Henchmen go here, one post per henchmen. I will list any and all hirelings in the post. The following is what I use to differentiate between them:
3.Henchmen, hirelings, and retainers. I divide these into three categories. Retainers are people hired for a specific purpose. A sage, for instance, hired to research something. Mercenaries are also considered to be retainers. Costs for retainers are given on page 52. Neither type of retainer will venture into a dungeon.
Hirelings are hired for specific jobs, including dungeon crawling. Hirelings are paid for in a lump sum and receive no share of the party treasure. They do, however, recieve a share of XP for any monsters slain. Charisma modifiers do not modify a hirelings morale score. Hirelings can be employed by the party as a whole, as opposed to a single player. Cost of hirelings is given on page 49.
Henchmen are indivduals employed by and loyal to a single PC. They receive XP from monsters defeated as well as share of the treasure. I have found that 25% of one treasure share is a good amount. It is typical to pay a henchman some salary (perhaps 50 gp/month, which is also considered to be cost of living) and outfit them, at least to start, as needed for adventuring. Henchman have a morale score and count towards the number of henchmen a PC may have (based on Charisma).
Recruiting henchmen and finding plot hooks are best done in taverns and inns. In both cases, spreading a little gold around drastically increases both the quality and number found. At levels 1-3, between 10 and 50 gold is a good amount to spend. You will still get hooks and henchmen if you don't spend any gold, but the cash ensures a better quality.
Henchmen
Message
Author
- thirdkingdom
- Rider of Rohan
- Posts: 7958
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Henchmen
Kondo the Lion, Raider
Barbarian
Level 2
Neutral
Morale:-1
2600 / 5200
Attributes
STR 13 (+1)
INT 10
WIS 15 (+1)
DEX 10
CON 13 (+1)
CHA 10
Combat
HP: 15/15
AC: 4
Initiative: +2
Surprise: +2/+1 with helmet
Movement:
Base: 120'
Combat: 40'
Charge: 120'
Climb: 10'
Stealth: 20'
Daily: 24 miles
Saving Throws
Petrification & Paralysis: 14+
Poison & Death: 13+
Blast & Breath: 15+
Staffs & Wands: 15+
Spells: 16+
(+1 vs spells or magic items)
Weapons & Attacks
Spear +1 7+ 1d6+3
Spear +1 and 2nd weapon 6+ 1d6+3
Net 11+ (thrown weapon, special)
Hand Axe (wielded) 8+ 1d6+2
(includes +1 damage to melee weapons only)
Skills
Languages: Common
Proficiencies:
Combat Reflexes
Gambling
Running
Animal Reflexes
Naturally Stealthy Opponents at -1 Surprise
Savage Resilience Roll Twice on Mortal Wounds table (at +2 with helmet)
Other Abilities
Open Door 14+
Detect Secret Door 18+
Hear Noise 18+/22+ with helmet
Find Traps 18+
Equipment
Weapons
+1 Spear
Weighted Net: thrown weapon, +2 to wrestle
Hand Axe
Armor
Gladiatorial Armor (chain equivalent)
Plumed Heavy Helmet with visor and crest
Gear
Small Sack (0/2)
Armiger's Tunic and Pants
Sandals
Belt Pouch (50/500 coins)
- 49 gp
- dice (0.5 gp)
Light Riding Horse
- Saddle & Tack
- 2 waterskins
- 2 Saddlebags
In Saddlebags (2.1/6)
