Fascinating Glitch on DDO's "Don't Drink the Water"
At the end of the quest is a green dragon (the culprit who was poisoning the water) and as is my usual tactic when fighting dragons, I like to stay close to its rear and stay away from its breath weapon and claws.
Today I did a slightly different tactic and got a fascinating result.
Instead of staying to the rear of the dragon, and moving around him as he tries to bite me, I instead ran circles around him near his feet, while smacking him with my flaming burst greater dragon bane warhammer (huzzah).
Suddenly, the dragon ran off into the corner and started spinning around like a dog looking for a place to nap. It was clearly glitching, just spinning in circles and trying to attack something that wasn't there.
So I just stood back and used a throwing hammer to whittle him down. See the screenshot below.
Once he was whittled down I ran back in and finished him off with my flaming burst greater dragon bane warhammer (again, huzzah).
I think DDO should be notified of this particular glitch, as it was rather amusing. I may attempt to exploit this glitch again in the future and see if it repeats itself. Or maybe not, because it was rather boring and felt like I was cheating.
One nerdy comedian's response to Vegans
The above video is from the nerdy comedian JP (see his Youtube channel AwakenwithJP), who regularly pokes fun at hippies, hipsters and people who often claim to be "holier than thou".
I also recommend the following additional video:
Limited Storage Capacity - Dungeons and Dragons DMing Tips
One of the common ways of working around this problem is magical items that increase storage capacity. Items like:
Bag of Holding
Portable Hole
Handy Haversack
As a DM however, giving out such magical items actually becomes more nuisance than boon as characters will often then go willy nilly on carrying everything with them and reaching into their handy Bag of Holding to pull out something that allows them to defeat the wonderfully crafted story the DM has created.
DM - "I guess you guys will have to make a raft in order to get across these rapids."
Player - "No need. Boris reaches into his Bag of Holding and pulls out a canoe. Oh and two paddles."
Now that doesn't mean that every encounter ends that way. Nor does it mean every PCs walks around carrying lots of stuff so that regardless of the circumstances they have a THING for that. But it does mean that quite often PCs are carrying lots of extra stuff on them that are unnecessary most of the time and end up being extremely useful in various circumstances. Done too often, it starts to become really annoying.
However I do have a proposal for a solution that will help both players and DM feel as if they something has been gained as a special reward, while simultaneously making it more difficult for players to be carrying ridiculous amounts of stuff.
Scrollcase of Holding
Sounds just like a Bag of Holding, but it can only store scrolls, maps, paper, parchment, etc. Try to put anything else in there and you just ruin one of your scrolls. 5% of these scrollcases are cursed and will once per week "eat" one of the items contained within it. The owner will likely assume the scroll or map was stolen.
Portable Smithy Figurine
A tiny iron figurine of a blacksmith. When the command words (eg. strike while the iron is hot) are used, it summons an anvil, bellows, forge and everything you need to do normal blacksmithing work. Except of course the blacksmith. The PC will have to do any blacksmithing checks themselves. The smithy disappears 8 hours later and can only be used once per day.
Other Figurines also exist, such as a Carpenter Figurine which summons a carpentry shop, a Stonemason which summons all the necessary tools for cutting stone, a Mapmaker which summons a desk to work on, ink, quills, etc.
Handy Coin Pouch
Can store an unlimited number of gold, silver or copper coins. Only coins. No gems, no twinkets - just coins. Attempting to put anything else inside the coin pouch causes the foreign object to be expelled as if the pouch had spat it out. It can also produce the exact number of coins the wearer commands. 5% of these coin pouches are cursed and will once per week "eat" all of the coins contained within it. The owner will likely think that someone robbed them of their coins.
So what do you do with these items?
Well, instead of giving PCs another Bag of Holding every so often, give them one of these unique items instead. Or make up your own unique item, so that PCs will still feel like they got a cool magical item, but they will be less likely to be carrying around a silly amount of things.
Examples of possible items...
Key Ring of Infinite Keys
Quiver of a Thousand Arrows (not infinite, just 1000)
Drinking Horn of the Town Drunk
Sack of the Jewelry Thief (can only store jewelry for some reason...)
Sack of Craziness (produces one random weird item per turn, which are 90% likely to be useless)
See? So much more interesting than a boring old Bag of Holding.
May the 4th be with you Jon Snow, Always
Below you will find mixed phrases from Game of Thrones and Star Wars. Oh and memes having a play at both Star Wars and Game of Thrones.
"May the 4th be with you Jon Snow. Always."
"Jon Snow, I am your father!" - Rhaegar Targaryen.
"The Dark Side is coming."
"You know nothing about Star Wars Jon Snow."
“When 900 years old, you reach… Look as good, you will not.” - The Three Eyed Raven. Or Yoda. Whichever.
“The Lord of Light teaches us many things, including the pathway to many abilities some consider to be… Unnatural.”
"You don’t know how hard I found it, signing the order to terminate your life." - Joffrey.
"He’s holding a Valyrian steel sword!"
"I sense great fear in you, Arya Stark. You have hate… you have anger… and you use them."
"Great, kid. Don’t get cocky." - The Hound to Arya Stark.
"Daenarys, you can destroy the Lannisters. He has foreseen this. It is your destiny. Join me, and together we can rule the Seven Kingdoms as husband and wife." - Khal Drogo.
"You can’t win, Olly. Strike me down, and I will become more powerful than you could possibly imagine."
"It's a trap!" - Catelyn Stark on the eve of the Red Wedding.
