Tuesday, May 29, 2012

Flailsnails Magic Item For Sale

Harashamenon the Trinket Broker of the Souk of the Yam Outskirts is widely advertising the availability, with delivery, of a Magic Wand of Fireballs, with 5 6d6 Fireballs remaining, for the price of 4,000 gold pieces.

Saturday, May 26, 2012

(megadungeon area/ruin) The Bloodsoaked Temple

NOTE: If you are a player in games I DM, please do do not read the following.

This a part of a Tekumel inspired megadungeon I'm working on, as well as an exercise in using different random table utilities.

Dungeon Design - % Man-types

This is a train of thought inspired by both the descriptions of the Empire of the Petal Throne underworld and my analysis of % of man-type encounters through various editions of D&D.

When making a dungeons consider assigning a % Men value to individual dungeons.

A complex of interconnected cellars beneath a slum used by criminals and outcastes? 90% Men.

The just-unearthed vault of a race of prehuman abominations? 0% Men.

When stocking an inhabited room or determining a random encounter make a check against the % Men value.

D&D dungeons with the monsters Monsters MONSTERS! paradigm is pretty awesome, and makes for a great funhouse, but higher percentages of man-types should allow for more complex and entertaining emergent scenarios as well as emulating a great deal of the source literature.

Friday, May 25, 2012

Man-types in Dungeons - Sundry Addendums

OD&D

There will be from 2-12 men with any Fighting-Man, Magic-User, or Cleric encountered in the wilderness. They will be from the 1st to the 4th level of the appropriate class. In addition, there will be other magical items they might have.

See also here.

Beyond This Point Be Dragons

There will always be 2-12 men accompanying any Lord, Superhero, Wizard, Necromancer, Patriarch, or Evil High Priest. In addition they may be carrying various magical items.

Empire of the Petal Throne

Priest/Priestess: ... 1-6 [Priest/Priestesses] in both cases, and always with 2-24 followers. Of the latter, there is a 30% chance of half being soldiers (levels 3-9). ...

Lord/Lady: 1-3 Lords or ladies ... may be met. These people may be accompanied by 1-100 soldiers. A lord will be of level 7-12 and will be a fighter. A lady will be of the same levels ... there is a 40% chance that a lady will be a magic user of levels 7-12 ...

Moldvay Basic

Acolytes are 1st level NPC clerics on a pilgrimage to or from a holy (or unholy) shrine - or perhaps merely seeking adventure.

Bandits are NPC thieves who have joined together for the purpose of robbing others. Bandits will act as normal humans in order to surprise their intended victims. ... Bandits may have an NPC leader of any class, fighter, magic-user, thief or cleric, who is of an experience level higher than the bandits.

"Noble" is a general term for the lord of a castle and any of his or her relatives.

Traders are first level fighters who make their living trading goods. They are similar to merchants, but much braver (and much better fighters).

Veterans are low-level fighters, usually returning from or going to a war. ...A party of veterans may be of mixed levels and alignments, or the DM may wish to give all members the same levels.

Non-randomized Monster Hit Points is the F'ing Devil

Non-randomized monster hit points? You, WOTC, are the real monsters good sirs.

You want minion and elite monsters in a large group for an encounter? You dice up the hit points for the group of monsters. The ones with crap hit points are the minions, and the ones with the extraordinary hit points are the elites. Because they're tougher the elites get to bully their hands onto the best weapons as well. Any magic arms in their loot? The elites are using them.

Hell, just roll a d8 for each one and multiply the result by their hit dice and add any pluses to make it swingier.

In encounters with groups of monsters, I love the emergent narrative that occurs due to varying hit points. "Holy crap, this guy has almost max hit points, he has a boat load of them. He's obviously some kind of big deal!"



I find the shocked aftermath when some badass terrifying monster had absolute shit hit points and gets fucking worked right off the bat to be a beautiful thing, from either side of the screen.

Some people would claim that it's not cinematic enough, that it's an anticlimactic disappointment. Those people do not understand drama.

Hell, as a player, realizing that we just wasted the last charge of the rod of zapping death and our remaining plasma grenades on a monster that was made out of tissue paper may elicit some good natured "God damn it!"s, but we'll be laughing our asses off and remembering it as D&D being totally fucking awesome.

Thursday, May 24, 2012

Man-types in Dungeons: B/X & AD&D

Moldvay/Cook Basic/Expert


Level 1
1-8 Acolytes * (cleric 1) - 5%
1-8 "Bandits" (thief 1) - 5%
1-8 Traders (fighter 1) - 5%
Total: 15%
* If there are 4 or more encountered they will be led by a 2nd (40%), 3rd (30%), 4th (20%), or 5th (10%) level cleric.


Level 2
1-6 Berserkers - 5%
Noble (fighter 3), squire (fighter 2) and 0-10 retainers or henchmen (fighter 1) - 5%
2-8 "Veterans" (fighter 1-3) - 5%
Total: 10%


Level 3
1-4 Mediums * (magic-user 1) - 5%
5-8 member NPC Party (varies 1-3) - 5%
Total: 10%
* There is a 50% chance that mediums will be accompanied by their master, a 3rd level magic-user.


