Once upon a time, there were a few guys enjoying a Call of Cthulhu campaign (Actually Trail of Cthulhu) set in the modern times. Except they weren't, because they were stuck with a Killer Game Master. He was unfair, and unfun, and a few other "un-"s for good measure, harming and killing characters just because he could get away with it. It was bad, yes, but not unbearable enough to stop playing...
Then said GM made the mistake of angering The Roleplayer of the group. Now the guy in question, Waffle House Millionaire, didn't usually mind if his character got killed as long as it fit the narrative. A bad roll? Sometimes accidents happen. A bad decision? He did that in-character, even though he personally knew it was a bad idea. Bad circumstances? He could get upset, but won't hold a grudge. The game master gets defensive over his DMPC, makes up a curse regarding horses, and causes a horse to fall from a plane and land on his head? Now that ain't gonna fly.
According to A Self Called Nowhere (one of the other players), he had to physically restrain WHM from choking the DM to death.
So instead, WHM created Old Man Henderson: A Crazy Awesome Munchkin Loonie whose sole purpose in life is to completely derail the campaign, aided with the Backstory Of Doom, the sole purpose of which was to be so long and confusing that the DM wouldn't read it and not know that WHM was adding in skills and feats on the fly. The accounts of this are retold by Waffle House Millionaire and A Self Called Nowhere.
Despite his ability to derail everything, we've managed to keep this trope list straight:
- 10-Minute Retirement: Midway through one game session, A Self Called Nowhere had already lost four characters to Henderson's actions. Nowhere declined several offers to return to the game via rerolling or another character joining the story, opting to wait until the next session to try again.
- Anyone Can Die: Henderson's collateral damage caused almost as many Player Character deaths as the Killer Game Master. Including himself.
- And the Adventure Continues:
- After the game ended, and the Epilogue gave proper endings to Henderson and his group, The Stinger involved Henderson waking up in a desert, apparently somehow alive or reborn after killing Hastur, and wandering over to a town he saw in the distance, muttering to himself how it better NOT be a mirage...
- To a minor extent, Jimmy and Kary both attended a nice college with the money willed to them by Henderson and Will, but even though "Nowhere" noted how "Their story didn't QUITE end there, I'll let that shit slide for now, since I know you guys only care about ONE epilogue.".
- Artistic License Military: When Henderson wanted to hijack a military cargo helicopter, the GM didn't put up any security around the airstrip other than having to wrestle the keys from the pilot. WHM points this little oddity out when he was recounting the story on 4chan. Even better, Henderson was capable of stealing said chopper... with no training. In the author's own words, he "Expected to crash the thing into a field pursued by the entire military."
- Arson, Murder, and Jaywalking: Henderson left the cultists with a destroyed yacht, a dead leader, and Celene Dion stuck in their heads.
- Batman Gambit: How WHM outwitted the GM - writing out a 300 page monstrosity of a backstory for Henderson that no one in their right mind would ever try to read through all the way. Thus, whenever Henderson needed to make use of a power he did not currently possess, he would tell the GM that in his backstory, Henderson had mastered said skill, knowing full well that the GM would never bother to check whether or not that was true.
- Berserk Button: Discussed by Nowhere in his brief tangent on the difference between a normal player having fun and That Guy, specifically that anyone can become That Guy if their button is pressed hard enough. This is used to explain the conception of Henderson and Simon, as both WHM's (not sticking to the rules) and Nowhere's (killing fellow player characters) have been not just pushed, but slammed into with great force.
- Best Served Cold: Granted, playing Henderson might've just been that fun, but this story happens over a period of months.
- Beware the Nice Ones: WHM doesn't do Metagaming, being The Roleplayer, and he sticks to the rules, though he'll accept any houserule as long he has been told in advance. He's otherwise a pretty chill guy. Too bad that the GM didn't follow the rules, prompting WHM to essentially Pay Evil unto Evil.
- Bittersweet Ending: It's Call of Cthulhu, what do you expect? Regarding the final group: Henderson, Will and Simon die in the Ice Rink, but Jimmy and his girlfriend Kary have survived, the world has been saved, and Hastur is permanently dead.