"Aren't you a little short for a Hand of the King?" - The Hound to Tyrion.
"Why you stuck-up, half-witted, scruffy-looking warg-herder!" -Ygritte.
"Mmm. Lost a queen, Jorah Mormont has. How embarrassing."
"The Three Eyed Raven’s not a raven, he’s a man!"
"These aren’t the Starks you’re looking for..."
"Traveling North of the Wall ain't like planting crops, bastard boy."
"If there's a bright side of the Lord of Light, you're on the side that it's farthest from."
"Fear is the path to the Lord of Darkness."
"You were the chosen one! It was said that you would destroy the White Walkers, not get killed by Olly."
"At last we will reveal ourselves to the Starks. At last we will have revenge."
"I’ve been waiting for you, Randyll Tarly. We meet again, at last. The circle is now complete. When I left you, I was but a boy; now I am a man of the Night's Watch. Oh and a wizard." - Samwell to his father, Randyll Tarly.
"Now, young Jon Snow… you will die. For the Watch."
"I find your lack of faith disturbing." - The Red Woman to Ser Davos.
"Help me Littlefinger, you're my only hope." - Sansa Stark to Littlefinger.
"Rhaegar Targaryen. Rhaegar. Now that's a name I have not heard in a long time. A long time."
"You came in that thing? You're braver than I thought." - Illyrio Mopatis of Pentos, speaking to Tyrion.
"No. I am not your Father." - Eddard Stark to Jon Snow.
"The House of Black and White has taught you well."
"Oh my. Sea travel sound rather perilous. I can assure you they will never get me on one of those dreadful wooden horse things." - Khal Drogo.
"The Green Sight is strong with this one." - King of the White Walkers to Brandon Stark.
"Remember Jon Snow...the Lord of Light will be with you, always."
1st Edition AD&D Random Assassin Designer
To keep it simple I wanted to roll as few dice as I can. In this case if you follow the steps below you can determine the level, race, sex, weapons, armor and stats by rolling very few actual dice. Steps Four and Five are optional.
For fast results choose a level range, then roll percentile dice for race/sex and roll 1d8 for weapons/armor. That is it. Do steps 4 and 5 if you need extra details.
STEP ONE - DETERMINE LEVEL
If it is a single assassin that is encountering a PC, roll 1d4 and add the result to the level of the PC being encountered. eg. A level 5 character should be encountering an assassin of sufficient level to provide a challenge, levels 6 to 9.
If it is multiple assassins that the PC or party of PCs are encountering, determine how many assassins they are encountering (possibly a whole assassin's guild, which is 7d4 assassins + 1 level 14 or 15 assassin guildmaster) and then set the average level of the assassins to be roughly 4 levels below the level of the PC. Thus a 5th level group of PCs should be encountering a group of assassins which are mostly level 1s. eg. Eight level 1s, four level 2s, two level 3s, and one level 4.
For higher level PCs the system I like to use is to subtract 7 from the PCs level, and then roll a d6 and add it.
For example if the PC or PCs are 15th level, you roll 1d6+8, resulting in assassins which are levels 9 to 14. A large group of assassins of those levels should provide sufficient challenge for a 15th level character or characters.
If using a smaller group of assassins, comparable in number to the number of PCs, then subtracting 3 and adding 1d6 should create a randomly leveled number of assassins for the party to deal with.
Once I have the level of the assassin I also use this to determine the bonuses to any magical weapons and/or armor being used by the assassin. See Step Three further below.
Level Bonus
1 to 3 --
4 to 6 +1
7 to 9 +2
10 to 11 +3
12 to 13 +4
14 to 15 +5
Notes - Maximum assassin level is 15 and level 15 assassins are usually solitary figures / leaders of their own guilds. If playing with racial level limits, assume that all high level assassins are automatically human (or possibly half-orc if you allow those in your game) and skip Step Two below.
STEP TWO - RACE and SEX
Roll percentile dice (1d100) and check the result below:
01 to 29 Male Human Assassin
30 to 59 Female Human Assassin
60 to 63 Male Half-Orc Assassin
64 to 67 Female Half-Orc Assassin
68 to 71 Male Half-Elf Assassin
72 to 75 Female Half-Elf Assassin
76 to 79 Male Elf Assassin
80 to 83 Female Elf Assassin
84 to 88 Male Dwarf Assassin
89 to 92 Female Dwarf Assassin
93 to 96 Male Gnome Assassin
97 to 100 Female Gnome Assassin
STEP THREE - WEAPONS and ARMOR
Roll 1d8 and check the result below:
1 Leather Armor + Longsword + Longbow (with 20 arrows)
2 Leather Armor + Battle Axe + 2 Throwing Axes
3 Leather Armor + Morningstar + 2 Javelins
4 Leather Armor + Scimitar + 2 Throwing Daggers
5 Padded Armor + Shortsword + Sling (with 20 sling bullets)
6 Padded Armor + Spear + Heavy Crossbow (with 20 bolts)
7 No Armor + Scimitar + Curved Dagger
8 No Armor + Shortsword + Dirk or Dagger
I follow the assumption that one or both of these weapons is magical if the assassin is 4th level or higher. 1 to 40% the main weapon, 41 to 80% the missile weapon/backup weapon, 81 to 100% both weapons are magical. If both weapons are magical, assume that one of the weapons is 1 or 2 points less magical than the other. So for example if a 15th level assassin has a +5 Longsword, then he also has a +3 or +4 Longbow.
