I've been playing a number of modules, and they've been all well and good, but they seem to be missing the ability to aquire Henchmen. For this reason, I've created a library of easy to use henchmen that are easy for a module builder to use and customize. They are derived from the henchmen of the official campaign, but have had all the quest text removed. In addition, these henchmen don't just work for money up front. They also demand a daily wage (1/2 the initial premium). Right now, there are three classes of henchmen (Sellsword, Hired Thieves and Missionaries) each with four grades (lvls 4, 8, 12 and 16). Good luck with these and more to come! - Chops
Posted by tambrath anon ( 198.189.xxx.xxx ) at 2004-11-08 20:47:00
Hey man, awesome job with the henchmen. Im sorta a newbie to module making, and I wanted to make it so that when player characters talk to a guard captain he summons your henchmen based on their charisma or what not. Is that included on the script already and if so how do i get it going, and if not, can you help me make conversation so that my guard captain would summon the mercenaries based on chracter charisma and/or level. Any advice is greatly appreciated.
Posted by tambrath anon ( 198.189.xxx.xxx ) at 2004-11-08 20:47:00
Hey man, awesome job with the henchmen. Im sorta a newbie to module making, and I wanted to make it so that when player characters talk to a guard captain he summons your henchmen based on their charisma or what not. Is that included on the script already and if so how do i get it going, and if not, can you help me make conversation so that my guard captain would summon the mercenaries based on chracter charisma and/or level. Any advice is greatly appreciated.
This is a compilation of the old system into a single score. There were 9 that made this score of 8.66 then rounded to 9.
Posted by Amar the Amazing ( ..xxx.xxx ) at 2002-10-19 06:58:00
Thanks for supplying these henchmen for our use. Being new
at this, I will ask--after importing the henchman into the
mod I'm working on, how do I place the henchman within the
module? I can't seem to find him/her.
Posted by Thorvain Niall ( ..xxx.xxx ) at 2002-08-30 19:58:00
Very nice. I really like that the henchmen have
personality.
One suggestion, you may want to include details on how to
change the price the hench asks for. Also the level 12
henchman prices don't line up with the conversation. It
wasn't hard at all for me to fix (and even change) the
money required though, you did a very good job of making
setting changes like that easy.
Still, this is the best set of henchmen i've found.
Thanks!
Thorvain
Posted by Felstaff ( ..xxx.xxx ) at 2002-08-16 21:14:00
Hey, S.C....Just a quick question...Is it posiible to
combine your guild with the multi-hench scripts? Have you
tried it, I mean? Also, would like to have your permission
to introduce it into a module based on Waterdeep/Ruins of
Undermountain...Can you see your way clear to allowing that?
Let me know!
Felstaff
Posted by flamer ( ..xxx.xxx ) at 2002-08-16 19:37:00
You da' man! Excellent work! No flames here!
Posted by Slobberchops ( ..xxx.xxx ) at 2002-08-12 07:22:00
No, you can't use more than one Henchmen.
There is also some doubt about what happens to these
Henchmen upon death. I suspect there will be an update to
them soon.
Posted by Maran ( ..xxx.xxx ) at 2002-08-12 03:39:00
Well at last. I�d like to offer my sincere thanks for this,
I�ve been pulling my hair out for far to long developing
something similar.
Just a minor question, I�ve yet to try it yet, but is it
possible to use more than 1 henchman at once?
Or is the 1 limit still in place?
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