Do you like random tables? I do.
Do you like henchmen? I do.
Do you like random henchmen? I hope so …
The following tables can be used to make more interesting, if not useful, henchmen for your classic fantasy game. I think I might adapt these to ACTION X and use them as the default for minions.
Note – for those who don’t play Blood & Treasure (yes, I’m aware that’s 99.99999999% of all gamers), treat a “knack” as succeeding on a roll of 1-2 on 1d6, or as a flat +3 bonus to skill checks
TABLE THE FIRST – HENCHMAN PERSONALITY
1. Sniveling coward – has move of 40 and must check morale before each fight
2. Greedy bastard – tries to steal treasure at every turn
3. Junior paladin – braver and more heroic than he/she should be, but also a Lawful (Good) moralist about things
4. Dastardly spy – working for an opposing group of adventurers, making a map and reporting back
5. Secret cultist – member of a secret chaos cult, will betray the party if possible
6. Sword-for-hire – has to be paid (1×6 x 5 gp) for sticking his neck out, but +1 to hit with swords
7. Old veteran – a bit slower (move 20), but good at solving puzzles
8. Pack mule – can carry 150% normal weight, tends to be quiet and dull
9. Rebellious princess – (or prince) a rich brat who wants adventure but is still in the aristocratic mindset, has a tendency to complain and command
10. Rugged he-man – or she-woman; strong, brave and competent and a bit arrogant
11. Mother hen – very concerned about the adventurers and their health and well-being
12. Hyper-active – gets bored easily, often moves off on his own (especially when carrying something important)
13. Lucky duck – +2 bonus on all saving throws; lucky and knows it
14. Rakish devil – hits on the opposite sex, makes lascivious innuendos at the drop of a hat, has an over-fondness for booze
15. Death magnet – 1 in 6 chance that any random bad thing happens to this poor slob, but they enjoy a +2 bonus to all saving throws
16. Terrible jinx – increases chance of random monster encounters by 1 (or 5%), imposes a -1 penalty to saving throws for all in the party by their mere presence
17. Lazy complainer – move rate of 20, like to rest once per hour, complains about physical exertion, eats double rations
18. Delusions of grandeur – claims skills he or she does not have
19-20. Mundane henchmen – nothing special at all about this henchman
TABLE THE SECOND – HENCHMEN SKILLS
1. Academic – knack at deciphering and appraising the value of goods
2. Acolyte – can cast 1d4 zero-level cleric spells, each once per day; charges double
3. Acrobat – knack for jumping and ???
4. Animal Handler – knack for riding and taming animals
5. Apprentice – can cast 1d4 zero-level magic-user spells, each once per day; charges double
6. Athlete – knack at climbing walls and swimming
7. Deceiver – knack at forgery and disguise
8. Investigator – knack and finding traps and discerning alignment
9. Negotiator – +2 bonus to reaction checks if does the talking and knack for discerning alignment
10. Pick Pocket – knack at move silently and pick pockets
11. Rogue – can backstab for x2 damage once per day, knack at thief skills; charges double
12. Savage – berserker in combat, knack at barbarian skills, comes with loincloth, shield and spear; charges double
13. Sentinel – knack for finding secret doors and listening at doors
14. Shadow – knack for move silently and hide in shadows
15. Spelunker – darkvision to a range of 30 feet, dwarf knacks
16. Survivor – knack at survival and climbing walls
17. Swordsman – has one combat feat of the TK’s choice and comes with chainmail, shield and hand weapon; charges double
18. Thugee – can backstab for +2 damage and use poison safely, knack at assassin skills, comes with black leather armor and two daggers; charges double
19. Whirling Dervish – can attack twice per round with melee weapons, comes with leather armor, short sword and dagger; charges double
20. Woodsman – +1 to hit animals, knack at ranger skills, comes with leather armor, longbow and short sword; charges double
PAY SCALE
Just thought of this. What if the henchman’s pay scale determines what they’ll do …
Copper a day – will carry torches and bags, but will not fight
Silver a day – as above, plus will fight in second rank
Gold a day – as above, plus will fight in front rank
Platinum a day – as above, plus will check for traps and go into rooms first