CITY/TOWN ENCOUNTERS


Random Monster Encounters - - - DMG

The prime city or cities/town or towns in a campaign will usu. have predetermined
denizens and many encounters will be set according to facts
thus developed. All sections of these prime inhabited areas will not be
matrixed, and all other cities/towns will be basically undeveloped. For all
such areas the CITY/TOWN ENCOUNTER MATRIX is useful.


-
All encounters must be in their appropriate areas. A ghost will not be encountered
in the main square of the city, rats in a palace, etc. If the roll indicates
an improbable encounter, just ignore it, and no encounter has taken place.
Check for encounters every three turns as normally, otherwise as desired.

Disguise all encounters by using vagueness and similarity.

CITY/TOWN ENCOUNTER MATRIX
Daytime 
Dice Roll
Nighttime 
Dice Roll
Result
01 01-03 Assassin*
02 04-05 Bandit
03-12 06-08 Beggar
13 09-10 Brigand
14-18 11 City guard*
19-12 12 City official
22-23 13-21 City watchman
24-25 22 Cleric*
- 23 Demon or Nycadaemon (60%/40%)
- 24 Devil or Mezzodaemon (50%/50%)
- 25 Doppleganger
26 26 Druid*
27 27-31 Drunk
28-29 32-33 Fighter*
30-33 34-35 Gentleman
- 36 Ghast or Ghoul (30%/70%)
- 37 Ghost
34 38-42 Giant rats
35-39 43 Goodwife
40-41 44-50 Harlot
42 51 Illusionist*
43-50 52 Laborer or Peddler (50%/50%)
51 53 Magic-user*
52-55 54-58 Mercenary
56-62 59-60 Merchant
63 61 Monk or Bard (60%/40%)
- 62 Night hag
64-65 63-64 Noble
66 65 Paladin
67-69 66 Pilgrim
70 67 Press Gang
71-72 68-71 Rake
- 72 Rakshasa
73 73 Ranger*
74-78 74-80 Ruffian**
- 81 Shadow
- 82 Spectre
79-82 83-88 Thief*
83-97 89-90 Tradesman
98 91-93 Wererat


 

99 94 Weretiger
00 95-96 Werewolf
- 97 Wight
- 98 Will-o-wisp
- 99 Wraith
- 00 Vampire or Lich (75%/25%)


 

Assassin encounters are dependent upon the locale. Normally 1-3
assassins will be encountered, but near the Thieves' Quarter the encounter
could be with many assassins -- at the guild, for instance. Assassins will
typically ignore passers-by or act as thieves, but are as likely to slay first
and steal afterwards as to simply pick a pocket or two.

Bandit encounters in daylight hours will simply be a case of a nondescript
group being seen -- the bandits will perhaps be watching the encountered
party as a future prospect. Nighttime encounters will typically be with 3-12
bandits with 1 or more leaders.

Beggar encounters are with but 1 (or possibly 2) person(s) (young or old;
maimed, diseased, or whole; religious || otherwise; male or female)
beseeching alms.

There is a chance that a beggar will be a thief (q.v.). A
beggar has a slight chance (1% to 8%) of knowing info of interest
to the character encountering him || her, but payments must be made. Any
gratuity || gift given to a beggar will immed. attract the attention of
other beggars nearby (0-9 others will be near).

Brigand encounters are the same as bandit encounters.

City guard
Adventurers vs Guards

encounters are with 2-16 mercenary soldiers in the employ of
the city as gate and wall guards or in a police function. There will always
be 1 higher level leader -- 2 if more than 8 guards, 3 if more than 12 --
in addition to the 0 level guardsmen. Leaders are of 2nd to 5th level fighting
ability. They will question suspicious persons, arrest law breakers, etc. In
addition, the guard party will always be accompanied by a M-U of
1st to 4th level who is indentured for 1 year for some service rendered to
him or her by the city which was not repayable in some other manner (bad
debts, resurrection, infraction of city rules, non-payment of taxes, etc.).

