Showing posts with label dungeon fantasy. Show all posts
Showing posts with label dungeon fantasy. Show all posts

Saturday, June 6, 2020

Dungeoncrawl procedures

Not long ago there was a post on the Alexandrian about the lack of dungeon keying guidelines nowadays. Fast forward to this week when I was chatting with someone on Discord about scenario structures, which led me to try looking for procedures for certain scenarios, which led me to an older post on the Alexandrian with a summary the dungeoncrawling procedures from the original Dungeons & Dragons. Somehow, I had missed this post before, or hadn’t paid it much heed, but this time, I was in the mood to fully port these procedures to GURPS Dungeon Fantasy. So, this is it, with commentary below:


  1. You can move a number of yards equal to twenty times your encumbered Move each turn. A turn is about 10 minutes long. Alternately, a party can move one room each turn.
  2. Non-movement activities also take up a turn or some fraction of a turn. Searching a 10-foot section of wall takes 1 turn. Secret passages are found a Search roll at penalty, average -5; roll 2d-2 if you need a random number.
  3. The party must rest 1 turn in 6. If a flight/pursuit has taken place, it must rest for 2 turns in 6. If they do not rest, the characters are down 1+Encumbrance level FP until resting.
  4. Wandering Monsters: These show up on a 6 or less on a roll of 3d each turn; 7 is a clue if moving.
  5. Monsters: When encountered, roll 3d on Reaction Table. Poor or worse is a negative reaction (fight); Neutral is an uncertain reaction (wary); Good or better is a positive reaction (welcoming). Apply appropriate modifiers.
    • Monsters sighted at 4d yards, or edge of the room.
    • Surprise: Per check. If failed, must make a DX check to keep from dropping a held item. Monsters are sighted at 2d yards instead of 4d.
    • One side can try to avoid the encounter unless it is surprised and within 7 yards of a non-surprised side. Flight is a simple comparison of encumbered Move scores. Handle this in blocks of 15 seconds (since that's the threshold for a HT check); if the fleeing side gets a lead of 30 yards, the other side stops chasing it. If the PCs turn a corner or go up stairs or go through a door, there is a 2 in 6 chance the monsters keep pursuing. If the PCs go through secret door, there is a 1 in 6 chance the monsters keep pursuing. (See Running Away! (Exploits, p. 22) to handle obstacles for each side.) Burning oil keeps many monsters from pursuing; handle this as a Reaction roll: Bestial monsters will stop pursuit on a Neutral or better reaction, others stop on a Good or better reaction. Dropping edible items will force monsters who lack Doesn’t Eat or Drink to make a Will check or stop pursuit (Gluttony modifies check per Fright Check modifier); Bestial grants -5 to this check. Dropping treasure also forces a Reaction roll (Greedy modifies check per Fright Check modifier) to stop pursuit; monsters will stop pursuit on a Neutral or better reaction unless the monster is Bestial, in which case it will ignore treasure.
  6. Other activities:
    • Many doors must be forced open with Forced Entry at a penalty; roll 1d-1 if you don't know it. Failure means that you get the door open, but the GM makes another wandering monster check. Up to three characters can force a door simultaneously (each trained helper grants +1 to Forced Entry), but forcing a door means you can’t immediately react to what’s on the other side.
    • Most traps are sprung 2 in 6; roll for each delver.
    • Listening at doors (Hearing at -(DR+HP)/5, and at an additional -2 if you do not have a spy's horn) detects monsters behind closed doors. Monsters with Doesn’t Breathe advantage do not make enough sound to detect in this way.


