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Showing posts with label encounter. Show all posts
Showing posts with label encounter. Show all posts

Thursday, February 11, 2021

REF: Old McHydra had a Farm

I'm trying to keep the posting momentum going. so now it's time for some randomized encounter hijinks! For this entry, I chose the wilderness tables and randomly picked the terrain type and got "Inhabited." For creature type, the dice sent me to the Dragon subtable (eek!) and we ended up with an eight-headed Hydra!


Now, the term inhabited can mean a lot of different things. As this is a "wilderness" encounter, I chose not to go with an actual village or town. I decided I liked the idea of open farmland. Still rural, but with a population around. Now, if we're basing things on a medieval style world, a lot of farming lands were surrounded by much denser wilderness. People worked fields that had been cleared from deep forests and the like. 

So in this scenario, rather than the hydra just roaming around open ground stomping farmhouses "Dunwich Horror" style, I'm imagining that it originated from a deeper, darker part of the adjacent forest. Perhaps it had hatched there some time ago and had been growing in size. At first, the young creature could find enough to eat on the smaller animals that lived in the woods with it: birds, rabbits, maybe even the occasional deer. Now, however, it has grown too large and its appetite too great for such fare. The scent of nearby livestock has drawn it out of concealment.

Maybe traveling PCs are sleeping in a farm's hayloft one night when it attacks the barn, seeking a fat cow for dinner. Or maybe the party is traveling on horseback when the hydra charges out of the trees after one of their mounts. This could lead to a fast one-and-done encounter with the creature, or it could lead the party to a more involved adventure. How did the hydra come to be in the woods when the locals had never seen one around those parts before? Maybe, somewhere deep in the trees there is the body of some adventurous type who had acquired the egg but died in the wilderness. The hydra has treasure type B, so perhaps the loot is on the body? Tracking it back to its lair could be profitable.


Friday, May 15, 2020

Moldvay Musings XVIII: Encounter Distance


Greetings! It's been a little while, but  I will try to be a little more consistent with my postings.

What with COVID-19, the end of the world, and everything, I have actually been playing D&D fairly regularly via Discord and Roll20. I started a very basic Keep on the Borderlands run for my group using Labyrinth Lord/AEC rules. Nothing exceptional to report, but it's been fun dusting of a classic like that.

Now, one of the little quirks of BX (as well as some other editions) is that distances and ranges (not Areas of Effect) are converted to yards in the wilderness (as opposed to feet indoors). More on that in a bit.


After a couple of wilderness encounters (some lizard folk and a random run-in with some giant boars), it got me thinking about the encounter sequence, specifically distances. In BX -and by extension LL- when there is a random encounter, the DM is supposed to roll to determine how far apart the party and the monster(s) are when they notice one another (assuming the terrain/floorplan doesn't dictate otherwise). In the dungeon, this roll is (2d6) x 10 feet. In the wilderness, it is (4d6) x 10 yards.

The changeover mostly makes sense. In a typical dungeon, the party is not moving very fast. They usually have very limited light, in unfamiliar territory, often tight quarters, etc. Ranged weapons are limited by low ceilings and crowded conditions. Outside, you can arc a shot much farther. [Though since taking up archery, I can say that the ranges in D&D for targeting a single, mobile target are ridiculous (e.g. bowhunting). Extreme long range with a modern compound bow in those circumstances is 70-80 yards, and that would be with severe penalties. But I digress.]

One of the pitfalls of encounter distance is that it can lead to an encounter getting stalled before it starts. In the case of the boars, the party's ranger spotted the boars over 200 yards away. This gave the party ample time to pepper them with spells and missiles as the pigs closed the distance. The party's druid slapped an Entangle spell on two of them and things ended fairly quick after that.

Now, I know that if this had been a straight BX game (no druids) and the random distance had been closer, things could have gone very differently. So I am not faulting the party or the rules. That's just how the dice go sometimes. In fact, I think the players were very wise to minimize their risk. It was a random encounter with creatures that typically carry no treasure. The risk/reward ratio was not in their favor here.

The DM may want to take a moment when setting up such an encounter to think about a few distance-related factors, especially in the wilderness. 1) Does the range that was rolled make sense? Maybe there are terrain features that make is unreasonable (tree cover, uneven ground, etc.)  2) Will these features affect things like movement rates, line of sight for spells, cover from missiles, etc.? 3) Remember that the implication is that, unless one side is surprised, both groups become aware of each other at the start of the encounter. If either side is surprised, the distance is reduced to a maximum of 40 yards (X23), so surprising an orc patrol 100 yards away is a no-go.

Because of things like this, I highly recommend going through all the steps "behind the screen" first and figure out the logical way to set things up before beginning to describe the situation to the players. The encounter in general will flow much more smoothly.

Tuesday, July 9, 2019

Kaag the Hill Giant

Several months ago, I posted an encounter from my then-ongoing BX campaign involving a group of bugbears and an aranea. In it, I mentioned that the spider wanted some giant's blood for an experiment. This is the giant the PCs went after.




Kaag, the Giant of Soot Hill

AC: 3
HD: 8+ (36 hp)
Move: 120' (40')
Att: 1 (rock or spear)
Dmg: 2d6+2/2d8+3
No. App: 1
Save: F8
AL: C

For a hill giant, Kaag is an exceptional example of his breed. He is stronger and smarter than most of his kin. Kaag lives in a large hall set partway into a hillside cave. He has spent a good deal of effort to enlarge the cavern and finish the exterior building. The location is known as Soot Hill because Kaag burned all the trees on and around it to give him a better view of anything approaching. 

Like most hill giants, Kaag can be violent and greedy, but he usually satisfies these cravings by hiring out to local humanoids as an enforcer. He is paid in food (usually livestock or game), drink (barrels of ale), or treasure (he loves gold in particular).

