Inkwell ideas is having a Geomorph Map Contest. Here's my entry:
Showing posts with label dungeonbills. Show all posts
Showing posts with label dungeonbills. Show all posts
Wednesday, April 15, 2015
Sunday, December 7, 2014
Dungeon Restocking Table
A dungeon restocking table to repopulate area of the dungeon PCs have pillaged before.
Dungeon Restocking Table
Dungeon Restocking Table
- sole member of same species as original group searching room, 20% chance of hidden treasure
- some remains left behind and trapped, 5% chance of forgotten treasure
- some remains left behind with warning message/invitation to a fight, 5% chance of forgotten treasure
- some remains left behind, 10% chance of forgotten treasure
- scavengers/vermin going through remains, 10% chance of forgotten treasure
- fungus growing in remains, 10% chance of forgotten treasure
- stinking rotting remains 20% to 50% will reanimate as level appropriate undead, 10% chance of forgotten treasure
- area secured/boarded up 30 to 60% reanimated as level appropriate undead, 10% chance of forgotten treasure
- stinking rotting remains, 10% chance of forgotten treasure
- some remains but most cleaned up, looted and eaten, triple chances of wandering monsters for next 1- 3 sessions of play.
- area cleaned
- area cleaned , secured/boarded up and alarmed.
- area cleaned and secured/boarded up
- remains in place. area secured/boarded up. 10% chance of forgotten treasure
- 2 Wandering Monster groups squabbling with each other Wandering Monster, 10% chance of forgotten treasure
- Lookouts only 20% or less of original group stationed to raise alarm.
- Slight Reinforcement, half previous numbers lost restored.
- They’re back. roughly same number as Before. 25% chance of half as much treasure as before
- Boosted numbers. Half again as many as before. 50% chance of half as much treasure as before
- They’re back with friends. Same number as before with one group of wandering monsters boosting monsters/NPCS. 25% chance of half as much treasure as before
Dungeon Neighbors
How well do the monsters and NPCs of your dungeon get along with each other? Here is a pair of tables for use when randomly (or semi-randomly) stocking dungeons to establish the relationship of dungeon neighbors or at least spark a DM's imagination.
Check room/chamber or set of rooms/chambers as appropriate to the dungeon.
What do the monsters even know about each other?
Neighborly Knowledge
-2...Unaware
3... Rumors, only has a bare notion of neighbors presence and activities based on what others have said.
4... Aware, knows a bit about neighbor but likely lacks some significant details
5+.. Contact, informed and moderately knowledgeable about neighbor
Roll 1d6 for a wild an unorganized section of dungeon. roll 2d6 for an organized section of dungeon.
If monsters are aware or in contact with each other check for their relation, either roll once for a relationship or roll for each side of relationship, if players discover the goblins in room 47 actually dislike the Hobgoblins in room 49 they may be able to exploit that.
Dungeon Neighbor Relations
-2…. Openly Hostile, will exploit situation to own advantage
3-4… Antipathy, likely to ignore combat small chance to join interlopers
5-6… Dislike, may assist in combat of town advantage, may harbor refugees briefly
7….. Neutral, may assist in combat of town advantage,may harbor refugees briefly
8-9… Tolerant, possibly help in combat, may harbor refugees briefly
10-11… Cooperative, likely to help in combat, will harbor refugees
12+….. Allied, will run to help in combat unless clearly beyond their capacity but will still aid allies.
roll 2d6 normally, 3d6 in a dungeon,level or zone dominated by a faction.
apply modifiers if desired for alignment differences or obvious power dynamic issues. No more then -2 or +2 for each such issue is recommended.
Check room/chamber or set of rooms/chambers as appropriate to the dungeon.
What do the monsters even know about each other?
Neighborly Knowledge
-2...Unaware
3... Rumors, only has a bare notion of neighbors presence and activities based on what others have said.
4... Aware, knows a bit about neighbor but likely lacks some significant details
5+.. Contact, informed and moderately knowledgeable about neighbor
Roll 1d6 for a wild an unorganized section of dungeon. roll 2d6 for an organized section of dungeon.
If monsters are aware or in contact with each other check for their relation, either roll once for a relationship or roll for each side of relationship, if players discover the goblins in room 47 actually dislike the Hobgoblins in room 49 they may be able to exploit that.
Dungeon Neighbor Relations
-2…. Openly Hostile, will exploit situation to own advantage
3-4… Antipathy, likely to ignore combat small chance to join interlopers
5-6… Dislike, may assist in combat of town advantage, may harbor refugees briefly
7….. Neutral, may assist in combat of town advantage,may harbor refugees briefly
8-9… Tolerant, possibly help in combat, may harbor refugees briefly
10-11… Cooperative, likely to help in combat, will harbor refugees
12+….. Allied, will run to help in combat unless clearly beyond their capacity but will still aid allies.
roll 2d6 normally, 3d6 in a dungeon,level or zone dominated by a faction.
apply modifiers if desired for alignment differences or obvious power dynamic issues. No more then -2 or +2 for each such issue is recommended.
Labels:
DMing,
dungeonbills,
megadungeonversimilitude,
monsters
Saturday, November 23, 2013
Dungeon Bills
Another excellent idea and a cool table over at Elfmaids and Octopi has inspired me. Handbills, and pamphlets for the game table as a means of providing the players with rumors, clues, and outright lies that will tell them something about the campaign at a pace the players may care to deal with or not. No long interruption in play, no long campaign doc to mine for tid-bits, just the occasional bill or pamphlet laying on the game table.
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original engraving by the Dalziel Brothers |
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