Some comments:

  1. The rates I give let PCs move a little farther in a turn than in D&D; the D&D rates translate to sixteen times Move for unencumbered movement. There are a few reasons for this. First is that it’s easier to multiply by twenty in your head. Another is that Dungeon Fantasy characters are much more likely to be slightly encumbered than D&D characters; almost no starting character is unencumbered without dropping all gear or having the Lighten spell always on. Countering this is that base Move for most Dungeon Fantasy characters is slightly higher than normal (Move 6 is average). A third reason is that the D&D rate is really slow, or 4.8 inches a second unencumbered. I get that this is abstracting searching and being on your guard as well, but still, you’re talking about the slowest you go.
    • A handy coincidence for the 10-minute turn is that FP recovery rates are keyed to 10 minutes base. You can just say that a resting character gets back 1 FP in a rest, or 2 FP with Fit or Recover Energy-15, or 5 FP with Recover Energy-20.
  2. I think we can assume that the movement rates above assume some general searching already. Again, D&D characters move 240 feet every 10 minutes. Unencumbered. If all they’re doing is moving, they're turtles. Characters in plate armor are moving half that.
  3. The idea for this being the penalty comes from Travel Fatigue on p. 24 of GURPS Dungeon Fantasy 16: Wilderness Adventures. Having said that, I’m not wholly sure we need this; spellcasters are going to want to rest often in this system anyways. Anyways, OD&D doesn't list a penalty for not resting; Tom Moldvay's Basic D&D set has -1 to hit and damage. If we do want to go this route, docking FP is the way to go since this greatly weakens spellcasters and fits with how things otherwise work in GURPS.
  4. Right now, wandering monsters in Dungeon Fantasy are mostly 9 or less on 3d every hour, or a 38% chance. Checking wandering monsters every turn keeps characters on their toes (and keeps the spellcasters from resting) and it’s easier to remember if you’re always doing it. Regardless, a 6 or less every 10 minutes translates to a 44% chance an hour, which is in line with the current rate. The chance of a clue is my addition; I’m keen on clues. Regardless, I pre-roll these, and just go down the list each turn.
  5. This is a lot, but I’ll start with reactions. Not all monsters will fight. Granted, the reaction modifiers in Dungeon Fantasy make fight more likely than in D&D, but there always needs to be a chance. My own game's last session had an encounter which went well due to a good reaction roll. It would have been either a TPK or PCs skedaddle out of the dungeon had it not. Like wandering monsters, I preroll these.
    • Sighted: This is a literal translation of D&D distances.
    • Surprise: A Perception check works well for Dungeon Fantasy, and the rules (Surprise Attacks, Exploits, pp. 26-27) support this. This also lets me just halve the roll for the encounter distance.
    • Avoid: I’ve done some fretting about how to handle running and you can convince me that there’s a better way. A more comprehensive system is on pp. 31-35 of GURPS Action 2: Exploits. Archon Shiva has another system and more thoughts on this. Regardless, I fixed the likelihood that going through doors or around corners stops the chase; Justin Alexander just transcribed things from The Underworld and Wilderness Adventures wrong or was writing it fast. (I think he was going from memory, and the exact rates aren’t important in the article or change its point.) I’m not wholly sold that I’m handling dropping treasure perfectly, but I like the basic idea: you can get away if you get rid of a precious resource. I’m sure bigger monsters need more food or smarter monsters need more treasure, but I don’t feel like working about that now. 
      • Note on handling Greedy and Gluttony: Phobias in GURPS have modifiers to Fright Checks based on self-control roll. Apply this as-is (negative) to an attribute check or the inverse (positive) to a Reaction roll. Thus, a monster with Gluttony (9) will be at -3 to the Will check to keep from stopping to eat.
  6. Other things:
    1. Doors: I got rid of the auto-shutting doors of OD&D; that’s just too weird for too little benefit. If you want them, just use the OD&D rules for wedging open the door.
    2. Traps: One benefit of being familiar with early OD&D (my knowledge comes from running Caverns of Thracia) is the idea that PCs do not auto-spring traps. The die roll abstracts the room and keeps you from having to suddenly force PCs to start showing you where they are on a map.
    3. Listening: I did like being forced to think about how to handle listening at doors, and what that means. That’s part of the reason for this exercise. Thus, listening at the door means trying to see if there's a monster given non-obvious activity (I'm sure that if the monsters are covering Camel songs the PCs don't need a Hearing roll). Since undead don’t make a sound, that leads me to think that there’s something about the characteristics of being undead that avoids sound, and that led me to using Doesn’t Breathe for this. I took the penalty from the spy's horn on Adventurers, p. 26 (or p. 113 for the one in the boxed set), with the additional -2 to incentivize buying a spy's horn and thus treating it as equipment. Anyone can press his ear to the door and try to listen; spy's horns just make it better.


