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| Dungeons & Dragons | - | Dragon magazine | - | The Dragon #37 |
No D&D campaign would be
complete without a city, in which
thieves skulk, assassins ply their trade, and merchants
pinch pennies
(with oft-surprising strength). Here in the scummy tavern,
The Lost
Lunch, Stinking Ed and his 5 lowlife pals will slip you a knife ’twixt
the
ribs more likely than not; there in that garbage-blocked alley Don
the
Slimy will sell you foul, polluted drugs.
The rotten part of town, by contrast, has its denizens to make Ed
and Don resemble St. Francis and Grandma Moses. The thieves’
quarters and the South Slum of this city would make Boston’s Combat
Zone look nice. (Well, not nice, but better. )
Have you just been pickpocketed for the 4th time? Are those
murderers you spy up on the roof? Is this a dagger I see before me?
Call
for the watch! And if they respond, and if they arrive before it’s
too late,
the odds are even that they’ll shake you down, confiscate your property,
and haul you in for SHOUTING.
Perhaps, though, you are rich, and have a fortress for a townhouse,
a household GUARD of 100 strong fighters,
and 2 trusted wizards.
Jealous merchants, angry at your success, have hired a saboteur, it
seems, and thieves have tunneled into your wine cellar. Count
Bombazine is considering treason charges, your guard has 15 spies and
2 assassins, and here comes the tax-man.
I wouldn’t play a merchant for all the gold in Utah! They are,
however, necessary. They are also too easy to kill. A merchant, in
D&D, gets 1-6 HP, and that’s
that. A 10-year-old could kill one.
Therefore . . .
I propose that Merchants, and a number of other NPCs
be given opportunities for advancement. There should be
7th-level beggars, 4th-level tradesmen, and so on.
Below are the 4 charts of the City Encounter Table. Rolling on
this is a complex task, requiring 4 (at least) percentile rolls, but
rolls
are not too frequent, and the situations can balloon easily into full-fledged
and ornate encounters.
1st, roll on the Encounter Probability Table.
If an encounter is
specified, continue with the procedure. If a meeting with the watch
is
specified, the situation may be handled easily on a “fight ’em/ignore
’em” basis.
2nd, roll on the Type of Person Encountered Table
is made.
Explanations of the cryptic symbols used therein are given below. Note
that this table does not give the statistical breakdown of the city’s
populace; it is foolish to claim that the beggars outnumber the tradesmen.
Rather, this table gives a good sample of the types of people who
cause encounters. Beggars will always call for attention, while tradesmen
seldom will.
3rd, roll for the level of the NPC called for,
using the Level of the Encounter Table. Many NPC
types mentioned below have an upper-level limit: ignore results above
this.
4th, roll on the Type of Encounter Table. This will
give a
situation, usually fraught with conflict. At this point, responsibility
devolves
upon the referee to place the elements together to give a true
encounter.
Daytime: Roll every 30-60 minutes.
| 00-31 | Encounter |
| 32-47 | The Watch |
| 48-99 | Nothing |
Evening: Roll every 20-30 minutes.
| 00-34 | Encounter |
| 35-49 | The Watch |
| 50-99 | Nothing |
Night: Roll every 15-20 minutes.
| 00-38 | Encounter |
| 39-59 | Nightwatch |
| 60-99 | Nothing |
| - | copper | silver | electrum | gold | platinum | gems | jewelry | magic |
| C1 | 1-4 | 50% 1 | - | - | - | - | - | - |
| C2 | 2-12 | 1-4 | 60% 1-2 | - | - | - | - | - |
| C3 | 4-24 | 3-18 | 1-6 | 50% 1-2 | - | - | - | - |
| C4 | - | 5-30 | 2-12 | 1-10 | 1-3 | - | - | - |
| C5 | - | 6-36 | 4-24 | 3-18 | 1-8 | 1-3 | - | - |
| C6 | - | - | 6-36 | 5-30 | 3-18 | 1-6 | 1-3 | 10% |
| C7 | - | - | 1-600 | 1-400 | 6-36 | 2-12 | 1-6 | 20% |
| C8 | - | - | 3-1800 | 2-1200 | 1-800 | 3-18 | 2-12 | 40% |
Additional rolls may be made on the Type of Person Encountered
Table as desired. On the Type of Encounter
Table, it must be noted that
many encounters are things seen, not things actually happening to the
players. A Chase, Fight, or Discovered Ambush need not directly
involve the players (although they might): These are often merely
things observed that might draw in the players.
