Last night I was flipping through the Rules Cyclopedia to find the random encounter reaction chart. It's probably the most important rule I never used. While I was there and thinking about it I flipped the page over to the random dungeon encounter charts where I noticed this: in the first 3 levels of the dungeon you have a really good chance of running into "Human 1d3". And it isn't even a mere 1 in 20 chance! On the first level you are going to bump into humans 20% of the time. On the second level you're looking at a 15% chance. On the third level it's a 10% chance, which is twice as likely as ANY other random encounter for that level.
Mind you, this isn't Bandit 1d6 which is only found on level 1, or NPC party 1 which can be found on any level. I looked a little further, and found the Human encounter subtable. Unfortunately for all the different possible locations listed, from the clear grasslands to the depths of the woods, the dungeon isn't among them.
Next I turned to the monsters chapter, and flipped to the H section. Oddly enough, humans are not listed as monsters. Some of the random encounters I've had in life would contradict this, but life is not D&D, and apparently humans are not monsters in D&D. I checked the index, and saw humans are listed in only 1 spot - pg. 13, a particularly unhelpful section. So who are these random d3 humans who have found their way into the 3rd level of the dungeon?
Really, I suppose they could be the butcher, the baker, and the candlestick maker, all out for tea on the 3rd level of the dungeon, but I find this unlikely. I'm going to tell you who these d3 humans are.
Subtable: 3. Humans
Roll 1d12 Dungeon
1. Architect/Scholar
2. Bandit
3. Berzerker
4. Hireling - lost
5. Humanoid (roll on Subtable 2. Humanoids - Dungeon)
6. Hunter
7. Kid
8. Pilgrim
9. Slave
10. Slave - escaped
11. Teen
12. Trader/Merchant
It turns out there isn't a Humanoid dungeon subtable either, so here's a bonus table for you!
Subtable: 2. Humanoids
Roll 1d12 Dungeon
1. Bugbear
2. Dwarf
3. Elf
4. Gnoll
5. Goblin
6. Halfling
7. Hobgoblin
8. Kobold
9. Lizardman
10. Ogre
11. Orc
12. Troll
It seems that Humans aren't monsters in D&D, but Men are! Of course the entry for Men still doesn't do a very good job of explaining what Men might show up in the dungeon.
Tuesday, March 9, 2010
Friday, March 5, 2010
Screwing with your players
Since October, at least once a month, at least one of the two cars in my household has had some issue. Two dead batteries, a dead alternator, a minor (no one was hurt) accident due to ice that required the replacement of an entire wheel and the various bits that attach to it (knuckle, struts, sub frame), and yesterday the newer of the cars started making a terrible growling sound. It turns out that the hub assembly is bad. The part is under warranty, and on order, but it's still a pain, and it interferes with plans.
Don't do this to your players. It isn't fun. Having something breakdown every once in a while came make a story interesting. Having it happen session after session just annoys your players and makes them want to go do something else.
Don't do this to your players. It isn't fun. Having something breakdown every once in a while came make a story interesting. Having it happen session after session just annoys your players and makes them want to go do something else.
Thursday, March 4, 2010
Green Devil Face & Death Frost Doom
Yesterday I bought Green Devil Face 1, 2, & 3 and Death Frost Doom because I'd heard such good things about them. I haven't yet had the chance to peruse them, but I'm really looking forward to doing so.
But I do have a question. It seems that the Green Devil Face, aside from meaning an obvious trap, actually comes from something, and while it seems familiar (ToH maybe?) I can't find anything that says "from this source". So I want to know, does the Green Devil Face actually come from a specific module? If so, which one, and where?
But I do have a question. It seems that the Green Devil Face, aside from meaning an obvious trap, actually comes from something, and while it seems familiar (ToH maybe?) I can't find anything that says "from this source". So I want to know, does the Green Devil Face actually come from a specific module? If so, which one, and where?
Monday, March 1, 2010
Treehog
Rathgar was confused. To be fair, this wasn't an unusual situation. However the fact that he was surrounded by a dozen green frog things was. For some reason he found himself sinking to his knees, and stretching out his hand to touch one of the little creatures. It hopped toward him, and Rathgar caught it gently in his hand. It's eyes looked up at him, and it's snout flexed. He watched it open it's mouth, shoot out it's tongue,and felt it sting his hand. Sharp pain cleared the fog from his brain. He shook his hand, sending the vile little thing flying toward the bushes. The rest of them scattered into the underbrush.
Swearing Rathgar examined his hand. There was a small wound on his palm that had a vaguely purple tint.
