Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

Sunday, February 11, 2024

Fun Dice Tricks with Map Crow

Map Crow is a YouTube vlog that’s hit-and-miss with me; when it’s hot, it’s pretty hot, but when it’s not, it’s pretty meh.  FOR ME, I’ll hasten to point out; there’s a lot of stuff being discussed out there this old troll has seen many different times over the years, nuggets of wisdom rediscovered by new generations.  Reminds me that sometimes the topic I think has been done to death is, in truth, a brand new revelation for somebody, especially with so many new folks entering the hobby.

 

Anyway, Map Crow’s latest is on fun random encounter tables, and he does some really neat stuff using 2d6.  The sum of 2d6 gives you what the encounter is, while the red d6 tells you what the disposition of the encounter, while the blue d6 gives you their distance from the party.  Check it out; he does some fun things with the interaction between the bell-curve and the flat curves, making a the extremely rare roll of snake-eyes really, really ouch.

 

His division of his map is similar to what I did when talking about Hex Mapping, but combining the table, the disposition, and the distance all in one roll is very clever.  I’ll still probably default to my own What-Are-the-Monsters-Up-To table (I’m too much in love with how you can roll differently for intelligent and bestial encounters on the same table), but game must recognize game!


Monday, August 04, 2014

Playing with Kyma - the Fields & the Farmers' Gate

The Fields
The terrain west of the city is, by ancient decree, kept flat and clear of trees and bushes. The current Sultan’s father modified the law slightly by turning it into wheat and barley fields tended to by slaves, principally prisoners-of-war, criminals, and their descendents. These are kept in barracks nearly a mile from the city walls.

Tending miles and miles of grain fields is grueling work, but the bread they make is the lynchpin of the Sultan’s popularity in the city, as the food is given out for free to the poor (and sometimes these distributions are used as hunting opportunities by slavers). These distributions occur at noon in various spots in the city, but the largest happens at the Farmers’ Gate.

The slaves themselves are generally on good terms with their overseers. During the monsoon season, when there’s little work to do, they’re eager to hire themselves out for whatever work will earn them a bit of coin, and few have any scruples about the sort of work they’ll do.

Farmers’ Gate
Actually a large plaza just inside the largest of the city’s gates, it’s a daily market of fresh foods, livestock, oils, and fuel.

Every 2 hours the PCs are in the Farmers’ Gate, roll a d6. A roll of 1 indicates a significant encounter. During the monsoon, roll a d12 and consult the table below. The rest of the year, roll a d8.

ENCOUNTERS IN THE FARMERS’ GATE
  1. Relatives of POWs or convicts sentenced to slave in the fields looking for them. Roll a d4. On a 1 or 2, they are human and will reward any successful location of their loved ones (or other significant aid) with (1-10 on a d12) their gratitude and 3d4 silver pieces, (11) a useful rumor, or (12) a treasure map. On a 3 they are orcish and will swear a blood-oath to perform one important service (usually limited to killing or breaking something/one, though they will do up to a month of bodyguard work). On a 4, they are elvish and reward successful aid with (50%) two useful potions or six silvered arrows of such excellent quality that the shooter has advantage on rolls to hit.