It is important to note that the level of a NPC
represents the skill with which the person performs his or her jobs,
not
the person’s rank. A 12th-level noble might be a lowly baronet—but
a
good one. Since skill is (supposedly) rewarded, there should be a loose
correlation between Level and Rank—a 10th-level
Merchant Prince has a
better chance of being the master of the shopkeeper’s guild than does
a
Vendor—but this relation is not precise.
Examples: 3 encounters are rolled, none of which involve the
watch. 1st Encounter: On the Type of Person Encountered
Table, a
16 is rolled: a Scud. This lowlife ruffian is of the 2nd level (roll
on the
Level of the Encounter Table: 52—too high; scuds
may only advance
to the 3rd level. Roll again: 93—too high. Once more: 24: the scud
is of
the 2nd level, and has 2d4 HD). On the Type of
Encounter Table a 68: Overhear Plot is rolled. This
may be handled in
many ways. Perhaps the scud hears someone plotting revenge and
asks to be let in, and the players hear this. Perhaps the scud is receiving
instructions from his master on when to waylay a merchant,
and it is the
players who overhear.
Example Two: Type of Person Encountered , a 28:
Magic User is rolled. On the Level of the Encounter
Table a 68 comes
up; the Enchanter is of the 7th
level. The Type of Encounter is 88:
Mugging. Possibly the mugger is unaware that he’s trying to alleybash
a
Wizard; if so, he’s in for a well
deserved surprise. Or (less likely),
possibly THE WIZARD is out to make a few groschen by Sleeping
a
passerby or two, to take their coins.
Third Example: On the Type of Person Encountered,
a 10: Tradesman.
On the Level of the Encounter a 93 (too high),
97 (too high), 27
indicates that the tradesman is of the 2nd level, with 2d3 HD.
The Type of the Encounter is a 08; Pickpocket.
Since this almost
always involves a thief, this could mean many things. A: Maybe the
thief
is pickpocketing the tradesman, and the players see. B: Maybe the thief
is pickpocketing the players, and the tradesman sees. C: Maybe the
thief and the tradesman are acting as a team, pickpocketing either
the
players or someone else entirely, while the players either see or don‘t
see.
These tables put the raw data into your hands in a random fashion.
The detailed structure is up to the referee. Imagination and the skill
of
ad-libbing are essential—just as they are in all facets of D&D.
Once I
rolled 00—referee’s choice-3 times consecutively on the Type
of
Encounter Chart (I only later found out that Chet’s
programmable
calculator was misprogrammed).
The 1st was a 3-alarm funeral, with the masses whooping and wailing for
a departed minor official.
The 2nd was a pack of wild dogs leaving
the sewers to avoid a wizard’s Cloudkill.
The 3rd, a diamond thief with a hole in his loot-bag, dropping diamonds
to the delight of the crowded streetful of peasants.
My players never dreamed that I was making it up as I went along,
and assumed it was a pre-plotted series of adventures.
