Sunday, January 13, 2019

Hex Ed: Wilderness Hex Crawls in Dungeon Fantasy

Well, here's a promised full article that never ran in Pyramid. This one is in part my try to make my own version of the One-Page Wilderness System using only d6s. This is somewhat informed by use, advising folks to not to fill every hex with an encounter, leaving the lesser encounters up to pure random rolls. Honestly, I use the original system myself, with my only tweak being a 12 is a purely random encounter. Yeah, it's a d20 roll, but so what? I also always make the standard four rolls for morning, afternoon, evening, and night encounters, not the two recommended here, which was hewing nearer to Kromm's recommendation to one random encounter a day.
Regardless, I think all encounter rolls need to hem to the idea that not only do you need truly random encounters, but you also should have a roll to trigger any nearby encounter. This goes back to early D&D, with the roll to see if someone comes out of a castle if you pass within a few hexes of it.
Not long after writing this, I understood what Rob Conley meant when he told me that getting lost rolls were more trouble than they're worth, and went to a failed Navigation roll lowering how far you get in a day, and something you roll only once a day. I am leaving the rules for getting lost for those folks who want them, however, as I did use them early in my campaign. I also have better ways of handling % In Lair, which are elsewhere on this site. For encounter distances, see the post about the ibathene.  

With GURPS Dungeon Fantasy 16: Wilderness Adventures, Dungeon Fantasy comes out of the dungeon. A hex crawl can make a wilderness like a dungeon, but more open-ended.

A hex crawl is a set of adventure sites in a wilderness that delvers can explore. Unlike a dungeon, these sites are not linked together. Indeed, the dwellers in those sites may have little to do with each other, and could well have their own dungeons.

Hexes in a hex crawl are like rooms in a dungeon. Hexes show where things are, and give limits to movement and sight.

Making a Map


For a hex crawl, you need a map with hexes. Hexes can be of any size, which is typically a number of miles. Most hex maps have hexes that are 4 to 12 miles across. Bigger hexes won't have many encounters from nearby hexes happen, while smaller hexes will have many more. You can get your map however you like, whether you make your own, you download it from the Internet, or you take it from another game. The original Dungeons and Dragons game took its hex map from Outdoor Survival, an Avalon Hill game.

When making a hex map don’t worry about filling every hex with an encounter if you are using smaller (4 to 6 miles) hexes! Only worry about the bigger encounters. Empty hexes can be like empty rooms in a dungeon, which give a break. You need not fill more than a third of the hexes, and can get away with filling a sixth of them. Fill them with settlements, lairs, landmarks, you name it.

Beasts can move between hexes. They're even more likely to do so, since there aren't walls and doors to get in the way. Hexes can even have dungeons in them, which let you run a dungeon crawl inside your hex crawl.

Lairs


In a hex crawl, “lairs” are all nests, buildings, caves, dungeons, and other places in which dwell monsters and other foes. For each monster lair, note the following:

  • How many monsters are in the lair.
  • How much treasure is in the lair.
  • Whether the lair is hidden.
  • Any special defenses the lair has, like traps or guard beasts.
  • Whether the monsters leave the lair.
  • If the monsters leave the lair, how many of them are in a group, how far (in hexes) do they wander, and when in the day they wander, typically day or night.

A lair itself is a place that might need a map, especially if you think the players might spend a lot of time there. Lairs often have non-fighters, like children or elderly, guard beasts, slaves, prisoners, or whatnot. There might be other lairs nearby, and they might be foes of the monsters in the first lair. The whole lair can be a dungeon, which is a nest of smaller lairs.

Moving from Hex to Hex


The rules for Travel (Wilderness Adventures, p. 20) handle most movement issues. Each hex has a cost to move through it. This cost is equal to the size of the hex in miles, divided by the travel speed for the terrain (Wilderness Adventures, p. 22). Each hex should have only one travel speed. A boon of hexes is that you need not worry about mixed terrain, since each hex has its own modifier for this worked out beforehand.

The delvers’ final travel speed (Wilderness Adventures, p. 23), multiplied by the daily travel time (Wilderness Adventures, p. 23), gives the total movement in miles they can go for the day. This is the budget the delvers can spend to move through hexes. To move from a hex, the delvers must spend the cost of the hex in miles. If the hex has a bigger cost than the delvers have miles of movement, they stay in the hex. Keep track of the number of miles they spend each day, since they can put many days’ travel together to push through a hex. Sometimes, it is best to make a hex map of a bigger hex if the explorers are moving around inside the hex and you need to keep track of where they are in it.
Example: A band of explorers have Move 2, which means they move a mile each hour. They take out two hours for foraging, so they get 10 miles of movement for the day. The band wants to move through a 5-mile hex of dense forest, which is ×0.20 to travel speed. Thus, the hex has a cost of 25 miles. It will take the delvers two-and-a-half days to go through the hex.

Getting Lost


When hex crawling in the wild, with no landmarks or road, make a Navigation roll to go into each hex instead of each day (Wilderness Adventures, p. 22). Success means the group makes it into the hex with no problem, while a critical success shaves off a mile of the effective width of the hex. A failure means the hex costs more to go through: raise the cost to move through the hex by +20%. A critical failure means the group has wandered into one of the two hexes to the sides of the hex into which they wanted to go. Pick one of them randomly, or the one with terrain most like that of the hex they wanted. A Per-based Navigation roll means someone has figured out that the group is in the wrong hex.

Ignore the above whenever the characters can see where they want to go! It’s a little hard to miss the big mountain or the hustle and bustle of a town from six miles away.

Encounters


Check for encounters whenever delvers go into a hex, and one more time for each day and night. Roll a d6 twice to find out which hour of the day or night; if the second die comes up 4-6, add 6 to the first die to find the hour.

For 4 to 6 mile hexes, roll 3d on the table below. The extra roll for each day and night happens in the hex in which the delvers happen to be at that hour.

Encounters (4-6 mile hexes)

Roll (3d) Result

3-8 Nothing happens.
9 Clue to an encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
10 Clue to an encounter keyed to this hex. If the group is not moving or there is no encounter in this hex, nothing happens.
11 Random encounter. The GM should have a table of random encounters that are the lesser encounters in the wild. These foes can have a prefix (GURPS Dungeon Fantasy Monsters 1, pp. 36-38). You can roll randomly for these. Roll 2d. On a 2 or 3, that foe has one of the prefixes in that tome. If one of the delvers has Weirdness Magnet, the foe has a prefix on a 2, 3, or 4 instead. You should make a list of which prefixes monsters can have, and roll to see which prefix the monster does have. For monsters with lots of treasure or a complex lair, it helps to write up a lair before the game.
12 Encounter keyed to a hex two hexes away. Roll 1d, and count the hexes clockwise starting from the top-right hex; roll another 1d, and if it comes up 4-6, count another 6 hexes clockwise. (If you have a d12, you can roll that instead). If this hex has no encounter, or the encounter keyed to it does not wander two hexes away, nothing happens.
13 Encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
14-16 Encounter keyed to this hex. On 16, this happens near the monster's lair if the group was moving; otherwise, it happens outside. If there is no encounter in this hex, nothing happens.
17-18 Roll twice. Both results happen at the same time.

For 8 to 12 mile hexes, roll 2d on this table instead:

Encounters (8-12 mile hexes)

Roll (2d) Result

2-4 Nothing happens.
5 Clue to an encounter keyed to this hex. If the group is not moving or there is no encounter in this hex, nothing happens.
6 Clue to an encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
7 Random encounter. See the notes for 11 above.
8 Encounter keyed to a nearby hex. Roll 1d, and count the hexes clockwise starting from the top-right hex. If this hex has no encounter, or the encounter keyed to it does not wander between hexes, nothing happens.
9-11 Encounter keyed to this hex. On an 11, this happens in the monster's lair if the group was moving; otherwise, it happens outside. If there is no encounter in this hex, nothing happens.
12 Roll twice. Both results happen at the same time.

Clues are just that: hints that are about the encounter in question. These can be sights, sounds, smells, droppings, tracks, dead victims; you name it. The only need is that they have something to do with that encounter. If the players want to find out what left that clue, let them make a roll. They might roll against Heraldry (for an old banner), Naturalist (for droppings), or Survival (for an old camp). A critical failure gives wrong information ("Wild horses can leave claw marks too."). If the players want to follow the clue, let them make a Tracking roll to their way to the lair. A critical failure means they go the wrong way and alert one of the other deadly beasts in the wild.

The GM needs to put the lair of a random encounter onto the map when he rolls the encounter. To do this, roll 1d-3. Add the Size Modifier of the monster, or the Basic Move if it is lower than the Size Modifier. Subtract one for each of Bestial or Loner, and add one for Flight. If the tally of this roll is positive, fivefold that in miles is where its lair is; roll 1d for direction as in #6 above. (If using 4-6 mile hexes, skip multiplying it by 5, and read the number as hexes.) If the roll is 0, then the monster's lair is in this hex, but the encounter doesn't happen in it. If the roll is negative, the encounter happens near the monster's lair.

For a hex with a keep or a settlement in it, roll on this table before the group reaches the keep or settlement. The result on the table happens before the group reaches the keep or settlement. The keep or settlement is usually the keyed encounter for the hex. If the result is an encounter in the hex, then it will be guards or dwellers from the keep or settlement.