- Although this is mitigated when it turns out that Henderson was reincarnated and did get a happy ending (along with Hastur oddly enough), as revealed in the Director's Cut.
- Bond One-Liner:
- Shortly after THE Tanker Truck Incident:Henderson: I figured out what the nasties are weak against.
Jimmy: What's that, Mr. Henderson?
Henderson: Point blank annihilation.
- After shooting Pat, the would-be assassin:Henderson: No man gets between me and me wee men.
- Shortly after THE Tanker Truck Incident:
- Book-Ends: Nowhere and WHM have a near identical conversation on their way to the session where Henderson is introduced and IC as Henderson and Hastur die together.Nowhere: Is "Henderson" his/your first or last name?WHM: I don't even fucking know/ ...Man, I have no fucking idea.
- Butt-Monkey: Nowhere got screwed over by Henderson a lot. Until Simon, he failed to survive a single session. His deaths include:
- The professor who attempted to play peacekeeper and was consequently gunned down by Henderson.
- James Fink who was hit by the tanker truck and subsequently forgotten about and left to bleed out by Henderson.
- A mob bodyguard who was trapped in the trunk of a car who died when the car was ignited with him still inside by Henderson.
- Ronald, a used car salesman who was killed a mere ten minutes after the bodyguard when he was struck by a BMW driven by Henderson.
- A cop who was killed in a housefire meant to destroy an eldritch beast. It was of course caused by Henderson.
- Patrick, a street thug who was supposed to make a HeelFace Turn but was shot in the dick and left to die by Henderson.note
- Malcolm, a soldier who got his throat ripped out by a hellhound after it was dodged by Henderson.note
- Car Fu: The Tanker Truck Incident. Took out a possessed detective easily, and wiped out a church thoroughly enough it couldn't be connected back to Henderson because there was nothing left to do so.
- Chekhov's Gun: The chant used to summon a tentacled spawn of Cthulhu is put in a slide show detailing a prayer to Hastur. One tentacled monstrosity for each cultist present. The formers kill the latters, only to fight among themselves afterwards.
- Meta example: The pieces of information regarding how to permanently kill an Elder God. Henderson may be Crazy Awesome Incarnate (with an extra helping of crazy), but his player is smart. The information was from months prior, and WHM had kept meticulous notes.
- Cool Old Guy: Henderson, when not being a Crazy Awesome deliverer of vengeance to the assorted Cults he battles, is pretty chill with the guys he befriends.
- Confusion Fu: Henderson and the gang employ this when stealing a yacht from a high ranking priest in a Hastur cult, setting off concealed smoke bombs and a two-sided speaker setup made for outdoor musical festivals they had prepared around the dock. The speakers on one side played the audio to the Normandy Beach scene from Saving Private Ryan, the speakers from the other side played God Save The Queen. Once the chaos had gotten sufficient, they fly in a cargo helicopter, use it to lift the yacht out of the water, then switch the audio to play My Heart Will Go On just to ramp the confusion levels up to maximum.note
- Consulting Mr Puppet: Or rather, Rupert the stuffed parrot. Bonus points for consulting it while dismissing the real guys as hallucinations.
- Crazy Awesome: Invoked. Henderson had dyslexia and schizophrenia; the former allowed him to read Black Speech without any SAN loss, while the latter made it easier to kill shoggoths (and occasionally dismiss the other players as hallucinations).
- Death from Above: They steal a yacht from a Hastur cultist with a military cargo copter, load said boat with explosives, and drop it on a Cthulhu cult.
- Defeat Means Friendship: James Fink the ex-mobster and Al Johansson the ex-cop became a mutual case of this after they coincidentally both quit their jobs and then ran into each other.
- Delayed Reaction: At one point, the crew drive pass a cop. The cop sees Henderson taking a hit off a huge bong while driving a car so filled with smoke it looks like it's on fire, music playing loud, and two teens obviously making love in the back seat. The cop travels two blocks before turning around and begin pursuing Henderson. The narrator is at a loss to explain the delay.
