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Showing posts with label mermen. Show all posts
Showing posts with label mermen. Show all posts

Friday, May 29, 2026

Let’s Talk About Treasure Types (A)

 This is a new series (possibly?) that I am giving a go. We'll see if we get all the way through the list!



In a game like BX, treasure is a key component. Not only as a means for player characters to gain levels (XP for gold), but as a major factor in power scaling. A fighter getting a +1 sword is almost like gaining multiple levels in combat efficacy. A scroll could double a magic user’s spell capacity in a pinch, and so forth. Therefore, balancing the reward vs the risk is an important consideration.

D&D’s designers used the interesting approach of Treasure Types, listed by letter. Chances are if you read this infrequent blog, you already know what these are, but just in case: Each letter type has different odds that different categories of treasure (gold, silver, gems, magic, etc.) are present, and in varying quantities.

What’s fascinating is to look at the logic behind which monsters get which treasure (if any!). I’m sure most of these observations have been made before, but this is just a little walk-through of my own journey down this rabbit hole. So we’ll start at the beginning: Treasure Type A.

Type A loot is listed with an average value of 18K gp. That’s a pretty massive haul. Mind you, these treasure types are listed for lairs, meaning you’ll likely need to deal with larger numbers of the monster to get to it, but if you can pull it off, there’s a tidy profit!

So who gets this kind of treasure? Mostly humans, actually. Some examples are Brigands, Nomads, Dervishes, and Pirates. There are a few non human monsters with this treasure type. Namely, Centaurs, Merman, and Troglodytes. These are also intelligent races that live in groups, so the logic there seems pretty straightforward.

Each of these monsters may have a dozen or more of them in their lair, making a straight up fight likely to be challenging. It’s also worth noting that TT:A gives a decent chance for multiple magic items, as well as a large cache of gems & jewelry. This makes sense, as most of these groups are wandering/transient types that would value portable wealth over piles of heavy coins. These could theoretically be worth over 100K on their own! Though I personally question the die rolls that resulted in a number like that!

Other than the fact that pirates can have a lot of treasure (I already knew that!), what does all this tell me? Well, for one thing, it’s a “civilized” treasure. The “monsters” that have this type would likely value it as money, not just shinies.

Despite that, it’s a treasure type for people that are not entirely civilized. These are travelers, criminals, nomads, or inhumans that still have a culture where things like money could matter. A great deal of the value is highly portable as well. The magic items are likely used by the leader(s), not sitting in a vault or piled somewhere.

Why does this matter? Well, it doesn’t really. Not mechanically. But what it does do for me is help inform the setting. If I know these things about why this particular monster possesses this kind of treasure, it can springboard into ideas that could make the loot more interesting. I could seed plot hooks into what they find. Maybe some of those jewels were taken by the bandits from a powerful noble? Or maybe after defeating the pirates, the only thing the PCs find is one item: a scroll. It is, of course, a Treasure Map to where the rest of the loot is hidden. Where would troglodytes even find 8000 gold coins? Perhaps they slaughtered some dwarves and their clan might pay handsomely to recover the loot and have their kin avenged.

Treasure is such a big part of gameplay in BX-style rulesets that it seems worth taking a moment to think a bit about exactly why that monster has this particular set of potential loot. This can make finding treasure mean so much more to the players than just numbers on their character sheets.

Tuesday, February 14, 2023

RMA: Mermen

 RMA: Mermen


I've held forth in the past about aquatic encounters, but the majority of water creatures in BX are monstrous or mythical animals: Things like giant fish or water termites. There are very few sentient sea creatures apart from dragon-kin or fairy types. The one notable exception to this in BX is the Merman.

Mermen are not fae. They are a mortal race of half-man, half-fish that live in undersea communities. Usually coastal waters. 

(YOU know, Unda the... ocean!)


Mermen (which includes mermaids, I presume) are quite rare as a random encounter, only occurring as a single entry on one wilderness encounter sub-sub-table (Swimmers: Ocean). Typically found in small hunting parties averaging a dozen or so. But we'll get to that. First, the stats:


(from Cook)

Mermen

AC: 6

HD: 1-4

Move: 120'(40')

Att: 1

Damage: 1d6 or by weapon

# App: 0 (1-20)

Save: F1

Morale: 8

TT: A

AL: N


Okay! So first off, not terribly imposing. The rank and file merman has ONE whole hit die, so an average of 4-5 hit points. No real armor protection (though swimming in armor is its own problem), and a pretty skittish morale. This paints a picture of a fairly unintimidating foe. But one must remember that the threat from mermen isn't their toughness, it's the environment!

A player character in the water should be at a major disadvantage. There are not a lot of rules in the books about how to deal with swimming/underwater PCs. Some options for a DM may include things like slowed movement, reduced attack and defense (maybe no DEX adjustment for AC) and wearing heavy armor and/or carrying a lot of gear could mean sinking instead of swimming. Not to mention the challenge of breathing if you go under the waves.

Mermen face none of these issues. If a PC has to strip off his armor and shield, then once they dive in find that their mobility and fighting ability is reduced might revisit just how "dangerous" that 1HD fish-man with a trident really is!

Another issue to keep in mind is that Mermen may keep trained sea beasts as guard animals. DMs should feel free to get creative with this. Maybe it's a shark, maybe a whale, or it could be a giant squid!

Mermen parties often have a 2HD leader type with them. Larger groups might have a 4HD chieftain type. These individuals are probably not tipping the balance of a fight where the fact that there are dozens of mermen already in the mix, but it is worth keeping note of. 

I think the real value of mermen in a campaign or setting isn't as a foe, but as an exotic race that the characters can meet and interact with. I'm not saying they need to be friendly, but as they are Neutral and described in hunter-gatherer terms, treating them like a "native tribe" might not be a bad angle to take. Perhaps they could be enticed to guide the PCs to that nasty dragon turtle's lair. Or maybe they can retrieve something from a sunken ship for a price?