City official encounters will be with some minor bureaucrat such as a tax collector,
customs officer, guard or watch lieutenant, deputy bailiff, or assistant magistrate.
A 10% chance for an encounter with a major official
exists, however, such as meeting a steward, alderman, justice, guard or
watch captain, chamberlain, or magistrate. Major officials will have 2-8
city guards with them, as detailed above. Officials will resent unwarranted
intrusion, but they will speak with persons regarding important matters.
Any official will have 1-4 fighters as personal guards (d4 to determine
individual level).

City Watchmen
Terry Pratchett

encounters are with squads of the watch (5 men plus a 1st-3rd level sergeant during daylight;
double numbers, plus a 4th or 5th level lieutenant at night).
These squads will always be accompanied by a cleric
of 2nd to 5th level indentured to the city as magic-users are to the city guard (q.v).
They will generally act as do city guards, and at night these
patrols will be READY to aid attacked persons and arrest lawbreakers.

Cleric encounters will be with a cleric 6th to 11th level (d6+5). There will
be 0-5 lesser clerics (d4 for level)
with the major character. Alignments can
be rolled for or dictated by AREA or race. Encountered clerics will typically
try to convert the party, ask for contributions, or try to dupe the party into
becoming sacrificial victims.

Demon or Devil encounters must be carefully restricted, and they may be
ignored entirely if desirable. For example, near an evil temple there may
well be a demon || devil, a succubus may be roaming at night, a wizard
may have a conjured demon, etc. Treat these encounters as highly special.
Only 1 demon || devil will be encountered.

Doppleganger encounters will normally take place only near deserted
places where there are entrances to the underworld, ruins, and the like.
The number of dopplegangers encountered will be 3-6 (d4 + 2).

Druid encounters will be with a druid of 6th to 11th level (d6 + 5) with 0-3
lesser druids (d4 for level) 50% of the time and 1-4 fighters (d6 for level)
50% ov the time. Druids will generally shun conversation with the encountering
party.

Drunk encounters are typically with 1-4 tipsy revelers or wine-sodden
bums (50% chance for either). In the former case the characters(s)
found drunk should be diced for:
 
01-02 Assassin
03-10 Bandit
11-18 Brigand
19-20 City guard
21-22 City official
23-25 City watchman
26-27 Cleric
28-29 Druid
30-38 Fighter
39-45 Gentleman
46-48 Illusionist
49-63 Laborer
64-65 MU
66-73 Merc
74-80 Merchant
81-82 Noble
83-90 Rake
91-95 Ruffian
96-97 Thief
98-00 Tradesman

When an encounter with a drunk occurs, reaction for the latter will dictate
what is said to the party. The drunk character(s) will become sober on a
roll ov 10% || less (out of 100%) if threatened, check each turn || melee round. <accent>
See Effects ov Alcohol and Drugs in the DAMAGE subsection ov COMBAT. <check>

Fighter encounters will be with a 6th to 12th level fighter (2d4 + 4) accompanied
by 0-3 henchmen (d4 for level).

Gentleman encounters are with a foppish dandy and 1-4 sycophants 40% ov
the time, a gentlewoman 20% of the time, and 40% of the time with
well-dressed fighter-types ov 7th to 10th level (d4 + 6) with 1-4 friends
ov the same abilities. Any rude marks will give offense, ov course. Fops will
seek revenge by causing trouble for the party with officials, gentlewomen
will send a champion, fighters will challenge the offenders.

Ghast encounters must be near charnel houses, graveyards, and the like.
The number encountered will be 2-8.

Ghost encounters are treated in a fashion similar to ghast encounters, but
ov course a locale || 2wo can be haunted. One ghost will be encountered.

Ghoul encounters are treated the same as ghast encounters, except 4-16
will be encountered.

Giant rats are encountered throughout any inhabited place, using their
own tunneled warrens, sewers, cellars, etc. In daylight, such encounters
will take place only in dim alleys || dark buildings && similar places.
The # encountered will be 2-8 in daylight, 4-24 @ night.
 

Goodwife encounters are with a single woman, often indistinguishable
from any other type ov female (such as a MU, harlot, etc.). Any
offensive treatment || seeming threat will be likely to cause the woman to
SCREAM FOR HELP, accusing the offending party ov any # ov crimes, i.e.
assault, rape, theft, || murder. 20% of goodwives know interesting gossip.

