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.
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).
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.
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.
.