Let’s Split


Gamers have long held splitting the party to be dangerous. In a hex crawl, if a party splits up, like in Scouting (Wilderness Adventures, p. 25), each group coming from the split makes its own encounter rolls. Since each group will be smaller than the party as a whole, it is less able to fight whatever shows up.

Senses


Encounter Distance


When starting an encounter, each side makes Perception checks to see who is surprised. Let each player roll for his own character. For NPCs, roll against their highest Perception, and give them a bonus for the number of them there are. Use the “Size” column of the table on p. B550, but read “yards” as “NPCs.” For in-between numbers, use the lower bonus.

If no side is surprised or both sides are surprised, let the encounter start with 6d×2 yards between the two sides. If one side is surprised and the other is not, let the side that still has its wits about it choose what to do about the other. It can get to 3d yards from the other side before the other side becomes aware of it. If it wants to get nearer, it needs to make Stealth rolls, opposed by the higher of Hearing or Vision. Again, let the players make their own rolls. For the NPCs, roll against the highest number. The number of NPCs is a bonus for spotting stalkers, but a penalty for stalking. Use the same bonus as to Perception for surprise when spotting stalkers, but treat it as a negative to Stealth for the stalkers.

Finding Dungeons and Lairs


Most landmarks are easy to find. After all, what good is a town if nobody is there? But some spots, like dungeons or lairs, are hidden. If they were not, someone else would have already looted them! To find a hidden place, make a Tracking roll. This is a thorough search, and the time the search takes is the same time it takes to move into the hex. Having a good map gives a bonus, and anyone with Area Knowledge for the place in question can roll against that instead. Failure means the delvers do not find the place, but may look again. Critical failure not only means they don’t find the place, but also that they alert whoever lives there! Anyone who fails can try again as much as he likes until he finds the place, gives up, or a grue eats him.

On a Clear Day You Can See Three Miles


A human can see about 3 miles in clear land. If one climbs a tree, he can see 9 miles. In hilly land, about 200 feet from sea level, he can see 19 miles. In mountains, about 1,000 feet above sea level, a human can see about 42 miles.

Realistically, size changes this. A smaller creature has its eyes lower to the ground, and can't see as far; a half of a mile less for each Size Modifier below 0 works for PC races. For each Size Modifier above 0, a creature can see another mile. For all but pixies and leprechauns, this isn't a big deal, and pixies can fly to make up for being vertically challenged. Don't worry about size if the looker climbs a tree or is on a hill, since the height of the tree or hill is now what is key.

To tell what something afar is, the delver makes a Vision check, as on p. B358. This is at +10 most of the time, since it is in plain sight. The relative Size Modifier of the target to the looker is a modifier to the check, as is terrain. For all but Mountain or Underwater terrain, dock another -2 for being in hilly lands.

Vision Modifiers

Terrain Modifier
Arctic -2
Desert -2
Island/Beach -0
Jungle -7
Mountain -4
Plains -0
Swampland -7
Woodlands -6
Underwater -8

Further Reading


Conley, Robert. How to Make a Fantasy Sandbox. This is a step-by-step guide to making a sandbox fit for a hex crawl.
Sorolla, Roger S.G. One-Page Wilderness System. This is the inspiration for the encounter table; the original has a Creative Commons BY-SA 3.0 license.

Friday, December 28, 2018

Histoplasmosis aka spelunker's lung: a disease for GURPS

I still want to get my diseases article published, so this is only an excerpt. However, it’s the most important one, since it should have been in RPGs since at least Blackmoor. Both the supplement and the game; Arneson was fond of diseases. It’s so damn important that you’re getting D&D stats for it, too.

Quick note about illness in general: if you do adventurer things (swimming, climbing, hiking, fighting), your HT (or whatever) rolls to resist are at -2 or your Encumbrance level while doing those adventurer things, whichever is worse. If you stay indoors and do nothing but sleep, sip soup, and get up to use the porcelain god, you get +1.

Histoplasmosis (Spelunker's Lung)

Histoplasmosis, or spelunker’s lung, is an infection that comes from a fungus that grows in soil mixed with bird or bat droppings. As such, it is common in caves where bats dwell. Since nobody ever heard of a roleplaying game in an underground labyrinth with lots of bat guano, this should be a seldseen disease. It is quite common in the Ohio River Valley but happens throughout the world. To rouse the spores, something needs to disturb the soil.
Patients with histoplasmosis will have a fever and a cough, as the spores get into the lungs. The pain someone who has lost more than a third of his hit points will feel will be in his chest, and maybe a headache. Harsher cases of histoplasmosis can turn into serious lung problems.
Statistics: Respiratory (from the spores of a fungus that grows in bat or bird droppings); HT to resist. 3d+1 day delay; 1 point toxic damage; 12-hour cycle with 12 cycles. Symptoms include coughing and moderate pain (p. B428) after the loss of 1/3 HP, and severe pain (p. B428) after the loss of 2/3 HP. Not contagious.

D&D 3.5e: Inhaled, DC 15, Incubation 3d6+1 days; Damage 1d2 Con.

Game logs for 25 November and 9 December 2019: Wow, do ogres hurt you!

Dramatis personae


Mayhem, short barbarian
Caleb, wizard
Ash, squire
Kim, procurement expert
Xoran, fox man
Grymalkus, not quite as whiny as usual cleric
Attikos, holy warrior
Uruk, orc soldier

Quid occurrit


The heroes awoke to a chilly day. Mayhem easily led them to the ogre's lair, which was a cave in the middle of a copse of trees. The ogres made the last bit easy, as they left a trail of copper coins leading up to the hole. The ogres likely thought the last touch was clever.

Nobody thought to ask them, however, even though there were two of them out on watch. Everyone easily spotted everyone else, and the ogres came out to greet them with their mauls.

Xoran and Mayhem waited for the attack, while Kim and Uruk drew their bows. Uruk, however, dropped his quiver while trying to load two arrows. Kim’s first shot hit but didn’t do much. Uruk’s first double shot missed.

Mayhem and Ash came up to fight the ogres when they got near. One ogre parried Mayhem's axe, but Ash did hit with a shield slam. Attikos also lobbed a javelin at an ogre and hit. The ogres chose to fight Ash and Xoran and missed. The spellcasters, Grymalkus and Caleb, got busy: Grymalkus tried to cast Haste but failed, while Caleb got a big Fireball ready.

Xoran tried to hit the legs of an ogre but he defended, as did another who got out of the way of Mayhem's axe. However, Ash gave an ogre a hard blow to his body, knocking him down, while Uruk cross-checked the other ogre with his spear, knocking him down, too. Grymalkus cast Might on Attikos, while Xoran, Mayhem, and Ash went to work on cutting off heads.

No sooner had they beheaded the ogres did eight more ogres show up. One had ugly fetishes around his neck, and the other, unlike all other ogres, had a sword and shield. The sword wasn't ogre-sized, but had a hawk on the blade. The ogre with the sword mumbled something as he stepped forward.

Mayhem started digging out oil. Xoran yelled at Grymalkus, “Go to work, whelp!” then told Uruk, “Handle the horde, Grymalkus and I will take on the leader.” Attikos threw a javelin at leader, which went into his shield. Grymalkus cast Might on himself.

Uruk shot an ogre in the kidneys. The ogre leader reached Attikos, who blocked his blow. Attikos drew his sword and shouted at Grymalkus,  “If Grymalkus dies, you die raccoon-boy!” The ogre shaman told Attikos to drop his sword, but Attikos's hand stayed on it. The rest of the ogres started smacking the heroes, but hit none of them, one of the ogres even pulling his shoulder muscle trying to hit Ash.

Caleb lobbed his Fireball at the shaman, burning him. Kim shot another ogre to little avail. Grymalkus and Attikos had their blows meet maul and shield, respectively. Xoran stunned an ogre by roaring at him but not only did the stunned ogre parry the blow, Xoran dropped his second sword, Mayhem at last got his oil lit.

The shaman again told Attikos to drop his sword, but Attikos's mind was too strong. Another ogre dropped his maul and tried to punch Ash, but Ash parried the ogre's arm with his sword, which wasn't a good time for the ogre. Two ogres went after Xoran; one missed, but the other smacked Xoran so hard that he went both down and back. The leader again tried to hit Attikos, who again blocked him.

Attikos and Grymalkus both failed to land blows on the lower half of the ogre, but Ash rammed his sword into an ogre's chest and Uruk shot the shaman twice, dropping him and the deputy. Xoran started to stand up, and Caleb cast Explosive Fireball. The ogres missed Grymalkus and Attikos right back.

Grymalkus crippled the foot of an ogre with his hammer. Caleb lobbed his Explosive Fireball at the shaman which burned him to death, and Kim’s arrow got into an ogre’s armor. Ash cut the jugular of an ogre, and Uruk shot one twice in the chest. On the down side, the ogre leader hit Attikos, sending him staggering back, Xoran, now standing, tried to roar and it came out like a puppy's yip, and Mayhem charged and missed.

