I have never remembered what a henchman's morale is. Call me heartless, but they all look the same and are never around long enough to care or find the scrap of paper I pretended to write it down on. Besides, if I got attached to every one of them I wouldn't be able to do my job (i.e. killing henchmen).
So, henchman morale checks; or the "does my henchman run off with all my stuff" roll.
When you meet them you roll for what kind of temperament the henchman possesses and you write it down right there where the players track what the poor fellow is hauling around for them. The dominant humours are listed with the roll penalties used on the following tables:
(the traits of each are listed at the end and may help characterise a henchman that no one much cares for)
To use a past example of a henchmen, who bravely took their own life, we would record their name down as follows:
Volrath the Phlegmatic Foreigner
Possibly. Or you could write it down on a scrap of paper and forget about it, much like you traditionally do with their secret morale. Or not use them at all and just roll.
If they are asked to open a suspicious door or otherwise perform dangerous tasks on your behalf in a capacity outside of their job description:
1-2 Happy to be of assistance
3-4 They do it, but if they are harmed by the experience their faith in you will be rattled (a 1 cumulative malus on all rolls this adventure)
5-6 They refuse
When asked to guard a pile of gold so large that they could run away and start a new life with it:
1 They cut and run
2 They make a secret nest egg. Steal 2d10 coins per pocket! (They do this without the player's knowledge and will not respond well to random checks. They're sociopathic adventurers as well, don't you know)
3-4 They palm a few coins. 2d10 coins or one small easily concealed item.
5-6 Honest and true
If one of their number dies or some other horrifying event occurs in front of them:
1 Run! Run away!
2-3 Frozen for a number of rounds equal to the number rolled
4-6 Business as usual
How much trouble can a wealthy armed killer get into with his downtime? (Roll this at the start of an adventure or some other convenient in-between bit. Minus 1 to this roll for every full 5 points of damage they took in their last outing; they need to let off steam after almost dying in this dead-end job)
1 Lots, roll twice
2 Some, roll once
Roll D44, do not add humour bonus.
11 They got drunk and talkative at the local social club. Every secret you have that they could reasonably know, they've told in great detail to everyone listening. Expect unpleasant surprises.
12 Your pockets are lightened. The henchman has taken their fair share (in their eyes) and skipped town. Leaving with a recently acquired macguffin, perhaps?
13 They join a competing adventuring company who have just moved into the area.
14Their sketchy past catches up with them. 1, they get killed in their sleep 2-6 their old enemy turns up and starts causing trouble.
21 They start their own competing adventuring company
22 They gambled and lost. They are not only now broke, they owe money to the local seedy underbelly. This can not be resolved by just killing a bunch of guys, the mafiosi will sneak into your inn and stab you while you sleep if you get handsy with them.
23 They elope with a local lover. Skip the next game and return with +1 to all rolls for an adventure due to the refreshing break.
24 A man/woman comes forward as your henchman's illegitimate/abandoned child. 3 in 6 chance it's true. They will either want compensation or to follow in their parent's footprints and join you, whichever is most inconvenient or interesting.
31 A fight breaks out, most likely started by the restless henchman. They take 5d8 damage in bar-room shanking damage.
32 They got arrested on counts of: 1-2 Theft 3-4 Assault 5 Murder 6 All of the aforementioned
33 They went on a legendary bender. Drink, drugs, girls, boys, now! Their hang over is of such magnificent beauty that they nurse it all through the next adventure, suffering -2 to every roll involving thinking or moving.
34 They've been recruited into the Potters Guild militia. They're off to Loch Doldrum to fight the Mud Men and take their precious clay. Steady work, good pay.
41 Their wife/husband has come to retrieve their wayward spouse. Deal with it.
42 They dipped their wick in one too many pots. Syphilis! See Undercroft #1 or just make it up.
43 Drunk in a ditch somewhere. Alive but they miss the next adventure as they find their way home.
44 Caught in a riddling contest with a retired servant of the Manticore. If they pass an intelligence test they win a trinket from the Manticore's old horde (it will be relatively inoffensive) and D1000 XP.
Friendly, Energetic, Forgiving, Confident, Charming, Talkative
Weak-willed, Egotistical, Gullible, Shallow, Disorganized, Self-absorbed
Takes the lead, Independent, Hard worker, Strong-willed, Practical, Determined
Cruel, Rebellious, Stubborn, Insensitive, Arrogant, Rude
Thoughtful, Faithful, Self-sacrificing, Analytical, Organized, Practical
Pessimistic, Morose, Vengeful, Insecure, Shy, Jealous
Dependable, Patient, Accommodating, Witty, Calm, Forgiving,
Docile, Indecisive, Lazy, Stubborn, Indifferent, Yielding,