  2. A farmer looking for help rescuing his wife and daughter from a gang of satyrs who have seduced them away.
  3. A farmer looking for help rescuing her husband from a dryad who’s seduced him away.
  4. Frightened farmers with tales of (1-3 on a d6) marauding orcs, (4-5) nocturnal werewolf attacks, or (6) wyverns carrying off livestock.
  5. Werewolves posing as frightened farmers in order to lure skilled warriors out to their collective of huts where they will be infected and charmed into the pack.
  6. Rangers looking for aid in hunting dangerous game (probably wyvern, griffons, or possibly even a roc).
  7. Centaur seeking to complete a bride-challenge in order to win the hand of a female centaur. The task she has set requires him to either (1-3 on a d8) acquire at least 50 gold pieces, (4-5) a prize goat for her herds, (6-7) an object of art blessed by the priests of Phaedre, or (8) a useful magic item. He’ll have 1d4 rivals in town, also seeking to complete the same quest.
  8. A riot as too many of the poor showed up and there’s not enough bread to go around. For four hours, the players will be challenged every round you roll a 1 or 2 on a d6 by (roll of 1-2 on another d6) their number multiplied by the result of rolling a d4 in 0th level squatters from the Warrens, (3) a gang of slavers looking to capitalize on the lawlessness including 0th level fighters equal in number to the party plus two 1st level fighters and either a 5th level thief leader or a 4th level priest of Shkeen, (4) city guards angry and looking to bust heads including a number of 0th level guardsmen equal to the party’s number +2d4 lead by a guardsman lieutenant equal in level to a roll on a 2d6, or (5-6) a gang of orcs on a rampage equal in number to the party, lead by a pair of half-orc fighters equal to the party’s average level. During any fight, there’s a 50% chance that assassins from the Beggar’s Guild will strike if the PCs have earned that Guild’s enmity.
  9. A witch from the countryside, come to procure (1-2 on a roll of a d6 + highest Charisma bonus in the group) the eye of an elf, (3-4) expensive alchemical equipment she needs transported 20 miles back to her home (25% chance a rival witch attempts to interfere), (5-6) the egg of a fertile woman of orcish ancestry (25% chance she has a magical method of procuring it that doesn’t involve the death of the donor), or (7+) one or two high-charisma individuals she can charm and lure off into slavery to her.
  10. 1d4 field slaves looking for work. They have no useful skills but know the city and the surrounding countryside extremely well.
  11. 1d8 field slaves looking to settle old scores. Their target is (1-3 on a d6) a wealthy merchant, (4-5) a city judge, or (6) a master of the Beggar’s Guild.
  12. A skilled slave looking for work. Determine the slave’s race and class randomly. They will be 1 + 1d4 levels lower than the PCs, though never lower than level 1.