Friday, February 22, 2019

Citadel at Norðvorn Kickstarter

We played Rifts last Sunday and it seems Jerry Bostock, my Jethro Tull-inspired crazy, may be about to make his last stroke, but that's not the reason for this post.

To make a long-story short, Douglas Cole, the one guy with a Dungeon Fantasy Role-Playing Game license, fellow Minneapolitean, and generally hoopy frood who knows where his towel is, has another Kickstarter for his Norse-themed Dungeon Fantasy: Citadel at Norðvorn. Back it.

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, 15-16 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.

Saturday, May 5, 2018

I *played* Dungeon Fantasy last night

For the first time in almost a decade, I was a player in a Dungeon Fantasy game last night:

DF Whiterock Session 2

My character is Ibizaber, the pronunciation of which name tripped up everyone. In the end, I'm going with dripton's "ih-bee-SAY-brr," though the origin of it is a Pink Floyd song. As is my nom de Discord. He's basically an agile frat boy.

It was good to be on the other side of the screen, which I wanted for my rules mastery. Since I'm usually running GURPS, I constantly overlook some optimal moves; frex, I didn't think to go for the Vitals on my backstab against the leader. (Not like it mattered. I rolled a 1 for damage.)

Friday, February 23, 2018

Treasure for Dungeon Fantasy from AD&D

I took a bit of a break from schoolwork the other day and tallied up the lair treasure for every monster in the AD&D Monster Manual, using the worth of each treasure type in this post.

Why that Monster Manual? Well, I own a copy, which isn’t unusual in of itself (I own the core Monster Manual for every edition other than 3.0 and 4, and I’m including the Rules Cyclopedia and Monsters & Treasure). This version is the work of one man, Gary Gygax, and presumably this means we have the nearest to a consistent old school vision in it. It doesn’t key treasure to the Encounter Level or Challenge Rating, which were always prone to error, and instead uses those ugly user unfriendly letter codes.

Anyways, once I typed it up, I analyzed it. I added the Creature Type from the D&D Monster Manual 3.5, wanting to see if there were trends in the data. And there were, and I’m going to apply what I learned to GURPS Dungeon Fantasy, to give guidelines for treasure for it, by monster class. This is to help me assign treasure to monster lairs that are not in D&D.

Keep in mind that this is lair treasure, not personal treasure, and you have to keep in mind how many of that monster makes a lair. Men are rich, but there’s 100-200 in an average lair, and that’s just the combatants. Many of these monsters also have entries for noncombatant women (the sexism in gaming shines through 40 years later) and young. If you have a gang of 10 bandits, there’s no way they should have the full treasure listed.

You also should keep in mind how tough the monster is. These tallies come from the mean treasure worth of those monsters with treasure. If you’re granting loot to demon lords, you should give them twofold these numbers.

I'm leaving out individual treasure. Just use the guideline on p. 49 of GURPS Dungeon Fantasy Adventure 1: Mirror of the Fire Demon, which is (2d-2) × $5 in coins. You can lower it to (1d-1) × $1 for the kobolds.

Also, I'm using the conversion of an AD&D gold piece being worth $1 in GURPS. I'm pretty sure +Peter V. Dell'Orto came up with that. My numbers for each treasure type comes from a forum post on Dragonsfoot; another gives the average value of things like gems, jewelry, and magic items, letting me convert magic item XP to actual items.