Kaag bears humans no malice, but dislikes being disturbed. He speaks Giant, Chaotic, Orcish, Goblin, and Common. 

When Kaag fights, he can hurl melon-sized rocks with great accuracy up to 100’ (yards outdoors) for 2d6+2 damage. In melee, he wields a huge spear of unusual workmanship*. He is unarmored, but carries a large hide shield.

Kaag’s Treasure
  • 3 scrolls: Protection from Lycanthropes, Protection from Elementals, and a Treasure Map (leads to a Ring of Regeneration).
  • Sword +1, locate objects (shortsword)*
  • 6000 gpv skulls**


The scrolls are useless to Kaag as he can speak several languages, but does not read. They are hung on the wall as decoration. (He finds the colorful inks pretty)

*The sword is too small for him to wield normally, so he has converted it to his spear point. It grants him +1 to hit and counts as a magic weapon for hitting special creatures. He has no idea of its location powers.

**The gold coins have all been melted down. Most of it coats the skulls of various creatures, including people. These are battle trophies of foes Kaag found especially worthy and sit on shelves around the cave. There are 88 skulls of human, demi-human, or humanoid origin. In addition, there are:
  • 1 troll skull
  • 2 cave bear skulls
  • 2 ogre skulls
  • 1 stone giant skull
  • 1 dire wolf skull
  • 1 owlbear skull
  • 1 dragon skull (from a young black)

Over the years Kaag has gotten fairly skilled at the process and re-did the older ones to improve the job. The skulls are quite beautiful, if in a macabre way. If the PCs manage to befriend Kaag, he may show off his collection, boasting of his prowess in battle.

There is also a large lump of leftover gold that he re-melts when he wants to coat another skull. The lump contains 1000gpv of unused gold. It lies under a cloth among some sacks and casks (food and ale).


Thursday, April 4, 2019

Moldvay Musings XVI, Part 2: Beat to Quarters!

The HMS Suckerfish, a small sailing warship equipped with a catapult, sets sail from her home port. The ship has a trained crew of 10 sailors, a navigator, and a full complement of 25 marines. Her destination is 450 miles away, a journey of 5 days (90 miles per day base speed) with favorable wind & weather. A roll of 2d6 is made for each day.



Day 1: Roll result = 9 A strong breeze. 120 miles covered (+1/3 move)
Day 2: Roll result = 2 Becalmed. No movement.
Day 3: Roll result = 5 Moderate breeze or broad reaching. 60 miles covered (2/3 move). 180 total miles traveled. But the Ocean wandering encounter roll came up as a 5. A d8 says its a Swimmer. A 9 on the subtable roll says its a Sea Snake. This is really a non-encounter, unless someone goes swimming/overboard. Moving on...
Day 4: Roll result = 3 Ext. light breeze or beating before the wind. Only 30 miles covered. 210 total.
Day 5: Roll result = Normal winds. Normal (90 miles) movement. 300 miles total. But another encounter. This one comes up Men. To simplify, this is our ship to ship encounter.

Normal winds will be simplified to normal weather. Regular visibility is 24 miles and a full crew means it's reasonable that the Suckerfish has a lookout. No surprise is possible under such conditions. (X64) Ship encounters are considered to start at 300 yards (the other ship can be positively identified). Rolling for direction (a d6 for the hex faces) a 1 says the other ship appears off the starboard bow (ahead and to the right). It's an enemy ship! A small galley fitted with a ram and catapult. Why is a galley way out here away from the coast? Who knows?



The Suckerfish has the weather gage (they are upwind) and the ships move at the same encounter speeds. Still, the galley has a 50% chance of staying clear (01-50 = success). An 87! The Suckerfish closes the gap and initiative is rolled. 5 for the Suckerfish, 1 for the galley.

At 300 yards, the catapult is fired with flaming pitch. Four marines man the weapon, meaning it fires every 5 rounds and attacks as a 4th level fighter (X64). The galley has AC 8 and the attack roll is a 16, a hit! The flames deal 2 hull points of damage. Dropping the galley from 80 to 78, but the fire continues to burn. The sailors (10) abandon their posts to put out the flames. It will take them 2 turns to put out the fire and during that time flames will continue to spread and damage the ship. The galley is using the rowers anyway for the encounter, so the sailors can be spared.

Next the galley fires its catapult back. This time it's a rock. An 18 hits handily (AC 8), dealing 11 points of (3d6) damage to the Suckerfish's hull. She is now at 69 hull points. Both ships move toward each other, even with the Suckerfish's reduction in speed (-10%) due to damage, the ships will be too close to use their catapults next round.

Initiative comes up a 2 and 2. Simultaneous actions! The galley is attempting to ram and the Suckerfish is trying to grapple. The galley needs an 11 to hit. 15! The ram deals 50 hull points (1d4+4 x 10. Rolling a 1). The galley would rather not grapple and tries to evade (so as to ram again). The Suckerfish needs a 1 or 2 on a d6 to tie onto the galley. A 1! The lines snake out and the ships are grappled. At this point melee ensues. The crew and marines of the Suckerfish are at a -2 in the first round as they board the galley. After that it's just a large combat.

In the end, assuming the Suckerfish is victorious, she still suffered 61 points of damage out of her 80 total hull points. Nearly 80%! Her speed is drastically reduced (18 miles per day instead of 90) and the best the crew can do for repairs at sea will only get the ship back to 50% for a speed of 45 mpd. Licking her wounds, she limps to the nearest friendly port of call for proper refitting.

Sunday, January 27, 2019

Khepri and the Black Oak Bugbears

A while back I did an RMA about Araneae. One of my readers, Cullen, suggested the spider could be a sort of sage. I liked the idea so much I added it to my BX campaign. The PCs recently encountered her and are off on a mission to "pay" for the information they're after. 

I thought I'd share the writeup for the encounter as one way to set such a thing up. The map is from my Roll20.