One of the last two ogres started to pull out, while another missed Mayhem. The leader hit Attikos in the shield. Grymalkus tried to cripple the foot of another ogre but the ogre's parry was so strong that it smacked the hammer out of Grymalkus's hands. Caleb, now low on juice, pulled out his sword, worried that an ogre would draw nearer. Xoran stabbed an ogre in the chest, while Mayhem planted an axe in the ogre's side. Ash charged the leader but missed, while Uruk shot him in the skull, and Attikos cut his neck.

The ogre by Xoran and Mayhem had one more trick, which was smacking Xoran so hard that he passed out. That was his last trick, as Mayhem killed him as he watched Xoran fall. Grymalkus grabbed his hammer, though Ash told him to grab the sword from the leader. Kim shot the the fleeing ogre, and Caleb singed him with a little Fireball. Uruk, however, lost his footing and grip as he tried to shoot the runner.

Mayhem turned toward the leader and smacked him, and Grymalkus ended his life. Kim shot the running ogre again, dropping him. Grymalkus picked up the leader's sword, and it hummed in his hand.

They were badly hurt. Ash bound the wounds of Xoran and poured a healing potion down his throat. Mayhem bound the wounds of Grymalkus, who then cast healing spells on Attikos and Xoran until he was too weak to do more.

Mayhem spotted amber sap on a willow near the cave entrance as Uruk and Kim picked up coins. Mayhem saw that this tree was a goo tree, and told the others not to touch it. Kim started digging out the coins under the tree with a stick, and her hand got too near a branch. The branch smacked her hand, crippling it and coating it in sap. She fell back then kipped up away from the tree. Grymalkus looked at her hand, and it dawned on him that he needed acid to get the sap off her hand. So, Caleb cast Acid Jet on Kim's hand, getting the goo off and crippling her hand for the next six months. Grymalkus healed her hand damage, but it was still crippled, so he started praying for Restoration.

Ash and Uruk looked into the cave, and heard some faint sound inside. Thinking there were more ogres down there, they chose to smoke out them ogres, but Uruk wanted to look around first. After some wandering inside, Uruk found a secret door, and pushed it open. He found eight caskets in it, and opened one. Upon opening, a body in the casket punched Uruk, though not with enough strength to hurt him. Uruk grabbed his knife and buckler to fight, but the other caskets opened and Uruk ran. The dead bodies did not come after him, and slammed the door. As he scampered, a loud howl came from further down the cave.
Roman surveys the scene as the ogres show up near the cave opening.

After a few more minutes, six ogres showed up. Kim snuck off, knowing her hand wouldn't let her help much. Uruk shot an ogre and felled it. Caleb cast Explosive Fireball 4d as the others waited for the ogres to come nearer.

Uruk shot another ogre and misses, but hit the one behind him in the arm. Attikos hit another with a javelin. Caleb threw Explosive Fireball, but the ogre nearby dropped and dodged. Mayhem tried to rush and hit one in the legs but the ogre parried. Uruk again shot at an ogre and missed him but hit the ogre behind him. Twice.

One ogre missed Mayhem's head, while another moved towards Caleb and Attikos. The one on the ground started to stand, and the last rushed at Uruk. Uruk stepped out of the way and Ash got a swing at it, but the ogre smacked it aside.

Uruk took down an ogre with a bodkin shot to the head, but Kim's backstab with her off hand didn't get through. The ogres parried Mayhem's and Ash's blows. Attikos tried to grab and trip an ogre, but he pulled his leg out of the way. One ogre stood up, while the other two missed Attikos and Mayhem.

Caleb lobbed a fireball at an ogre. Again, Kim feebly stabbed the leg of another, and Mayhem hit the leg of a third, sending him to the ground. One ogre tried to bop Caleb on the skull but missed, while another tried to slam Uruk but failed.

Caleb, now worried, cast Acid Jet. Kim yet again feebly stabbed an ogre on the neck, Ash smacked one in the leg, Uruk kicked a another, trying to send him down into the cave, and Attikos get smacked a third in the leg. The ogre got revenge for his leg, bopping Attikos on the skull and knocking him out. The other two missed Ash and Kim

Seeing his friend Attikos fall, Grymalkus steeled himself and grabbed his axe. Caleb hit an ogre in the leg with a stream of acid but didn't do much damage. Kim tried to stab the eye of the downed ogre but missed but Mayhem smacked it in the neck. Ash cut one in the leg, and Uruk shot two arrows into the ogre on Caleb. Indeed, Mayhem, Ash, and Uruk each took down one of the last three ogres.

Res aliae


Two sessions, and those were intense fights. The latter fight wouldn't have been so tough had Xoran still been awake, so the group was left with two melee monkeys, two missile monkeys, and the tweeners who are Kim, Grymalkus, and Attikos.

Attikos's head blow took him to -3×HP, and Roman, running him in Joe's absence (Joe is having some school issues), made the first three HT checks, leaving Attikos alive. After those three, he failed the next one, so he fell down and passed out, but you'd rather fail that one than the first three. But that's why you wear helmets, kids: without one, Attikos's failed HT roll would have been on his fourth death check.

Unrelated to the game, but Pyramid magazine went kaput. I'm going to be posting some of my unpublished articles as blog posts. Some others I'll keep to see if I can't get a supplement or part of one out of them.

Saturday, November 24, 2018

Game logs for 14 October and 28 October 2018: Comings and goings, and lazy GMs

Dramatis personae


Mayhem, short barbarian
Caleb, wizard
Ash, squire
Kim, procurement expert
Xoran, fox man
Grymalkus, not quite as whiny as usual cleric
Attikos, holy warrior
Uruk, orc soldier

Quid occurrit


Alright, I’m feeling lazy. I have a game tomorrow, and a bibliography plan to write (as well as a website to design the next week, and reference observations to write up the week after that—it has been a busy semester). I’ll summarize the action for the two sessions, mostly so I have them online for my own benefit.

Uruk the orc soldier was thrown out of the guard at Fort Rénnutēs for fear that he'd join the oncoming orcs. So, he went to join the skeevy folks who showed up the night before and warned of the orc attack.

No sooner had he come out and Xoran had given him grief for being an orc did a squad of guards from Fort Rénnutēs (or, as Mayhem called it, Fort “Takeapiss”) come out to arrest Kim for the price on her head. After Xoran wouldn’t let them take her, Kôštē went in her stead, thinking they’ll need her healing for the upcoming battle.

They were about to go when Uruk spotted a big slug on the back of Caleb’s neck. Grymalkus did some surgery on it, taking it off as it had started to work its tendrils into Caleb’s blood supply.

That afternoon, they came upon a big sea cave. In it, they fought three big beetles. Mayhem took out one, Uruk pinned the second, while Xoran killed the third. They found evil runes in the opening of the cave, but there were too many to take out without more magical firepower.

The next day, they spent trudging slowly through the hills. After finding out that both Grymalkus and Attikos were out of food, Xoran and Mayhem had the gang spend the next two days looking for more. Caleb was sick with a fever for those two days, though Grymalkus cared for him, only to have Attikos get sick with the same fever after those two days were done.

In spite of Attikos being ill, they pushed on after two days. This time, they walked all day, with no breaks to look for food, though Mayhem had them change their path to keep away from a rockslide.

That night, they heard a screech from afar. Xoran barked to respond, and a big puma showed up. Once it saw the gang, the puma ran to strike. Uruk, Xoran, and Mayhem missed with their opening shots, and Caleb cast Sunlight to help everyone see. The puma leapt at Xoran and tried to put its claw in his face, but Xoran parried and crippled the puma’s claw as he did so. Then, Kim shot the puma from hiding, Xoran gave it two quick sword strikes back, and Mayhem ended its life by cutting off its head.

They went back to bed, and Attikos looked for a sign from Saundīvós, and looked into the sun to see an ogre with a big sword in the hills to the north. They went north, and not long after breaking camp, an arrow greeted them as they trod. “Get away you assholes!” shouted a young woman.

Xoran screamed back, “We’re here for the head of the ogre!” However, she ran away, and Uruk ran after her. He slammed her and pushed her to the ground, and the others caught up to them.

Mayhem recognized the woman as Dúštē, something of a loose woman from his tribe. After asking what she was doing so far to the north, she said, “We’ve gone to worship Lutōdîvē ourselves.” She explained that she and some other barbarians in the Dragon Claw Clan were tired of the harassment the tribe would give them for their free love ways, which she said were of the worship of the love goddess Lutōdîvē, that they left and moved almost to the mountains. They backed off her, and Dúštē told them where the ogres were.

The gang went along the way she had told them, and in late afternoon, they found an ogre. The ogre saw them and shouted “Eat eat eat!” as he ran towards Caleb, whose Explosive Fireball didn’t work. However, Uruk went behind the hungry ogre, and put two arrows in his vitals, ending his life.

Mayhem followed the ogre’s trail, but did not see more by nightfall, so they made camp. That evening, they spotted three ogres, who did not spot the camp. Uruk shot one, Xoran, Ash, and Mayhem took out a second, while the third one didn’t look back until Caleb cast Sunlight. Uruk shot him, and the ogre shouted, “Sun hit me!” Uruk went up to end the ogre’s life and kicked him in the face. The ogre groaned, “Sun kill me!” before passing out and the heroes killing him off.