1st Note - Yes, technically assassins can use any weapon, but they do tend to gravitate towards weapons that are more easily concealed - and they often supplement their choice of weapons with both melee and missile weapons. Certain weapons (eg. polearms) for example would be rather unexpected as a weapon being used by an assassin, thus feel free to modify and personalize as you see fit. For my own purposes however I just want "Quickie Assassins" that can be created on the fly.
2nd Note - You are not done calculating the AC of your assassin(s). To do that you will need the armor, the bonuses on the armor (as determined by level), plus the Dexterity of the individual assassin.
3rd Note - You should give extra attention to designing the weapons and armor of a guildmaster. They should have multiple magical items, possibly some invisibility and/or healing potions or something unique like a strange sword named "Blooddrinker", etc. Spice it up a bit!
STEP FOUR - ABILITY SCORES
When designing PCs normally you roll ability score stats first, but rolling stats for assassins isn't always necessary. For saving extra time you could simply assume the NPC assassin has the following stats:
Str 12, Int 11, Wis 11, Dex 12, Con 11, Chr 11, Com 11.
But if you want more details for more "elite assassins", I recommend the following two options.
For Non-Guildmasters roll the following:
Strength 1d6+12
Intelligence 1d6+12
Wisdom 11
Dexterity 1d6+12
Constitution 11
Charisma 11
Comeliness 11
For Guildmasters roll the following:
Strength 1d4+14
Intelligence 1d4+14
Wisdom 2d6+6
Dexterity 1d4+14
Constitution 2d6+6
Charisma 2d6+6
Comeliness 3d6
Note - Now that you have the stats that you can finally calculate the assassin's Armor Class using the Dexterity modifier (Dex 15 / -1, Dex 16 / -2, Dex 17 / -3, Dex 18 or 19 / -4), the armor type (-2 for leather, -1 for padded, and apply the negative if the armor is also magical.
eg. Base AC 10, -4 for Dex 18, -2 for Leather Armor, -3 for the assassin being level 10 and having +3 armor. Total = AC 1.
STEP FIVE - DETAILS, ONLY IF NECESSARY...
Extra details like name, age, weight, height, etc. Make it up on the fly, and only if you actually need to. Often it isn't necessary for characters to know every detail.
Also best case scenario is the party leaves the dead assassin(s) in an alleyway and never bothers to loot their bodies and thus don't know that they might have magical loot. If you are like me and like your PCs to not be collecting huge piles of magical items all of the time I recommend the following: Say the armor got ruined when the PC killed them, and the enchantment on the magical armor immediately faded. The PCs will never know it was magical. They might figure that out via metagaming and math, but when they check the armor with Detect Magic you can just say "There appears to be a residual magical energy on the broken armor. If it was magical once it now appears to be broken."
Alternatively the assassin could have also have died spectacularly by falling into a waterfalls, pit of lava, eaten by crocodiles after falling into a river. Their magical items conveniently disappear along with their corpse.
The guildmasters are the characters that should have the most details. PC contacts (Spies? Allies? Double agents?) within the assassin's guild should also be of special note and receive special attention. If the guildmaster was also a long term villain, then looting the body of their felled opponent should bring a special kind of glee as details are revealed about the assassin's past/future dealings, magical items, interesting scars, tattoos, letters of writ, etc are found on his person..
Star Wars Episodes 8 and 9
Episode 8 Spoilers
Rey is actually Rey Kenobi, but they won't reveal how that happened until episode 9.
Kylo Ren falls in love with Rey but the feelings are not mutual so he starts stalking her.
Rey tells him "Lets just be friends. Just as soon as you join the light."
Kylo Ren throws a temper tantrum and kills multiple underlings. He swears that if he can't have her then nobody will and goes on a killing rampage.
Luke kicks Kylo Ren's ass, but stops short of killing him and Kylo Ren escapes.
End credits.
Episode 9 Spoilers
Rey Kenobi finds out who her parents are and what happened partway through the film. She questions her allegiance to the light but ultimately stays true and good.
Luke dies defeating the dark lord whatshisname.
Big explosions.
Kylo Ren tries to kill Rey on his masters orders but when opportunity strikes, he does not. He gets shot in the back by a supporting cast member.
Dancing Ewoks.
End credits.
The Rarely Used Henchman in Dungeons and Dragons Games
Not to be confused with the Hireling. Or the lowly Halfling. Or the Hireling Halfling.
Hirelings are basically hired help. They get wages and are mercenaries, blacksmiths, assassins, cooks, servants, laborers, minstrels, messengers, etc. Halfings are a race of wee folk approx. 3 feet tall, similar to Hobbits, and should not be confused with Hirelings at all.
In Dungeons and Dragons, the Henchman is a Non-Player Character who serves as a permanent retainer / ally to a character or a group of characters. They might be:
Squires to a Paladin or Fighter.
Acolytes following a Priest.
Apprentices following a Wizard, Druid or Thief.
The Proverbial Sidekick, eg. Batman's loyal sidekick Robin.
Or even the loyal servant, eg. Bruce Wayne's Butler Alfred Pennyworth.
They could even be a familial role such as a Wife, Husband, Son, Daughter, Nephew, Niece, Distant Relative, etc.
Ally - Henchmen aren't necessary lower level than PCs either. They might also be equal in level and get an equal share of party loot. But they should *rarely* be higher level than the party, otherwise they might outshine the party members and would properly be an Ally instead of a Henchman.