DEEP IN THE FOREST LIVES a clan of wily bugbears known as the Black Oaks. They live by hunting and periodically raiding travelers along nearby trade routes.

The bugbears also have an alliance with a clever aranea named Khepri who lives in the trees above their huts (see the "webby" tree in the upper left). She provides them with potions and advice in return for their protection and retrieving certain materials she wants for her magical studies. Khepri’s invisibility potions are much prized, as they allow the bugbears to be even more effective at ambushes.

Recently, Khepri has finished researching and learning the spell charm person and used it on the Black Oak chieftain, Brugdhaz. She is careful to only nudge his behavior in ways that don’t potentially shake her hold over him, but that may have to change.

Having Skrag as their shaman is a source of status and pride for the Black Oaks. He is a powerful magician by bugbear standards (Casts 1st level clerical and magic-user spells). Brugdhaz has always been somewhat jealous of Skrag’s standing within the clan, but the shaman has wisely avoided stepping on the chieftain’s toes, confining himself to magical and spiritual matters. The difficulty arises from the fact that Khepri wants Skrag’s secrets. The shaman mistrusts the aranea and  is unwilling to share knowledge with a non-bugbear. Skrag’s mind is very strong and her charm spell is unlikely to work against him. Also Bugbear shamans don’t have spell-books. Generations of magical wisdom is recorded on Skrag’s very skin in the form of runic tattoos. While a few tattoos are visible on his arms and legs, he covers the rest with his cloak when Khepri is around. In order to access all of the runes, Skrag must summon his fetch. A spirit ally that allows him to see through its “eyes” and read the tattoos. In order to learn his magics, Khepri will need to study his skin.

Skrag is older and not as strong as the other bugbears. He receives no damage bonus to melee attacks. He is still 2+1 HD, but only has 11hp and AC 8 (no armor).

Skrag’s Spells:
  • Detect Magic
  • Cure Light Wounds
  • Shield
  • Read Languages
  • Hold Portal
  • Magic Missile
  • Protection from Evil
  • Light

He can have any three prepared at a time.

Brugdhaz is a 5HD bugbear (33hp). He also possesses a Shield +1, granting him AC 3 with his normal armor.

All others are normal bugbears (18hp), armed with maces and axes.

Khepri has an “errand” she would like performed. In exchange for this service, she is more than happy to help the PCs with information about what they seek. She wants a vial of giant’s blood. The type of giant does not matter.

If -after successfully completing the first errand- the PCs come back to her again, Khepri will be favorably disposed toward them, and happily enter an arrangement with them again. The next task will likely be more difficult (higher level).

Friday, November 23, 2018

Moldvay Musings XI: Initiative

In a recent game, the PCs had a wilderness encounter with a nest of four giant scorpions. Fortunately for the characters, they were mounted and were able to turn things into a running battle where they literally ran the monsters  in circles as they peppered them with arrows. The monsters could catch up with the PCs each round, but not also attack.


By the end,the fight had become a simple matter of tedious attrition. After the session, I thought about it and how it might have been handled differently. Not to punish the players for using tactics, but to keep it more exciting. (Though honestly, they should have just run away). I chided myself a little for not applying circumstantial modifiers for things like terrain slowing them or giving cover from missile fire to the monsters (they were in a relatively dense forest). The main thing I found though was something in the rules as written that I have always been aware of, but seem to have difficulty remembering for reasons uncertain: In BX, initiative is supposed to be re-rolled every round.




At some point in our group’s history with various editions and systems, we’ve fallen out of that habit and simply rolled for initiative at the start of an encounter. We use individual initiative as opposed to group, so at first I was thinking it was just a good way to reduce excess die rolling, but it turns out that rolling every round matters more than I first realized.


For example, in the above circumstances the kiting players wouldn’t have been able to rely on going first each round (they’d rolled well) to evade the monsters again & again. One low initiative and the scorpions would do their thing. This ties into the rules for Defensive Movement, i.e. Fighting Withdrawal and Retreat (B24). To use these types of movement, one must declare intent to do so before rolling the round’s initiative. This increases the risks, but does keep things fresher. Keep in mind the rule applies to monsters as well as PCs.


The other circumstance where an action is “pre-declared” in BX is spell casting. This one always catches me out because the rule is listed in Cook, not Moldvay. A character wishing to cast a spell that round must A) say so, and B) declare which spell before the initiative order is rolled. Again, upping the tension in the fight. I usually haven’t applied this rule in the past because I felt like it weakened already fragile spellcasters, but I am considering reintroducing it.


For a more detailed discussion on some of these and other mechanics, I highly recommend reading the “An Interpretation of Basic D&D” post over at the Basic Dungeons and Dragons blog.



Friday, September 7, 2018

REF (Random Encounter Fun): Stone Giants


Rolling on the wilderness tables (I arbitrarily chose "Mountains"), I got "Humanoid" as result (ho-hum), but the roll on the sub-table yielded "Giant, Stone." NOW we're getting somewhere!



Cook says 1d2 might appear in a random encounter and, lucky PCs, I rolled a 2. The description says they may keep cave bears as guards, but in a moment of mercy I originally decided those would be at the lair, not wandering (even though I did roll and they have 4 of them at home!). I changed my mind, however as I developed the idea for the encounter. But I only added one (see below).

The encounter distance came up as 170 yards (4d6 x 10 yards). A pretty respectable distance but giants are tall and easily seen, plus they would have a good vantage for spotting the party as well.

Stone Giants are Neutral and there's nothing in their description to indicate a natural empathy or antipathy toward people. So a reaction roll is probably in order. Unfortunately, it came up a 4, so the giants are not feeling friendly. The giants can throw stones 300', but that becomes yards in the wilderness, so they would probably lead with that. But rather than get into a specific melee, let's take a look at the encounter and try making sense of it.

