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Showing posts with label wilderness. Show all posts
Showing posts with label wilderness. 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.


Tuesday, February 12, 2019

RMA: Wild Boar


Sus scrofa, or Wild Boar, is a perfectly normal critter. It's not giant or magic or dire. Unlike it's more fantastical "cousins", the wereboar and devil swine, it lacks special or supernatural abilities. So why bother listing it in the monsters section at all?

Well, first off, boars were all over the place in medieval Europe and Asia, so a fantasy world based on that sort of period would likely have them as well. They appear in the grassland, woods, river, inhabited, and jungle encounter tables.

Let's have the stats, shall we?

Boar (from Moldvay)

AC: 7
HD: 3
Move: 150' (50')
Att: 1 tusk
Damage: 2d4
No. App: 1d6 (1d6)
Save: F2
Morale: 9
Treasure: Nil
AL: N

As a straight-up fight, boar are low on the risk-to-reward scale for PC types. They are fast enough and just tough enough charge in and to bang up the party without giving them much in return. No treasure and only 35 xp each. Their morale isn't awesome, but they'd probably stick about for a round or two at least.

There are a few scenarios where I could see featuring these animals in adventures or even just an encounter. 
  1. Remember that wereboars can summon these things to fight with them. 
  2. Low level PCs might ingratiate themselves to a landowner by dealing with some pesky boars ruining the crops.
  3. They might the only food source around for starving PCs lost in the wilds.
  4. Body disposal

Pigs are omnivorous and are not shy about carrion. Popular fiction has periodically used this fact to add a sinister aspect to their feeding habits.




Scary man!


Imagine a crime boss who keeps a boar pit outside of town for such a purpose. Or what if someone was killed in the woods and a sounder of boars found the body? Maybe something important or valuable was on the corpse when they started to feed?








Tuesday, November 13, 2018

RMA: Manticore


vb Wyrde over on the MeWe OSR group asked about who had used or encountered these critters in their games and I realized I had never done a Random Monster Assessment on them.

These creatures appear in Cook Expert. This makes sense as they would be a handful for Basic level PCs and they are more suited to wilderness encounters (they do appear on the random monsters for dungeon levels 8+). They are on the flyer table for Mountain and Desert terrain, which also makes sense given their origin in persian mythology. 

Manticore (from Cook)
AC: 4
HD: 6+1
Move: 120' (40'), Fly 180' (60')
Att: 2 claws/1bite or spikes
Dmg: 1d4/1d4/2d8 or special
No. App: 1d2 (1d4)
Save: F6
Morale: 9
Treasure: D
AL: C

So stat-wise, the manticore is pretty tough, but not unstoppable. Its AC is so-so for a 6 hit die creature. It has poor morale, too. What makes this fella formidable is a combination of factors. This makes a little work for the DM to keep them all in mind, but the result can be a pretty memorable encounter.

  1. It can fly. I know that's hardly unique, but it does add a wrinkle to facing one (or more) of them. 
  2. It has ranged and melee attacks. In both cases it is potentially striking multiple times per round. 
  3. The melee attacks (claws/bite) are not automatic kills, but if all three hit a single target, you're looking at up to 16 points of damage per round. A perfectly respectable number.
  4. The spike attack is nasty. Granted the manticore only has four of them before his tail is empty, but each round that it uses it can mean up to 36 points of damage dealt out. And this is a ranged attack. 
  5. "The manticore's favorite food is man." (X35) These things seek out people and eat them. They are not just dangerous, they actively hunt humans. Their chaotic alignment also points to them not feeling too terrible about it either.
  6. "They will frequently track parties with humans, ambushing with spike attacks when the party stops to rest." It's interesting to note that it specifically says "with humans." One reading of that could be distinguishing them from demihumans. So a party with a mix of races could see the humans specifically targeted. 
  7. As a 6+ HD monster, it is capable of flying off carrying a man. Or, say, flying up 100' or so and dropping him on some rocks. 
Treasure Type D is pretty respectable, so I could see PC parties being foolish and greedy enough to seek out a manticore lair for the loot. Perhaps in a desert, where the creature(s) have made a den in an old pyramid tomb full of the gold of a lost king?

If I was a player facing such an encounter, I would work hard to find a way to ground it (perhaps a Web spell?) then close to melee so it couldn't shoot me with those 6 x 1d6 spikes. 

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?