The Problem of Henchmen
In recent years it has become a habit during D&D games that people don't always make use of Henchmen any more. When 3rd Edition D&D appeared the concept of Henchmen was replaced with the Leadership feat, in which a person gets 1 Henchman for taking the feat. This dramatically reduced the use of such a character to fulfill the roles of apprentices, squires, etc. As 4th and 5th Edition appeared, the concept of having Henchmen in the game was basically forgotten and players of those games sort of lost touch with the whole Henchmen concept.
The problem therefore is that many DMs and players have forgotten that they have the option to bring henchmen and hirelings with them on adventures. It is an old school way of doing things, and something I would like to see revived.
Speaking for myself, when 4th Edition appeared I boycotted it completely and went back to playing 1st Edition AD&D, and sometimes also 2nd Edition AD&D. To me it was a matter of enjoying the old school feel of D&D and a rejection of the power-gaming routine of dice rolling and monty haul adventures with way too much magical loot.
My current long running campaign is a 1st Edition game with a long list of house rules and I have adopted a concept of a 'Party Henchman' who is a member of party of adventurers and stays with the party until the party's activities no longer match their own activities. Sometimes the party has multiple henchmen with them, sometimes the party leaves their henchmen at home.
At present in my campaign we have (or have had):
Maya, a wizard the party freed from statue at the Obsidian Tower. She later left the party after 4 years of game time to go do her own thing and no one has seen her since, creating a mystery around her disappearance. (Update, she later reappeared after a year of game time - as a villain. The party slew her during the final bossfight, not knowing who she was until the polymorph wore off...)
Wulfric, a fighter who was a vassal of the king and allied himself with the party when the king and queen were abducted. He was later killed by a beholder. Unknown to the party Wulfric was actually a clone created by a Deep Spawn.
Introsia, the sister of the party's assassin Indrasen, who sometimes joins the party, but most of the time she is with her tribe of elves.
King Finger, a powerful ally the party met while slaves in a gladiator pit. The Finger was a halfling gladiator known for dealing a finishing blow to his enemies with his finger. After escaping from the gladiator pit, the party and the Finger led a Spartacus-like rebellion and overthrew the city, freeing all of the halfling slaves from their human oppressors. The Finger became King Finger and has ruled there ever since. He is basically an ex-Henchman, but still an important ally of the party whenever the party is in that part of the world.
Mugug, the ogre the party freed when they were on a quest to kill trolls. "Mugug smash trolls. Mugug help." Mugug only helps the party if there are trolls involved.
Lyra the Sirine, which the party freed while in the Tomb of Xorek (which was really the Tomb of Horrors in disguise). [Xorek himself is my own version of a powerful lich-god, similar to the demi-lich Acererak from the Tomb of Horrors, the lich Vecna from Vecna Lives!, Voldemort from the Harry Potter series, Sauron from The Lord of the Rings, etc. Whereas Vecna is a lich, Acererak is a demi-lich, Sauron is a disembodied lich with a phylactery in the form of the One Ring, and Voldemort has his 6 "horcruxes" and the 7th horcrux he didn't mean to make - Xorek has multiple bodies, many phylacteries, multiple forms of himself which are clones, demi-liches, liches, ghosts, shades, etc. He makes Voldemort and the others look like amateurs in comparison.]
Various characters that party members married like Ivana Gorstag (who one party member was forced to marry in a political marriage), and Vega (the barbarian wife of one of the party members). Note - With Ivana also came her father Lord Gorstag, who is now an important ally and the father-in-law of one of the characters.
The children of various party members who have reached an age where they can start adventuring, but thus far have been left at home to defend their holdfasts. (Our game has been going long enough that 17 years of game time has gone by since the start of the game and a few PCs now have children who are 15 years old, and thus old enough to adventure.)
Using Henchmen More Often
However the list of above henchmen barely scratches the surface of what is possible to do with henchmen as NPCs. As per 2nd Edition AD&D rules, having a Charisma of 9, 10 or 11 gives a PC a maximum of 4 Henchmen. Lets say you have 6 player characters in your gaming group, if they all had a Charisma between 9 and 11 they could potentially have up to 24 different henchmen. Or way more than that if their average Charisma scores were considerably higher. Even a character with a 2 Charisma is allowed 1 henchman.
A single PC with a 17 Charisma could have a maximum of 10 henchmen, according to the rules. 18 Charisma nets them a maximum of 15. Above that it increases by 5 henchmen by every 1 point of Charisma. And yet Henchmen, despite its potential to build a small army, is rarely used by DMs.
Even I don't use it to that ridiculous extent, but I do see it as a rule I would like to make more use of in future campaigns which are more roleplaying intensive - when our current campaign goes into semi-retirement, my goal is to restart the PCs at 1st level and play a more roleplaying oriented campaign with more mysteries, more gothic villains (vampires, werewolves, etc), more court intrigue - and it is during such a campaign that we could make a whole roster of ally henchmen, allowing henchmen and hirelings to truly shine.
During our current campaign the party has been active for 17 years, has strongholds and holdfasts, lots of Followers (as per the Followers rules for building strongholds), they spend their downtime collecting taxes and improving their strongholds, and adventuring happens less frequently as they are now semi-retired - which means weeks or months of game time can sometimes go by in 1 minute, and the party is then ready for new adventure hooks.
The Rules of Playing Henchmen in D&D
#1. Alignment.
Henchmen are not necessarily the same alignment of the character. For fun you can make them a slightly different alignment or even sometimes a radically different alignment (maybe they drank a love potion and fell in love with the PC... "But my love, opposites attract! We may be different, but I still love you!"