Animal. These guys usually don’t have treasure. The exception is if they’re bigger than SM 0 and live in the water, like sharks and whales. If so, they might have treasure—sharks may be near loot that fell off of delvers they ate, and whales may have swallowed loot along with delvers. There isn’t much rhyme or reason as to which underwater monsters have loot, but if one should have some, give it (8d-7) × $1,000 in loot and 1d-3 magic items.

Construct. No treasure. No exceptions. Whoever made them or owns them might have some, but constructs always have Wealth (Dead Broke).

Dire Animal. In D&D terms, these guys are the dumber Magical Beasts, with the smarter ones, like blink dogs, being either Faerie or Mundane. These guys often do have treasure, and they tend to be smarter and have slightly more numbers than the ones who don’t have any. Give them (2d-2) × $1,000 in loot and 1d-3 magic items.

Demon. Oh boy, are these guys loaded. Well, some of them. The big mass of Demons have little to no loot, so don’t be awarding hordes to doomchildren. (AKA “demon dolls” to my players. Incidentally, something related to my game of a couple of weeks ago that I forgot to put in the log is that Roman, one of the players, tried mapping, and threw in the towel after about two rooms when he tried to follow all the twists and turns my wife put in there. She was proud when I told her.)

Anyways, back to loot. A Demon with loot should not be Bestial or have Slave Mentality and have at least IQ 7. They’re going to be at least as big as a man (excepting imps and quasits, who honestly shouldn’t have any loot, much like constructs, since they’re typically serving someone); leave out the foot soldiers of evil. Give them (10d-7) × $1,000 in loot and 1d magic items.

Oh, and counting imps as Demons—I find this whole Blood War to be meaningless background for 99.9% of all D&D games. Demons and Devils are evil, come from another plane, and we can kill them. That they don’t like each other is interesting but hardly important to the key thing, which is killing them, saving the innocents, and taking their stuff. (The demons’ stuff, that is. Maybe the stuff of the innocents too; we’ll get to humans in a bit.) Seriously, you all spend too much ink on this crap.

Divine Servitor: They usually will have bosses, but if they are showing up on their off-time, treat them the same as Demons: (10d-7) × $1,000 in loot and 1d magic items.

Elder Thing. Befitting what they are, these guys defy classification. For the most part, the dumb ones shouldn’t have loot; give it to their bosses. (Many low-level Aberrations in AD&D, like rust monsters and carrion crawlers, do have treasure, likely to reward low-level delvers, but these aren’t Elder Things in Dungeon Fantasy.) Give them (12d-9) × $1,000 in loot and 1d-1 magic items.

Elemental. The standard elementals, being typically summoned, do not have treasure. Their mightier counterparts will have some unless they’re air elementals (Roger De Bris: "I don't know about tonight. I'm supposed to be the Grand Duchess Anastasia, but I think I look more like Tugboat Annie. What do you think, Mr. Bloom?” Leo Bloom: "Where do you keep your wallet?”) For those who can hold loot (Princess Leia: “The more you tighten your grip, Tarkin, the more star systems will slip through your fingers”), they will have (6d-6) × $1,000 and 1d-4 magic items.

Faerie. Faerie always have loot. D&D might be a little tighter with the definition of Fey than Dungeon Fantasy is with Faerie; there aren’t many published examples. For example, I’d call unicorns Faerie, but D&D calls them Magical Beasts, much as it deems harpies Monstrous Humanoids whereas Dungeon Fantasy calls them Faerie. Medusae in D&D are also Monstrous Humanoids, but are Mundane in Dungeon Fantasy. I get it, it’s a judgment call. Regardless, give them (6d-7) × $1,000 in loot and 1d-3 magic items.