- Department of Redundancy Department: When he's stopped by a cop, Henderson (probably) pretends to have already forgotten picking up Jimmy and Kary. His excuse? "Tell you what, memories the first thing to go, followed right by the memory."
- Deus Exit Machina: Henderson couldn't prevent the Detective and James' deaths because he had gone shopping at the nearby gas station.
- Did You Just Punch Out Cthulhu?: The group managed to stop Hastur and his cultists multiple times. The last time is a Dying Moment of Awesome, as Henderson summons him right as the Ice Rink explodes. Since he was weakened by the summoning, Hastur was permanently killed.
- Did You Just Scam Cthulhu?: The sequel to the Old Man Henderson story, "Eli Burning", involved Henderson using the remnants of Hastur's essence to make a Deal With Nyarlathotep - he and Hastur would be reborn as humans, but Nyarlathotep would keep Hastur's power unless its reincarnation claimed the powers back. After Henderson (now Eli Burning in his new incarnation) discovers his past memories, and realizes that his Childhood Friend Heather is Hastur's reincarnation, he gets her drunk, has her "reclaim her power" from Nyarlathotep, and sealed it up inside an amulet. Nyarlathotep, understandably pissed off, sends his cultists after them ("Which is kinda like trying to put out a wild-fire by dumping oil on it"), but Eli and Heather manage to get away scot-free by using a ritual to enter a dimension that Nyarlathotep couldn't touch.
- Did We Just Have Tea with Cthulhu?: After the GM Rage Quit the game upon Hastur's death, and "Nowhere" took over after the GM stormed off, Henderson and Hastur spent their last moments having a friendly chat, with Hastur commending Henderson for actually managing to prema-kill him, Henderson apologizing for "overreacting" when Hastur told him his cultists never took his gnomes, and the two sharing a blunt that Henderson rolled up.
- Disability Immunity: Old Man Henderson is already so insane and abuses drugs so much that he often dismissed the Brown Note monsters as hallucinations. Or really ugly poodles.
- Disproportionate Retribution: The whole story started because Henderson thought the local cult stole his collection of lawn gnomes. And to top it all off, they didn't: Henderson donated them to charity and then forgot about it in a drug high.
- The Ditz: Henderson again. The biggest example would be putting heelies in his boots, which are then used to escape the tanker truck before it crashed. That wasn't their intended use, he simply decided he wanted heelies in his boots beforehand.
- Do Not Go Gentle: This was Henderson's entire attitude during The Last Stand against the villains (up to a Taking You with Me that perma-killed Hastur), but it was also displayed by the two allies who fought with him as well.
- Door Stopper: Henderson's "Backstory Of Doom," which we will unfortunately never read, as WHM burned it. At least, it qualifies by the standards of PC backstories, which can usually be summed up in a paragraph. It doubles as an Invoked Trope, as seen in the entry for New Powers as the Plot Demands. Apparently some parts were in German, which WHM doesn't actually understand.
- Double Entendre: When the Detective first meets Henderson and learns about the gnomes, he ends up hearing the story of how Henderson worked as a prostitute in Thailand, and got back to America by riding some guy's junk across the ocean.
- Driving Question: Where are Henderson's lawn gnomes? Turns out he donated them to charity, and then got high and forgot about it.
- Due to the Dead: The epilogue reveals that, in spite of Henderson's group being drowned by hordes of Cthulhu monsters during The Last Stand, and Henderson killing Hastur and the monsters by detonating enough explosions to level the ice hockey ring the fight took place in, there was apparently enough left of Henderson, Will and Simon for all three to receive burials: Henderson's funeral was only attended by Jimmy and Kary (plus the preacher hired for the service), Will was buried next to Henderson, and Simon's body was eventually retrieved by his son, who buried him next to the grave of his wife (whose death just before the game sparked Simon's intervention in the plot in the first place).
- In a more meta sense, WHM was actually quite touched that the other players decided to have a proper funeral for Henderson, in spite of the fact that it cost them nothing.
