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RPG No Henchmen, No Problem

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R.P.G. (Ransack People's Gold) is the tale of four D&D/Star Wars/RPG players and their DM, who wishes he were a player. These intrepid players are, from left to right:
Kenneth, the over-achieving, yet under appreciated DM.
Adam, the guy who has a theater background but needs a girlfriend.
Barry, the munchkin power-gamer with a bad case of arrested development.
Josh, the straight-laced guy who just wants to play the game.
Kassi, Josh's homicidally-minded younger cousin, whom he regrets inviting.

As kids, the irony of discovering this trick in the Lair of the Slave Lords was not not lost on us. It all started when my brother's magic user using Summon Monster I to summon kobolds to buy the Rogue some time to pick a lock while we got attacked by a room's guardians. Later that session they decided the same spell could be used to save the Rogue time searching for and disabling traps. By the time the third summoned Orc died horribly in the same long hallway in some Gygaxian trap even the Ranger with his blood oath to exterminate all Orcish life in Krynn started to feel like this might be one giant alignment infraction. The other two players later proceeded to murder dozens of Orcish women and children with the Lawful Good Paladin taking the lead. I can't figure out, for the life of me, why the DM kept threatening us with alignment change.
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Huh, and now I figured out a new usage for Conjuration spells... testing for traps!