#2. Henchmen are usually adventurers.
But not always. They could also be monsters, pets, animals the PC befriended, etc. This could include things like faeries, unicorns, flying mounts (giant talking ravens for example), ogres, humanoids or demi-humanoids, hatchling dragons, etc. Thus if a PC gets a giant raven, a faerie, and a human squire you might want to check their Charisma and confirm how many henchmen this PC is allowed.
#3. Charm spells temporarily give the PC a henchman.
The effects of a Charm spell are such that the PC is considered to be a friend to the person or creature who failed the charm spell. This means that they *might* fight to protect their friend, or they might let them inside a door they are guarding, and they might even follow the PC willingly into danger. Taking a Charmed individual with the party for an extended period of time effectively makes them into a Henchman, and they should be treated as such. They will want an equal share of treasure and to be treated as a valuable ally. Mistreatment or a lack of fair treatment will result in them getting additional saving throws to break free from the charm spell.
#4. Henchmen are Loyal. Sometimes to a fault.
A Henchmen might knock their friend unconscious in a bad situation and then carry their body from the dungeon in a hurry if they felt their friend was in such a bad condition that they needed saving. They might also get tortured to death by refusing to reveal secrets to enemies. They might get themselves killed trying to save their friend. Any number of situations could arise in which a Henchmen could get themselves killed, jeopardize a mission by doing something unexpected, etc.
#5. Ideally Henchmen should be Likeable.
However sometimes as the DM you might accidentally make a Henchman that the PC or party members dislike because they find him/her annoying. Oh well. If that happens try to at least make the Henchman helpful / funny. eg. The annoying goblin keeps following the elf warrior-princess around, muttering "my precious" to himself in a creepy fashion, but hey, at least he is good at carrying her stuff and stays out of the way most of the time.
#6. Henchmen deserve a share of treasure.
If they are adventurers they should get an equal share. If they are more like servants then the party might only give the Henchmen items or treasure that they the party doesn't actually want. Animal or monster henchmen may not be interested in treasure, depending on the circumstances. Henchmen who don't get a share of treasure will feel mistreated by the party and then leave. If the Henchman is more of a loyal servant they should at least be paid like a Hireling does, but treated better as a sign of favouritism.
#7. It is possible to have a Henchman at level one.
In theory a PC could start off as a sort of "Batman Begins" character, already having a loyal vassal with them like Alfred Pennyworth. The henchman could be a bodyguard, a servant, a family member or some similar role. Could even be a pet. However to do this it is important to get the DMs permission, which basically requires that the DM likes the idea of having henchmen in the party.
#8. Henchmen sometimes die.
Stuff happens. The party gets betrayed, the dragon was unexpectedly hungry, the evil villain "Governor" decides to chop off Hershel's head with a katana, the henchman slips and falls while climbing a cliff. If it can happen to a PC, it can happen to a Henchman. The good news is that Henchmen are replaceable. Player Characters have a maximum number of henchmen, and how many henchmen they have may change over time if the henchmen dies in combat, is killed by a trap, or is poisoned while at the inn. If the PCs are upset by the death of a particular henchman they might even go on a quest to raise them from the dead.
#9. Reward the PCs who make the effort to roleplay meetings with NPCs.
Or in some cases you might also punish them. Remember that barmaid you seduced with last week? Well she quit her job, bought some armour and now wants you to teach her how to swing a sword. Roleplaying situations, literally any roleplaying situation, has the potential for PCs to find themselves a new Henchman. This could be anything from seducing the barmaid, complimenting a member of the town guard while bribing them to keep silent on you murdering the local criminals, flirting with the priestess of the sea dragon god, or even praising a lowly ratman on keeping his fur so clean. Any character who has no ties to keep them at home and can serve as either an ally or servant has the potential to become a Henchman.
#10. A Henchman could be higher level, but should still be weaker than the PC.
But this should be extremely rare and their skills should be highly specialized. eg. They might be a thief who specializes in picking pockets and they are utterly useless in combat, and only marginally good at other thief skills. They could even be elderly sages who know lots of information due to their high level, but due to age and a low Constitution they are horrible in combat. A good example of a sage is the flea-demon "Myoga" from the Japanese anime TV show Inuyasha, who is completely useless in combat and disappears whenever there is a danger, but is sometimes around when Inuyasha or one of his comrades needs advice or historical info.
The 2nd Edition AD&D rules are contradictory on this matter. One line says "Some may be higher level" and then in the next paragraph the first sentence is "A henchman is always lower level than the PC." How can some be higher level if the henchman is always lower level? Well, it is poorly written but what they probably really meant to say is that henchmen should always be less powerful than the PCs. They could be higher level and have a handy ability, but they should always be less powerful compared to the main party members.
If the henchman eventually becomes more powerful than a party member they should leave the party. This is what happened to Maya and King Finger above. In Maya's case she was becoming very powerful as a wizard and had established her own wizardry school. It was time for her to leave. For King Finger, his royal duties meant that he now had an army of halflings under his command and he likewise could no longer be a henchman.
#11. Henchmen should never be centre stage.
Unless it is briefly important to a plot, the henchmen should stay with the wagon train of followers, hirelings, mounts, etc. They should be guarding the horses, riding on the back of the wagon, only speak with spoken to or when it is important to the plot, should never outshine the characters unless they have a specific skill that they are particularly good at, and should rarely draw attention to themselves.