Monday, July 28, 2014

Playing with Kyma - the Market District

The ocean-side port, warehouses, and shops on the southern shore. Heavily fortified to protect against both storms and pirate attacks. Good source for exotic fruits and woods, spices, gemstones (especially turquoise, obsidian, coral, and pearl), whale oil, wool and furs, marble and exotic construction materials, and human and dragonborn slaves, as well as more exotic sorts. Also includes accommodations (inns, taverns, low-end brothels) for travelers).

Connected to the Bazaar District by the Grand Canal. While you can get seafood here, those in the know go outside the city walls to the Tumbles.

During the monsoon, encounters happens on a roll of 1 on a d10 every hour. The rest of the year, they occur on a roll of 1 on a d6 every hour.

ENCOUNTERS (d12)

  1. 2d12 Palace Guards searching for something (or someone) missing from the palace. Roll a d6. On a 1-3, they are alone, not terribly serious about the search, and eager for a distraction. On a roll of 4-5, they have a weretiger forced into half-form on a silver chain sniffing down their quarry for them. On a roll of 6, they are being guided by a seer.
  2. A selkie disguised as a human or elf. Roll a d4. On a 1-3, it’s searching for a good mate to conceive a child with. On a 4, it’s searching for a lost sibling.
  3. Werefox disguised as an exiled elven noblewoman, searching for a suitably talented elven or (if really talented) human woman to serve as her slave/lover/apprentice.
  4. Devotees of Xithras, heavily armed and looking for trouble. During the day, they’ll be attempting to discourage the sale and transport of necromantic paraphernalia and transformative magic, especially fertility enhancers like minotaur milk. If encountered at night, they’ll be conducting a clandestine raid on a warehouse or ship, and will be led by a paladin 25% of the time. In either case, they’ll avoid confrontations with city or palace guards, and will not engage in violence with any group that is equal to them or greater in strength.
  5. Human barbarians from the west. They’ll be heavily armed and looking for excitement and adventure. They’ll be boisterous, but polite to women and any they perceive as weaker than themselves. However, disparagement of their honor or character (and any negative comments about their mothers) will lead to drawn blades and shed blood.
  6. Human barbarians from the east. They’re quiet, seeking as little attention as possible, stick together, and will shrink from open combat. However, they’ll happily murder anyone they see as interfering with their quest (and will even hire Hasheeshins to do the job if they don’t know they’re up to the challenge), and will not hesitate to employ any means they deem necessary for the completion of their mission. They are in the city in order to (d6) 1-2: rescue a kidnapped princess; 3-4: recover a lost scroll; 5: assassinate a wealthy merchant; or 6: steal a powerful magic item.
  7. Delegation from one of the Sea Princes. 25% chance they’ll have an escort of Palace Guards. Haughty, rude, expecting to be hated, but eager to capitalize on opportunities for profit.
  8. 1d8 sailors on carouse. 1 in 20 chance that one of their fellow carousers is a selkie in disguise of either sex. For every hour the PCs spend with them, there’s a 1-in-6 chance of one of the following happening (d4 + highest CHR bonus):
    1 - fist-fight with rival crew.
    2 - knife-fight with rival crew.
    3 - acquire a pinch of dreamblossom snuff (powerful hallucinogen and aphrodisiac, and even a pinch is worth 10 gp).
    4 - PC gifted with a selkie-gold earring (advantage on sight-related rolls once per day).
    5 - PC wins a talking parrot in a game of chance (1-in-10 chance the parrot is a fey in disguise, else 1-in-20 chance it’s an eastern barbarian prince/ess transformed by spell).
    6 - PC wins lifelong friends who will smuggle things/people/PCs out of/into town when the ship is in port (1-in-10 chance any given week, 1-in-20 during monsoons).
  9. western barbarian witch hunting a man who owes her (d6) 1-2: 50 sp, 3-4: the skull of an enemy, 5: his soul, or 6: his firstborn.
  10. delegation from the merfolk. 2d6 humans (25% they’re actually selkies) plus one merfolk noble being carried in a bowl-like litter filled with seawater born by burly human (10% instead sharkfolk) slaves.
  11. 1d6 escaped slaves, looking to smuggle themselves out of town. If returned, they’ll net a reward of 2d6% of their market value.
  12. 1d3 agents of the sharkfolk intent on (d6) 1-3: securing protection money from a bold but broke ship’s captain, 4-5: disguised as carousing sailors looking for victims to kidnap and return to the sharkfolk as slaves/food, 6: looking to burn a ship that didn’t pay its protection money.


Thursday, July 03, 2014

Playing with Kyma - the Bazaar District

The Bazaar District of the port city of Kyma is dominated by docks, warehouses, and shops.  Located on the shore of the Dromosero, the placid inland sea, it's not as heavily fortified as the southern Market District, which services traffic from the Ocean. The Bazaar is the principle source for elven (herbs, silks, dyes, wooden crafted items like musical instruments and furniture, and mead, wines and brandy) and dwarven (worked metal, ingots of adamantium, weapons, vodka, beer, ale) goods, as well as exotic (elven, dwarven, and orcish) slaves. The goods in the bazaar district tend to feel more exotic, though it’s also the principal market for grains, livestock, and lumber as well. Also includes accommodations (inns, taverns, low-end brothels) for travelers, which are dens for smugglers of all sorts. Connected to the Market District by the Grand Canal.

Encounters of note occur on a roll of 1 on a d6 for every hour spent in the district during daylight hours.  The chance for an encounter increases to 1 or 2 on a d6 after sunset and before sunrise.