- Eldritch Abomination: Besides the obvious, it's implied that Old Man Henderson this out of universe. His creator described writing his character sheet as simply putting to paper something that was already "alive" inside him, he doesn't know if Henderson is his first or last name, he's implied to have stayed up for days writing it, and the sheet itself is utterly insane: it changes tone wildly, it at one point shifts to stage directions, and a part of it is written in German. Which the author could not speak.
- Enemy Civil War: After Henderson dropped a yacht onto a cultist's penthouse, the assorted Apocalypse Cults declare open war on the streets, fighting and killing each other as much as they fought and killed the police and military desperately trying to reign in the chaos. Once they figure out Henderson was behind all the events that wrecked their collective shit, they unite in their mutual hatred to drown Henderson's in a black tide of unholy abominations. They finally kill Henderson, but their entire force is obliterated by Henderson rigging the hockey rink to explode, including Hastur, the Eldritch Abomination they spent the whole game trying to summon in the first place.
- Establishing Character Moment: "MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?"
- That whole scene sets up everything we come to know about Henderson perfectly. In it, he busts down the door to a church, aces the sanity loss rolls, murders an eldritch monster, mows down evil cultists (and another player's character), and burns down the church because he thinks that they're Mormons who stole his lawn gnomes.
- Face Death with Dignity: When Henderson finds a lawn gnome in his truck, he understands that he's gonna die. He's pretty chill about it.
- Fat Bastard: The DM is often referred to as one; while he's definitely a bastard, it is unknown if he is actually overweight.
- Flat "What.": The GM's reaction when WHM announces that "We won", aka the explosives go off just as Hastur has arrived and is suffering summoning sickness.
- Flipping the Table: The GM's real-world reaction to Henderson killing Hastur is to flip the game table and leave.
- Foil: "Simon" was created by Nowhere with the intention of being Henderson's opposite, the yin to his yang, specifically to encourage and feed WHM's insanity.
- Four-Temperament Ensemble: The final group. Henderson is Sanguine, Simon is Melanchonic. William the practical guy and Jimmy the Lovable Jock get shoved in Choleric and Phlegmatic, respectively.
- Glad-to-Be-Alive Sex: Jimmy and Kary "get busy" after Henderson's group save her from becoming a Virgin Sacrifice by yet another batch of Cultists. It happens in the backseat of Henderson's Buick, to be specific.
- Graceful Loser: Hastur takes being Killed Off for Real not too bad and shares a smoke and a laugh with Henderson.
- Great Big Book of Everything: Henderson's backstory is a whopping 320 pages long, changes tone and perspective constantly, has a section written as stage directions and another written in flawless German. And WHM doesn't even know German.
- It counts as Refuge in Audacity, since WHM wrote it to be detailed enough to justify anything Henderson does and long enough so that the GM couldn't read it all and notice when WHM changed certain parts. Fun fact: Henderson never had any helicopter piloting skills. By the point he infiltrates a military base to steal one, everyone just assumes it's in his backstory somewhere.
- Groin Attack: Pat the thug is paid to make Henderson "disappear" by the cult of Hastur. Henderson responds by shooting him in the balls and then leaving him to bleed out.
- Heroic Sacrifice: In Hell On Ice, the entire group (sans Jimmy and Kary) die in a Last Stand to kill as many cultists as possible, as well as Hatsur himself.
- Heroic Willpower: The detective manages to resist being taken over by Hastur long enough to free Jim Fink, who runs like hell, shortly before Henderson initiates The Tanker Truck Incident.
- Hostile Show Takeover: After the GM Rage Quit by Flipping the Table after Henderson killed Hastur in a giant fireball (that also killed himself in the process), ''A Self Called Nowhere' reset the table, and seated himself in the GM's position, allowing Henderson and Hastur to be Not Quite Dead just long enough to have one final chat.
- Humiliation Conga: "Nowhere" got his characters killed, directly or indirectly, by Henderson. Yes, that's plural. He got four characters killed by Henderson in just one session!
- Infant Immortality: Not deliberately, but in a group of adults, the two teenagers are the only characters who end up surviving.
- It Has Been an Honor: After Henderson finds the lawn gnome, he turns to the others, grins, and says "Gentlemen, it's been a pleasure." Everyone knew at that moment this was their Last Stand, and by God, they made the most of it.