Levels 4-5
4-9 Adventurers/NPC Party (varies 3-12) - 5%
Total: 5%


Levels 6-7
4-9 Adventurers/NPC Party (varies 3-12) - 5%
Total: 5%


Levels 8+
4-9 Adventurers/NPC Party (varies 3-12) - 5%
Total: 5%


Advanced Dungeons & Dragons Dungeon Masters Guide


Level 1
5-15 Bandits - 3.75%
3-9 Berserkers - 2.25%
5-15 Brigands - 2.25%
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 8.25%
Total: 15%


Level 2
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 11%
Total: 11%


Level 3
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 10%
Total: 10%


Level 4
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 8%
Total: 8%


Level 5
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 8%
Total: 8%


Level 6
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 6%
Total: 6%


Level 7 
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 5%
Total: 5%


Level 8
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 5%
Total: 5%


Level 9
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 9%
Total: 9%


Level 10
2-5 Characters with men-at-arms or henchmen to round the party out to 9 - 8%
Total: 8%

Wednesday, May 23, 2012

Things OD&D Did Right - Man-types in Dungeons

The Underworld & Wilderness Adventure
% of sundry man-types in the dungeon wandering monster tables.


Level 1
Bandits - 12.5%
Total: 12.5%


Level 2
Warriors (fighter 2) - 10%
Conjurers (magic-user 2) - 10%
Berserkers - 10%
Theurgists (magic-user 3) - 10%
Total: 40%


Level 3
Heroes (fighter 4) - 10%
Thaumaturgists (magic-user 5) - 10%
Swashbucklers (fighter 5) -10%
Magicians (magic-user 6) - 10%
Total: 40%


Level 4
Evil Priests (cleric 4) - 10%
Myrmidons (fighter 6) - 10%
Enchanters (magic-user 7) - 10%
Total: 30%


Level 5
Superheroes (fighter 8) - 8.333...%
Sorcerers (magic-user 9) - 8.333...%
Total: 16.666...%


Level 6 (maximum)
Lords (fighter 9) - 8.333...%
Wizards * (magic-user 11) - 8.333...%
Evil High Priests * (cleric 8) - 8.333...%
Total: 25%

* Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil High Priests) and 1-6 bodyguards (levels 4-6 fighter-type).

Assuming that the classed man-types are chaotics, what a hive of scum and villainy!


Greyhawk


Level 1
Bandits/Bersekers - 8.333...%
Footpads (thief 2) - - 8.333...%
Total: 16.666...%


Level 2
Warriors (fighter 2) - 8.333...%
Conjurers (magic-user 2) - 8.333...%
Robbers (thief 3) - 8.333...%
Theurgists (magic-user 3) - 8.333...%
Burglars (thief 4) - 8.333...%
Total: 41.666...%


Level 3
Heroes (fighter 4) - 8.333...%
Thaumaturgists (magic-user 5) - 8.333...%
Swashbucklers (fighter 5) - 8.333...%
Magicians (magic-user 6) - 8.333...%
Cutpurses (thief 5) - 8.333...%
Sharpers (thief 6) - 8.333...%
Total: 50%


Level 4
Evil Priests (cleric 4) - 5%
Myrmidons (fighter 6) - 5%
Enchanters (magic-user 7) - 5%
Pilferers (thief 7) - 5%
Total: 20%


Level 5
Superheroes (fighter 8)/Paladins - 5%
Druids (a "monster"-type in Greyhawk) - 5%
Sorcerers (magic-user 9)/Necromancers (magic-user 10) - 5%
Thieves (thief 9) - 5%
Total: 20%


Level 6 (maximum)
Lords (fighter 9)/Paladins - 5%
Evil High Priests (cleric 8) - 5%
Wizards (magic-user 11) - 5%
Master Thieves (thief 10) - 5%
Total: 20%


Empire of the Petal Throne


Level 1
1-6 Warriors (levels 1-3) - 8.333...%
1-3 Priests (levels 1-3) - 8.333...%
1-3 Magic-Users (levels 1-3) - 8.333...%
Total: 25%

Level 2
1-6 Warriors (levels 1-3) - 8.333...%
1-3 Priests (levels 4-6) - 8.333...%
1-3 Magic-Users (levels 1-4) - 8.333...%
1-12 Bandits (levels 1-4) - 8.333...%
Total: 33.333...%


Level 3
1-6 Warriors (levels 5-7) - 8.333...%
1-3 Priests (levels 5-7) - 8.333...%
1-3 Magic-Users (levels 5-7) - 8.333...%
Total: 25%


Level 4
1-3 Priests (levels 7-9) - 8.333...%
1-3 Magic-Users (levels 7-9) - 8.333...%
Lord/Lady (level 9-11) - 8.333...%
1-12 Warriors (levels 7-9) - 8.333...%
Total: 33.333...%


Level 5
1-6 Warriors (levels 7-9) - 8.333...%
1-3 Magic-Users (levels 5-7) - 8.333...%
Total: 16.333...%


Level 6
1-3 Lords/Ladies (levels 10-12) - 8.333...%
1-3 Priests (levels 10-12) - 8.333...%
1-3 Magic-Users (levels 10-12) - 8.333...%
Total: 25%

Thursday, May 17, 2012

[Magic Item] Swashbuckler's Cape +1

Appearing to be a cape of luxurious, effete manufacture, it's dweomer allows it to be held in an hand and used as a shield +1 by any being capable of using a shield; if used by a fighter of the 5th level (and no higher!) it will function as a shield +3.