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Sunday, December 13, 2020

A New Paradigm for Random Encounters



    I've done a couple of random encounter tables this year, where I have taken results from many different systems and created selections for specific localities in the Wilderlands.  In doing so I have used a straight d20 paradigm, giving each monster a 5% chance of appearing.  While I've accepted this, I have also felt that a linear progression isn't right and even a regular Bell Curve is problematical at times - such as when a Star Spawn of Cthulhu has a 5% chance of doing a TPK just by showing up.  Once monsters get tough enough, any Dungeon Master who strives for what's been termed 'Gygaxian Naturalism', has to ask, how do normal people survive when such threats are walking around.

    Late in November 2020, Goblin's Henchman over on MeWe shared a post where he discussed using non-homogenous random tables, based on distance from a town to determine what monsters may show up.  The idea is pretty simple create a random encounter table, set your weaker monsters in the lower range, say 2-12 where you can  use smaller dice to generate the curve.  As you move away from civilization, add tougher monsters and increase the size of the dice you roll.

Probability Breakdown

A simple table compares the probability of any combination being rolled by two of the standard gaming dies.  Looking at any line, for example rolling a 5 - shows how the probability falls off precipitously as the size of the die increases; going from 25% when rolling 2d4 down to a mere 1% when rolling two d20. 
I was going to stop at 2d20, but when I started crunching numbers, I realized that 2d20 wasn't going to drop the probabilities enough - so I added the 2d100 progression also.  THEN I realized that was too long AND it STILL didn't give me the progression I wanted (see below), so I added 3d10 and 4d10 columns.  

Roll    (2d4)      (2d6)       (2d8)      (2d10)       (2d12)       (2d20)       (2d100)       (3d10)       (4d10)  
2 6.25% 2.78% 1.56% 1% 0.69% 0.01% 0.01% - -
3 12.50% 5.56% 3.13% 2% 1.38% 0.50% 0.02% 0.001% -
4 18.75% 8.33% 4.69% 3% 2.08% 0.75% 0.03% 0.003% 0.001%
5 25% 11.11% 6.25% 4% 2.78% 1.00% 0.04% 0.006% 0.002%
6 18.75% 13.89%7.81% 5% 3.47%
1.25% 0.05% 0.010% 0.004%
7 6.25% 16.67% 9.38% 6% 4.17%
1.50% 0.06% 0.015% 0.006%

Even going to 2d100 wasn't enough, I ended up calculating the odds for combinations of 1-4 d4, d6, d8, d10, d12 and d20.  I did decide that going beyond 40 lines in a table was more than I'd like to tackle routinely.

Categorization

    The first change to my approach to building the random encounter tables is that I now need to categorize the encounters by strength.  I have five rather broad categories in mind.  (1) Local inhabitants, farmer, merchants etc.  not usually combat threat but may have information of adventure hooks for the characters, (2) weak monsters - arbitrarily I'll say 1-3 hit dice; I'll need to tailor the definition for Runequest and other such non-leveling systems - I think.  If you're looking for an example, I'm thinking anything weaker than an ogre, as one ogre can put some hurt a party of 1st level characters. (3) middling monsters - say 4-8 hit dice, (4) strong monsters - of 9-15 HD and Oh My God, We're Doomed! monsters of 16+ hit dice.

Taking those categories and adding in some desired frequency by range data produces this matrix.  (I'm thinking of the Wilderlands 5 mile hexes, would also work for ACKS 6 mile hexes.  Would change the range buckets if using 10 or 15 mile hexes; if you're using D&D 30 mile campaign hexes, go straight to the 4+ Hex column.)
Category     0 Hexes      1 Hex         2 Hexes       3 Hexes      4+ Hexes  
Local Inhabitants 85% 75% 50% 15% 5%
Weak Monsters 15% 20% 30% 20% 15%
Middling Monsters - 5% 15% 40% 30%
Strong Monsters - - 5% 20% 40%
Oh My God! We're Doomed! - -- 5% 10%

Thinking about it, probably just use the 2 and 4+ Hexes ranges for waterborne encounters to simulate the increased covert mobility of water creatures compared to land creatures.