Res aliae


Obviously, running the game is more interesting than writing the log, but I have to have a record for my own reference, and it's my way of advertising the game to anyone who might want to join.

And someone did. Brandon is the new guy, playing Uruk (pronounced “Erik”) the orc bowman soldier. He's a GURPS fan originally from North Carolina who is now in the frozen cold. It’s nice to have someone else who knows the system well in the game.

The ogres died by low Perception. They didn’t spot the camp, and, even after the gang had shot two, the third one didn’t hear anything noteworthy, as I was rolling Perception checks to see if he had and he failed them badly, and only knew something was up when the Sunlight spell went off behind him. I felt even an ogre wouldn’t be so dumb to not think something was up when the sun came up behind him at 10 at night.

Friday, September 21, 2018

Game logs for 31 August and 14 September 2018: Run to the hills

Dramatis Personae

Xóran, fox-man scout
Kim, thief
Mayhem, short barbarian
Ash, squire
Grymálkus, whiny cleric of the war god
Caleb, wizard
Áttikos, holy warrior of the sun god
Kôštē, cleric of the farming goddess

Quid occurrit


Knowing they may be fighting a werewolf, Mayhem harvested three bundles of wolfsbane.

Then the gang went south to Mīštássun. There, Kim stole a silver-coated large knife at Mayhem’s behest.

After the short pit stop, the heroes set out to find the wolf man, but instead wandered to the hobbit village of Kīkídzā. The hobbits in Kīkídzā were frightened of everything. The wolf man struck there many years ago and has been coming back every so often ever since.

While in Kīkídzā, Áttikos looked to the sun for foresight, and had a sight of the wolf man and someone the size of a hand flying around him.

The gang spent the night in the village and left at dawn. This time, they made it to the sinkhole and saw a wolf below. The wolf watched them. Xóran shot it, and the arrow hit the wolf but did not hurt hum. Mayhem dropped a bundle of wolfsbane down the cliff wall, and the wolf backed off before kicking dirt onto it.

After chatting among themselves to see what to do next, they came to an insight: against a werewolf, with almost no silver weapons, they could do nothing. As such, they chose to go north into the hills to find the ogre and his sword.

First, they went back to Mīštássun, where they spent the night. Áttikos woke up with the flu, but Kôštē cured him, and the gang set forth for Rēláištiš. On the way, two men warily walked toward them, and said, “Can I help you with anything, friend?” Xóran said they were headed up north, and the men passed. In Rēláištiš, Kim sold some captured armor and weapons. The day after that, the gang went to the Dragon Claw Clan's winter grounds, and bought winter clothes for half off.

The next morning, they set forth for the Áos Hills. Mayhem, wanting to make quick time going north, led the gang east for the Sarkērrêne River, as walking along it would be easier than walking through the hills. They made it to the river near the end of the day, then started up it the next morning.

Late the second afternoon, they fought two wolpertinger—a flying hare with antlers and big teeth—and beat them easily, though Kim did shoot Xóran in the back. However, as soon as nobody was looking, the bodies of the wolpertingers’ vanished.

On the third day, having gone as far north along the river as they cared, they turned back west, hoping to stop at the Zúbrās Mining Company where Caleb, Mayhem, and Kim had worked in the summer. On the way, they stumbled on a gutted deer carcass. That night, they saw a campfire a few miles back to the east, not far off the path they had taken inland.

The next day they reached the mining camp, and found the outskirts empty. Áttikos tried to look to the sun for answers, fails. Meanwhile Mayhem, Kim, and Xóran snuck towards middle of camp and saw armed orc and goblin patrols, lacking slave collars.

Looking for answers instead of trouble, Mayhem chose to try to find the campfire they had seen the night before. They made it within sight of where they had camped the night before when a husky man with an unkempt mustache and a spear stopped them. “Who are you?”

Caleb smirked. “Who are YOU?”

The hunter snorted. “I asked you first.” After an awkward silence, he kept going. “Are you guys hunters?”

Mayhem grinned. “We can be.”

The hunter raised an eyebrow. “You’re not from the mines, are you?”

Caleb shook his head. “No, but we were there this summer.”

Áttikos stepped forward. “Are you from the mines?”

The hunter shook his head. “I wouldn’t go there. I think there’s a slave uprising.” He went on to say that the uprising had been going on for a few days, as he had heard the din when he was hunting near the mining camp. The hunter and the heroes then let each other know that both had seen each other’s campfires the night before.

Now wanting to know more, Kim, Xóran, Áttikos, and Grymálkus went back to mining camp, with Kim and Xóran hanging behind the other two by a safe gap. Áttikos and Grymálkus watched what the orcs and goblins were doing, which was arming themselves with crummy weapons that the kobold batmen were handing out. The thought that the slaves would send a raiding party somewhere for more gear.

It was right about then that three orcs spotted them. As the heroes backed off, the orcs turned and fled. Áttikos got off a parting shot, but it didn't get through the orc's armor.

The heroes made it back to where the others were waiting. The hunter told them that the slaves would either make for the Sarkērrêne River and head south along it, or maybe hit Fort Rénnutēs first, which was only about five miles to the south. Then he left to make his camp elsewhere.

The gang didn't want to fight about 70 armed slaves, so they chose to go back on their quest, but first went south to Fort Rénnutēs. A short old man opened the gate, and Xóran asked him if they could come inside. The man instead told Xóran to get lost. Mayhem and Ash said that there was a slave uprising at the mines and that they might head south, and the old man slammed the door in their face. "Then get away from here!"

The camped near the fort. Nobody came out to tell them they couldn't.

Res aliae


This is two session reports together, 31 August and 14 September. As you can see, there wasn't much fighting, but instead some world exploring. John, who plays Kim and Ash, was in the hospital on 31 August with a pesky cellulitis infection; he played on 14 September, and we came to the aftercare facility to do so. After our experience gaming with Chris at Walker Methodist ("They're playing Dragons and Dungeons. It's hilarious! They keep going to all these motels."), we're happy John will only be there a few weeks, and, best of all, checking out on his own two feet.

And, thanks to Roman posting game info on a Facebook group for information about maces and warhammers, we might have another player the next time we play, which should be some time in October. (Looking at an orc archer.) We'll be playing Rifts on the 30th; Steph (Mayhem) wants to GM a one-off scenario he's had in mind for some time. I understand I'm playing a rogue scholar, not my crazy, which I'm sure will be to the relief of some others at the table. (He's crazy in, ah, uncomfortable ways. I'm sure I'll blog about it some time. It's much more interesting to me than the powers he has, something I'll have to check.)

Friday, August 17, 2018

Updated Dungeon Fantasy Naturalism

This is an update to an update, with a new list that updates an old one. Getting all this so far? I've added monsters GURPS Dungeon Fantasy 14: Psi (because I just plum forgot the first time) and Hall of Judgment (because it wasn't yet out). See the earlier posts for stuff this post won't cover.

More little guys


I took another look at the small Mundane humanoids to try to get them to 4d×10 since that’s the same average as 2d×20, then found that I was cutting their numbers short. Heh. Either I was going with 4d×15, which had my preferred die spread, or 2d×30, which is easier to multiply in your head. I went with the latter.

Leaders


I just took bunch of monsters from the Monster Manual and checked to see how frequent their leaders show up. It turns out that about 1-in-17, on average are somehow tougher than the average humanoid. For the humans I used (Cavemen, Tribesmen, Nomads), it was much more often, about 1-in-13; for demi-humans (Dwarves, Elves, Gnomes, Halflings), it was about 1-in-30.

Truthfully, I'd just call the whole matter as 1-in-20 being the lowest level of leaders. In GURPS terms, this means giving +1 to ST/DX/HT, +2 to skills based on those attributes (which includes the attribute increase), and +1 to skills based on other attributes. The next level up of leader-types happen about 1-in-40 (1-in-42, to be precise), so give half the number of the first leader types +2 ST/DX/HT, +4 to all skills based on them, +1 to IQ, and +2 to skills based on it (including its sub-attributes of Will and Per). Then half again, and again until you get to one.

So, a tribe of 240 orcs (or orc combatants) would have 12 leaders of the first level, 6 of the second, 3 of the third, and 1 of the fourth. The last one is the big chief. He (or she) +8 to all his physical skills and +4 to physical attributes, and +4 to mental skills and +2 to IQ.

Spellcasters come up at about 1-in-36 among the few that had them listed; I'd just say there's as many spellcasters as second-level of leaders, or 1-in-40. I didn't differentiate between clerics and magic-abusers; call it 50/50. Have them as often as lower-level leaders for races with racial Magery, like elves. Their IQ and Magery or Power Investiture go up at the same rate as the physical stats of the leaders, while their physical stats go up at the rate of the mental stats of the leaders. Likewise, their rates of mental skill increase and physical increase are swapped. Have Energy Reserve go up like a mental skill, so 2 every level.

(I check the AD&D 2e Monstrous Manual to see how it meted out spellcasters for humanoids, and orcs are 1 in 100, goblins are “rare,” “may be one or more” with a tribe for kobolds, none listed for gnolls and hobgoblins. Bo-ring.)

