I said in my last post that I was done statting up monsters from the original Dungeons & Dragons wandering monster tables. As frequently happens, I was wrong about that. I did cover all of the animals and dinosaurs (and I kicked the Martian beasties further down the road), but I had forgotten about one of the most prominent elements of original D&D's dungeon encounter tables: non-player characters.
Out of 62 possibilities on those tables, 15 of them are fighters, clerics, or magic-users. That's almost a quarter of all dungeon encounters that won't have stats ready to go. Sure, you can figure it out using the character creation rules, but that takes time, and even small delays can kill the pace of the game. I'd rather take the time now to work up some stat blocks, and have them ready to go when I need them.
The tables use level titles rather than numbers. I do kind of like the descriptive titles for the various levels of each class, but it's not always the easiest to remember them. I'm going to need stat blocks for all of the following: Warriors (2nd-level fighting-men), Heroes (4th-level f-m), Swashbucklers (5th level f-m), Myrmidons (6th-level f-m), Superheroes (8th-level f-m), Lords (9th-level f-m), Conjurers (3rd-level magic-users), Theurgists (4th-level m-u), Thaumaturgists (5th level m-u), Magicians (6th-level m-u), Enchanters (7th-level m-u), Sorcerers (9th-level m-u), Wizards (11th-level m-u), Evil Priests (4th-level chaotic cleric), and Evil High Priests (8th-level chaotic cleric). I should also do Necromancers (10th-level m-u) and Patriarchs (8th-level lawful clerics) from the wilderness tables. (Due to the entourages that higher-level NPCs can have, I stayed up past 2am doing stat blocks for every level of every class. Thoroughness is a curse.)
Before properly getting into the stat blocks, I want to write a bit about what all of these people are even doing in the dungeon. Making sense of the default wandering monster tables - and providing an explanation or point of origin for each monster entry - is one of the primary design goals for my underworld. So I need to do that for all of these fighters, clerics, and magic-users roaming the depths. Some, of course, will be tomb robbers and treasure hunters, just like the player characters. But given how frequently they're encountered, I feel like that starts to strain credulity a little bit. I don't want adventurers of that stripe to feel quite so ubiquitous, or for the dungeon to feel so well-trodden..
I'd rather tie the presence of these characters to the core concept of the dungeon. As I've written before, there's an ancient god slumbering beneath the dungeon, which was built by a decadent people seeking to dream the dreams of the gods. Some folks living in the surrounding lands are sometimes ensnared by those dreams, and enter the dungeon never to return. So most of the NPCs encountered in the dungeon will be like that, lost souls who've been there so long that the dungeon has become a home to them. My only problem with this is that it cuts somewhat against the rules for player characters to recruit NPCs met in the dungeons... but I'm sure I can come up with an explanation for that when I need to. It does somewhat make sense of the rule that all dungeon monsters (including NPCs) can see in the dark when in the dungeon... if I make it something that happens when someone fully gives themselves to the "dreams".
Deciding on some of the stats took a while. I agonised over the Number Appearing before realising that only the highest levels of each class appear in the wilderness tables, and that they appear singly with entourages. For % in Lair and Treasure Type I defaulted to the 15% and Type A of all other "men", but I decided that if a lair was rolled it should be a random castle as described in the rules. Where possible, I will always try to default to rules that already exist.
Armor Class for fighters and clerics I decided would be 4 for characters up to 5th level, and 2 for those of 6th or higher. I must admit, 5th level fighters being Swashbucklers influenced me a bit there, as I didn't feel right giving them plate mail. Magic-users, of course, default to a measly unarmored 9 AC. I ported in the morale bonuses and effects for fighters and magic-users from the Chainmail miniature rules. I didn't bring them in for clerics, as clerics aren't in Chainmail, but I might adapt them. I also didn't explicitly mention how many attacks each class gets against "normal men", mostly because I haven't yet decided how I want that to work.