ENCOUNTERS (d20)
  1. 2d6 dwarves on a carouse. They’ve got gold to spend, and hanging out with the dwarves will net you all the free drinks you can stomach (save or pass out from alcohol poisoning every two hours of carousing with them) plus one of the following per hour (d4 + CHR bonus, any number that repeats yields no goodies):
    1 - an exquisitely crafted iron brooch worth 150% of the usual value of such an item. It’s unusual fabrication will be recognized by other dwarves and gives a +1 to reaction checks with them.
    2 - a loadstone that always points north.
    3 - a sunstone that will always reveal the position of the sun, no matter how dark the clouds or thick the rain.
    4 - a marriage proposal.
    5 - a bronze puzzle ring that hides within it a complete set of lockpicks.
    6 - a silvered dagger.
    7+ - a treasure map.
  2. 3d4 recently unemployed mercenaries, looking for work or, failing that, a fight.
  3. a desperate apprentice warlock, sent by his master to acquire a rare and expensive reagent. Alas, the youth’s purse has been stolen, and there’s little he won’t stoop to in order to complete his task.
  4. 1d4 masked Hasheeshins ambushing their target.
  5. Gang of persistent goblins claiming to sell herbal remedies for nearly all ailments. Roll on Potion Miscibility table for actual results.
  6. 2d8 members of a press gang looking to abduct the unwary to serve as oarsmen on a galley.
  7. apprentice witch disguised as prostitute seeking (roll a d6: 1) a lock of elven hair, (2-3) the seed of any male, (4-5) a mount for a hag, or (6) a gallon of blood for her mistress.
  8. pickpockets! If the PCs get involved in their distraction(roll a d6), the thieves get a bonus on their rolls:
    1 - angry crone beating a disobedient youth.
    2 - pair of sailors preparing to fight/duel for the affections of a half-elven girl.
    3 - naked lover being beaten by cuckolded husband while wife pleads for someone to save her lover.
    4 - fire in an old warehouse.
    5 - two gangs of minstrels start a brawl over a stolen song.
    6 - explosion of hallucinogenic gas. Save or be incapacitated for a half-hour with strange visions. Anyone who rolled a 1 on the save has prophetic visions.
  9. brawl between the crews of competing ships.
  10. slavers claiming to be successful sailors and looking to spend coin on pretty faces. They’ll drug drinks and haul their victims off for sale.
  11. procession of elven dignitaries heading to the Palace.
  12. dwarves disguised as merchants but really on a mission of vengeance against a merchant who cheated them.
  13. City guard raiding a warehouse, dwelling, or other building looking for contraband. 1 in 6 chance the raidees are (roll a second d6: 1-2) orcs, (3-5) heavily armed pirates, or (6) have a warlock or two with them and fight back.
  14. 1d4 escaped slaves (1 in 6 chance of being elven) looking to escape the city by boat. If returned to their owner, will garner someone a reward of 1d6% of their market value.
  15. 1d4 nixies disguised as elves on the prowl for slaves. They’ll attempt to charm any they can lure into the waters of the sea.
  16. 2d4 young adult orcs seeking employment or easy coin so they can purchase weapons.
  17. 2d4 orc mercenaries on the carouse. Every hour spent partying with them gains you (1d6+ CHR bonus):
    1 - a black eye.
    2 - a blood-sibling who you can call on in dire need, but who may also call on you; refusing the call leads to a blood feud.
    3 - a treasure map.
    4 - being chased by the guard and a night in the gaol if caught.
    5 - fleas.
    6 - a new undercity contact.
    7 - an attempted seduction.
    8+ - an attempted rape.
  18. 1d6 elven merchants on a carouse. Every hour spent partying with them results in the entire party (1d4+ best CHR bonus):
    1 - losing half your (d6: 1) copper, (2) silver, (3) electrum, (4-5) gold, (6) most expensive piece of jewelry in the party.
    2 - a valuable rumor.
    3 - a chance to buy (d6: 1-3) a rare herb, (4-5) a potent hallucinogen, or (6) a dire poison at 75% the regular price.
    4 - passed out in an opium den. Everyone loses all the coin they had on their person, 1-in-6 chance for each member to have had a prophetic vision.
    5 - an invitation to an orgy.
    6 - a single ring of silver that can be used to gain an audience with an elven noble of a particular house.
    7+ - being drugged, kidnapped, and sold to merfolk.
  19. a vampire’s agent, seeking victims.
  20. a ghost seeking vengeance.

Wednesday, October 05, 2011

Hex Mapping Part 18: In the Hot Seat

On the subject of random tables, someone recently asked me, "how much is enough?" That really depends on you and your skills as a DM.

The dungeon isn't just easier for players. It's also noticeably easier for GM's. Each room is usually a unique experience. You almost never see dungeons consisting of the same type of room over and over again. Why would you do that to your players? It's boring.

Now let's take a look at our wilderness map. It's got a lot of the same sort of hexes right next to each other. To the west, we have lots and lots of savanna. In the east, it's lots and lots of jungle. In terms of geography this looks right. In terms of running a D&D adventure this looks like a nightmare. How in the world are you going to prevent this hex crawl from devolving into an endless repetition of "another two hexes of jungle"?

If you happen to be one of these amazingly creative types who can come up with interesting stuff on the spur of the moment, you've got no problem. This map plus some wandering monster tables should give you all you need to create interesting terrain and situations for your players to deal with. If that's not you, however, you might want more help. And you can give yourself all the help you need with more random tables!