Thus, the tribe of 240 orcs will have 6 of the lowest level of spellcasters (who still get +1 to IQ and Magery, and Energy Reserve 2), 3 of the next level, and 1 of the third. She (or he) of the third level has +3 to IQ, Magery or Power Investiture 3, Energy Reserve 6, +6 to mental skills, +1 to ST/DX/HT, and +3 to physical skills.

Non-combatants


Now, for the other part of Gygaxian naturalism that shows up in number appearing, non-combatants.

Have a number of “females” equal to the number of “males.” Let's try this again. Have another of non-combatant adults equal to the number of combatant adults. Some women will fight, and there will be some crippled and elderly men among the non-fighters. Anyways, there's some variation in the Monster Manual, but I'd leave that aside. A human-like species will have human-like distributions of the sexes, which means 50/50. If they’re not human-like, then all the adults fight or get an ad hoc treatment for sexual dimorphism. Seems easiest.

For children, however, I can see some variation. For settled humans, yeah, about a third of them will be children, so set them equal to the number of combatants. Hunter/gatherer societies have fewer children since they need to move often, so they will have half of that. (Gygax, incidentally, gets this right. Tribesmen, who are somewhat settled, have children at 100% of males, while Cavemen, who are not, have children at 50% of males.) If they're bigger than humans, halve this again. Longer-lived races will have even fewer children. The exact ratio would be up to the GM. I'd halve the numbers for those who live a bit longer, like Halflings (they're 60% in AD&D; also, their lower rate of children implies wealth), and quarter it for much longer, like Dwarves and Gnomes (which matches AD&D). Elves, who are nearly undying, are at 5% in AD&D, which works as well as anything.

Treasure strategies


Something with this release that I'm blatantly ripping off from Adventurer Conqueror King System (ACKS) is how monster gets its treasure. Basically, it gives three strategies for how monsters get treasure.

The first is Incidentals. These monsters don't use money or see the worth of it, but do like shiny things. They might have a little money or trade goods that fell from their victims, but most of their hoard's worth is in things that caught their eye (or however they see), like gems and jewelry. The magic items they have may or may not be handy to the monster; they do not try to find items, so whatever they have is random.

The second is Hoarders. Hoarders also like shiny things, but will also try to get money and trade goods. They're the monsters most likely to have gold. Still, most of their hoards' worth will be in high-impact shiny things, and they often ignore low-worth, high-weight items like copper farthings. The magic items they have are also often high-worth and low-weight, like scrolls and potions.

The third is Raiders. Of the three types, Raiders are the ones who have economies, though some Hoarders do as well. As such, they have lots of low-worth/high-weight items like copper and trade goods, but not much in the way of shiny things. Raiders, unlike most other monsters, also have pocket change. Much like Hoarders, Raiders like magic items that are useful to them, especially potions and armaments.

For a few monsters, like Dwarves, Gnomes, and Halflings, I made a mixed type that is mostly Hoarder, but has the magic item distribution and pocket change of Raiders. They like their shiny, but do seek to get magic items they can use to whack others in the head. I couldn’t wrap my brain around the idea that dwarves would go for scrolls over weapons, hence the need.

How I assigned them:

Construct, Elemental: No treasure for you!
Animal, Dire Animal, Giant Animal, Hybrid, Plant, Slime: Incidental.
Demon, Divine Servitor, Elder Thing, Faerie: Hoarder.
Mundane: Raider unless bigger than SM 0, in which case Hoarder. If the race is smaller than SM +1 and has racial Curious, Greed, or Kleptomania, it's a Hoarder, but has pocket change and magic items like a Raider.


Pocket change


I did a quick analysis of pocket change for monsters in AD&D, and truthfully, it doesn’t vary all that much, other than centaurs, who bear gems with them. Again, I quote Leo Bloom: “Where do you keep your wallet?”

Leaving aside that, I just said that Raiders (and Hoarders who have Raider magic items) have 1d of copper in their pocket for every 4d of lair treasure before the multiplication sign. I called (2d-1)×1,000 to be 1d-3 and 3d×1,000 to be 1d-1. A few lone humans from Hall of Judgment got 3d×10 as pocket change instead of normal treasure. Since one is the bandit chief, I have no regrets. So that's the “Change” column.


Trade goods and ornaments


Oh, I do love to steal freely from ACKS. The treasure is a big part of why. I’ll show you the elf lair treasure from Lairs & Encounters:
The fastness’s treasure is spread throughout its grounds. The great hall (H) is furnished with 12 wall-mounted horns and antlers (250gp, 25st total), and six table sets of terracotta dishware (100gp, 5st each) for guests. The pantry (P) holds 8 barrels of preserved fish (5gp, 5st each), 3 barrels of dwarven beer (10gp, 8st each), 20 bricks of salt (7sp, 3⁄6st each), 5 gallons of olive oil (2gp, 3⁄6st each), 80 bottles of fine Argollëan wine (5gp, 1 st per 5), and 7 bags of mountain tea (75gp, 5st each). The workshops (W) contain four-tenths of a cord of hardwood logs (5gp, 8st each), 36 rolls of soft wool (10gp, 4st each), 5 jars of weld and woad dye (50gp, 5st each), 32 iron ingots (1gp, 3/6st each), 17 bundles of fur pelts (15gp, 3st each), and 9 jars of lamp oil (20gp, 5st each).
The throne room (1) is bedecked with 5 wool tapestries depicting pastoral scenes (5gp, 7st each), 6 blown-glass orbs (120gp each) hung from the ceiling, and a pair of polished silver sword stands (500gp each) for Mornya’s blades. The armory (6) holds 2 crates of elven arms and armor (225gp, 5st each), and a set of 12 locked ironbound chests (2000 coin per chest) holding 14,500cp, 11,500sp, 3,000ep, and 1,000gp. (Mornya and Caoimhin have keys.) Each elf also has 70cp and 38sp on his person or in his quarters (yielding a total of 27,000cp, 19,000sp, 3,000ep, and 1,000gp in the fastness). The library (7) contains a collection of 54 elven manuscripts (150gp, 3⁄6st each), mostly in Old Argollëan, including a rare commentary on Aedon Lann’s Book of Nine Arrows. Also kept in the library is a birch bark treasure map to a colossal statue in the Waste (see the Wraith lair, below). A poem, in Elven, on the map reads “Two great emeralds on the statue lie / Guarded by those who refuse to die.” The map’s destination is 11-20 hexes distant from the Elf lair. Though not Lawful, Mornya is a sworn foe of undead, and on a Friendly reaction roll she may offer adventurers the map if they pledge to destroy the undead that guard its treasure.

Now that, my friend(s), is a treasure hoard worth looting. It has money, true, but that’s not the interesting stuff. Killing Legolas and friends and getting the wine, the silver sword stands, the terracotta dishes … you talk about that for years.

(The magic items of the elves are spread among the elves. Buy the book if you want to see.)

So, I made sure there was a space in the treasure hoards for trade goods and shiny doodads that aren’t straight jewelry, which I call “ornaments.” The ornaments' worth always came out equal to the jewelry, which was not my plan; you can spread out the wealth between the two as you see fit, as they're akin. I have some draft notes on how to handle the trade goods, based on ACKS, GURPS Dungeon Fantasy 8: Treasure Tables, GURPS Low-Tech, and especially the article “Eidetic Memory: Medieval Sea Trade” from Pyramid 3/87: Low-Tech III. I don’t think what I have is ready for prime-time, but I’m willing to share on an ad hoc basis or maybe a work in progress.

One thing to keep in mind with all non-monetary treasure is that in Dungeon Fantasy, it fetches a rate based on the Wealth level of the seller. So for those delvers with Average Wealth, they get 40% of the list cost. Thus, wealthy delvers will get more out of going for high worth, low weight items like gems, jewelry, and ornaments. Even the trade goods, which are heavy, will be a bigger reward for wealthy delvers, since they're more likely to have the resources to bear them away. Poorer delvers won't get as much from going for doodads, so are wise to stick to money.

Thursday, August 16, 2018

Updated loot, number appearing, in-lair

See below for what all this means. See this for an explanation of how we got here.