Oh yeah, I also assumed that all of these guys have average ability scores. Nobody needs to be rolling those on the fly for a random encounter, and their effect is quite minimal in original D&D anyway.
Otherwise, most of the work was deciding what the default spell selections for clerics and magic-users would be. I suppose some will quibble with my choices, but I went for variety and spells that are useful in combat, and I made a note that referee's can switch this up if they want. Thankfully the spell lists in original D&D are pretty small, so it didn't take too long.
And now, the stat blocks:
VETERANS (1st-Level Fighting-Men)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 1+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Veterans fight and save as 1st-level fighting-men.
WARRIORS (2nd-Level Fighting-Men)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a
Warriors fight and save as 2nd-level fighting-men.
SWORDSMEN (3rd-Level Fighting-Men)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a
Swordsmen fight and save as 3rd-level fighting-men.
HEROES (4th-Level Fighting-Men)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a
Heroes fight and save as 4th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.
SWASHBUCKLERS (5th-Level Fighting-Men)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 5+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Swashbucklers fight and save as 5th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.
MYRMIDONS (6th-Level Fighting-Men)
Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 6
% in Lair: n/a
Type or Amount of Treasure: n/a
Myrmidons fight and save as 6th-level fighting-men. They need never check morale, and those fighting with them have a +1 morale bonus.
CHAMPIONS (7th-Level Fighting-Men)
Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 7+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Champions
fight and save as 6th-level fighting-men. They need never check morale,
and those fighting with them have a +1 morale bonus.
SUPERHEROES (8th-Level Fighting-Men)
Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 8+2
% in Lair: 15%
Type or Amount of Treasure: Type A
Superheroes fight and save as 8th-level fighting-men. They need never check morale, and those fighting with them have a +2 morale bonus. When they approach within charging distance of the enemy, all those within range must check morale.
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, the lair will be a
castle with the usual randomly determined occupant, guards and
retainers. There is a 50% chance that they will be the leader of this castle. Otherwise the leader of their castle will be a Patriarch.
If not encountered in their lair, they will be accompanied by 2-12 fighters of levels 1-4.
The Superhero has a 50% chance to have a magic sword, a 25% chance to have a magic shield, and a 25% chance to have magic armor (roll for each).
LORDS (9th-Level Fighting-Men)
Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 9+3
% in Lair: 15%
Type or Amount of Treasure: Type A
Lords fight and save as 9th-level fighting-men. They need never check morale, and those fighting with them have a +2
morale bonus. When they approach within charging distance of the enemy,
all those within range must check morale.
Some Lords may be higher than 9th level, at the referee's option.
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, the lair will be a
castle with the usual randomly determined occupant, guards and
retainers. The Lord will be the leader of this castle.
If not encountered in their lair, they will be accompanied by 2-12 fighters of levels 1-4.
The Lord has a 50% chance to have a magic sword, a 25% chance to have a
magic shield, and a 25% chance to have magic armor (roll for each).
MEDIUMS (1st-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 1
% in Lair: n/a
Type or Amount of Treasure: n/a
Mediums fight, save, and cast spells as 1st level magic-users.
A Seer will typically have the following spells available to cast once per day: Sleep. This can be changed as the referee desires. They can prepare one 1st level spells daily.
SEERS (2nd-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 1+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Seers fight, save, and cast spells as 2nd level magic-users.
A Seer will typically have the following spells available to cast once per day: Sleep, Charm Person. This can be changed as the referee desires. They can prepare two 1st level spells daily.
CONJURERS (3rd-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a
Conjurers fight, save, and cast spells as 3rd level magic-users.
A Conjurer will typically have the following spells available to cast once per day: Protection from Evil, Sleep, Charm Person, Phantasmal Forces. This can be changed as the referee desires. They can prepare three 1st level and one 2nd level spell daily.
THEURGISTS (4th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 2+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Theurgists fight, save, and cast spells as 4th level magic-users.