Giant Animal. These guys sometimes have treasure, if they’re especially big (like a roc) or nasty. The anomaly for this are giant rats, which have treasure type C, even though they’re just giant rats. I think this was a way to get loot to low-level parties who were likely to have some trouble with giant rats, and they do have an average number in lair of 27.5, which is a lot for Giant Animals, so that’s not too far from fair. But anyways, if you give Giant Animals loot, give them (1d-1) × $1,000 in loot and 1d-5 magic items.

Hybrid. Treat them the same as Dire Animals: (2d-2) × $1,000 in loot and 1d-3 magic items. D&D doesn’t differentiate, and for these purposes, I don’t see why we should either.

Mundane. For published Dungeon Fantasy monsters, these are really four classes:

  • Sapient humanoids who use tools, like men, elves, orcs, hill giants, and reptile men.
  • Lycanthropes or other shapeshifters who are sapient humanoids who can magically change into the shape of something else, like werewolves. EDIT: I guess we could extend this to magical Monstrous Humanoids like medusae too.
  • Dragons and
  • Stuff that doesn’t fit elsewhere, of which the Rock Mite is the one published example I could find. I’m gonna skip them.

Taking these one at a time, we can split the sapient humanoids further into men, demihumans, humanoids, and giants. All of them have loot:

  • Men have big lairs (mean is 126) and big loot to match: (10d-3) × $1,000 in loot and 1d-4 magic items.
  • Demihumans, which I define as being good or neutral guys you’re not normally supposed to kill (my sample is dwarves, elves, gnomes, halflings, and mermen, all but the last being normal player character races), have (8d-4) × $1,000 in loot and 1d-3 magic items.
  • Humanoids are the guys you’re supposed to kill and are man-sized or smaller, and have (5d-5) × $1,000 in loot and 1d-4 magic items. Note that some humanoids, like bugbears and lizard men, don’t have the 100+ populations of other sapient humanoids that are man-sized or smaller; lower loot for them. Keep it up for the more magical ones like medusae, however, even though they have small lairs.
  • Lastly, giants, who will have SM +1 and a small number in lair, so this includes ogres and trolls. These guys have (3d-3) × $1,000 in loot and 1d-3 magic items.

Lycanthropes and the magical Monstrous Humanoids have small lairs, typically under 20, and have (3d-2) × $1,000 in loot and 1d-3 magic items. The werebear, which is wealthy, might be skewing this upwards. EDIT: Now that I include the Monstrous Humanoids, the werebear stops being an outlier, with the earlier figure still just as good.

Dragons are the leaders in loot other than demon lords. Give them (3d-1) × $10,000 in loot and 2d-2 magic items. This is for the tough guys. For wussies like pseudo-dragons and white dragons, tithe the loot and give them 1d-3 magic items.

Plant. Another monster class with few published examples in Dungeon Fantasy. Most will be mindless and thus have no loot. The ones who have intelligence should have (1d-1) × $1,000 in loot and 1d-3 magic items.

Slime. Oddly, two AD&D Oozes, the gelatinous cube and the slithering tracker, do have loot. So, for the smart ones, I’d make them about the same as intelligent Plants: (1d-1) × $1,000 in loot and 1d-5 magic items.

Spirit and Undead. We’ll treat them together, since D&D does and there aren’t many Spirits anyways. The guys who are pure minions, like skeletons and zombies, have no loot, so don’t grant loot to anything with Bestial or Slave Mentality. As for the others, grant them (3d-3) × $1,000 in loot and 1d-3 magic items. Liches should have threefold loot. Oddly, their magic item XP is 1,110, which indicates a lone item (1d-3), which seems low; I’d interpret the treasure type A as rolling that 30% chance for a magic item three times.

Wednesday, August 31, 2016

All the alpha nerds are talking 'bout this





Right now, +Douglas Cole has the most poop about this, getting an interview with +Phil Reed. We've known about the project for a few days, but this is bigger than we've had in our wet dreams.