Monster Page #App Lair $ Items Strategy Change
(Drunk) Warrior HOJ73 1d+1 1d-3 N/A 1d-5 Raider 3d×10
Abominable Snowman P50-38 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Academy Wyrm DF10-17 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Acid Spider DF16, DF2-21 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Aloakasa as-Sharak DF14-41 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Angelic Emissary DF9-35 1 N/A N/A N/A None N/A
Angry Sands DFA1-45 1 N/A N/A N/A None N/A
Animated Snowman P50-38 1 N/A N/A N/A None N/A
as-Sharak DF16, DF2-21 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Astral Ghost P80-32 1 1d-2 2d×1,000 1d-3 Hoarder N/A
Astral Hound DF14-42 1d-1 N/A N/A N/A None N/A
Astral Spider P80-32 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Aurochs (Wild Bull) HOJ67 2d-1 N/A N/A N/A None N/A
Bandit HOJ68 4d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Bandit Chief HOJ69 1 1d-3 N/A 1d-5 Raider 3d×10
Bandit-Snatcher P98-11 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Basilisk DFM3-5 1d 1d-3 (1d-2)×1,000 1d-5 Incidental N/A
Bear DF16, DF5-6, B456 1d-2 1d-3 N/A N/A None N/A
Beast of Burden, Donkey HOJ70 2d-1 N/A N/A N/A None N/A
Beast of Burden, Draft Horse HOJ70 2d-1 N/A N/A N/A None N/A
Beast of Burden, Mule HOJ70 2d-1 N/A N/A N/A None N/A
Beast of Burden, Pack Horse HOJ70 2d-1 N/A N/A N/A None N/A
Beast of Burden, Pack Pony HOJ70 2d-1 N/A N/A N/A None N/A
Beast of Burden, Reindeer HOJ70 2d-1 N/A N/A N/A None N/A
Boar, Wild HOJ71 3d-1 N/A N/A N/A None N/A
Boneflower P77-35 2d-1 N/A N/A N/A None N/A
Bouda P98-12 4d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Bounding Turtle, Greater DFA1-45 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Bounding Turtle, Lesser DFA1-45 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Brainworms P80-33 3d+1 N/A N/A N/A None N/A
Bronze Spider DF17, DFM1-5 1 N/A N/A N/A None N/A
Bugbear DF17, DFM1-6 3d-1 1d-3 4d×1,000 1d-3 Raider 1d
Burrowing Serpent DFA1-45 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Cat-Folk DF3-5 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Cerberus P108-11 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Chaos Monk DF14-42 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Chaos Ooze P80-33 1d-3 N/A N/A N/A None N/A
Ciuaclá DF18, DFM1-7 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Cockamander P113-16 2d+1 1d-3 special N/A None N/A
Cockatrice DFM3-6 2d+1 1d-3 (1d-2)×1,000 1d-5 Incidental N/A
Colchis Bull P108-11 1d 1d-3 (1d-2)×1,000 1d-5 Incidental N/A
Coleopteran DF3-5 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Corpse Golem DF18, DFM1-8 3d+1 N/A N/A N/A None N/A
Corpse-Eater DF3-5 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Corrosion Crawler P98-13 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Crushroom DF19, DF2-22 2d-1 N/A N/A N/A None N/A
Curtain Spider DFA2-35 2d+1 N/A N/A N/A None N/A
Dark One DF3-6 1d-1 1d-2 4d×1,000 1d-1 Hoarder N/A
Deep Chimera P113-19 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Deep One P113-24 5d+1 1d-4 4d×1,000 1d-1 Hoarder N/A
Deer (Fallow) HOJ72 3d-1 N/A N/A N/A None N/A
Demon from Between the Stars DF19, DFM1-9 1d-1 N/A N/A N/A None N/A
Demon of Old DF20, DFM1-10 1d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Devilkin DF9-33 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Dinoman DF20, DFM1-11 2d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Dire Frog P76-31 1d N/A N/A N/A None N/A
Dire Hart (With a Vengance) P76-30 1d N/A N/A N/A None N/A
Dire Kraken P113-24 1 1d-4 6d×1,000 1d-5 Incidental N/A
Dire Mammoth P98-13 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Dire Vulture DFA1-46 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Dire Wolf DF21, DF2-22 2d-1 1d-2 N/A N/A None N/A
Dolbok P108-32 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Doomchild DF21, DF2-22 3d+1 1d-3 N/A N/A None N/A
Doppelganger DFM3-7 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Draco-Wasps P50-25 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Draft Lizards P95-28 2d-1 N/A N/A N/A None N/A
Dragon-Blooded DF3-14, DFA2-29 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Dragon, Hatchling DFA2-30 1d+1 1d-3 (5d-3)×1,000 1d-2 Hoarder N/A
Dragon, Large DF23 1d-2 1d-4 (2d+2)×10,000 1d+2 Hoarder N/A
Dragon, Medium DF22, DFA2-31 1d-1 1d-4 (2d-1)×10,000 1d+1 Hoarder N/A
Dragon, Small DF22, DFA2-31 1d 1d-3 (10d-3)×1,000 1d Hoarder N/A
Draug DF23, DFM1-12 1d-1 always 2d×1,000 1d-3 Hoarder N/A
Drowned P106-31 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Dryad DFM3-9 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Dwarf DF3-6 4d×10 1d-3 8d×1,000 1d-4 Hoarder, Raider magic 2d
Electric Jelly DF24, DFM1-13 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Elemental, Air DF24 1 N/A N/A N/A None N/A
Elemental, Earth DF25 1 N/A N/A N/A None N/A
Elemental, Fire DF25 1 N/A N/A N/A None N/A
Elemental, Water DF26 1 N/A N/A N/A None N/A
Elf, Half- DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, High DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, Mountain DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, Sea DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, Shadow DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, Winged DF3-7 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elf, Wood DF3-8 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Elk (Red Deer) HOJ74 2d-1 N/A N/A N/A None N/A
Embodied Animal-Spirit DF9-21 1 N/A N/A N/A None N/A
Erupting Slime DF26, DF2-23 1d-3 N/A N/A N/A None N/A
Excremental P98-14 1 N/A N/A N/A None N/A
Eye of Death DF26, DFM1-14 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Faerie Folk, Faun DF3-8 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Faerie Folk, Leprechaun DF3-9 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Faerie Folk, Nymph DF3-9 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Faerie Folk, Pixie DF3-9 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Faerie Noble HOJ75 1d-3 1d-3 4d×100 1d-4 Hoarder N/A
Fear Seeker P76-9 3d+1 N/A N/A N/A None N/A
Fireball Demon DFE1-14 3d+1 N/A N/A N/A None N/A
Fish-Folk P98-22 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Flame Lord DFM1-15 1 N/A N/A N/A None N/A
Flame Servant Demon DFA1-46 1d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Flame Wasps DFA1-46 3d+1 N/A N/A N/A None N/A
Flaming Skull DF27, DF2-23 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Flesh-Eating Ape DF27, DF2-23 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Flying Squid Monster DF14-43 1d-1 N/A N/A N/A None N/A
Foul Bat (Batchala) DF28, DF2-23 2d+1 1d-4 N/A N/A None N/A
Frost Snake DF28, DF2-24 2d+1 1d-2 N/A N/A None N/A
Frozen Dead P106-32 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Fungus DF28, DFM2-5 2d-1 N/A N/A N/A None N/A
Fuzzy DF14-43 1d-1 N/A N/A N/A None N/A
Gargoyle DF29, DF3-9 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Ghoul P108-12 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Ghoul HOJ76 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Giant Ant DFM3-10 4d×10 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Ape DF30, DFM1-16 1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Beetle, Big Beetle P108-12 3d-1 N/A N/A N/A None N/A
Giant Beetle, Humongous Beetle P108-13 2d-1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Centipede, Big Centipede P108-13 3d+1 N/A N/A N/A None N/A
Giant Centipede, Humongous Centipede P108-13 2d-1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Chicken P89-30 2d-1 N/A N/A N/A None N/A
Giant Crab P50-23, P98-22 2d-1 N/A N/A N/A None N/A
Giant Frog, Big Frog P108-13 3d+1 N/A N/A N/A None N/A
Giant Frog, Huge Frog P108-14 2d-1 N/A N/A N/A None N/A
Giant Maned Rat DF10-31 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Piranha P113-24 7d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Giant Rat DF30, DF2-24 3d+1 N/A N/A N/A None N/A
Giant Snake, Constrictor DF31 2d-1 N/A N/A N/A None N/A
Giant Snake, Viper DF31 3d-1 N/A N/A N/A None N/A
Giant Spider, Big Spider DF32 3d+1 N/A N/A N/A None N/A
Giant Spider, Huge Spider DF32 3d-1 N/A N/A N/A None N/A
Giant Spider, Humongous Spider DF32 2d-1 N/A N/A N/A None N/A
Gilded Zombie DFE1-14 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Gladiator Ape DF32, DFM1-17 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Glurch P108-29 1d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Gnome DF3-10 2d×30 1d-3 8d×1,000 1d-4 Hoarder, Raider magic 2d
Goblin-Kin, Goblin DF33, DF3-10 4d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Goblin-Kin, Half-Orc DF3-10 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Goblin-Kin, Hobgoblin DF34, DF3-11 2d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Goblin-Kin, Orc DF34, DF3-11, DFA1-47 4d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Goldipox P108-33 3d+1 * * * None N/A
Golem-Armor Swordsman DF35, DF2-24 1 N/A N/A N/A None N/A
Great White Shark B458 2d-1 1d-4 6d×1,000 1d-5 Incidental N/A
Grü P98-14 1d 1d-4 4d×1,000 1d-1 Hoarder N/A