Results vs Plan

Playing around with a spreadsheet for several day led me to this distribution of encounters in a single table.  I used examples from the last Random Encounter table I constructed.

Roll                 Category                    Example  
2-7 Local Inhabitant Farmers, Merchants, Local Patrol, etc
8 Weak Hawk (ACKS)
9-11 Local Inhabitant Farmers, Merchants, Local Patrol, etc
12 Weak Orcs
13 Middling Troll
14 Weak Al'mi-raj (FF)
15 Middling Ankheg
16-17 Strong Chimera
18-20 Middling Weretiger (ACKS)
21 Weak Giant Skunk
22 OMG Star Spawn of Cthulhu (CoC)
23 Strong Rakox (Gamma World)
24-25 Middling Cthonian (CoC)
26 Strong Apparition (FF)
27 OMG Small Warrior (MA)
[1 HD, but # appearing 50-100]
28-29 Strong Yexil (GW)
30 Weak Wood Nymphs
31 Middling Cockatrice
32-36 Strong Bearoid (MA)

With this distribution, I could check the probabilities generated by various combinations of die rolls and find the ones that fit my desired distribution the best.

Category     0 Hexes
(2d4)  
   1 Hex
(1d12)     
   2 Hexes
(3d6)    
   3 Hexes
(3d8)   
   4+ Hexes
 (3d12)   
Local Inhabitants 87.5% 75% 43.1% 20.5% 6.1%
Weak Monsters 12.5% 16.7% 29.2% 18.9% 15.6%
Middling Monsters - 8.3% 20.4% 40.6% 38.3%
Strong Monsters - - 7.4% 23.0% 30.1%
Oh My God! We're Doomed! - -- 7.0% 10%

I could play with the encounter category distribution and try to refine it further, but I think I've dialed it in enough for this exercise.

Conclusion

     I don't know if I'll use this when I construct random encounter tables in the future.  The idea sounds good, but in practice you need tables that allow you to roll for monsters of specific strengths.  D&D has done that for dungeons since the beginning, but not for hex crawls.  When I add in my favored way of adding whimsy by combining results from every game system on my shelves - well that would be a project in and of itself to create a set of master encounter lists.
     The other thing I don't like about this approach is the players will learn the numbers to run from and the numbers to ignore.  Such meta-game knowledge I think would lessen the immersion of the players in the game, as they will react differently how their characters would.  After all if the player knows the rustling in the bushes is a wood cutter or shepherd or such, the they lose the mystery and excitement that this time it might be the Blatant Beast come to hear the epic poem it tasked them to create the last time they encountered it.

Your thoughts?

Tuesday, December 1, 2020

King Moonracer


  King Moonracer - Ruler of the Island of Misfit toys in the made for TV "Rudolph the Red-nosed Reindeer" holiday special.  What kind of monster would he be in D&D?


My much better half decided to put the show on this evening, must be twenty years since the kids wanted to watch it, so that's probably the last time I would have seen - or thought of it.  It's not my most loathed holiday special - that distinction goes to anything where they play "The Little Drummer Boy" - pah-rump-a-dum-dum.

When I saw the scene this time I immediately tried to classify him in terms of the D&D or other RPG bestiary.  Obviously some sort of winged lion, but that's still leaves a choice of monsters.







Manticore

     Left: Sullivan's manticore from the Monster Manual.  Bat wings and the head of Rutherford B Hayes.  Close, but Moonracer is a King not a President.

    Center: Trampier's manticore from one of the Treasure Assortment card stock playing aids of the 1970's.  Still bat wings and a human head, not sure who it looked like when he drew it, but now after watching the Harry Potter movies with the eldest granddaughter, he reminds me of an evil Hagrid.  Well, Hagrid's dad didn't size matter, maybe he was even less picky in his youth.

     Right: Manticore illustration from Warhammer FRP 1e.  Bat wings, human head - Gene Simmons from K.I.S.S.?

Griffons

One of the fandom wiki's suggested Moonracer was a Griffon.

Left: ACKS Griffon - love it noshing on hobbits, excuse me, "Halflings".  I hate halflings so much I made a completely different race to replace them.  But the classic front of an eagle, rear of a lion coniguration.