- Amphora of Oil (for polishing body)
- 2 weeks Iron Rations
Coinage
CP
SP
EP
GP 49
PP
Treasure
Magic Items
+1 Spear
Total Stones of Encumbrance 5 3/6
Barbarian
Level 2
Neutral
Morale:-1
2600 / 5200
Attributes
STR 13 (+1)
INT 10
WIS 15 (+1)
DEX 10
CON 13 (+1)
CHA 10
Combat
HP: 15/15
AC: 4
Initiative: +2
Surprise: +2/+1 with helmet
Movement:
Base: 120'
Combat: 40'
Charge: 120'
Climb: 10'
Stealth: 20'
Daily: 24 miles
Saving Throws
Petrification & Paralysis: 14+
Poison & Death: 13+
Blast & Breath: 15+
Staffs & Wands: 15+
Spells: 16+
(+1 vs spells or magic items)
Weapons & Attacks
Spear +1 7+ 1d6+3
Spear +1 and 2nd weapon 6+ 1d6+3
Net 11+ (thrown weapon, special)
Hand Axe (wielded) 8+ 1d6+2
(includes +1 damage to melee weapons only)
Skills
Languages: Common
Proficiencies:
Combat Reflexes
Gambling
Running
Animal Reflexes
Naturally Stealthy Opponents at -1 Surprise
Savage Resilience Roll Twice on Mortal Wounds table (at +2 with helmet)
Other Abilities
Open Door 14+
Detect Secret Door 18+
Hear Noise 18+/22+ with helmet
Find Traps 18+
Equipment
Weapons
+1 Spear
Weighted Net: thrown weapon, +2 to wrestle
Hand Axe
Armor
Gladiatorial Armor (chain equivalent)
Plumed Heavy Helmet with visor and crest
Gear
Small Sack (0/2)
Armiger's Tunic and Pants
Sandals
Belt Pouch (50/500 coins)
- 49 gp
- dice (0.5 gp)
Light Riding Horse
- Saddle & Tack
- 2 waterskins
- 2 Saddlebags
In Saddlebags (2.1/6)
- Amphora of Oil (for polishing body)
- 2 weeks Iron Rations
Coinage
CP
SP
EP
GP 49
PP
Treasure
Magic Items
+1 Spear
Total Stones of Encumbrance 5 3/6
Last edited by drpete on Tue Jul 23, 2013 11:11 pm, edited 1 time in total.
GM: Dwimmermount (ACKS)
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8
Re: Henchmen
Mordred the deranged Alchemist
Ishanter the Crone
Mordred the deranged alchemist , Medium 75gp
Class Warlock
Level 1
0/2075
Attributes
STR 10 0
INT 13 +1
WIS 10 0
DEX 10 0
CON 10 0
CHA 10 0
Combat
HP: 3/3
AC: 0
Initiative: 0
Movement:
Base: 120
Combat:40
Charge: 120
Climb: 30
Stealth: 60
Daily: 24
Saving Throws
Petrification & Paralysis: 13
Poison & Death:13
Blast & Breath: 15
Staffs & Wands:11
Spells:12
Weapons & Attacks
Dagger 10+ 1D6
Skills
Languages: Common, Deadish
Proficiencies:
Transmogification
Alchemy 2
Class Abilities
Toad Familiar
Other Abilities
Open Door 18+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+
Equipment
Weapons
Armor
-
Gear
Toad familiar
curiously-stained spellbook with choking grip and slipperiness
razor- like dagger
grey warlock’s cassock
leather belt
leather gloves
high boots
backpack
- 1lb birthwort
-1lb goldenrod
-1lb woundwort
-quill and ink
-2 weeks’ iron rations,
Light riding horse with riding saddle, tack and saddlebag 165
Coinage
CP
SP
EP
GP
PP
Treasure
Gems
Jewelry
Whatever
Magic Items
Total Stones of Encumbrance
Spells
First Level Spells Per Day : 1
Choking Grip
Slipperiness
Class Warlock
Level 1
0/2075
Attributes
STR 10 0
INT 13 +1
WIS 10 0
DEX 10 0
CON 10 0
CHA 10 0
Combat
HP: 3/3
AC: 0
Initiative: 0
Movement:
Base: 120
Combat:40
Charge: 120
Climb: 30
Stealth: 60
Daily: 24
Saving Throws
Petrification & Paralysis: 13
Poison & Death:13
