I've often read that henchmen are aquired with an offer of at least 100 gold pieces.
Is that to indicate an initial offer with shares taking care of the rest, or does the average henchman expect to be paid 100 g.p. per adventure/week/month or whatever?
How do you usually handle the whole "paying henchmen" thing?


Found and a share of loot after being paid to attract them is usual.
If their fellows are killed frequently, then the rewards had better be sweet, or the henchmen will leave.