Grutel P113-22 5d+1 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Gryphon DF35, B460 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Half-Ogre DF3-14 5d+1 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Half-Spirit, Air-Infused DF3-13 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Celestial DF3-12 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Earth-Infused DF3-13 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Elder-Spawn DF3-12 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Fire-Infused DF3-13 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Infernal DF3-12 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Half-Spirit, Water-Infused DF3-13 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Halfling DF3-14 2d×30 1d-3 8d×1,000 1d-4 Hoarder, Raider magic 2d
Harpy DFM3-11 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Hellhound DF35, DF5-26 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Hellwasp P98-15 3d+1 N/A N/A N/A None N/A
Helmet Thief P113-21 2d N/A N/A N/A N/A N/A
Hengeyokai P89-20 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Herd Horror P106-32 1d-1 N/A N/A N/A None N/A
Hill Giant P102-14 2d-1 1d-2 (2d-1)×1,000 1d-5 Hoarder N/A
Hopping Ghost DFE1-15 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Horde Pygmy DF36, DFM1-18 2d×30 1d-3 3d×1,000 1d-5 Raider 1d-1
Horde Zombie DF36, DF2-24 3d+1 N/A N/A N/A None N/A
Horrid Skull DF37, DFM1-19 1d-1 N/A N/A N/A None N/A
Howling Ghost DFA2-35 2d 1d-3 4d×1,000 1d-3 Hoarder N/A
Hrogn HOJ77 3d+1 N/A N/A N/A None N/A
Hulder HOJ78 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Hungry Room P76-21 1 always (2d-4)×1,000 1d-4 Hoarder N/A
Hydra P108-14 1d 1d-3 (1d-2)×1,000 1d-5 Incidental N/A
Ice Alf HOJ79 1 N/A N/A N/A None N/A
Ice Weasel DF37, DF5-26 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Ice Wyrm DF38, DFM1-26 1d-2 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Imp DF5-26 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Intruder P76-9 1d 1d-4 4d×1,000 1d-1 Hoarder N/A
Jelly DF38, DFM2-7 1d-3 N/A N/A N/A None N/A
Karkadann DF39, DFM1-21 special N/A N/A N/A None N/A
Khodoque Crab P98-15 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Krabbari HOJ80 1 1d-4 14d×1,000 2d Hoarder N/A
Large Boar B458 1d-2 N/A N/A N/A None N/A
Lava Lizard DFM3-12 1 N/A N/A N/A None N/A
Leaping Leech DF40, DFM1-22 3d+1 N/A N/A N/A None N/A
Lernaean Hydra P113-25 1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Lesser Ghost DF9-22 1 1d-2 2d×1,000 1d-3 Hoarder N/A
Lich DF40, DFM1-23 1 1d-5 1d×10,000 1d-3 Hoarder N/A
Lion DF40, B456 2d-1 1d-2 N/A N/A None N/A
Living Pit DFM3-13 1 N/A N/A N/A None N/A
Lizard Man DF41, DF3-15, DFA2-30 4d×10 1d-3 3d×1,000 1d-5 Raider 1d-1
Major Ghost DF9-22 1 1d-2 2d×1,000 1d-3 Hoarder N/A
Manticore DFM3-14 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Medusa DFM3-15 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Merfolk P113-25 4d×10 1d-3 8d×1,000 1d-4 Raider 2d
Metal Elemental DF9-29 1 N/A N/A N/A None N/A
Mimic P98-16 1d-3 1d-2 (1d-1)×1,000 1d-3 Incidental N/A
Mindwarper DF41, DF2-25 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Minotaur DF42, DF3-14 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Mold DF42, DFM2-9 1d-3 N/A N/A N/A None N/A
Mountain Cat HOJ82 2d-1 N/A N/A N/A None N/A
Mountain Goat HOJ83 3d-1 N/A N/A N/A None N/A
Mountain Sheep HOJ84 3d-1 N/A N/A N/A None N/A
Mummy (Kromm) P106-33 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Mummy (Rice) P98-16 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Mylja Ormur HOJ85 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Nāga P113-26 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Nankilstlani P98-17 1d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Needleman P113-20 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Nest Scorpion DFA1-46 3d+1 N/A N/A N/A None N/A
Neuroid DF14-44 1 1d-2 2d×1,000 1d-3 Hoarder N/A
Nix P113-26 1d 1d-5 4d×1,000 1d-3 Hoarder N/A
No-Brainer DF14-44 3d+1 N/A N/A N/A None N/A
Norðalfar, Elder Stóralf HOJ89 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Norðalfar, Hob HOJ90 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Norðalfar, Norðalf HOJ87 2d 1d-3 4d×1,000 1d-3 Hoarder N/A
Norðalfar, Stóralf HOJ88 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Obsidian Jaguar DF43, DFM1-24 1 N/A N/A N/A None N/A
Octopus Blossom DFM3-16 2d-1 N/A N/A N/A None N/A
Octopus-Folk (Pulver) P98-22 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Octopus-Folk (Saeger) P113-27 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Odifer DF14-44 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Ogre DF44, DF3-14, DFA2-46 2d-1 1d-3 3d×1,000 1d-5 Hoarder N/A
Ooze DF44, DFM2-11 1d-3 N/A N/A N/A None N/A
Paragriff P113-18 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Peshkali DF45, DF2-25 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Petty Demon DF9-32 3d+1 N/A N/A N/A None N/A
Phase Serpent DFM3-17 2d+1 N/A N/A N/A None N/A
Phoenix DFM3-18 1 1d-3 N/A N/A None N/A
Pscorpion P76-10 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Pudding DF46, DFM2-13 1d-3 N/A N/A N/A None N/A
Pyro-Tiger P76-11 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Python B458 3d-1 N/A N/A N/A None N/A
Quarterlings P106-21 2d×30 1d-3 3d×1,000 1d-5 Raider 1d-1
Rabid Demon Dog DFE1-16 3d+1 N/A N/A N/A None N/A
Rattlesnake B458 3d+1 N/A N/A N/A None N/A
Rock Mite DF47, DFM1-25 2d N/A N/A N/A None N/A
Rock Troll DFM3-19 2d+1 N/A N/A N/A None N/A
Rot Worm DFM3-20 2d+1 N/A N/A N/A None N/A
Sage Statue DFE1-16 1 N/A N/A N/A None N/A
Salamander DF5-27 1 N/A N/A N/A None N/A
Sea Hag P113-27 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Servitor Skeleton DF9-26 3d+1 N/A N/A N/A None N/A
Servitor Zombie DF9-26 3d+1 N/A N/A N/A None N/A
Shadow Warrior DFM3-21 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Shamblethorn P108-14 2d-1 1d-4 (1d-1)×1,000 1d-3 Incidental N/A
Shoulder Dragon DF5-27 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Siege Beast DF47, DF2-25 2d-1 1d-2 (2d-1)×1,000 1d-5 Hoarder N/A
Skeleton DF47, DFA1-48, HOJ91 3d+1 N/A N/A N/A None N/A
Skeleton Warhorse HOJ92 3d+1 N/A N/A N/A None N/A
Sky Glider P98-17 8d+2 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Slime DF48, DFM2-15 1d-3 N/A N/A N/A None N/A
Slorn DF49, DFM1-26 1d N/A N/A N/A None N/A
Slugbeast DF50, DFM1-27 1d N/A N/A N/A None N/A
Small Boar B458 3d+1 N/A N/A N/A None N/A
Solitary Trapper HOJ93 1 1d-3 N/A N/A Raider 3d
Specter DF50 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Speeding Blade DFA1-48 1d-2 N/A N/A N/A None N/A
Sphere of Madness DF51 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Spirit Guardian DF52, DF9-23 1 always 2d×1,000 1d-3 Hoarder N/A
Spirit of Place DF9-24 1 always 2d×1,000 1d-3 Hoarder N/A
Spore Cloud DF52, DFM2-17 1d-3 N/A N/A N/A None N/A
Standard Demon DF9-34 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Stone Golem DF54, DF2-26 1 N/A N/A N/A None N/A
Stone Shark P98-18 1 N/A N/A N/A None N/A
Strix B461 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Succubus P108-36 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Swamp Alligator P108-20 2d-1 N/A N/A N/A None N/A
Swamp Wisp P106-34 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Swarm DF54 3d+1 N/A N/A N/A None N/A
Sweeping Void DFE1-16 1d-1 N/A N/A N/A None N/A
Sword Spirit DF55, DFM1-29 1 N/A N/A N/A None N/A
Sylph DF5-28 1 N/A N/A N/A None N/A
Talus DF5-28 1 N/A N/A N/A None N/A
Tatterdemalion P98-19 1 N/A N/A N/A None N/A
Tengu P89-21 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Tentacles P80-34 1d-1 always 4d×1,000 1d-1 Hoarder N/A
Terrible Dire Bunny P76-32 2d-1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Terrible Hedge P76-32 2d-1 1d-4 (1d-1)×1,000 1d-3 Incidental N/A
Terrible Terrier P76-31 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Terrible Whipping Willow P76-32 1 1d-4 (1d-1)×1,000 1d-3 Incidental N/A
Terribly Dire Wolverine P76-33 2d+1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Throttler DF55, DFM1-30 2d-1 1d-3 8d×1,000 1d-4 Hoarder N/A
Thurs HOJ94 1d-2 1d-3 2d×1,000 1d-4 Hoarder N/A
Tiger DF56, B456 2d-1 1d-2 N/A N/A None N/A
Tiger Shark B457 2d-1 N/A N/A N/A None N/A
Timber Wolf B458, HOJ98 3d-1 N/A N/A N/A None N/A
Tomb Tree P106-35 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Toxifer DF56, DF2-26 2d-1 1d-3 4d×1,000 1d-4 Hoarder N/A
Triger DF57, DF2-26 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Troll DF57, DFM1-31 1d 1d-3 4d×1,000 1d-3 Hoarder N/A
Troll (Racial Template) DF3-15 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Úlfjarl (Dire Wolf) HOJ95 1d 1d-2 N/A N/A None N/A
Undead Slime DF58, DFM1-32 1 N/A N/A N/A None N/A
Undine DF5-29 1 N/A N/A N/A None N/A
Vaettr HOJ96 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Vaknatré HOJ97 special N/A N/A N/A None N/A
Vampire DF58 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Vampire (Frick) P50-15 1d-1 1d-3 2d×1,000 1d-3 Hoarder N/A
Virtuous Maid P113-17 1 N/A N/A N/A None N/A
Void Brute DF59, DFM1-33 2d-1 N/A N/A N/A Hoarder N/A
Void Wyrm P80-34 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Void/Sound/Ether Elemental DF9-30 1 N/A N/A N/A None N/A
Warband Giant P89-32 1d 1d-2 4d×1,000 1d-3 Hoarder N/A
Watcher at the Edge of Time DF59, DFM1-34 1d-1 1d-4 4d×1,000 1d-1 Hoarder N/A
Water Beetle P113-27 3d+1 N/A N/A N/A None N/A
Well Beast DFA2-35 1 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Werewolf DF60 5d+1 1d-2 4d×1,000 1d-3 Raider 1d
Wildman DF60, DF3-16 2d 1d-2 (2d-1)×1,000 1d-5 Raider 1d-3
Windroot P98-19 2d-1 N/A N/A N/A None N/A
Wood Elemental DF9-31 1 N/A N/A N/A None N/A
Wyvern P108-15 1d 1d-3 (2d-4)×1,000 1d-4 Incidental N/A
Zombie DF62 3d+1 N/A N/A N/A None N/A
Zombie (Vaettrhrogn) HOJ99 3d+1 N/A N/A N/A None N/A