Blast & Breath: 15
Staffs & Wands:11
Spells:12
Weapons & Attacks
Dagger 10+ 1D6
Skills
Languages: Common, Deadish
Proficiencies:
Transmogification
Alchemy 2
Class Abilities
Toad Familiar
Other Abilities
Open Door 18+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+
Equipment
Weapons
Armor
-
Gear
Toad familiar
curiously-stained spellbook with choking grip and slipperiness
razor- like dagger
grey warlock’s cassock
leather belt
leather gloves
high boots
backpack
- 1lb birthwort
-1lb goldenrod
-1lb woundwort
-quill and ink
-2 weeks’ iron rations,
Light riding horse with riding saddle, tack and saddlebag 165
Coinage
CP
SP
EP
GP
PP
Treasure
Gems
Jewelry
Whatever
Magic Items
Total Stones of Encumbrance
Spells
First Level Spells Per Day : 1
Choking Grip
Slipperiness
Ishanter the Crone
Ishanter the Crone, Initiate 35gp
Class Witch
Level 1
0 / 2000
Attributes
STR 0
INT 0
WIS 18 +3
DEX 0
CON 0
CHA 13 +1
Combat
HP: 1/1
AC: 0
Initiative: 0
Movement:
Base: 120
Combat: 40
Charge: 120
Climb: 30
Stealth: 60
Daily: 24
Saving Throws
Petrification & Paralysis: 13
Poison & Death: 10
Blast & Breath: 16
Staffs & Wands: 13
Spells: 18
Weapons & Attacks
Dagger 10+ 1D6
Skills
Languages: Common
Proficiencies:
Survival
Naturalism
Class Abilities
Healing
Other Abilities
Open Door 18+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+
Equipment
Weapons
Rusty dagger
Armor
-
Gear
Holy symbol (7-spoked wheel)
rusty dagger
tattered cloak
patched wool dress
leather shoes
leather pouch
- 1 week’s iron rations
Light riding horse with riding saddle, tack and saddlebag 165
Coinage
CP
SP
EP
GP
PP
Treasure
Magic Items
Total Stones of Encumbrance
Spells
First Level Spells Per Day: 1
Cause Fear enc
Command Word enc
Cure Light Wounds*
Delay Disease
Detect Magic
Faerie Fire elm(fire)
Light*
Locate Animal or Plant
Predict Weather
Protection from Evil*
Purify Food and Water*
Read Languages
Resist Cold elm(water)
Salving Rest
Trance
Class Witch
Level 1
0 / 2000
Attributes
STR 0
INT 0
WIS 18 +3
DEX 0
CON 0
CHA 13 +1
Combat
HP: 1/1
AC: 0
Initiative: 0
Movement:
Base: 120
Combat: 40
Charge: 120
Climb: 30
Stealth: 60
Daily: 24
Saving Throws
Petrification & Paralysis: 13
Poison & Death: 10
Blast & Breath: 16
Staffs & Wands: 13
Spells: 18
Weapons & Attacks
Dagger 10+ 1D6
Skills
Languages: Common
Proficiencies:
Survival
Naturalism
Class Abilities
Healing
Other Abilities
Open Door 18+
Detect Secret Door 18+
Hear Noise 18+
Find Traps 18+
Equipment
Weapons
Rusty dagger
Armor
-
Gear
Holy symbol (7-spoked wheel)
rusty dagger
tattered cloak
patched wool dress
leather shoes
leather pouch
- 1 week’s iron rations
Light riding horse with riding saddle, tack and saddlebag 165
Coinage
CP
SP
EP
GP
PP
Treasure
Magic Items
Total Stones of Encumbrance
Spells
First Level Spells Per Day: 1
Cause Fear enc
Command Word enc
Cure Light Wounds*
Delay Disease
Detect Magic
Faerie Fire elm(fire)
Light*
Locate Animal or Plant
Predict Weather
Protection from Evil*
Purify Food and Water*
Read Languages
Resist Cold elm(water)
Salving Rest
Trance
Last edited by Rodriguez on Mon Jun 24, 2013 11:33 am, edited 4 times in total.