The party is travelling through the mountains, yes? It's a random encounter, so they haven't met these giants before. The two groups are nearly two hundred yards apart, so it's not like the PCs could have said something to tick the giants off. What would cause such a hostile reaction? Are the giants being territorial? Did they just wake up grouchy? Or did they just want some target practice?

Maybe it's a case of mistaken identity?

Perhaps the giants had a run in with a different group of puny humans, maybe an NPC party? Giants have good treasure, so maybe, in a "My Cousin Vinny" sort of a twist, some other adventurer types tried to raid the lair for the loot. Maybe they succeeded, maybe they were chased off, but during the fracas all but one of the giants' pet bears was killed! Now the giants (the surviving ones at any rate) are angry. After scouring the mountainside all morning looking for the interlopers -using the bear to try tracking them- what should come stumbling by? A group of murder hobos just strolling along the slopes!

Now this could (likely) end up being a straight out fight to the finish, with neither side knowing the whole story. But imagine for a moment that one of the giants speaks Common and yells something mid-fight like "Now you will pay for what you did!" And the PCs retort with something better than "Huh?"

If the slaughter pauses long enough for a non combat actions to take place, maybe the party passes the bear's sniff test and the giants realize their mistake. Perhaps the giants feel guilty, or maybe they offer the PCs a bounty to hunt down the "killer NPCs." Depending upon the PCs' levels, they might decide staying on the good side of some 9HD monsters isn't the worst idea imaginable.

That sounds like a fun little twist. Or at least a potential side quest. Not to mention that, if they are sloppy in their pursuit, they could make enemies out of the NPCs.  Plot fodder for months!


Monday, August 27, 2018

Moldvay Musings VIII: Into the Wild



I had written a longer, more rambling post that bounced between general thoughts on resource management to critiquing how such rules are often applied in-game. After looking over that train wreck of text, I opted to delete most of it and start over with a simple walkthrough of overland travel rules as sort of a Random Encounter Fun (REF) entry, but with a little more focus on rules instead of a specific critter.

A lot of players (and more than a few DMs) complain that tracking every little thing can be tedious. I find the main issue players have is that they fail to plan well before the actual adventuring begins, and DMs fail to take some of the factors that will matter into account when they plan the session.

There is a terrific example of an expert level party preparing for an overland journey on page X19. If the players know that you (the DM) will be having them track resources consistently, and you as DM are keeping track of time, then it can all flow fairly smoothly. It's really just a question of organization and some minimal prep.

Here's an example of what I mean by minimal. This is a map I made in about 5 minutes on the computer. It's all I need to run an overland adventure with the rules in the book. I've set no fixed encounters. If I wanted, I could include several days' worth of weather for added detail. All rolls in this example will be recorded as they happen. As of writing these words, I don't know how this will play out.




The premise? A party of four PCs start in the village. They have heard rumors that the wizard Examplo the Mad is likely dead and his evil tower to the Northeast is ripe for the pickings. To get there, they must traverse the Spooky Forest and the Haunted Hills. They know it's about 40-50 miles.

There is no road, which means A) slower travel times, and B) they would be wise to seek out a map or guide. Sadly, our heroes are more bold than wise and decide they merely need to steer NE and they'll get there eventually. They do have enough sense to buy rations for two weeks apiece (x 4  = 56 days) plus bedrolls, tents, and a mule to carry most of the extra gear. Under these conditions, the PCs can travel 12 miles per day on open ground (Their slowest member moves at 60'). The DM also decides to only roll for encounters once per day and once per evening's rest. 

Day 1: The land outside the village is open grasslands with trails made by trappers and woodcutters leading to the woods. The DM rules no problem, the path negates the chance of getting lost. The PCs camp that night just inside the forest. There are no grassland or forest encounters (52 days' of food left).

Day 2: The trails don't go far into the forest, so now the PCs (lacking a map, guide, or personal knowledge of the terrain) need to rely on their own senses of direction. They are also moving slower (2/3 normal rate for wooded terrain = 8 miles a day). For simplicity, we'll call it (very) roughly 1.5 hexes. 

The DM rolls a d6. On a 1-2, the party takes a wrong turn. Uh-oh, a 2! Rolling again, the die comes up a 4, so the party heads NW, all the while THINKING they're heading NE. The trouble is already beginning! They camp again. Luckily, the encounter gods are with them yet again. They have no trouble that day or that night. (48 days' food remaining)

Day 3: Another roll vs getting lost. A 3 means they stay on course. Mind you, they still think NW is NE. Since they are still deep in the Spooky Forest, they have no landmarks to set them aright. More bad news as an encounter comes up for the their night's rest. A 2 (flyer) and an 11 for woodland encounters means sprites! The DM rules that the quiet little clearing where the PCs have unknowingly bivouacked is quite near the lair of 22 sprites. A reaction roll of 9 lists as "leaves or considers offer." Now normally I'd say that would be the end of it, but sprites love their pranks so I don't think they'd let the PCs go scot free. The DM decides that the little jokers pull the mule's picket and then spook the poor beast.  While the PCs chase it down, the sprites steal 11 days worth of food (one half per sprite) from the saddlebags. The PCs eat their dinner and try to rest (33 days' left, leaving a week for each of them).

Day 4: Another travel roll yields a 1. Lost again! Direction roll is a 3. Two wrongs make a right and they're back on track, heading NE again! Their luck doesn't hold though. A wandering encounter roll during their days' travel comes up an 8: Dragon! "Luckily" it's not a REAL dragon, just a puny ELEVEN-HEADED HYDRA!

plus four more heads

Now, I'm not going to roll out a whole combat here, but it's probably not unfair to say that there are pretty good odds of four measly PCs getting their collective lunches handed to them here. And so, our noble heroes meet their fates in the Spooky Forest, never reaching the wizard's tower. If they had only had a guide or map, they might have avoided such a fate. Or not, random encounters be nasty!




There, now. That wasn't so hard, was it?