Keep in mind, however, that were still talking about a fairly gross scale for all of this. So the sort of things we want to be talking about are probably going to be those things that you almost assuredly can't miss if you enter one of our 6 mile hexes. So most of the interesting features we should be talking about need to be at least a mile long, tall enough to be seen from miles away, or extremely flashy.

Any day (but not night) where a random monster isn't encountered, or some other interesting terrain feature (like a village or river) isn't encountered, roll a d12 and consult the following table for the jungle:

1: Nothing.

2: More nothing.

3: Even more nothing.

4: Short cliff of obsidian, measuring 3d4 feet high and 1d4 miles long.

5: Elven ruins built around a circle of massive crystal menhirs. Any magic-user spells cast while standing inside the circle are treated as being cast by a magic-user or elf of 150% their level (round down). If the moon is full, then treat the spell as being cast by someone with twice the level of the caster.

6: Empty monster lair. Roll on the wandering monster to table to see the type of monster, then roll for its treasure as per normal. 1d6 x 10% of the rolled treasure is here. If the monster rolled is sentient, there may be traps.

7: Quicksand! Double movement penalties through one hex.

8: Ancient Goblin Burial Ground. If players search this area, they can collect 2d100 copper pieces, 1d100 silver pieces, and 10d100 gold pieces worth of jewelry every hour, for 1d4 hours. However, for every hour that they actually find something, there is a 1-in-4 chance that they will be assaulted by 1d100 goblin skeletons the following night.

9: PCs stumble across the corpse of a dead adventurer. The human died of disease and/or infected wounds. The corpse will have fairly standard adventuring gear, plus one random potion. There's a 1-in-6 chance the corpse was carrying a map of the area and that this map hasn't been completely destroyed by moisture. It will reveal 1d4 hexes in each direction from the current location (roll separately
for each direction).

10: Ancient Shrine. Roll randomly to determine the alignment of the deities the shrine was dedicated to. Clerics of compatible alignments who meditate or pray at this shrine will be able to cast an additional 1st level spell the next day. Clerics of the opposite alignment will have the next spell they cast with a random component behave as if the lowest possible number was rolled.

11: An especially monstrous tree. If the PCs scale the tree to its top (this will eat 3 hours for up and down) they can map out every surrounding hex.

12: PCs stumble across the entrance to a dungeon!

Friday, September 16, 2011

Hex Mapping Part 17: You're Everything That a Big Bad Wolf Could Want

I'm going to assume that most of you are already familiar with wandering monster tables. The idea is pretty simple: you write up a list of monsters you want the players to be able to encounter and then number them so that they can be chosen by a die roll.

The outdoor wondering monster list in Cook's Expert book is a little more complex. It involves nested lists; that is rolling on one list references other lists. The monsters are grouped by similarity. For instance, the lists you can roll for a swamp encounter include Men, Flyer, Humanoid, Swimmer, Undead, Insect, and Dragon. Each of these send you to another list which actually includes the monsters. Not only does this give you a huge variety of monsters without having to resort to d100s, it also makes certain types of monsters more common in one place that in another. In the swamp list Undead appear twice. Animal is listed twice for the woods list, and Men is listed six times for encounters in a hex that includes a city.

When it comes to actually listing the monsters, some tables just list the names and often in alphabetical order. Again, redundancy is used to increase the likelihood of encountering a particular type of critter. This is the sort of wandering monster table most of us are used to.

In Vault of the Drow, Gygax gives us a very different sort of list. His wandering monster lists include detailed groups, each of which has a specific purpose or goal that they are pursuing when the PCs encounter them. Zack does something very similar with his expansive random encounter lists in Vornheim.

The great thing about these lists is that they do a lot of the heavy lifting for you. You don't have to guess why this particular band of slaves and drow overseers are wandering through the fungus forest. Gygax lays it all out for you. The bad thing about this sort of list is that you can only roll on it so many times before it starts repeating itself. Zack suggests crossing encounters off in his lists and replacing them with new ones as they are used.

Cook's list is the opposite. Even if your rolls do turn up two different groups of nomads, the lack of details means its very easy for you to make each distinctive. Unfortunately, by that same token, it's entirely up to you, in the heat of the moment, to make them distinctive. If you're good at that sort of on-the-fly encounter creation, this is great. Not everyone is, though, and you're going to be rolling on these tables a lot as you run your hex crawl. There's no reason you can't give yourself a little more help if you need it.