- Jerk with a Heart of Gold: Henderson is a crazy, rude, and violent, and occasionally kills his allies, but he's otherwise a swell guy to hang out with. Also, he willed everything he owned to Jimmy and Kary.
- Killer Game Master: The DM was a bastard who killed player characters with "bullshit" for disagreeing his own characters. This inspired WHM's rampage to begin with.
- Kill It with Fire: What ultimately happened to the Backstory of Doom. In WHM's own words:(...) I burned that thing. It was EVIL. Seriously, the world is a better place without it.
- Let's You and Him Fight: Thanks to a Script Swap by Henderson's friend Jimmy, the local Hastur cult ended up summoning a bunch of minions of Cthulhu. Henderson & co. simply lock the doors of the temple and leave them to kill each other off.
- Lonely Funeral: Due to Henderson killing all his friends except for Jimmy and Kary, they are the only ones who show up at his.
- Lovable Jock: Jimmy is a jock but he's also a Nice Guy. One example is his concern for his cultist girlfriend; bargaining a chance to talk her out of it in exchange for going to a meeting.
- Lovecraft Lite:
- Yes, it's Call of Cthulhu. Yes, the world is filled with Things Man Is Not Meant To Know. They blow up just fine, though.
- When Henderson and Jimmy were smoking the Necronomicon, the visions of Things Which Should Not Be are blunted by the Weed, and take on a more cartoonish quality that makes it much easier to survive.
- Mad Bomber: Someone like Henderson should not have access to C4, let alone enough to completely demolish an ice rink with an Elder God included. Henderson also memorized the Anarchist Cookbook in its entirety.
- Maybe Magic, Maybe Mundane: WHM kinda went into a maniac state and two days later came out of it with the 320 page back story of Henderson. The magic part is that parts of it were in perfect German and WHM doesn't know German at all.
- Henderson, via the Door Stopper backstory he wrote, is perfectly suited to derail plotlines via an extensive backstory that gives him whatever skill he needs.
- A Self Called Nowhere also described his creation of Simon Breckenridge as a descent into "deliberate munchkinism", though Simon's case was relatively mild compared to Henderson's.
- Mundane Solution:
- Henderson was almost completely immune to SAN loss against the cosmic nightmares and ethereal horrors thanks to some hallucinogenic drugs, diagnosed schizophrenia, and "a pre-existing hatred of religion, cutlery, and books."
- After the Script Swap caused minions of Cthulhu to be summoned inside the church of Hastur, instead of bursting in to attack them, Henderson & co. simply lock the door and let them kill each other off.
- Mushroom Samba: Jimmy went through one, courtesy of a giant joint made with a page of the Necronomicon. Cue failing all the save rolls.
- Names to Run Away from Really Fast: Parodied with "THE Tanker Truck Incident", which is considered the definitive example of incidents involving tanker trucks.
- New Powers as the Plot Demands: Old Man Henderson has a 300-something page backstory. The reason for this is that WHM assumed (correctly) that the GM would never read such a Door Stopper in its entirety, which allowed WHM to occasionally make changes to Henderson's backstory so as to let him have whatever skill he wanted him to have at the moment.
- No Man Should Have This Power: Waffle House Millionaire burned Henderson's backstory after it had served its purpose, deciding it was too evil to continue to exist.
- No Name Given:
- Nobody knows whether "Henderson" is his first or last name, and what the other name might be. Not even he.
- Two of A Self Called Nowhere's characters were not named in the story. Both were killed during the "four-in-one-session" spree, so they didn't last long anyway.
- Off the Rails: The entire reason for Henderson's existence is to derail plotlines. So much that 1d4chan created the Henderson Scale of Plot Derailment. One Henderson equals "The plot is lost forever, time to make a new one".
- For a single, glorious incident of this in-story, Henderson snatched a page of the Necronomicon from the detectives who had confiscated it as a clue. The GM planned to kill Henderson off via sanity damage once he read it. Henderson did not read said page. He used it to make a monster blunt and got high.
- Oh, Crap!: The GM's reaction once Henderson burns down the cultists' church. It steadily gets worse.
