Post by Scott on Feb 18, 2019 8:38:19 GMT -5
With the current sandbox I'm developing, I've dropped the Castle Zagyg: Upper Works, and I'm using a castle ruin based on the Bodenburg Castle model I heard Gary originally used. Currently there are no set encounters in the ruins, but I have created some random encounter tables. I've also statted up the first 10 encounters. If I don't stat wandering monsters up in advance I tend to ignore them while playing.
For the trips to and from the ruins the method I've used, and will probably still use, is one check each way, 1 in 10 indicates encounter. Encounters are equal chance of being Greyhawk/wilderness marsh/wilderness hills. I'll have to write up some encounters for this too. I use the encounter tables to determine what is encountered, but I customize the encounters based on the level of the party.
Here's the Upper Works info I'm currently working with. You'll lose the formatting I used (bold, font size, etc.), but it's easy to figure out if you want to use it.
Upper Works
Encounter Level: 1
Random Encounters
Check each turn, 1 on a d6
Encounter Level (d20)
1-16: 1st
17-19: 2nd
20: 3rd
Frequency (d100)
1-65: Common
66-85: Uncommon
86-96: Rare
97 - 100: Very Rare
Level 1
Common
Dwarf
Bandits
Brigands
Orcs 50/50 Bloody Head/Dripping Blade
Bloody Head Orcs: Lair in the Dungeon
Wear blood red tunics over mail, Shields are mustard yellow with a screaming, bloody, decapitated head
Dripping Blade: Lair in hills nearby
Wear moss green tunics over armor, shield is white with a diagonal poleax with a bloody, dripping blade
Giant Rats
Uncommon
Badger uncommon
Elf uncommon
Goblin
Hobgoblins
Kobolds
Rare
Berserkers
Giant Ants Rare
Gnomes Rare
Halflings
Skeleton
Zombie
Very Rare
Character Party
Level 2
Common
Giant toads
Uncommon
Gnolls
Very Rare
Character Party
Giant Badger very rare
Level 3
Common
Ogre
Huge Spider
Uncommon
Ghouls
Giant Lizard
Bugbears
Very Young White Dragon
Very Young Brass Dragon
Very YoungBlack Dragon
Rare
Giant Weasel
Very Rare
Character Party
Encounters
Bloody Head Orcs: They are out scavenging for food or slaves. They wear blood red tunics over rusty, dirty mail and display their logo on shields or emblazoned on tunics: mustard yellow with a screaming, bloody, decapitated head
Orcs (11): AC: 6; Move; 9”; HD: 1; THAC0: 19; # Attacks: 1 or 2; Damage: By weapon; Int: Average (low) (8); Align: LE; Size; M (6’+ tall)
Speak: orc, LE, goblin, hobgoblin, ogre
Treasure: each carries: 2d6 EP
Glaive: HP: 8; Damage: 1d6
Glaive: HP: 5; Damage: 1d6
Glaive: HP: 5; Damage: 1d6
Glaive: HP: 7; Damage: 1d6
Glaive: HP: 6; Damage: 1d6
Glaive: HP: 3; Damage: 1d6
Broad Sword & Spear: HP: 8; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Broad Sword & Spear: HP: 4; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Broad Sword & Spear: HP: 4; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Hand Axe & Short Bow: HP: 8; Damage: 1d6, short Bow Range: 5”/10”/15”
Hand Axe & Short Bow: HP: 3; Damage: 1d6, short Bow Range: 5”/10”/15”
Gnomes: You see nine small humanoids, about 3’ tall. They have brown tunics over ring mail. They have wood brown skin and white hair and beards. . Blue eyes. This group is traveling to trade with dwarves in the dungeons. They will stop and talk to a party with dwarves, gnomes, or halflings, but will try to avoid others.
Gnomes (9): AC: 5; Move: 6”; HD: 1; THAC0: 19; Attacks: 1 or 2; Damage: by weapon; Int: Very (11); Align; NG; Size: S (3’ + tall)
Save vs magic and poison at 4 levels higher, infra vision: 60’; Languages; NG; Gnome, kobold, halfling, goblin, dwarf, burrowing mammals
Treasure: 2d4 x 3 GP each
Club and Spear; HP: 8; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 7; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 2; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 6; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 4; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 4; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 7; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 1; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 8; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Bandits: These bandits will ignore a party entering the dungeons. The will hail a party exiting the dungeons from a distance and will let them pass if they turn over their loot.
Bandits (12): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 2; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 6; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 6; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, Light Crossbow & hand axe: AC: 8; HP: 5; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 2; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 1; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 3; Damage: 1d4 or 1d6; Range: 6/12/18
Bandits: These bandits will hail a party entering or exiting the dungeons from a distance and will let them pass if they turn over their loot.
Bandits (12): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, guisarme: AC: 8; HP: 3; Damage: 2d4
Leather, guisarme: AC: 8; HP: 6; Damage: 2d4
Leather, guisarme: AC: 8; HP: 5; Damage: 2d4
Leather, guisarme: AC: 8; HP: 3; Damage: 2d4
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 2; Damage: 1d6, short Bow Range: 5”/10”/15”
Badgers: This family of badgers is scavenging for food. They will try to warn the party off before attacking. If the party does not approach they will not attack.
Badger (4): AC: 4; ; Move: 6”; HD: 1+2; HP: 6, 10, 7, 5; THAC0: 18; Attacks: 3 (claw/claw/bite); Damage: 1d2/1d2/1d3; Int; Semi- (2); Align: N; Size; S
Brigands: These brigands will ignore a party entering they dungeons. They will attack without warning any party exiting the dungeon and will kill or capture everyone. They will sell captives as slaves to a humanoid tribe in the dungeon.