Monday, July 2, 2018

REF: Noble

Time to go back to the dungeon for another random encounter! Picking randomly, we end up on level 2 of the crawl. Rolling for our encounter, we get a 12, which is a Noble (2-12 appearing).

Huh?

Like the Traders in an earlier post, a noble doesn't sound like someone you'd bump into as you are working your way through a dungeon. Going back to the monster listings, it describes a noble as "the lord of a castle and any of his or her relatives." In Basic, the encounter will be with a 3rd level fighter by default, but can be any class or level. The standard encounter will be the noble (F3), his squire (F2), and possibly 1d10 retainers (F1s). That's potentially quite a crowd! Not to mention the possibility of noncombatant attendants, like torchbearers or porters.

So let's dive in and see what we can make of this.

Since the lord of a castle is usually 9th level or more, I'm going to say this is a relative. For the sake of building a narrative, we'll say the baron won't let their heir go off adventuring, so this is a younger child/nephew/niece. Let's go with niece, just to break the stereotype.



This young lady thinks her cousin is a twit and doesn't deserve the title or estate. She goes off and becomes a tough adventuring type, making it to 3rd level. She hears a rumor of some item or treasure that might help her in some plot to discredit her cousin and put her in a position to be named the baron's heir instead. She gathers a few loyal troops and her squire (the d10 results in four 1st level fighters with her) , then heads to the dungeon seeking the object of her quest. While the PCs are working their way through the same crawl, the two groups run into each other.

The noble could be hostile or friendly. Perhaps she would consider joining forces or hiring the PCs to help. Things might get dicey if she decides that she has the sole claim to whatever she's after, while the PCs see it as party loot. If the PCs refused to join or work for her, she might decide they need eliminating. Fighting a half dozen fighters of 1st - 3rd level sounds like no picnic. What's worse, what if the PCs win and kill her? What if word gets back to the baron that his niece wasn't killed by monsters, but slaughtered by a group of local murder hobos?







Wednesday, June 13, 2018

REF: Castle Encounters

Castle encounters is an interesting subsection of the wilderness encounter tables. Despite the name, it’s not for encounter within a keep or castle, it’s for when the PCs stumble through the woods into the territory of the local lord and one of their patrols. It’s another example of how misleadingly compact the Moldvay/Cook rules are to include such a nifty bit of detail.

As the description states, “When characters discover a castle in the wilderness they will be unsure of the type of reception they will receive.” [X59] The encounter assumes A) the DM doesn’t have an attitude/reaction planned for the patrol and B) “the party does nothing either to arouse suspicion or inspire trust.”

The nature of the patrol (heavy or medium horse) depends upon the type of ruler (NPC class), but that’s a minor detail. Although I love the fact that it states “Note that the men listed are only part of the castle owner's forces. The rest of the force should include men and might even include special creatures such as trolls, or combinations such as superheroes mounted on griffons.”


I get chills.

The meat of this section are the possible reactions. Rather than the full monster reaction table, there are three basic possibilities: Pursue, Ignore, or Friendly. There is no CHA modifier (these are professionals), though I would probably allow a re-roll if the players showed some good role-playing.

Pursue: This isn’t necessarily a chase (though it could be). It could be a toll charged. Refusal can result in a fight or arrest.

Ignore: Just as it says. They pretty much give the PCs a “Move along.” It’s important to remember the ‘nothing to arouse suspicion’ caveat earlier here. PCs can act and look pretty suspicious sometimes without really trying!

Friendly: An invite of the keep’s hospitality. A fun tidbit: This can be offered by bad guys “for evil purposes” (!) Awesome.

A final note regarding demi-humans mentions “Elves, dwarves, and halflings are not given on this list, as their strongholds are special cases.” and suggests they would avoid contact. Fair enough, but that might vary from setting to setting.

So imagine the scenario of the PCs cutting cross-country, entering the territory of a 13th level wizard’s tower. It’s late afternoon and a patrol of a half dozen heavy horsemen appear. They are not hostile and even suggest the PCs might wish to shelter at the tower for the evening. The magus is always happy for guests. If they accept, maybe they come to the tower to find a bugbear mounted on a manticore is guarding the gate and lets them and the patrol enter without fuss.

Is the wizard evil? Are the PCs in for a really bad time? What would happen if they refused the offer? Maybe the mage is benign and he could even become an ally or resource for the party. All because they took a wrong turn at that gully and went one hex off-course.

Man, I love this game!

Thursday, April 26, 2018

REF (Random Encounter Fun): Prairie Petrification!

Time for another round of random encounter rolls! Last time, we had multiple dragons in dungeon, so this time let's return to the great outdoors.

Rolling randomly, our terrain is grasslands. I rolled "Unusual" for the encounter type (uh-oh). The result was Gorgons! Fortunately for our hypothetical party, they only meet one; just one measly, little, armor-plated bull with a petrification attack.

Encounter distance come up at 40 yards. Given that this boulder-making bovine can cover that in a single round, that's pretty close. Let's assume the PCs came over a hill and there it was on the opposite side; maybe just down the slope?

Next up, since there isn't anything in particular in the gorgon's description to indicate a default reaction, and it's of animal intelligence, let's make a reaction roll. An 8 indicates uncertainty and no immediate attack. If the players don't rush it, they might be able to just back away and avoid the fight. Let's assume they try to calm the beast with soothing noises and move around it. A second reaction roll gives us an 11! Since there was no offer to consider, it's fair to say the beast wanders off. Crisis averted.

Or was it?

One of the issues with random encounters like that is if you meet the monster away from its lair, then you're a lot less likely to see any treasure. A gorgon has type E treasure, and since it's a beast, it's not carrying its loot around with it. Greedy players might decide to follow the gorgon and see if it leads them to its lair. Rolling for the Number Appearing in lair (1d4), I got a 2; which means another one (its mate?) is back at the old homestead.