Re: Henchmen
Adtas (Tychon's Henchman):
His warhorse:
Adtas, Scout
Explorer
1st
Neutral
0/ 2,000
Morale: 1
Attributes
STR 13 (+1) (21 stone max capacity)
INT 10
WIS 10
DEX 13 (+1)
CON 10
CHA 10
Combat
HP: 1d6
AC: 4 (5 with shield)
Initiative: +2
Surprise: +1
Movement:
Base:
Combat:
Charge:
Climb:
Stealth:
Daily:
Total Stones of Encumbrance:
Saving Throws
Petrification & Paralysis: 15
Poison & Death: 14
Blast & Breath: 16
Staffs & Wands: 16
Spells:17
Weapons & Attacks
[Name] [Throw to Hit] [Damage]
Missiles 8 +1
- Composite Bow: range: 70 / 140 / 210; damage: 1d6
- Sling: range: 45 / 90 / 180; damage: 1d4
- Oil: range 10 / 30 / 50
- Holy Water 10 / 30 / 50
Melee 9 +2
- short sword, damage: 1d6+1
- dagger, damage: 1d4+1
Languages: Common
Proficiencies: Ambushing, Tracking
Class Abilities
Animal Reflexes (+1 initiative, +1 surprise)
Difficult to Spot (3+ outdoors, 14+ indoors)
Avoid Getting Lost (+4)
Evade Wilderness Encounters (+5, success on 19+ even surprised)
Chain
Shield
Composite Bow
Quiver, 20 arrows
Silver Arrows, 10
Sling & 30 bullets
Shortsword
2 daggers
Silver dagger
Light Warhorse
Chain barding
Saddle & Tack, war
Saddlebags, leather:
- Cloak, winter
- Rations, iron, 3 weeks
- Rope
- Spikes, 12
- Lantern
- Oil, common, 7
- Belladonna
- Birthwort
- Comfrey
- Hammer
- Tent
Waterskin
Clothing:
- Tunic & pants, armiger
- Boots, high
- Cloak, hooded
- Gloves & belt
Backpack:
- Oil flask, military, 5
- Grappling hook
- Wolfsbane
- Woundwart
- Lock
- Holy water
- Torches, 6
Left Belt Pouch:
- Mirror, steel
- Flint & steel, tinder box
- Candle, wax
Right Belt Pouch:
- Ink
- Dice
- Journal
Coinage
CP
SP
EP
GP 100 (two months advance wages from Thirdmonth)
PP
Treasure
Gems
Jewelry
Whatever
Explorer
1st
Neutral
0/ 2,000
Morale: 1
Attributes
STR 13 (+1) (21 stone max capacity)
INT 10
WIS 10
DEX 13 (+1)
CON 10
CHA 10
Combat
HP: 1d6
AC: 4 (5 with shield)
Initiative: +2
Surprise: +1
Movement:
Base:
Combat:
Charge:
Climb:
Stealth:
Daily:
Total Stones of Encumbrance:
Saving Throws
Petrification & Paralysis: 15
Poison & Death: 14
Blast & Breath: 16
Staffs & Wands: 16
Spells:17
Weapons & Attacks
[Name] [Throw to Hit] [Damage]
Missiles 8 +1
- Composite Bow: range: 70 / 140 / 210; damage: 1d6
- Sling: range: 45 / 90 / 180; damage: 1d4
- Oil: range 10 / 30 / 50
- Holy Water 10 / 30 / 50
Melee 9 +2
- short sword, damage: 1d6+1
- dagger, damage: 1d4+1
Languages: Common
Proficiencies: Ambushing, Tracking
Class Abilities
Animal Reflexes (+1 initiative, +1 surprise)
Difficult to Spot (3+ outdoors, 14+ indoors)
Avoid Getting Lost (+4)
Evade Wilderness Encounters (+5, success on 19+ even surprised)
Chain
Shield
Composite Bow
Quiver, 20 arrows
Silver Arrows, 10
Sling & 30 bullets
Shortsword
2 daggers
Silver dagger
Light Warhorse
Chain barding
Saddle & Tack, war
Saddlebags, leather:
- Cloak, winter
- Rations, iron, 3 weeks
- Rope
- Spikes, 12
- Lantern
- Oil, common, 7
- Belladonna
- Birthwort
- Comfrey
- Hammer
- Tent
Waterskin
Clothing:
- Tunic & pants, armiger
- Boots, high
- Cloak, hooded
- Gloves & belt
Backpack:
- Oil flask, military, 5
- Grappling hook
- Wolfsbane
- Woundwart
- Lock
- Holy water
- Torches, 6
Left Belt Pouch:
- Mirror, steel
- Flint & steel, tinder box
- Candle, wax
Right Belt Pouch:
- Ink
- Dice
- Journal
Coinage
CP
SP
EP
GP 100 (two months advance wages from Thirdmonth)
PP
Treasure
Gems
Jewelry
Whatever
His Warhorse:
Lira, light warhorse
Movement: 240' (80'), 48 miles per day
Armor Class: 2+3 (barding)
Hit Dice: 2
HP: 8
Attacks: 2 (hooves)
Damage: 1d4 / 1d4
Save: F1
Morale: 0
Equipment: chain barding, military saddle, tack & harness, saddlebags
Encumbrance: 10.2 stones
Movement: 240' (80'), 48 miles per day
Armor Class: 2+3 (barding)
Hit Dice: 2
HP: 8
Attacks: 2 (hooves)
Damage: 1d4 / 1d4
Save: F1
Morale: 0
Equipment: chain barding, military saddle, tack & harness, saddlebags
Encumbrance: 10.2 stones
Sebastian, A Candle in the Darkness