So let’s investigate a compromise option. In addition to a list of monsters, you can also use a list of motivations. This simply tells us what is foremost on the mind of the wandering monster. It serves principally as a springboard for improvisation.

You can roll all the dice at once, but I'd suggest rolling the monster first and then the motivation. I designed this list so that rolling a 2d4 returns a reasonable motivation for bestial monsters. For sentient creatures, roll a 1d10.

  1. - diplomacy
  2. - patrolling territory
  3. - hurt
  4. - horny
  5. - hungry
  6. - napping
  7. - fighting! (roll again on the wandering monster table to see who the monsters you first rolled are, or are planning on, fighting)
  8. - home
  9. - raiding
  10. - art

This list is purposefully vague. “Diplomacy” might mean you’ve encountered an envoy from one tribe to another, or it might mean a caravan carrying tribute, or a craftsman gathering materials to build a peace-offering. “Horny” might mean a couple preparing to get frisky, humanoids raiding to engage in a bit of bride-kidnapping, or a more poetic soul pining for a lost love. “Home” could mean they’re in their lair, or they’re seeking a new lair, or they’re improving their lair in some way.

Now we simply combine this with territory-specific lists of creatures. This list is for the eastern jungles. If the PCs are traveling through the goblin territory, roll a d8. If they are in the Lizardfolk territory, roll 3d4. When they have reached the orc territories, you can roll a 5d4. And you can always roll a straight-up d20 when you want something really random.

1 - goblins
2 - rock baboon
3 - python
4 - giant bees
5 - crab spiders
6 - goblins with (roll a d6):
1 - 2: harmless giant spider mounts (doubles movement rate)
3: black widow spider mounts
4 - 6: tarantella spider mounts
7 - lizardfolk
8 - black widow spiders
9 - basilisk
10 - lizardfolk mounted on tuatara lizards
11 - spitting cobra
12 - orcs mounted on dire wolves
13 - hydra
14 - orcs
15 - ogre
16 - robber fly
17 - orcs
18 - wolves
19 - ogres riding elephants
20 - displacer beasts

There is, of course, lots of room for expanding this list. I didn’t manage to get most of the giant lizards listed in Moldvay’s Basic, for instance, or any fey, etc. But this, combined with our motivations table and the reactions table mentioned last time, gives us a good working list that can provide a wide variety of encounters on the fly.

Wednesday, September 14, 2011

Hex Mapping Part 16: to Fight the Horde and Singing and Crying...

Let’s start our discussion of random tables with the classic: wandering monsters.

Mr. Cook writes:

Encounters are usually checked for once per day, but the DM may include planned encounters, or may make additional checks if appropriate. No more than three or four encounter checks should be made per day.

Again, the time scale, like those for distance, is grossly large.The assumption is that the PCs will travel through a hex, jot down the principal terrain type, and then move on. Making only one or two wondering monster checks per day means that you can quickly mark off a handful of days fairly quickly. Cook suggests rolling a d6 to see if an encounter happens; in grasslands and hexes occupied by a civilized settlement, encounters have a 1-in-6 chance of happening. Most terrain has a 2-in-6 chance of generating an encounter, while jungles, swamps, and mountains have a 50% chance of generating an encounter.

That’s not a lot of encounters. Traveling across your fantasy version of the American Great Plains will allow your average group of PCs to cover 18 miles in a day (three hexes) and encounter wandering monsters only once per six days on average (or basically once every 108 miles).

In short, logistical shortfalls are of greater concern than monsters. That D&D is about exploration more than monster-mugging becomes abundantly clear in a hex-crawl. Logistics are a bigger issue than combat (and so we’ll take a closer look at it later, when we discuss hex-crawling from the picture side of the DM’s screen).

But wait, there’s more! If you use Moldvay’s Monster Reactions table (page B24 for those of you following along at home), combat becomes even less likely. That’s because it’s a 2d6 roll with the most common results (a roll of 6, 7, or 8) being “Uncertain, monster confused”. You’re just as likely to roll “Enthusiastic friendship” (a 12) as you are “Immediate Attack” (a 2). (Cook reproduces the table on page 23 of the Expert book when discussing outdoor encounters.)