Let's assume the fight occurs and the PCs win (at least some of them). That's not so crazy. Heck, if they can down one of them, maybe the other fails its lousy morale. So what was their fabulous reward? Well, TT: E is listed with an average value of 2,500gp (B45), but we're doing random here! So I rolled for it. Turns out, the PCs did pretty well for themselves.

  • 1,000gp in gold coin/buillion
  • 9 gems (!), totaling 2,400gpv (including one 1,000 gpv stone)
  • 7 pcs of jewelry (!!), totaling 7,500gpv. The highest value piece rolled at 1,500gpv alone.

This give a grand total of 10,900gp worth of loot!

Defeating the gorgons is worth 2,400xp (8HD + special each). So the party could walk away from that with over 13K xp to split amongst them.

This is why PCs sometimes foolishly pursue risky encounters unnecessarily. Sometimes, just sometimes, it can pay off.

Now, that's the bones of the encounter. Let's put some meat on it.

I don't think we need to do much to explain the gorgons' presence. They are listed as living in grasslands, so that's just their habitat. How they heck did they get all that swag though?

Since as treasures go this has got a pretty high value-to-size ratio and is almost all in gems/jewels, it seems more likely to have come from one place than have been collected from many sources. Who has such things? Nobles do, but it seems odd for them to have been out on the prairie dripping in pearls. That doesn't explain the loose stones or the gold coin, either. So here's my idea:

Years ago (how long is up to the DM), a young gentlewoman was promised in marriage to some horrible old nobleman, but she was in love with a poor commoner-type. She decides to flee in the night, taking enough easily portable wealth for her and her paramour to start anew. Galloping madly cross country to meet him in the next town, she accidentally stumbled across the pair of gorgons. Her horse shied and threw her as it bolted, causing her to drop the bag of treasure. Thus, when the startled monsters breathed their petrifying fog, only she was turned to stone, not the gold, etc.

When her father's men searched for her, the fleeing horse's tracks led them off in the wrong direction. The stone figure of the girl and the small leather bag lying in the tall grass were all but invisible to searchers. The gorgons had wandered off but eventually returned to their preferred resting spot. Over the years, the gorgons and their kin have made the area around this hollow their home.

Perhaps the story of the lass and the treasure is a local legend. Maybe the lad was found out and it was assumed he killed her for the loot. Maybe he's been executed and he haunts the girl's family to this day. If the PCs find the petrified girl when they find the loot, a whole new adventure arc could spawn from a simple random encounter.

Assuming the PCs don't go full murder-hobo and just leave the girl as a rock and take the loot. Those Stone to Flesh scrolls ain't cheap!




Friday, April 13, 2018

The BX setting (part 3)

OK, I am wrapping this up. Seriously!

To finish up my musings about settings for a setting representative of the Basic/Expert game, I wanted to touch on just a few more topics: Resources, Risks, and Rewards.

Resources

For me, and many grumpy old-schoolers, managing your resources is no small part of classic D&D play. Heck, I even created products specifically to make it easier to incorporate into tabletop play. Rules like encumbrance, searching times, movement rates, and light source duration all lead to some real cost/benefit decisions being made: Do we take the time to search every room? How many torches did you bring? Do we hire someone to carry our extra stuff?

Now all these sound more game mechanics-related than setting, but bear with me. A BX world is a place where not only do decisions like those above matter, they matter because it's a world where dungeon crawls are a relatively common thing. Ancient labyrinthine ruins, extensive subterranean caves, mysterious catacombs, they practically flourish in a BX world. Of course this is true for many other versions of D&D, too. The point is the characters live in a world where someone, at some point, decided that it was a good idea to carve out an underground lair that looked like this.


There are weird, even zany places in a BX world. Maybe they are ancient ruins or a mad wizard's tower, but those that decide to brave those places prepare for mapping long corridors, regular booby traps, hidden passages, and foul monsters lurking around corners. Which brings us to...

Risks

Whether it's claw, sword, or spell, PCs face most of their risks in combat. The BX world is one where monsters are real and your character is going to have to fight for his life at some point, if not many times. A BX world allows for the possibility of a dragon flying over your head as you travel the King's Road or for a hill giant to be walking down a city street! This is a fantasy world. 

That being said, most of these creatures are monsters, not NPC or PC "playable" races (BtB at least). But "monster' does not always equal "enemy." A decent reaction roll and the appropriate language slot can result in parley or even friendly communication. 

Combat can be de-emphasized and other aspects of play can be focussed upon, but by default at least the threat of violence is deeply ingrained into a D&D setting. What can give this a more "BX feel?" Well, BX is a fairly lethal flavor of D&D. PCs tend to be fragile with their lower hit dice and -by the book- 0 hit points being dead. Even mid to high level PCs can be killed fairly easily, and morale rolls can lead to the better part of valor being exercised by monster and hireling alike. Compare that to some of the later versions of the game and you can easily picture a world where life can be a bit cheap and those that live by the sword are likely to pick their battles carefully as well as try to squeeze every advantage out of a situation. And once the battle is over, they will be sure to get as much of the spoils as possible to offset the risks.


Rewards

XP for GP. That brief statement tells me this is a world where its inhabitants gain influence and become more competent by getting as much as they can for as little risk as possible. It's not the slaying of the monster, it's the treasure it was guarding. A BX world is a place where foul humanoids have piles of loot stolen from victims or looted from old castles they now infest. Half-rotted coin pouches lie among the bones in the lairs of terrifying trolls and gigantic spiders. And that axe of antique design wielded by the bugbear chieftain? It has a +2 enchantment on it. 

This is a world of coin-filled coffers and magic swords. Of scrolls containing mystic spells or treasure maps. Of idols with a single ruby eye the size of a golf ball. Of dragon hoards, staves of power and magical rings. The DM may not wish to flood his world with  magic items but in a BX world, such things exist and even leaving it to the random treasure charts the PCs will encounter at least some of them. 