- Old Soldier: Henderson, though younger than he claims, is in his fifties, served in Vietnam, and is still killing both cultists and eldritch nasties.
- One Steve Limit: Averted with James and Jimmy.
- Ooh, Me Accent's Slipping: Henderson's Scottish accent came and went as he drank and/or it amused WHM.
- Person of Mass Destruction: Henderson. Not only to the plot of the GM, but to at least fifteen different Cultist groups, countless buildings, and at least one yacht. Oh, and at least seven of A Self Called Nowhere's characters, too.
- Pet the Dog: Jimmy and Kary not only got out alive, but managed to get into a pretty good college with the money Henderson willed them.
- Phrase-Catcher: A lot of people ask whether "Henderson" is the first or last name. The answer is always a variation of "I don't even fucking know." Not even Henderson knows the answer.
- Player Archetypes: Basically, Old Man Henderson is the unholy singularity at which The Real Man, The Roleplayer, The Munchkin, and The Loonie coexist in perfect harmony within the same entity.
- Rage Quit: The GM after Henderson/WHM finally lays his cards on the table. According to another player in WHM's group, it was the first and only table flip he'd ever seen.
- Ramming Always Works: Especially if it's a tanker truck.
- Reality Ensues: What did Nowhere think would happen when he attacked Henderson as Pat?Nowhere: You just fucking shot me dead!
WHM: I shot a random guy who threatened my life and started trying to beat the shit out of me in the middle of a crime scene where I totally just murdered a hobo? Yes, yes I did. What possible reason could I have to NOT shoot you?
- Red Oni, Blue Oni: Simon Breckenridge, British Spy. He was specifically created to be the Blue to Henderson's Red, both in character (the Only Sane Man to, well, the Henderson) and in ability (a legit, if MinMaxed, support character vs. a cheating, insane Game-Breaker). Or, in his player's words:"I knew setting out that I would never curb Henderson's madness. I could never hope to match it either. I therefore built Henderson's exact opposite: Competent, sane, cunning. His karmic balance. The Yin to his Yang. His fucking soul mate in plot annihilation."WHM: Simon was intentional? That explains SO MUCH.
A Self Called Nowhere: Man, I can't make shit up off the cuff like you can. Simon was like a week's effort.
- Refuge in Audacity: Henderson does things so crazy and unexpected that neither the other players nor the GM know what to do next. "I have to check my notes" is a general response.
- Screw This, I'm Outta Here!: Detective Al's reaction when he discovers that his client is the crazy old guy that burned down a church is to desperately leave the bar he was called to - it doesn't stick when Henderson follows after him, and tells him that he knows that they were a Cult he was investigating, but only just.
- Script Swap: One story involves Henderson acting as a distraction while Jimmy replaces part of the Hastur cult's prayer with a summoning for minions of Cthulhu, a rival sect.
- "Shaggy Dog" Story: For Henderson, hearing Hastur tell him that his cult didn't take his Lawn Gnomes, and that Henderson gave them away to charity while high off his ass.Henderson: Fuck, really? Well, now I feel like I might've over-reacted a bit.
- Soft Glass: Patrick punches Henderson in the face twice, and breaks his sunglasses both times, yet any damage done to Henderson's face or Patrick's fist is never brought up.
- The Stoner: Henderson is regularly smoking something, and convinces Jimmy to get in the act.
- It's worth mentioning that Henderson smokes a blunt made from a page torn out of the Necronomicon. It has a rather adverse effect on Jimmy. Henderson sees things all the time anyway, so it's hard to tell what, if any, effect it has on him. As said in the Director's Cut,A Self Called Nowhere: So Jimmy took a hit, and totally failed every check the GM sent his way. He saw Jesus, and then Jesus turned into a giant squid thing. In the deep distance, the Weed softened the blow by masking everything behind a cartoon-ey after-glow. So imagine for a moment watching Elmer Fudd scream 'Cthulhu fhtagn' and shoot Daffy in the face. Only instead of a fucked up beak and a muttering of 'this means war', he screams 'HE COMES!" and tentacles rip out of his form to molest wildlife. This is the part where I had to go to the door and retrieve the precious shrimp fried rice, but I came back to "So wait, I ONLY lost 15 san?"