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
Ulrich, Tales of The Troll Company
Alex Fiord, The Rescuers
Hakon Geirmundarson, Pawns of the North Wind
Jameson Rowan, Silverband
Disston Symonds, Sigma Chronos
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- ↳ BATTLETECH 3025 (d6)
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- ↳ Candles Against the Night (Traveller)
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- ↳ dmw71
- ↳ The Forbidden Caverns of Archaia (LL AEC)
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- ↳ The Pod-Caverns of the Sinister Shroom (OSRIC)
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- ↳ Character Generation
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- ↳ Level 7 Solo for Samwell (5e)
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- ↳ Insurrection (Into the Odd)
- ↳ Deadlands Reloaded (Savage Worlds)
- ↳ Antiquities Timeline (1e)
- ↳ Valley of Nuromen (Blueholme)
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- ↳ Sigma Chronos (SWN:Revised)
- ↳ Old School Dungeon Crawls (OD&D)
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- ↳ Neon Shadows (PbtA: The Sprawl)
- ↳ The Octagon (D&D)
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- ↳ Tour of Duty (Revised Recon RPG)
- ↳ GreyWolfVT's GreyHawk Adventure (2e)
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- ↳ Baltimore by Night (Vampire: The Masquerade (V20))
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- ↳ Sargolis
- ↳ A Fistful of Crypto (24MBB)
- ↳ Broken World (1e)
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- ↳ Forgotten Realms: Adventures in the North (1e)
- ↳ In the Marches (Traveller)
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- ↳ Highfell: The Drifting Dungeon (LL)
- ↳ Would Be Legends (Tal 4e)
- ↳ Space 1977 (Classic Traveller)
- ↳ Dragon Keepers of the Fallow (FAE)
- ↳ Reikland Adventures (WFRP 4e)
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- ↳ Prax (RQ2)
- ↳ How to find a Million (Mongoose Traveller, 1137)
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- ↳ Free Starspiel (FKR/Star Frontiers)
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- ↳ Greyhawk Campaign: Sandbox (1e)
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- ↳ Spire: The Resistance (Spire: The City Must Fall)
- ↳ Bowman (Traveller MgT2)
- ↳ Out of Oghma (MgT1)
- ↳ Aftermath (5e)
- ↳ The Forbidden Caverns of Archaia (Dragonslayer RPG)
- ↳ TheMyth's OSE Adventures in Tegel County (OSE)
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- ↳ Playtest: Untitled Project (1e)
- ↳ The Lone City in the Wildlands (OSRIC)
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- ↳ Dragons Belch: A New Beginning
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- ↳ The Midland War
- ↳ Carcosa (LotFP and S&W)
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- ↳ The Heritance of Taloran Accords (Unity)
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- ↳ The Haunted Mines of Gomor - 1ed AD&D
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- ↳ In the House of the Ten Veils (Burning Wheel)
- ↳ Lost Horizon - Stars Without Number
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- ↳ RANDUNSAN! 5E Pulp Sandbox
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- ↳ Forgotten Tales of Arda: the Treachery of Rhudaur (TABA)
- ↳ Operation Unfathomable (Knave)
- ↳ B2/B5 Guido Wiedig's Keep on the Borderland & the Hills of Horror & Chaos
- ↳ 1A: The Inheritance - 1ed AD&D
- ↳ Time of the Dragon (5e)
- ↳ Bloodlines: D&D 5th Ed
- ↳ Monumentstaden (Svärd & Svartkonst)
- ↳ In the Halls of Geryon (QF)
- ↳ Orlando by Night (Vampire: The Masquerade (V20))
- ↳ A Graveyard Vigil - AD&D 2e
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- ↳ Viking Sand Box Adventure (1e)
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- ↳ Numenera (Fail States RPG)
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