A Theurgist will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Phantasmal Forces. This can be changed as the referee desires. They can prepare four 1st level and two 2nd level spell daily..
THAUMATURGISTS (5th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a
Thaumaturgists fight, save, and cast spells as 5th level magic-users.
A Thaumaturgist will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Phantasmal Forces, Fire Ball. This can be changed as the referee desires. They can prepare four 1st level, two 2nd level spells, and one 3rd level spell daily.
MAGICIANS (6th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 3+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Magicians fight, save, and cast spells as 6th level magic-users.
A Magician will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Phantasmal Forces, Fire Ball, Protection from Normal Missiles. This can be changed as the referee desires. They can prepare four 1st level, two 2nd level spells, and two 3rd level spell daily..
ENCHANTERS (7th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a
Enchanters fight, save, and cast spells as 7th level magic-users.
An Enchanter will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Continual Light, Phantasmal Forces, Fire Ball, Protection from Normal Missiles, Polymorph Others. This can be changed as the referee desires. They can prepare four 1st level, three 2nd level spells, two 3rd level spells, and one 4th level spell daily.
WARLOCKS (8th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 5
% in Lair: n/a
Type or Amount of Treasure: n/a
Warlocks fight, save, and cast spells as 8th level magic-users.
A Warlock will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Continual Light, Phantasmal Forces, Fire Ball, Lightning Bolt,
Protection from Normal Missiles, Dispell Magic, Confusion, Polymorph Others. This
can be changed as the referee desires. They can prepare four 1st
level, three 2nd level spells, three 3rd level spells, and two 4th level
spells daily.
SORCERERS (9th-Level Magic-Users)
Number Appearing: -
Armor Class: 9
Move in Inches: 12
Hit Dice: 6+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Sorcerers fight, save, and cast spells as 9th level magic-users.
A Sorcerer will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Continual Light, Phantasmal Forces, Fire Ball, Lightning Bolt,
Protection from Normal Missiles, Dispell Magic, Confusion, Polymorph Others, Conjure Elemental. This can be changed as the referee desires. They can prepare four 1st level, three 2nd level spells, three 3rd level spells, two 4th level spells, and one 5th level spell daily.
NECROMANCERS (10th-Level Magic-Users)
Number Appearing: 1
Armor Class: 9
Move in Inches: 12
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A
Necromancers fight, save, and cast spells as 10th level magic-users.
A Necromancer will typically have the following spells available to cast once per day: Detect
Magic, Protection from Evil, Sleep, Charm Person, Invisibility,
Continual Light, Phantasmal Forces, Knock, Fire Ball, Lightning Bolt,
Protection from Normal Missiles, Dispell Magic, Confusion, Wall of Fire,
Polymorph Others, Conjure Elemental, Teleport. This can be changed as the referee desires. They can prepare four 1st level, four 2nd level spells, three 3rd level
spells, three 4th level spells, and two 5th level spell daily.
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
If not encountered in their lair, they will be accompanied by 2-12 magic-users of levels 1-4.
The Necromancer will have a 60% chance of having a magic wand, a 30% chance of a magic ring, and a 20% chance of a miscellaneous magic item (roll for each).
WIZARDS (11th-Level Magic-Users)
Number Appearing: 1
Armor Class: 9
Move in Inches: 12
Hit Dice: 8+1
% in Lair: 15%
Type or Amount of Treasure: Type A
Wizards fight, save, and cast spells as 11th level magic-users. They need never check morale, and those fighting with them have a +2
morale bonus. When they approach within charging distance of the enemy,
all those within range must check morale.
A Wizard will typically have the following spells available to cast once per day: Detect Magic, Protection from Evil, Sleep, Charm Person, Invisibility, Continual Light, Phantasmal Forces, Knock, Fire Ball, Lightning Bolt, Protection from Normal Missiles, Dispell Magic, Confusion, Wall of Fire, Polymorph Others, Conjure Elemental, Hold Monster, Teleport. This can be changed as the referee desires. They can prepare two spells of each level from 1st to 5th daily.