- It's worth mentioning that Henderson smokes a blunt made from a page torn out of the Necronomicon. It has a rather adverse effect on Jimmy. Henderson sees things all the time anyway, so it's hard to tell what, if any, effect it has on him. As said in the Director's Cut,
- Stuff Blowing Up: Henderson's modus operandi involves C4 and lots of gassoline, which gets rid of his problems and any proof that could connect him to his crimes. Including Elder Gods.
- This turned into a bit of a problem for the GM, as apparently the MO of Henderson tended to mean that the carefully constructed plot hooks meant to lead the players to the next location would be reduced to a fine vapor, and he'd have to build new ones to get the plot sort of on track again.
- Take Up My Sword: Jimmy was spared being killed during 'Hell on Ice' because his player was forced to attend a movie with their parents - the group justified his absence with this trope, with Henderson telling Jimmy to get out of the now war-torn city with the military, and "commanding him to continue the good fight if it came to that".
- Tank Goodness: Near the end, Henderson and company steal a National Guard tank and drive it through a mall full of zombies.
- Taxidermy Terror: After killing a shoggoth at the first cultist church, Henderson has the remains stuffed and turned into a Halloween decoration.
- They Killed Kenny Again: "Nowhere"'s characters have a habit of dying. It reached its apex when four characters died in one session.
- Tome of Eldritch Lore: Consensus among Old Man Henderson's fans is that "The Backstory of Doom" is one, written in the grip madness and containing secrets dire and potentially world-ending (at least, for any RPG games the hypothetical reader might be in). WHM burned it to keep it contained.
- Tranquil Fury: WHM getting frustrated mad is hilarious (he apparently "makes this weird choking noise in the back of his throat like a murlock caught in a trash compactor"). When he gets truly mad, however...
- Waffle House Millionaire (to other players, while GM is away from table): I know you're thinking about leaving, but I want you to stay. I want you to watch what I'm going to do."
- Unexplained Accent: Henderson has a thick Scottish slur that he slips into when he gets angry, as he drinks, or whenever WHM feels like it, despite the character not being Scottish.
- Unmasqued World: By the end, the cultists are engaged in an open Enemy Civil War, throwing summoned malevolent beings and spells at each other, while the military and police are losing their shit over the blatant sorcery happening in the streets.
- The War Sequence: About three in-game days after Henderson dropped the yacht on the cultist penthouse, the remaining cultists engage in open warfare with each other on the streets, with the police, military, and federal investigators desperately trying to reign in the chaos while panicking at the blatant WIZARDRY happening. During this, Henderson's crew don't disappoint, with highlights including using Henderson's Buick as a Car Bomb to demolish a police station overrun with Shoggoths, and hijacking a tank from the National Guard, and trashing an abandoned mall overrun with Zombies. That's before Henderson and his group undergo The Last Stand...
- Wham Line: The moment which let everyone know exactly what Henderson was and that nothing would be the same for the campaign.MUCKLE DAMRED CULTI 'AIR EH NAMBLIES BE KEEPIN' ME WEE MEN!?!?
Waffle House Millionaire: Alright, We win.
- Then the moment when the the DM realized exactly how far Henderson had gone.
- What the Hell, Hero?: After A Self Called Nowhere's fourth character death in the same session (all of which were caused by intent or negligence by Henderson), he had it out with Waffle House Millionaire in private. To WHM's credit, he accepted the criticism, and the remaining character deaths for A Self Called Nowhere in that campaign were not directly due to Henderson's actions or negligence, but due to bad luck or being in a hopeless situation.
- Worthy Opponent: After Henderson mortally wounded Hastur in The Last Stand, the Elder God commended him for pulling it off, not expecting him to be capable of doing so.
And here's to you, Old Man Henderson!
Cthulhu loves you more than you will know, whoa-whoa-whoa!
And here's to you, Old Man Henderson!
R'lyeh holds a place for those who pray, hey-hey-hey!