Assuming the characters live long enough, it's also a world where lowly murder-hobos and would-be heroes might accrue enough wealth, fame, and connections to become lords (and ladies) of the land themselves. It's not a place where everything is 100% fixed sociopolitically. Maybe there are wars, or dynastic struggles, or rebellions and invasions. Maybe there are young nations that are still growing. The point is even if your PC started as a turnip farmer, he could one day be a knight in a keep with a fiefdom of his own to rule.

Wrapping Up


What does all this mean? Have I answered the question? Well, no. probably not. But I don't think that it's a question that can be answered definitively. What I do think I've accomplished is to work through some concepts of what I think a setting should or shouldn't have to be a good fit for Moldvay/Cook. 

And maybe it's done a bit that for you, too.

Wednesday, March 21, 2018

REF: Black Dragons?! Plural?!

Random Encounter Fun time! Where we roll up a wandering monster/encounter and try to make sense of it.

I decided to go back to the dungeon this time. I rolled a d14 (Thanks Col. Z!) to determine the party level, though I suppose I could have just rolled a d8 for the dungeon level. I got a 9, which was level 8+. So we're pretty far down in the ol' labyrinth here.

A roll of 5 on a d20 results in (drumroll)

1d4 Black Dragons (result 3)

Wait, what?

That's right, folks. We've got THREE black dragons roaming the halls here. Granted, the DM needs to make judgement calls about whether an encounter makes sense or not, but this is an exercise so we're going with it.

So obviously it's not normal for these critters to be walking down a 10' corridor. Not to mention they need some sort of access to open spaces for hunting, etc. Blacks are listed as living in swamps and marshes, so perhaps they lair in an underground lake or grotto? This is a random encounter, though, so they aren't necessarily in their lair. Further, who's to say they share a lair at all? maybe one (or more) is visiting...

It wouldn't make sense for dragons to live in the same lair. They are solitary creatures as a rule. They also don't like sharing, not to mention a single micro-environment like a dungeon would have a hard time feeding multiple dragons. But what if it was mating season?

Two male blacks have entered the dungeon seeking a female that lives in the deeper caves. The party encounters the two would-be suitors just as they have met upon each other! Reaction rolls are rolled aaand

The dragons have a 5 toward each other (Hostile, possible attack) and an 8 and a 9 toward the party (Uncertain/confused and no attack/considers offers). So the two bucks are wyrming their ways through the halls to the lower caves when they spy each other. It's obvious why each is here. Now they're circling and snarling, spoiling for a fight when the PCs stumble into the mix. Neither dragon is so stupid as to ignore a party of 9th level PCs, but the other dragon has to be its main concern. One is flummoxed by this added complication. The other is pondering if the PCs could be enticed to help him, or at least to attack his rival first. All this plus the THIRD dragon is somewhere in the dungeon, and maybe she is on her way up to see what all the Draconic trash-talk is about...

EDIT: It should also be mentioned that the two visiting dragons wouldn't have any treasure, as they are not in their lairs. Talk about a lousy risk/reward ratio!

Thursday, November 2, 2017

REF: Traders

Time for some Random Encounter Fun!

Last time, it was a wilderness (well, city) encounter with some spectres. This time, we'll head back to Moldvay's Level 1 wandering monsters and #19 on the chart: Traders (B43).

Wait, what?

I know it sounds weird, but bear with me here.

Traders in BX are different than merchants. They are "first level fighters who make their living trading goods." the listing goes on to say they are "similar to merchants, but much braver." They normally wield swords or hand axes, wear furs that count as leather armor, and carry shields.

Axes, furs, shields... hmm, what does that sound like?

VIKINGS, of course!

The vikings, in addition to the exploring and raiding, were terrific merchants and traders. They sailed all over, and were in a near-ideal position for commerce.


So, back to the encounter. Number appearing is 1d8. I rolled a 4. That's a decent party size for some NPCs but these are all fighting types with no clerics or wizards or thieves, so it makes sense they are a level 1 encounter. Not because they're wimps, but because they probably wouldn't venture far into the dungeon.

The listing in the book says they use pack mules in the wilderness, and typically carry trade goods like spices or furs or "carved decorative items." But these fellas are in the dungeon, so maybe the animals are back on the surface?

Traders have a low morale score (7), so they aren't interested in lots of fighting. They are probably in the dungeon looking for something valuable they can grab and go. Maybe they're hoping for some bits of jewelry or they've tracked an animal with a valuable pelt to its lair. In any case, they probably aren't "residents" of the dungeon. Like the PCs, they're just visiting.

I would see an encounter with this group as being far more likely to result in roleplaying than combat. A trading party might buy some loot off the PCs. The party might gain useful information from the traders about the place or the surrounding region (they're probably well-traveled after all). For the right price, the traders might even join the party for a bit and bolster their ranks.

In my scenario, I place the traders on the first level of the dungeon, relatively near the entrance. They have tracked some Giant Killer Bees (another level 1 monster) to this location and are searching for the hive. They are carrying green wood and lamp oil to smoke the insects out so they can steal the magical honey. The traders' reaction roll was a 9 (no attack, leaves or considers offers) which seems fair for mercantile types. If the party seems tough, the less than foolhardy traders might offer a trade: If the PCs can bring them a full jar of honey, the traders have a treasure map that the party might find worthwhile.

Like the NPC party, traders also serve as a reminder that the dungeon can be a dynamic, living place where the heroes aren't necessarily the only people interested in treasure; and sometimes even a dungeon encounter doesn't have to end up with rolling for initiative.  

Friday, November 6, 2015

The Nick of Time

Something that came up in a conversation about a mini-module I wrote got me thinking. The issue was related to encounter randomization and pacing. It's all well and good to say "The monster lives in the cave, which is located at the 'X' on the map." If the PCs never go to X, they don't fight the monster. Simple. But if they miss all the interesting spots, the night's session can get a bit dull.