And, just to lower the chances of combat even further, there is a chance for the PCs to evade the monsters. The table given decreases the chances for larger parties of PCs, and increases the chances for larger groups of monsters. A party of 5 to 12 PCs, hirelings, etc, has a 50% chance of evading a group of monsters numbering between 4 and 8, and a 70% chance of evading groups larger than that. Failure to evade still allows the PCs to flee “in a random direction (no mapping)” with a 50% of being caught if the monsters are faster. “This procedure is repeated until the party successfully evades or is caught. (This may result in the party being chased for several days, if the pursuers are really serious about catching them.)”

Two other things of note on wandering monsters: first, many are bestial, and so won’t be carrying treasure on them, unless the PCs are lucky enough to encounter them in their lair. Second, there is absolutely nothing done to match the levels of the PCs with the toughness of the monsters on the charts. In most terrains, Cook’s tables return a dragon (which could be a chimera, wyvern, basilisk, or salamander in addition to one of the classic color-coded wyrms) in one of eight encounters on average (one in four if the encounter is mountainous, hilly, or barren terrain).

The moral of our story here is that combat isn’t the fun in a hex-crawl. The real fun is exploration and discovery, and even a mid-level party is going to want to avoid most combats and needs to be willing to sacrifice their mounts if they encounter a hungry dragon or the like.

With this in mind, our two goals in creating a wandering monster table need to be 1: a random complication to the otherwise straightforward logistical challenges over overland travel and 2: an opportunity for interesting RPing encounters. We’ll tackle actually building some tables next time.

Monday, September 12, 2011

Hex Mapping Part 15: Getting Random

Embracing the hex-map-as-improvisational-tool, we’ll want to develop other, similar tools as sort of utility-multipliers for it. The most traditional of these is the random table. And the most traditional random table is the wilderness wandering monster table. But there’s no reason to stop there. You can create random tables for all sorts of things, including:

  • unusual land formations.
  • results for hunting, fishing, and foraging.
  • disasters like earthquakes, volcanic eruptions, hail storms, etc.
  • weather.
  • frequency of and style of the ubiquitous defensive terrain the PCs will always want to camp in.
  • celestial phenomena like auroras, shooting stars, blood-red moons, etc.
  • bizarre animal behavior like birds trying to bury themselves or spontaneous sponge migrations.
  • magical effects, like magic being stronger or weaker, or rivers that steal your memories, or portals to other planes or other spots on the map.

There’s no need to go crazy here; none of these are mentioned in Cook’s Expert book, for instance, and so you can probably get along just fine without them. Still, if there’s any aspect that you consistently find yourself flummoxed on when the players ask about it, go ahead and make a table.

In my Doom & Tea Parties game, the PCs have been very careful to be well-supplied before leaving town, but they’re always asking me about the layout of their camp. A good random table simply helps me not repeat myself too often. Magic is extremely rare (so I don’t bother with a table of wacky magical effects or strange animal behavior, since anything the PCs see along those lines is extremely important and crafted to fit the situation) and the island of Dreng Bdan, like the one we’ve been building for this series of articles, is in the tropics, so the weather is fairly predictable (rain every day during the rainy season, hot the rest of the time).

The key to a good random table is to not put more than you need to inspire you on it. The more detailed the table is, the less flexible it is. Here’s the table I’ve been using to describe defensively-positioned campsites in the jungle:

Roll a d10 1d4 times on the following table.
1: water (stream, river, pond)
2: boulders
3: hollow tree (strangler fig)
4: fallen tree
5: thorn bushes
6: cliff or ledge
7: sink hole
8: quicksand
9: insects
10: tangle of vines.

By rolling on this table, I get a series of barriers that the PCs will use to guard one or more flanks of their camp. Some are potentially as dangerous to the PCs as they are to any attackers (like the insects or the stream if its inhabited by nixies), and I usually describe these features to the PCs to see if they want to accept the site or if they want to keep searching for something a bit safer.

It’s the combination of a random number of randomly generated features that keeps this list from looking like too much of the same thing over and over again. All of these are things you’d expect to find in a jungle, and so a certain amount of repetition is fine, even builds a sense of verisimilitude, but the combos are going to be unique enough to spur my own imagination when necessary. You may find your own imagination needs fewer or more details. As always, season to taste.