Type of Person Encountered
Table
| - | - | Freq. | No. App | Type of H.D. | Lair | Treas. | Align. | Char. | Max. Level |
| 00-01 | Noble | R | 1-3 | 4 | 95 | C8 | - | +5 | 12 |
| 02 | Farmer | V | 1-2 | 2 | 0 | C1 | LN | - | 2 |
| 03-06 | Merchant | C | 1-6 | 3 | 40 | C4-C7 | N | - | 12 |
| 07-09 | Street Seller | C | 1 | 3 | 0 | C3-C4 | N | - | 5 |
| 10-11 | Tradesman | C | 1-4 | 3 | 60 | C5 | N | - | 8 |
| 12-13 | Specialist | C | 1-4 | 3 | 60 | C5 | N | - | 8 |
| 14-15 | Street Urchin | U | 1-10 | 2 | 0 | - | N | -1 | 5 |
| 16-18 | Scud | C | 1-12 | 4 | 40 | C2 | CN | -1 | 3 |
| 19-20 | Beggar | U | 1 | 2 | 100 | C1 | N | -4 | 8 |
| 21-25 | Fighter | C | - | - | - | - | - | - | - |
| 26-30 | MagicUser | C | - | - | - | - | - | - | - |
| 31-35 | Cleric | C | - | - | - | - | - | - | - |
| 36-40 | Thief | C | - | - | - | - | - | - | - |
| 41-43 | Druid | U | - | - | - | - | - | - | - |
| 44-48 | Monk | C | - | - | - | - | - | - | - |
| 49-53 | Illusionist | C | - | - | - | - | - | - | - |
| 54-58 | Paladin | C | - | - | - | - | - | - | - |
| 59-61 | Ranger | U | - | - | - | - | - | - | - |
| 62-66 | Assassin | C | - | - | - | - | - | - | - |
| 67-69 | Bandit | U | - | - | - | - | - | - | - |
| 70-72 | Brigand | U | - | - | - | - | - | - | - |
| 73-75 | Pilgrim | U | - | - | - | - | - | - | - |
| 76 | Psionic Character:
Roll Again |
||||||||
| 77-79 | Bard | U | - | - | - | - | - | - | - |
| 80-82 | Hooker | U | 1-3 | 3 | 40 | C2-C5 | N | +2 | 10 |
| 83-85 | Bully | U | 1 | 5 | 50 | C3 | NE | -1 | 6 |
| 86-87 | Panderer | U | 1 | 3 | 30 | C4 | N | +1 | 7 |
| 88-89 | Dealer | U | 1 | 3 | 30 | C5 | CE | -1 | 8 |
| 90-91 | TownCrier | R | 1 | 3 | 0 | C2 | LN | +2 | 4 |
| 92 | "Untouchable" | V | 1 | 3 | 0 | - | N | -7 | 2 |
| 93-95 | Porter | U | 1-6 | 3 | 30 | C2 | n | +1 | 3 |
| 96 | Messenger | R | 1 | 3 | 10 | C1 | N | - | 3 |
| 97 | StreetPerformer | R | 1-3 | 3 | 0 | C1-C2 | N | +4 | 8 |
| 98 | Madman | V | 1 | 2 | 0 | - | N | -3 | 2 |
| 99 | Monster | V | - | - | - | - | - | - | - |
Explanations
Frequency: V = Very Rare,
R = Rare, U = Uncommon, C =
Common.
Type of hit dice: This-many-sided-dice for each level, e.g., a 4th
level Hooker would have 4-12 hit points.
Treasures: C1-C8 are explained on the Treasure Table.
Alignment: N = Neutral, LN = Lawful Neutral,
CN = Chaotic
Neutral, NE = Neutral Evil, CE = Chaotic Evil. (Most of the city lowlife
care only for themselves).
Charisma: This is the effect of the
occupation upon the charisma of
the NPC, only with respect to other NPCs;
the players, as always, may make up their own minds.
| 00-22 | Level 1 |
| 23-31 | Level 2 |
| 32-40 | Level 3 |
| 41-48 | Level 4 |
| 49-56 | Level 5 |
| 57-63 | Level 6 |
| 64-70 | Level 7 |
| 71-76 | Level 8 |
| 77-82 | Level 9 |
| 83-88 | Level 10 |
| 89-92 | Level 11 |
| 93-95 | Level 12 |
| 96-99 | Level 13 or higher |
| 00 | Referee's Choice |
| 99 | Assassination attempt, player |
| 98 | Kidnap attempt, player |
| 95-97 | Mugging ” ” |
| 95-96 | Major Riot |
| 93-94 | Assassination attempt, other |
| 90-92 | Kidnap attempt, other |
| 84-89 | Mugging * * |
| 77-83 | Discover Ambush |
| 72-75 | False Accusation,
player |
| 67-71 | Overhear a plot |
| 60-66 | Catch Thief (35%)
has loot) |
| 58-59 | Find Corpse |
| 55-57 | Find Body (Alive) |
| 52-54 | Illegal Business offer |
| 42-51 | Fight |
| 37-41 | Chase |
| 42-51 | Fight |
| 37-41 | Chase |
| 32-26 | Hooker |
| 29-31 | Drug Deal, player |
| 26-28 | Drug Deal, other |
| 23-25 | Minor Riot |
| 20-22 | Business offer |
| 14-19 | Insult |
| 01-13 | Pickpocket |