Some Wizards may be higher than 11th level, at the referee's option.
Dungeon Encounters:
Each Wizard will be accompanied by from 1-4 apprentices (Enchanters) and 1-6 body-guards (fighters of levels 4-6).
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
If not encountered in their lair, they will be accompanied by 2-12 magic-users of levels 1-4.
The Wizard will have a 60% chance of having a magic wand, a 30%
chance of a magic ring, and a 20% chance of a miscellaneous magic item
(roll for each).
ACOLYTES/EVIL ACOLYTES (1st Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 1
% in Lair: n/a
Type or Amount of Treasure: n/a
Acolytes and Evil Acolytes fight, save, and cast spells as 1st level clerics/anti-clerics. Acolytes are always lawful, and Evil Acolytes are always chaotic in alignment. Only an Acolyte will have an affect on the undead, as a 1st level cleric.
ADEPTS/EVIL ADEPTS (2nd Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 2
% in Lair: n/a
Type or Amount of Treasure: n/a
Adepts
and Evil Adepts fight, save, and cast spells as 2nd level
clerics/anti-clerics. Adepts are always lawful, and Evil Adepts are
always chaotic in alignment. Only an Adept will have an affect on the undead, as a 2nd level cleric.
An Adept or Evil Adept will typically have the following spells available to cast once per day: Cure
Light Wounds (reversed for anti-clerics). This can be changed as the referee desires. They can prepare one 1st level spell daily.
VILLAGE PRIESTS/SHAMANS (3rd Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 3
% in Lair: n/a
Type or Amount of Treasure: n/a
Village Priests
and Shamans fight, save, and cast spells as 3rd level
clerics/anti-clerics. Village Priests are always lawful, and Shamans are
always chaotic in alignment. Only a Village Priest will have an affect on the undead, as a 3rd level cleric.
A Village Priest will typically have the following spells available to cast once per day: Cure
Light Wounds, Protection from Evil. A Shaman will typically have Cure Light Wounds (reversed), and Light (reversed). This can be changed as the referee desires. They can prepare two 1st level spells daily.
VICARS/EVIL PRIESTS (4th-Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4
% in Lair: n/a
Type or Amount of Treasure: n/a
Vicars and Evil Priests fight, save, and cast spells as 4th level clerics/anti-clerics. Vicars are always lawful, and Evil Priests are
always chaotic in alignment. Only a Vicar will have an affect on the undead, as a 4th level cleric.
A Vicar will typically have the following spells available to cast once per day: Cure
Light Wounds, Protection from Evil, Hold Person. An Evil Priest will have Cure
Light Wounds (reversed), Light (reversed), Hold Person. This can be changed as the referee desires. They can prepare two 1st-level spells and one 2nd level spell daily.
CURATES/EVIL CURATES (5th-Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 4
Move in Inches: 9
Hit Dice: 4+1
% in Lair: n/a
Type or Amount of Treasure: n/a
Curates and Evil Curates fight, save, and cast spells as 5th level clerics/anti-clerics. Curates are always lawful, and Evil Curates are
always chaotic in alignment. Only a Curate will have an affect on the undead, as a 5th level cleric.
A Curate will typically have the following spells available to cast once per day: Cure
Light Wounds, Protection from Evil, Hold Person, Bless. An Evil Curate will have Cure
Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed). This can be changed as the referee desires. They can prepare two 1st-level spells and two 2nd level spells daily.
BISHOPS/EVIL BISHOPS (6th-Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 2
Move in Inches: 6
Hit Dice: 5
% in Lair: n/a
Type or Amount of Treasure: n/a
Bishops and Evil Bishops fight, save, and cast spells as 6th level clerics/anti-clerics. Bishops are always lawful, and Evil Bishops are
always chaotic in alignment. Only a Bishop will have an affect on the undead, as a 6th level cleric.