Treehog
Magical Animal
Armour Class: 8
Hit Dice: 1/4
Move: 60' (20')
Attacks: 1 oink + 1 tongue
Damage: Special (see below) and 1
No. Appearing: 2d12
Save As: T1
Morale: 6
Treasure Type: nil
Alignment: Neutral
XP Value: 5
Treehogs are semi-intelligent monsters which use warm blooded creatures to incubate their eggs. Using their disturbing oink-chirp they cause all warm blooded creatures within 10 feet to make a save vs spells or allow one of the creatures to implant an egg sack their chosen victim. During this time all actions will be penalized with a -2 to all rolls because of the confusion. Any damage allows an additional saving throw to resist the charm effect. Over the course of a week the eggs will grow, causing ever increasing discomfort (cumulative -1 to all attacks and ability checks per day for the 7 day incubation period). On the 7th day the eggs will hatch, causing 2d3 points of damage. Without magic healing the penalties will be reduced by -1 per day. A cure disease spell will remove the eggs and eliminate all penalties incurred.
Swearing Rathgar examined his hand. There was a small wound on his palm that had a vaguely purple tint.
Treehog
Magical Animal
Armour Class: 8
Hit Dice: 1/4
Move: 60' (20')
Attacks: 1 oink + 1 tongue
Damage: Special (see below) and 1
No. Appearing: 2d12
Save As: T1
Morale: 6
Treasure Type: nil
Alignment: Neutral
XP Value: 5
Treehogs are semi-intelligent monsters which use warm blooded creatures to incubate their eggs. Using their disturbing oink-chirp they cause all warm blooded creatures within 10 feet to make a save vs spells or allow one of the creatures to implant an egg sack their chosen victim. During this time all actions will be penalized with a -2 to all rolls because of the confusion. Any damage allows an additional saving throw to resist the charm effect. Over the course of a week the eggs will grow, causing ever increasing discomfort (cumulative -1 to all attacks and ability checks per day for the 7 day incubation period). On the 7th day the eggs will hatch, causing 2d3 points of damage. Without magic healing the penalties will be reduced by -1 per day. A cure disease spell will remove the eggs and eliminate all penalties incurred.
Friday, February 26, 2010
The Best D&D Race is the...

I have no idea where this came from originally. It was sent to me by a non-gaming friend.
Thursday, February 25, 2010
A linkdump far far away...
I've been reading a bunch of West End Games Star Wars books of late, and I've found a couple of useful links that I want to share.
How big is the Star Wars Galaxy, and how come we keep coming back to the same damn worlds!
http://ruscumag.wordpress.com/2009/04/27/star-wars-the-scale-of-the-galaxy/
Deck plans for a wide variety of ships
http://deckplans.00sf.com/
Also, next game I play I want this to be my ship:
Minus all the extra guns.
How big is the Star Wars Galaxy, and how come we keep coming back to the same damn worlds!
http://ruscumag.wordpress.com/2009/04/27/star-wars-the-scale-of-the-galaxy/
Deck plans for a wide variety of ships
http://deckplans.00sf.com/
Also, next game I play I want this to be my ship:
Minus all the extra guns.
Tuesday, February 16, 2010
Kobolds*
In my games kobolds are shifty little lizard creatures that believe they are of draconic origin. I never used them during my Cyclopedia days, their place being take up by ratlings from the Quest for the Silver Sword. When 3rd edition was released however, the trap making lizards of 3.x really worked for me. It probably helped that it was about that time that I first read the fable of Tuckers Kobolds! Ever since reading that I've tried to make them as sneaky and devious as I can.
In my megadungeon kobolds are going to be an ever-present inhabitant. They will continue to be sneaky and devious, but they will be more neutral, at least starting out. They may aid or hinder the adventurers, depending on the circumstances, but out and out fights are unlikely. They don't survive in the lower levels by being stupid! Connecting tunnels will exist throughout the dungeon, but they will be so small that no adventurer will be able to pass through them. The kobolds on the other hand will be able to squeeze through, and that's how they'll get around.
I also want to make them somewhat more alien. I want their motives to be difficult to fathom. When they raid a room they take all of the candles (or glass, or nails, etc.), but leave the bag of gold. Why? I'm not sure yet. Like I said, their inscrutable!
*Topic generated via The Rusty Battle Axe's Another Random Blog Post Topic Generator
In my megadungeon kobolds are going to be an ever-present inhabitant. They will continue to be sneaky and devious, but they will be more neutral, at least starting out. They may aid or hinder the adventurers, depending on the circumstances, but out and out fights are unlikely. They don't survive in the lower levels by being stupid! Connecting tunnels will exist throughout the dungeon, but they will be so small that no adventurer will be able to pass through them. The kobolds on the other hand will be able to squeeze through, and that's how they'll get around.
I also want to make them somewhat more alien. I want their motives to be difficult to fathom. When they raid a room they take all of the candles (or glass, or nails, etc.), but leave the bag of gold. Why? I'm not sure yet. Like I said, their inscrutable!
*Topic generated via The Rusty Battle Axe's Another Random Blog Post Topic Generator
Subscribe to:
Posts (Atom)