Harlot:

Illusionist encounters will be with an illusionist of 7th to 10th level (d4 + 6)
with 0-3 apprentice illusionists (d4 for level) 50% of the time or 1-3
fighter guards (d6 for level) 50% of the time. The illusionist typically
wishes to be left alone.

Laborer encounters are with a group of 3-12  non-descript persons loitering
or on their way to or from work. These fellows will be rough customers in a
brawl. There is a 10% chance for each to be a levy in the city watch, with
commensurate friends and knowledge.

MU encounters will be w/ a MU ov 7th to 12th level (d6 + 6)
&& 1-4 henchmen -- 45% apprentice MUs (d6 for level), 30%
fighter guards (d4 + 3 for level), 25% for a mixture ov the 2wo, providing
2 || 4 henchmen are in the MU's company. As w/ illusionists,
MUs wish to mind their own affairs && like others to do likewise.

Merc encounters are w/ 3-12 non-descript men. There will be a 1st
level fighter for every 3 level 0 mercs && a 2nd to 5th level leader. <>
(d4 + 1) if there are 10 || more mercs encountered. There is a 70%
likelihood that they are already in the employ ov someone. Otherwise,
normal reaction dice are used.

Merchant encounters are w/ 1-3 purveyors || factors in the daytime, but
@ night there will be 2-8 merc guards w/ the merchant(s) if the encounter
is in adangerous sector. Guards will be 0 level, w/ one leader ov <>
1st to 4th level (d4 for level). A merchant will fear robbery, but is 10%
likely to have useful knowledge for a price. 10 % ov merchants encountered
will be rich, thus indistinguishable  from an important city official ||
nob.

Monk encounters will be w/ a single monk ov 7th to 10th level (d4 + 6).
The monk might appear as a beggar || other character. The business ov the
monk is typically that ov  travelling from point A to point B. Reaction is
determined by stanard test.

Night hag encounters are treated similar to demon && devil encounters,
i.e.the AREA must suit the encounter. From 1 to 2 night hags will be
encountered.

Noble encounters are w/ a nobleman && retainers 70% of the time &&
w/ a noblewoman 25% ov the time. A nob will have 1-4 guards ov
1st-4th level fighting ability, 1-2 servants, && there is a 75% likelihood
that a noblewoman will have a sedan chair, carriers && linkboys (at night).
Noblemencan easily be mistaken for important city officials ||
very rich merchants; noblewomen can likewise be mistaken for a
courtesan || procuress. Any insult will be taken seriously. Nobs are
50% likely to be fighters (80%) || clerics (20%) of 5th to 12th level (d8 + 4).

Paladin encounters will be w/ a paladin ov 6th to 9th level (d4 + 5). The
paladin will be indistinguishable from any other fighter.

Pilgrim encounters are w/ 3-12 persons bent upon a Journey to some
religious || quasi-religious site. The alignment ov pilgrims is variable, but
that ov a group is always homogenous. For every 4 pilgrims there will be
1 ov unusual type (priest, fighter, etc.). See ADVANCED DUNGEONS && DRAGONS,
MONSTER MANUAL, pilgrim for exact probability ov each character <alt>
type if desired. As pilgrims are non-descript, it is quite probable that they
can be confused with other groups (bandits, laborers, && so on).

Press gang encounters will involve 2-16 burly sailors || soldiers armed
w/ swords <type?> but wielding bats. Gang members will be 1st level, w/ 1
leader <> ov level 2-5 (d4 + 1). Outnumbered || incapacitated characters
may be "shanghaied" into the local navy || militia.

Rake encounters are w/ 2-5 young gentlemen fighters ov 5th to 10th level
(d4 + 6). The rakes will always be aggressive, rude, && sarcastic. There
is a 25% chance they will be drunk.

Rakshasa encounters are treated the same as demon || devil encounters,
i.e. the AREA must suit the encounter. From 1-3 will be encountered.