A Bishop will typically have the following spells available to cast once per day: Cure
Light Wounds, Protection from Evil, Hold Person, Bless, Cure Disease, Cure Serious Wounds. An Evil Bishop will have Cure
Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed), Cure Disease (reversed), Turn Sticks to Snakes. This can be changed as the referee desires. They can prepare two 1st-level spells, two 2nd level spells, one 3rd level spell and one 4th level spell daily.
LAMAS/EVIL LAMAS (7th-Level Clerics/Anti-Clerics)
Number Appearing: -
Armor Class: 2
Move in Inches: 9
Hit Dice: 6
% in Lair: n/a
Type or Amount of Treasure: n/a
Lamas and Evil Lamas fight, save, and cast spells as 7th level clerics/anti-clerics. Lamas are always lawful, and Evil Lamas are
always chaotic in alignment. Only a Lama will have an affect on the undead, as a 7th level cleric.
A Lama will typically have the following spells available to cast once per day: Cure
Light Wounds, Protection from Evil, Hold Person, Bless, Cure Disease, Continual Light, Cure Serious Wounds, Dispell Evil. An Evil Lama will have Cure
Light Wounds (reversed), Light (reversed), Hold Person, Bless (reversed), Cure Disease (reversed), Continual Light (reversed), Turn Sticks to Snakes, Finger of Death. This can be changed as the referee desires. They can prepare two 1st-level spells, two 2nd level spells, two 3rd level spells, one 4th level spell, and one 5th level spell daily.
EVIL HIGH PRIESTS (8th-Level Anti-Clerics)
Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A
Evil High Priests fight, save, and cast spells as 8th level anti-clerics. They are always chaotic in alignment.
An Evil High Priest will typically have the following spells available to cast once per day: Cure
Light Wounds (reversed), Protection from Good (reversed), Bless (reversed), Hold Person, Cure Disease (reversed), Continual
Light (reversed), Cure Serious Wounds (reversed), Turn Sticks to Snakes, Finger of Death, Insect Plague. This can be changed as the referee desires. They can prepare two of each level of spells from 1st-5th daily.
Some Evil High Priests may be higher than 8th level, at the referee's option.
Dungeon Encounters:
Each Evil High Priest will be accompanied by from 1-4 apprentices (Evil Priests) and 1-6 body-guards (fighters of levels 4-6).
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
If not encountered in their lair, they will be accompanied by 2-12 anti-clerics of levels 1-4.
The Evil High Priest will have a 40% chance of having a magic weapon, a 30%
chance of a staff, a 20% chance of a magic shield, and a 10% chance of magic armor (roll for each).
PATRIARCHS (8th-Level Clerics)
Number Appearing: 1
Armor Class: 2
Move in Inches: 6
Hit Dice: 7
% in Lair: 15%
Type or Amount of Treasure: Type A
Patriarchs fight, save, affect undead, and cast spells as 8th level clerics. They are always lawful in alignment.
A Patriarch will typically have the following spells available to cast once per day: Cure Light Wounds, Detect Evil, Bless, Hold Person, Cure Disease, Continual Light, Cure Serious Wounds, Protection from Evil 10 ft. radius, Dispell Evil, Quest. This can be changed as the referee desires. They can prepare two of each level of spells from 1st-5th daily.
Some Patriarchs may be higher than 8th level, at the referee's option.
Wilderness Encounters:
If
they are encountered in their lair in the wilderness, they will be the castle's leader, and there will be the usual randomly determined guards and retainers.
If not encountered in their lair, they will be accompanied by 2-12 clerics of levels 1-4.
The Patriarch will have a 40% chance of having a magic weapon, a 30%
chance of a staff, a 20% chance of a magic shield, and a 10% chance of magic armor (roll for each).
No comments:
Post a Comment