In cases of a limited layout (i.e. a dungeon) the odds of not finding anything of interest in any room is slight; even if it's not combat (maybe there is a puzzle or trap to deal with). In wilderness or town adventures, the odds of PCs wandering into Dullsville get higher.

I have a solution I like to use: I just move the set pieces around on the fly. Go west instead of east, then I just move the haunted farmhouse (or whatever) into their path. In fact, for my own games, I've actually stopped placing things on the overland maps until after the encounter happens.

This can be seen more than one way, of course. On the one hand, it allows a level of player agency where you let them decide how to proceed ("We cross the river" vs "We stay away from the water"). Players like to feel like their choices matter. Otherwise why even ask them? On the other hand, if the trap or the monster is going to end up in their path anyway, what's the point?

My answer is that the set piece(s) aren't the only thing that the PCs might encounter. Also, once a feature like a town or dungeon or temple, etc. is encountered, then it is  fixed on the map. I'm not going to move it about in their way– geographically or narratively. Unless the nature of the encounter is mobile (caravan or some such).

It's the same with time.  If the players have no knowledge of a timetable to work with, then they will arrive when it is dramatically appropriate. On the other hand, if they are given a deadline to work with ("The scrolls say the hellgate opens at sunset!") and they choose to wait or are delayed, then so be it.



All this flies in the face of sandbox lovers but I have to admit, over the years I've played too many pure sandboxes that fell flat when it came to pacing and excitement to worry too much about it.

Friday, April 13, 2012

Random Encounter Fun! (REF)


Let's build an encounter!

For giggles, I'm going to try and take a truly random monster and build as interesting a "set-piece" encounter as I can, more or less within the Rules As Written (RAW).

I think I'll try a wilderness encounter for greater randomness. In Cook Expert, there are ten "terrain types": 
  1. Clear/Grassland
  2. Woods
  3. River
  4. Swamp
  5. Barren/Mts./Hills
  6. Desert
  7. Inhabited
  8. City
  9. Ocean
  10. Jungle

Let's start slinging some polyhedrons!

So we'll just roll a d10 and see what we get. 
roll, roll

A two! That's "Woods."

Next up, let's roll a d8 for the monster.

roll, roll
A five! That's "Unusual." Oooo! This could get fun.

Now it's off to the Unusual Subtable. That's a d12.

roll, roll
Four! "Displacer Beast." Neat!

Off we go to the monster listings.

We have 1-4 of them (roll, roll). A four! Getting scary!

Okay, they have six HD. What I'm going to do is roll twice for hit points, they larger of the two totals is for the pack leader, the other three each get the smaller total.

roll, roll

25 & 27

So we have a leader with 2 more hit points than the other three. 

They have treasure type D, so let's figure out their loot.

roll, roll, roll, roll, roll, roll
  • 3,000gp
  • Shield +3 (Wow!)
  • Potion of Speed
  • Potion of Invisibility

Not a bad haul.

Okay, so ten minutes of rolling and scribbling later, we've got a handle on what we're dealing with. Now let's make the encounter FUN!

Backstory: 
(This is the sort of stuff that fills my head instead of sport scores and getting work done!)

A pack of four displacer beasts live in the forest. At some point in the past, a young knight and his squire were traveling through the woods. Sir Bannon had only recently won his spurs. He was charged with safely delivering a payment from his lord to another nobleman in the next province. The knight and his squire were attacked. The squire and the pack horse were killed. Sir Bannon's horse bolted. Since he was using his great-sword (2H), his shield was on the packhorse. It was a family heirloom from his grandfather's time and bears the family crest. 

The beasts dragged the bodies (with the saddlebags) back to the lair, devouring the horse & boy. The goods are still intact and tumbled in among the gnawed bones. In the saddlebag with the coin is a letter charging Sir Bannon with delivering the cash.

Between losing the money, the magic shield, and appearing to run, Sir Bannon was disgraced. He is now a shell of his former self and badly in debt to his lord. If the PCs were to recover his shield and/or the money and return them to him, they would gain a true friend among the gentry.

Tactics:
The beasts are quite cunning, if not actually "intelligent." They not only use their displacement power, they take advantage of the forest's undergrowth and the trees for cover and ambush. They also prefer attacking under cover of darkness when possible (see below). A favored tactic is to hide in the middle branches and strike their victims from above with their tentacles. They also sometimes lower themselves with their tentacles, attacking with teeth and claws* then pull themselves back up into the canopy again. 

The beasts also move through the branches from tree to tree. This affords them good cover and concealment while stalking their prey.

Small targets (halfling-sized or smaller) might be hauled up into a tree with a tentacle and killed in the branches, then the displacer beast takes its prize back to the lair. They are also intelligent enough to double back on themselves and take to the trees occasionally to make tracking them back to their lair quite difficult. They feel no need for a standup fight. The pack is perfectly happy trailing a group for days, picking them off one or two at a time or killing a horse and hiding until the group moves on, leaving the dead animal behind.

The beasts' territory extends for miles and it takes a group walking or riding through the dense forest at least a few days to get clear. Horses and the like grow hard to control when they scent the creatures (morale checks for mounts and DEX rolls to keep control of a spooked horse). If the party camps at night, the beasts may try to panic the picketed mounts into fleeing before fading back into the forest. That way they can hunt the horses down later one by one. The displacer beasts also love wear down their prey by hanging back from the camp at night, roaring and screaming and making enough noise to prevent the characters from resting (or regaining spells!). 

*The RAW only describe DBs as attacking with tentacles, but it says they resemble six-legged pumas. So, OPTIONALLY, you might give them some claw/bite attacks. As long as the damage and the number of attacks per round are the same, it shouldn't matter, balance-wise, and it would let them use their tentacles as prehensile limbs. Or, you can just run it as written.