#12. If a PC is knocked unconscious, captured or killed let the player play the Henchman.
Sometimes a character gets severely injured or worse and the player doesn't have anyone to play. Having one or two henchmen handy in such circumstances means that they can now play the Henchman instead. Remember Maya up above? When I first introduced her character my primary goal was to give the party members a backup character that they could play whenever their own character was too injured to fight. Having Henchmen for that purpose is exceptionally handy.
#13. No player should feel left out when it comes to Followers.
At 9th level fighters with strongholds gain a large number of Followers. Rangers at 10th level get 2d6 Followers, Paladins get a warhorse at level 4, 8th level Clerics attract a group of 2d10x10 fanatical believers, Druids attract animal and fey Henchmen, 10th level Thieves attract a band of thieves, Wizards have their lowly familiar, and a 9th level Bard with a stronghold can attract 10d6 warriors. However circumstances may arise in which some players feel left out - in which case that is a golden opportunity to set up a situation wherein an orphan child could become a squire to the paladin, or an apprentice to the wizard, or backup minstrel to the bard. Having a few Henchmen is a great equalizer to making players feel like their PC is important.
#14. Henchmen should be trusted allies.
If they are treated in a distrustful way they will become disenfranchised with the PCs and leave. Unless they have an important reason to stay, they will simply give up and realize that they are not wanted. Any kind of abuse or distrust should be treated on a case by case situation. A minor offense might mean that they ask for an apology. A major offense might result in them leaving immediately, without even a goodbye. Although for roleplaying purposes you might wish to leave a note telling the PC why they decided to quit. Depending on their alignment they might even steal a few things on their way out the door.
#15. Henchmen can switch to a different PC.
In the event a Henchman is abused or treated unfairly, it might be a golden opportunity for a different PC to gain a new Henchman by treating them in a manner which is more befitting. "Tada, I am with Boris now. I am sorry Aragthorn, but you just never treated me with the respect I deserve. Especially when you used me as dragon bait and Boris rescued me."
#16. PC Henchman or Party Henchman. Hmm.
In 2nd Edition AD&D there is a line that states that "henchman attach themselves to a particular player character, not a group of player characters. Thus it is only under the direst of circumstances that a henchman accepts the orders of another PC." I find this to be silly. Why can the party not have allies or henchmen as a group? There is no real logic for it. Yes, sometimes a Henchman might be smitten with a particular PC, but there is no real reason why they cannot be treated as a Party Henchman (especially if the party met the Henchman through circumstances in which they all rescued the new Henchman from danger, each person playing an equal role). The downside to this is that they count as a Henchman to everyone, can take orders from anyone, and might even refuse orders due to roleplaying circumstances / alignment / etc.
#17. Lifetime limit or maximum at any one time. Hmm.
In 2nd Edition AD&D it clearly states that the maximum number of henchmen a character can have "is a lifetime limit, not just a maximum possible at any given time." However I would like to point out several things. (1). Characters eventually retire because they reach such a high level (or old age) that the players start to get bored of killing demons and dragons every week. As such, if they have not exhausted their maximum number of henchmen, they never will anyway. (2). Even if they do reach the maximum, how is it the player's fault if the DM is running a deadly campaign where both PCs and henchmen die regularly? Or likewise, how is it the player's fault if the Henchman decides to retire from the group, becomes royalty, becomes too powerful, leaves due to roleplaying reasons, leaves for any number of reasons that are out of player's control?
In my games I follow the idea that it is a maximum at any one time, and only Henchmen who either leave in disgust, or die due to the PC's negligence count against the character's maximum number of henchmen. In other words it is only those henchmen who leave due to the player's own fault which count against the maximum number. Any deaths due to flooding, DM mischief, assassins trying to kill the whole party and the henchman bit the dust, etc - those deaths simply don't count against the maximum.
However I should note that since characters rarely get more than 1 or 2 henchmen, this isn't too big of a deal. However if the DM is running a campaign wherein there are lots of henchmen and they are integral the plots, it makes sense that the DM should keep careful track of how many henchmen each PC has, how well they are treated, and so forth.
#18. Former Henchmen can become Villains.
Are you familiar with the Batman villain named "Red Hood"? No? Well spoiler alert, the Red Hood is actually Robin. Specifically he is Jason Todd, one of multiple characters who have been Robin. Todd was killed by the Joker and later brought back to life with the Lazarus Pit, becoming the villain Red Hood.
Now apply that idea to a former henchman who was mistreated. They might seek vengeance immediately, or they might spend years becoming a powerful villain and seek to destroy or defeat their former master.
#19. Henchmen might not be real henchmen.
They might be spies, assassins, thieves, people with their vendetta against the PCs or possibly an important NPC that the party is allied with. They might have been encountered in a similar fashion to other henchmen, but like a cursed magical item their appearances are not always what they seem.
#20. How hard or easy it is to gain henchmen depends on the DM and the Players.
The rules state that "Attracting a henchman is fairly difficult." But it doesn't have to be, especially if it is written in to the adventure. eg. The sirine in the Tomb of Horrors is right there, waiting to become a Henchman. If the DM takes the time to sprinkle lots of NPCs around, those NPCs have the potential to become allies, hirelings, and henchmen. Some might start off as allies or hirelings and later become henchmen, or they might be people the party rescued and became instantly devoted to a PC or to the party.
#21. Who plays the Henchmen, Players or the DM. Hmm.