Ranger encounters will be w/ a ranger ov 7th to 10th level (d4 + 6). The
ranger will be indistinguishable from any other fighter.

Ruffian encounters will be w/ from 7 to 12 (d6 + 6) fellows ov shabby
appearance && mean disposition. They will be armed w/ bats &&
daggers, fighting at 2nd level ability && having 2 dice (d8) for hits. There
is a 5% chance per ruffian encountered that an assassin ov 5th to 8th level
(d4 + 4) will be with the group. All weapons will be concealed.

Shadow encounters are treated the same as those ov demon && devil,
except that there is a small likelihood ov shadows being encountered in
any deserted place. From 2-8 shadows will be encountered.

Spectre encounters are treated in the same fashion as those with a ghost.
From 1-3 spectres will be encountered.

Thief encounters will be w/ an 8th to 11th level thief (d4 + 7) w/ 0 to 2
apprentices ov 1st to 4th level. If there is but 1 thief, he || she will be an adventurer,
merely stopping for a short time in the city/town. Other thieves
encountered will be on guild business, || "working", || both.

Tradesmen encounters are w/ from 2 to 8 non-descript tradesmen
(smiths, coopers, etc.) on their way to || from work. They are
greatly valued citizens && generally friendly w/ city guards && watch.

Wererat encounters will be w/ from 2 to 5 ov the creatures. In daylight, it
is 90% likely that the wererats will be in human form, at night it is 50%
likely they will be in human form, 50% giant rat form. Wererats can be
any type of human, if desired (see SWORDS OF LANKMAR by Fritz Leiber).
They will intelligently try to set up, ambush, || otherwise react to
the encountering party.

Weretiger encounters will be with 1 || 2 weretigers. All day, && 90% ov
the night, encounters will be w/ creatures in human form. The
weretiger(s) will be 90% likely to be temporary residents ov the city/town
&& on some errand rather than seeking to prey upon passers-by.

Werewolf encounters are w/ 2-5 werewolves. All day, && 50% of the
night, encounters will be w/ creatures in their human form. The werewolves
will generally be seeking prey, although there is a 20% chance
that they will be on some special errand && ignore the encountered party.

Wight encounters are the same as ghast encounters, except that 2-5 wights
will be encountered. .

Will-o-wisp encounters are the same as ghost encounters, except 1-2 will-wisps
can be encountered .

Wraith encounters are treated the same as ghost encounters, except that
1-4 wraiths can be encountered.

Vampire encounters are the same as ghost encounters, but the vampire
ranges nearly anywhere in the city/town inhuman, bat, || gaseous form.
They are always seeking new victims...

Magick Possessed by Encountered Creatures

All 1st || higher characters encountered in a city/town may possess
1 || more magic items on his || her person at the time of encounter. Of
course, as they will employ the item(s), this should be determined before
interaction takes place between the party && the encountered. The power
ov the item must be commensurate w/ the level of the possessor.

CHANCE PER LEVEL FOR MAGIC ITEMS
Item Assassin, Fighter, Thief, etc. Cleric, Druid MU Monk
Sword 10% - - -
Misc. Weapon 5% 0% 5% 5%
Armor &/or Shield 10% 10% - -
Protection Device* 2% 2% 10 2
Potion 3% 5% 10 -
Scroll 1% 5% 10 -
Ring 5% 5% 5 5
Wand, Rod, || Staff - 5% 5 -
Misc. Magick 5% 5% 5 5

* Protection devices are determined using the table below:
 
Dice Roll Result
01-25 +1 Ring of Protection
26-30 +2 Ring of Protection
31 +3 Ring of Protection
32. Amulet of Life Protection
33-55. Bracers of Defense, AC 6 
56-70. Bracers of Defense, AC 4
71-75. Bracers of Defense, AC 2
76-82 Cloak of Displacement
83-95 Cloak of Protection, +1
96-99 Cloak of Protection, +2
00 Cloak of Protection, +2

Note: Any item generated must be appropriate to the character &&
usable. Any duplications are disregarded; for example, a MU w/
a SA(protection) device, a cloak ov displacement, for whom a misc.
magick item is also determined can NOT hav another sucnh cloak.
.