Right Top: Griffon from the Monster Mnaual.  It doesn't have Sullivan's or Trampier's initals, so I'd guess one of Hean Wells or Tom Wham's illustration.  Classic configuration for a griffon.

Right Lower; Griffon from Warhammer FRP.  Again, classic configuration.

Shedu



Maybe something from the Fertile Crescent.  Here's Sullivan's Shedu from the Monster Manual.  Winged, but body of bull not a lion.  Oddly, it wasn't included in 3rd Edition.

Lammasu

We may have something here.

Left: Trampier  illustration from the Monster Manual

Right: Lockwood illustration form the 3rd Edition Monster Manual.  I think we have a winner.

Lawful Good, flies, turns invisible, innate dimension door ability.  Clerical spells up to 4th level.  For whatever reasons of his own, Moonracer left his sandy desert for the icy one to provide a refuge for the unloved. 


Monday, November 30, 2020

Floor Plans - Igmans Boarding House

 Here's a floor plan from my still being written Call of Cthulhu adventure.  Igman's is a slightly disreputable boarding house that can be used (freely by anyone, but please give me some credit) as an adventure local.  It's based off of Design No. 30 - A Model Suburban Cottage in Woodward's Country Homes.  I added a 3rd floor as a copy of the 2nd floor, and removed the indoor bathroom on those floors to create a servant's stair leading to their rooms in the attic.  The grid scale is 5 feet or 1.5 meters, the actual plan sizes are listed in many of the rooms, and may appear to vary slightly from the grid - the perils of electronic formatting, reformatting and resizing.

Attic and Roof

A number of small servants' quarters and storage areas are reachable by the backstairs.

3rd Floor


Five bedrooms of varying sizes.

2nd Floor
Five bedrooms of varying sizes.  Balconies rest on top of the
roof of the veranda from E and the backstairs F



Main Floor
D = Dining Room, P- Parlor, L = Library
C is the land lady's private room.



Basement

     The basement includes a 10' wide Area covered by the Main Floor Veranda






Tuesday, November 24, 2020

Church of Nature's Bounty

      The building is nestled in second growth woodlands above the head of a ravine.  The area was formerly a source of lead ore (galena), but the mines have played out and production has moved elsewhere.

Country Chapel from Woodward's Country Homes 
Copyright expired

    The building is constructed of the native stone.  Anyone walking up to the door will notice that it's built right over the end of the ravine (dark green area on the right) that Fever Creek flows down.  Looking back a few steps along the edge of the ravine, onlookers will see that there is a partial wall under the building, with a ten to twelve foot gap in the center.  Unless someone is under the chapel with a light source, it's pitch black underneath.

     The interior is strikingly bare, with only a few pews around the walls.  Any one examining the stained glass windows will see illustrations of various scenes from the Old Testament of the Christian Bible.  Eve being tempted, Moses and the bronze serpent on the pole; Isaiah 14:29 and such.  The floor is scuffed and scratched in the center as if groups of people often milled around in the same area.  The investigators footsteps echo from below as the cross the room.

     In the vestibule is an overhead trapdoor, accessible by a stepladder found in the room behind the pulpit.  The trapdoor has a padlock on it.

    Across from the vestibule is a small area containing a narrow staircase leading down.

    Chained to the pulpit is an English language translation of Creencias de los Salvajes Indios.

Church of Nature's Bounty - Main Floor

     The lower level is essentially one big open room, the walls of the ravine have been roughly finished with the native stone to provide a level foundation for the building above.  The right hand side is open to the ravine, the left hand side is a ten foot passage hewed out of the stone, it Y's a few feet in - possibly an entrance to one of the old lead mines.

Church of Nature's Bounty - Ravine level

 

     

Saturday, November 7, 2020

Ten Strike Mine

      Needed an abandoned mine for an adventure, so thought I'd give the cavern generation rules from Wilderlands a spin.  Going to say I'm not impressed, with a 10% of the tunnel ending each roll the mines are quite small, especially as there is only a 5% chance of a branch or cross tunnel to generate alternate paths.  Caverns are encountered, but there are no rules for generating multiple exits from them.  As short as it is, it will work for the adventure I'm working on, but the Random Dungeon rules from the AD&D DMG are better.