This is more a matter of interpretation and circumstances. Sometimes the players might play the Henchman and other times it might be the DM. Especially if the Henchman is actually a spy, the DM might wish to retain control of the Henchman. Or if it is a Party Henchman, the DM might control them 90% of the time and the players only play the Henchman when their own character is knocked out / captured / dead. In my games the Henchmen character sheets stay in my possession and I only hand the henchmen character sheets to players when the time is appropriate. This way they are not tempted to metagame the distribution of items, the choosing of spells and the henchman is making their own decisions most of the time.
The DM can overrule any action a player attempts to take with a henchman that the DM feels is inappropriate to the Henchman's character.
#22. Henchmen "do not give away or loan magical items." Or do they?
Their friend is dying and they need a healing potion. The henchman has three healing potions, do they give one to their friend? Yes, yes they do. Again this really depends on the circumstances. Obviously they would not give away their ancestral family heirloom +2 sword, but they would be a bit more free-thinking about giving up a healing potion or something they don't need when there are circumstances that warrant it.
#23. Henchmen can mutiny.
Imagine what might happen if multiple henchmen and hirelings are aboard a ship and are being mistreated by their masters. Clearly that is a situation wherein they could mutiny if they all decide at roughly the same time that they have had enough of their mistreatment. A little rebellion would teach the PCs a lesson about the value of respect. It could even lead to a party wipe or near party wipe if all or most of the PCs are guilty of mistreatment and the henchmen outnumber the PCs and take them by surprise.
#24. Et tu Brute?
Sometimes the henchman might actually have a better sense of morals than the PC. A good henchman might decide to assassinate a PC who has become a dictator or tyrant, just as Brutus did to Julius Caesar. After returning to Rome a war hero Julius Caesar quickly established himself as a dictator and began a series of constitutional reforms, appointed many senators who were loyal to him, impeached his political opponents, and even started printing coins with his likeness. One month before his assassination he declared himself dictator for life. Brutus and his compatriots killed Julius Caesar because they saw him for the ruthless dictator he had become.
It wouldn't take much for a PC to become a ruthless dictator. Many D&D groups are basically playing characters who are a bunch of murder hobos anyway, traveling from place to place, doing all sorts of questionable activities. A Henchman who witnessed such atrocities might develop an opinion that their master is actually evil and needs to be stopped, by any means necessary.
#25. Henchmen can do anything a Player Character can do.
Which includes having their own Henchmen, their own allies, their own stronghold, their own followers, their own goals and ambitions. They are effectively adventuring NPCs and as such can do anything a PC can do. However their followers, their stronghold, their monetary wealth should always be off-limits to the players. They might bring their followers to a major battle during a time of warrior, but if mistreated they might just as easily show up and launch several volleys of arrows at the party's troops before turning tail and leaving.
Happy Gaming!
Alternative Rules for Handling Rerolls in D&D
Option 1, Stick to the Rules
This means no rerolls at all. Most editions of Dungeons of Dragons don't even mention the topic of rerolls. (Several editions also don't mention Critical Hits, but I will get back to that topic later.)
Option 2, Allow Rerolls as a House Rule
This means you need to come up with a rule system to govern how often rerolls can be used and when. Too many rerolls means nothing bad ever happens to the PCs and they use their rerolls willy nilly, too few is arguably better because it means players will only use those rerolls when they really need them in order to survive, and thus will conserve their rerolls for when something dangerous happens and they absolutely need to use a reroll.
Thus as a DM if you decide to allow rerolls you need to come up with a system for using them and how many rerolls are available.
1. Once Per Level
One reroll available, once per character level. This assures the character will have very few rerolls and will attempt to conserve their one and only reroll until they manage to level up to next level and only use it in do-or-die situations.
2. Flat Number at Level One
The character starts with 5 rerolls (for example), which they can use whenever they want, but when they run out they no longer have any more. This increases their survival chances at low level but as they get to higher levels they start to run low on rerolls and have to conserve them.
3. Rerolls based on Charisma Score
12 Charisma equals 1 reroll per session, 14 Charisma equals 2 rerolls per session, 16 Charisma equals 3 rerolls per session, etc. This system gives a more plentiful number of rerolls, but also ensures that Charisma is no longer a dump stat for low stat rolls. Suddenly a high Charisma is a very valuable stat and players are encouraged to use it more often and perhaps realize the potential of playing a high Charisma character.
4. Add a Luck Score
Similar to Charisma above, characters roll a Luck score during character creation and this governs how Lucky their character is. This is similar to how some games might also use ability scores for Honour, Sanity, Speed, Comeliness/Attractiveness, Social Rank, etc. eg. In 1st edition AD&D many players use Comeliness as a representation of a character's attractiveness, a separate ability from Charisma. In 5th Edition D&D Sanity and Honour are listed in the DMG as possible optional ability scores. In other games like Palladium Speed is listed as an ability score, so this is not a new concept.
5. Reroll Cards for Good Roleplaying
Make up a set of "One Free Reroll" cards and print them on cardstock. Eight or ten is a good number of cards to make, depending on the size of your group. Then give them out to players sparingly whenever they do a good job roleplaying. Don't award them for killing monsters. Only reward them when they do something noteworthy and memorable roleplaying wise. This encourages players to roleplay their characters, stick to their alignment, and also rewards smart thinking within the bounds of their character. It can also be used to reward good story development, avoiding the temptations of metagaming (especially when it is really tempting), and "doing the right thing" within their alignment. Chaotic characters being able to do almost anything, this really tends to reward characters who are lawful or neutral and behaves appropriately, but again I should remind you to only hand out these cards sparingly.