Key to all this

Monster: Duh. If I have to explain this to you, you’re too stupid to be playing any RPG, tabletop or computer. Or a LARP or a CCG. Or any game more complicated than Candyland. Get off my blog.
Page: Where you can find the monster. “DF” followed by a number means DFRPG Monsters, with the number being the page number. “DF” followed by a number with another number after a dash means the GURPS Dungeon Fantasy supplement of that number, with the second number being the page number. “DFM” followed by a number (with another number after a dash) is the GURPS Dungeon Fantasy Monsters line, “DFAfollowed by a number (with another number after a dash) is the GURPS Dungeon Fantasy Adventures line, and “DFE” followed by a number (with another number after a dash) means the GURPS Dungeon Fantasy Encounters line; page number comes after the dash. “P” stands for Pyramid magazine, volume 3, issue, page number after the dash. “HOJ” means Hall of Judgment, followed by the page number, and “B” means GURPS Basic Set (Campaigns), followed by the page number.
#App: Roll this for the number of combatant monsters appearing in the monsters' lair. For monsters that have N/A under “Lair” (see below), that’s all the monsters. For those that have lairs, one-fifth of this will be wandering. To get the number of those wandering, first roll the dice to see how many are in the lair. Then, divide by 16.5 to get the number of dice you should roll to see how many you meet outside the lair. If you make it to the lair and it’s during the monsters’ sleep cycle, they’re all there. If it isn’t, divide the total in the lair by 8.75 (or twice the number you’d meet while wandering) to get the number of dice you should roll to see how many are out and about.

Many Mundane monsters will have non-combatants in the lair. There will be non-combatant grownups equal to the number of combatants, and youths also equal to the number of combatants. Halve the number of youths if the monsters has “Hoarder” or “Hoarder, Raider magic” in their “Strategy” (see below). Halve it again if that Hoarder is also SM 0 or bigger.

Those Mundane monsters and many others will have leaders. They will have one leader for every 20 normal monsters. Those leaders will have:

  • +1 to ST, DX, HT, with the resultant Secondary Characteristic increases.
  • +2 to all skills based on DX or HT. This includes the attribute increase above. 
  • +1 to all skills based on IQ or its Secondary Characteristics. 

If there is more than one leader, there will leaders of the leaders equal to half the number of leaders. Those leaders will have twofold the boosts to attributes and skills above, as well as +1 to IQ and its Secondary Characteristics (again, the skill increase is assumed to include this). If there is more than one of these leaders, there will be half of the second set of leaders with threefold the first set of boosts and +1 to IQ. Keep this up until you only have one leader; every other level grants +1 to the leader’s IQ.

These monsters will also have spellcasters. There will be spellcasters equal to the number of leaders of the second level (meaning, those who get +2 to physical attributes, +1 to IQ, +4 to physical skills, and +2 to mental skills) unless that race has racial Magery, in which case it has spell casters equal to the number of leaders of the first level (those who got +1 to physical attributes, +2 to physical skills, and +1 to mental skills). Half of the spellcasters will have Magery 1, and half will have Power Investiture 1. Either will have +1 to IQ and its Secondary Characteristics, Energy Reserve 2, four spells at IQ+Magery/Power Investiture-2, +2 to all skills based on IQ, Will, or Per.

Much like the leaders, there will be mightier spellcasters equal to half of the base level of spellcasters. These spellcasters will have +2 to IQ and its Secondary Characteristics, Magery 2 or Power Investiture 2, Energy Reserve 4, eight spells at IQ+Magery/Power Investiture-2, +2 to all skills based on IQ, Will, or Per, and +1 to all skills based on DX or HT. This keeps going up like the leaders, halving until you reach 1, with +1 to IQ and Secondary Characteristics, +1 to Magery and Power Investiture, +2 to Energy Reserve, four more spells, +2 to mental skills, and +1 to physical skills. They will also be +1 to ST, DX, and HT for every full +2 to physical skills.
Lair: Roll this when the players run into the monsters. On a negative number, they stumble upon their lair. On a 0, they do not, but their lair is nearby, or in the same hex if using 4-6 mile hexes. On higher positive numbers, that is the number of hexes away their lair is (again, using 4-6 mile hexes). If not using hexes or using a much different size, fivefold that number is about that many miles away the monsters’ lair is.
$: Approximate loot in lair in GURPS $.
Items: The number of magic items the monsters have. If they are usable by the monsters, give them to the leaders, otherwise they are stored in their lair. The strategy will help determine what kind of magic items the monsters have.
Strategy: How the monsters accumulate treasure, which determines the composition of their hoards. There are three strategies, with a fourth that has some elements of two of the others. See below to see how the strategy influences the hoard:

Raiders 

  • Copper farthings equal to (2d-1)×100 
  • Silver pennies equal to treasure rolled/12 
  • No gold pieces 
  • Gems equal in worth to treasure rolled/10 
  • Jewelry equal in worth to treasure rolled/10 
  • Trade goods equal in worth to treasure rolled/3 
  • Ornaments equal in worth to treasure rolled/10 
  • Magic items (3d): 3-6 Maps, 7-10 Potions, 11-14 Armaments, 16 Other, 17-18 Scrolls 

Hoarders 

  • Copper farthings equal to (3d-1)×10 
  • Silver pennies equal to treasure rolled/30 
  • Gold pieces equal to treasure rolled/450 
  • Gems equal in worth to treasure rolled/8 
  • Jewelry equal in worth to treasure rolled/5 
  • Trade goods equal in worth to treasure rolled/5 
  • Ornaments equal in worth to treasure rolled/5 
  • Magic items (3d): 3-6 Maps, 7-9 Potions, 10-11 Armaments, 12 Other, 13-18 Scrolls 

Incidentals 

  • Copper farthings equal to (1d-2)×10 
  • Silver pennies equal to treasure rolled/30 
  • Gold pieces equal to treasure rolled/800 
  • Gems equal in worth to treasure rolled/5 
  • Jewelry equal in worth to treasure rolled/4 
  • Trade goods equal in worth to treasure rolled/10 
  • Ornaments equal in worth to treasure rolled/4 
  • Magic items (3d): 3-6 Maps, 7-8 Potions, 9-11 Armaments, 12-13 Other, 14-18 Scrolls 
Copper doesn't depend on the initial treasure roll. “Trade goods” are items like preserved food, furs, wine, and oil that are both usable or tradeable. “Ornamentals” mean jewelry-like trinkets that are not wearable. The explanation page will have more.

Magic item headings match those of the AD&D Dungeon Masters Guide, with the following notes:

  • Maps go to a treasure of $(4d-7)×1000 with 4d-16 magic items. The distribution of money is that of a Hoarder, of magic items is that of a Incidental. If you roll no loot or magic items, it's a map to a lair with no treasure. Regardless, there is always some nasty monster or trap at the other end. (You never get nothing, since a TPK counts as something.) 
  • “Armaments” get another roll of 3d: 3-9 Armor, 10-18 Weapons, including Swords. You can make Swords 10-11 if you want to break them out. The tables in GURPS Dungeon Fantasy 8: Treasure Tables do not. 
  • “Other” gets another roll of 3d: 3-8 Rings, 9-12 Miscellaneous, 13-18 Rods/Staves/Wands. 

Change: How much money an individual monster is carrying, in GURPS $. Most often these will be copper farthings. Leaders will have fourfold this, usually in silver pennies.