Ten Strike Mine

 

  


Thursday, November 5, 2020

Free Building Plans Resources



At one point I had intended to do a series of gridded building plans based on one of these resources. Years later, I only ever did one. I find these old architecture books on Gutenburg to be a valuable way to quickly come up with a building layout I can describe to the players.
The trick to these is to find the list of illustrations or plates, these usually provide clickable short cuts to the floor plans. Otherwise keep scrolling, they're in there somewhere.

The Ten Books on Architecture by Vitruvius - classical roman architecture, covers temples, forums, villas and houses    

History of Indian and Eastern Architecture by James Ferguson - mostly building elevations and details, but there are some floor plans in there, including a couple of temples located in caves. 

Chaitya Cave, Bhaja


The Early Norman Castles of the British Isles by Ella S. Armitage - what it says on the cover. You don't get interior layouts, but you do get site plans of castles for intrepid adventurers to sneak into or assault.

Problems in Periclean Buildings by G. W. Elderkin - plans of classical Greek temples and buildings.

Virginia Architecture in the Seventeenth Century by Henry Chandlee Foreman - not a lot of plans and many lack detail, but there are a number of drawings of Native American structures that can be used by your barbarian and orc villages.

Palace and Mosque at Ukhaidir by Gertrude Lowthain Bell - despite the name it includes Greek house plans, a plan of the Roman fort at Housesteads as well as more oriental dwelling plans, along with the palace and mosque layouts. 

Rural Architecture by Lewis Falley Allen - moving to America this book has detailed floor plans for farms and plantations. It includes plans for outbuilding such as a piggery and smokehouse. 

Woodward's Country Homes by Geo. E. and F. W. Woodward - a couple of dozen house designs from the Reconstruction period. Also plans for outbuildings like an ice house and carriage house

Bennett's Small House Catalog 1920 by Ray H Bennett Lumber Company - dozens of floor plans suitable for eldritch horrors to ooze out of when playing Call of Cthulhu. With price lists and pictures of internal details.

Convenient Houses by Louis Henry Gibson. Fifty Gilded Age domiciles 

     There's more books on Architecture at Gutenberg, but they are mostly antiquarian volumes on specific architectural details, rather than floor plans. Nice for color, but don't help design an adventure.

Update:  All the links broke overnight, don't know if it's Blogger not letting me link to Gutenberg or what happened.  Fixed them 11/08/20.  If not just search for the titles on Gutenberg and you'll find them. SOrry if you came and none of the links worked - RDT

Wednesday, November 4, 2020

Call of Cthulhu Text - "Creencias de los Salvajes Indios"

      I'm writing up a CoC adventure and needed a text behind the cult.  After following some very interesting rabbit holes on the Internet, I came up with this.


More of my bad art work

    Creencias de los Salvajes Indios (English: Beliefs of the Indian Savages) attributed to Francisco Lopez de Gomara, Chaplain to the conquistador Bernal Diaz.

     The manuscript is a description of pre-conquest Mesoamerican religious rites, including those of ‘Ik’ more commonly called Yig in the Cthulhu Mythos.  Certain of these rites are said to produce a startling agricultural bounty. 
     History:  The manuscript was obtained by Antonio del Ulloa (later governor of Spanish Louisiana) during his travels to South America, where he first described the metal platinum.  After the capture of his ship by the English, he was taken captive to England where he became a Fellow of the Royal Society and a close friend of Sir Joseph Danvers, 1st Baronet of Swithland.  
     At Swithland’s request at least one copy of the original Spanish manuscript was made, which has been retained by the Royal Society.  Rumors of an English translation in the possession of the Danvers family persist, but it has never surfaced.   There is some speculation that it may have been lost when a great grandson of the Baronet migrated to America in the 1830s.  
      The original manuscript known to have been kept on the Blasphemous Shelves of the library of Monastario del Escorial in Spain prior to the Spanish Civil War.

Call of Cthulhu 3rd Edition Statistics 
Editions                                                   Language        + to Knowledge     Spell Multiplier     SAN Loss
Creencias de los Salvajes Indios     Asturian (Spanish)            +12%                       x3                  -2d4
Beliefs of the Indian Savages                   English                      +9%                       x2                  -1d6