Also note that if you run out of cards (eg. if you give all 8 or 10 of them to the players) don't give out any more. The players cannot hoard the cards if they know there is a small supply of them, and also recommend capping individual players so they cannot have more than 2 reroll cards at any one time.
As a sub-rule, trading reroll cards should also be prohibited. As is giving them away for favours.
6. Luck as the result of Piety
Under this house rule, Luck can only be granted by the gods. Donating wealth or magical items to the church (it doesn't matter which church and it also doesn't matter which class the character is) can earn the PC a reroll. This encourages every character to choose a deity to worship, even if they are a lowly thief. The size or kind of donation given doesn't always matter either. The character could be donating gold, donating magical items, or even donating their time by volunteering to go on quests for the church or perform services on behalf of the church. If the gods are pleased with the results, they award a Luck Reroll, which could be recorded either as Luck Points or it could use "One Free Reroll" cards like #5 above.
7. Combinations of the Above Rules
You might even decide to employ more than one of the House Rules above and use them together.
eg. 1 and 2 work well together, as the rerolls are limited and eventually run out - and yet each character gets a new reroll every time they level up, which they will hopefully conserve for when they need it.
3+5 or 4+5 also work well in combination. I currently use 3+5 in my current campaign as it benefits both good roleplaying, which I like to encourage, and it encourages players to not use Charisma as a dump stat. I also use House Rules for Charisma to add benefits during large scale battles with followers, thus Charisma is exceptionally valuable if PCs choose to use their Charisma score to its full potential.
5+6 also makes an interesting combination, as it could be used with the same "One Free Reroll" cards, and thus fits seemlessly. Again, keep the number of reroll cards limited and don't allow players to hoard them in numbers more than 2.
BONUS, FIVE ALTERNATIVES TO CRITICAL HITS
1. Instead of double damage for rolling a natural 20, make it triple damage. The potential for way more damage makes everything potentially more dangerous.
2. Double damage on a natural 19, triple damage on a natural 20. Makes critical hits more common, but also ups the damage dramatically.
3. When a natural 20 is rolled give the PC a choice: Trip, Stun, Disarm, Push or Double Damage. A trip causes the enemy to fall to the ground. Stun makes them dazed and unable to attack for one round, but they can still defend themselves. Disarm causes their weapon or shield to be knocked away from them. Push moves them 1 square in any direction the PC wishes. And Double Damage is the normal effect we are accustomed to.
4. Give them a bonus attack. If they succeed on the 2nd attack, roll damage accordingly. Note that this means that if they roll a 2nd natural 20 they would get a 3rd attack and possibly a 4th.
5. Roll Percentile Dice for an Auto-Kill. The base chance for an Auto-Kill is 50%, but it is modified by the character's level versus the target's Hit Dice. If the attacker is level 5 and the target has 10 HD, the chance is only 25% because they are 5 levels lower than the target's HD. However if the target is 2 HD and the attacker is level 6, then they have a 70% chance of killing their target because they are 4 levels over the target's HD.
6. Random Bonus Damage. Roll a d6, if you roll a 1 or 2 then the attack does double damage. If you roll a 3 or 4 then the attack does triple damage. If you roll a 5 then roll quadruple damage. If you roll a 6 then roll both quadruple damage and check to see if it is an Auto-Kill as per #5 above.
Note: Making critical hits that much more dangerous makes for very cautious PCs. They suddenly realize that even a dagger can do a lot of damage in the hands of an enemy if they manage to score a natural 20 and suddenly do 3d4 or 4d4 or Auto-Kill instead of their normal 1d4. Suddenly having rerolls sounds like a good idea, but unfortunately rerolls cannot be used to reroll an enemy's attack.
Happy playing!
Backyard Outdoor Dungeons and Dragons
So I saw the images below on a differdifferent website and I thought, hmm, I wonder if anyone has ever made a backyard dungeon like that for Dungeons and Dragons?
And by dungeon I mean a tiny miniature dungeon for D&D miniatures. Not a big dungeon for whipping your kinky husband in / etc. Nope, we're only talking about roleplaying games here, the kind you play with dice. Not LARPing or anything more adult...
Ahem.
So I went looking for something similar on Google images to see if any gamers have made a D&D dungeon in their garden or backyard. I couldn't find anything that matched the topic but I shall try again in the future. I have not given up.
Years ago I remember joining a game where the DM often hosted sessions outdoors on the patio in the backyard. We would drink lemonade, enjoy the weather and play with miniatures on the patio table under the large patio umbrella. Even had some BBQs out there too. The DM somehow annoyed several of his friends to the point that they stopped coming to his games and he had difficulty finding more people so those games eventually petered out.
But the idea of being able to play D&D outdoors has stuck in my brain ever since.
Other groups and myself have done it on several occasions too, usually in combination with having a BBQ. But the idea of having regular sessions in a backyard, at least during the summer months, I think is still doable. It is really the question of...
1. Having a suitably large backyard.
2. Investing in patio tables that are a good size.
3. Having 1 or more large patio umbrellas. I currently have two, but I lack the backyard...
Thus this really hinges on buying a house with a good size backyard in Toronto, a city with skyrocketing real estate prices. So that won't be happening any time soon, but hey, I can dream right?
Plus for my kids it would be nice to have a place for them to play in... although I must admit I also like the idea of practicing archery in the backyard, as opposed to what I currently do which is practice in the garage or at the Toronto Public Archery Range.
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