Brigands (14): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, glaive: AC: 8; HP: 2; Damage: 1d6
Leather, glaive: AC: 8; HP: 5; Damage: 1d6
Leather, glaive: AC: 8; HP: 5; Damage: 1d6
Leather, glaive: AC: 8; HP: 4; Damage: 1d6
Leather, Light Crossbow & hand axe: AC: 8; HP: 6; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 6; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 2; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 4; Damage: 1d4 or 1d6; Range: 6/12/18
Elves: Slim and pale, brown hair, green eyes, greenish gray cloaks over pastel green or blue clothes. Unless the party has an elf in it, these elves will try to avoid contact.
Elves (7): AC: 5; Move: 12”; HD: 1+1; THAC0: 18; # Attacks: by weapon; Damage: by weapon
Spear; HP: 2; THAC0: 18; Damage: 1d6
Spear; HP: 8; THAC0: 18; Damage: 1d6
Spear; HP: 4; THAC0: 18; Damage: 1d6
Long Sword; HP: 6; THAC0: 17; Damage: 1d8
Long Sword; HP: 8; THAC0: 17; Damage: 1d8
Long Sword & Long Bow; HP: 7; THAC0: 17; Damage: 1d8 or 1d6; Range; 7/14/21
Long Sword & Long Bow; HP: 2; THAC0: 17; Damage: 1d8 or 1d6; Range: 7/14/21
Treasure: 1d6 PP each
Dwarves: Deep tan skin, ruddy cheeks, bright gray eyes, hair and beards, brown, black, or gray, dressed in browns and tans with bright cloaks (red, blue, green). The dwarves will stop to chat briefly if the party has a dwarf or gnome in it, otherwise they will be brusk and try to avoid contact.
Dwarves (5): AC: 4; Move: 6”; HD: 1; THAC0: 19; # Attacks: 1; Damage: by weapon; Int: Very (11); Align: LG; Size: S (4’+ tall)
Special: Save at +4 levels, infravision 60’
Language: Dwarf, gnome, kobold, goblin, orc
Axe & hammer; HP: 7; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Axe & Hammer; HP: 4; ; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Axe & hammer: HP: 4; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Short sword & spear; HP: 4; Damage: 1d6; Range: 1”/2”/3”
Short sword & spear: HP: 6; Damage: 1d6; Range: 1”/2”/3”
Treasure: 2d4 GP x 5 GP each
This party of evil adventurers is planning on exploring the dungeons. They will attack any party that isn’t obviously well equipped and higher level.
Character Party (CE)
Dungeon Party 1A
1st Level Fighter: AC: 4 (chain & shield); Move: 9”; HD: 1d10+2; HP: 10; THAC0: 19; Attacks: 1 (long sword); Damage: 1d8+1; Int; Average (10); Align: CE; Size; M
Treasure: Scroll of Protection from Magic
1st Level Fighter: AC: 3 (chain & shield + Dex); Move: 9”; HD: 1d10+1; HP: 8; THAC0: 19; Attacks: 1 (long sword); Damage: 1d8+2; Int; Average (10); Align: CE; Size; M
1st Level Thief: AC: 6; Move: 12”; HD: 1d6; HP: 4; THAC0: 21; Attacks: 1 (short sword); Damage: 1d6; Int; Highly Intelligent (13); Align: CE; Size; M (will try unsuccessfully to sneak around behind to back stab).
2nd level cleric: AC: 2; Move: 6”; HD: 2d8+2; HP: 12; THAC0: 20; Attacks: 1 (horseman’s flail); Damage: 1d4+1; Int; highly Intelligent (14); Align: CE; Size; M: Command, Cure Light Wounds, Detect Magic, Sanctuary
5 men-at-arms: AC: 6; Move: 9”; HD: 1d6+1; HP: 6, 4, 7, 6, 6; THAC0: 21 (Range: 6/12/18); Attacks: 1 (light crossbow or hand axe); Damage: 1d4+1 or 1d6; Int; Average (10); Align: CE; Size; M
A pack of ravenous giant rats will attack. Scared off by fire, will flee of 50% slain
Giant Rats (11): AC: 7; Move: 12”; HD: 1d4; HP: 1,1,3,3,1,4,1,1,2,1,4; THAC0: 21; Attacks: 1; Damage: 1d3; Special: 5% chance a bite will cause disease (save vs. poison); Int: Semi: (3); Align: N; Size: S
For the trips to and from the ruins the method I've used, and will probably still use, is one check each way, 1 in 10 indicates encounter. Encounters are equal chance of being Greyhawk/wilderness marsh/wilderness hills. I'll have to write up some encounters for this too. I use the encounter tables to determine what is encountered, but I customize the encounters based on the level of the party.
Here's the Upper Works info I'm currently working with. You'll lose the formatting I used (bold, font size, etc.), but it's easy to figure out if you want to use it.
Upper Works
Encounter Level: 1
Random Encounters
Check each turn, 1 on a d6
Encounter Level (d20)
1-16: 1st
17-19: 2nd
20: 3rd
Frequency (d100)
1-65: Common
66-85: Uncommon
86-96: Rare
97 - 100: Very Rare
Level 1
Common
Dwarf
Bandits
Brigands
Orcs 50/50 Bloody Head/Dripping Blade
Bloody Head Orcs: Lair in the Dungeon
Wear blood red tunics over mail, Shields are mustard yellow with a screaming, bloody, decapitated head
Dripping Blade: Lair in hills nearby
Wear moss green tunics over armor, shield is white with a diagonal poleax with a bloody, dripping blade
Giant Rats
Uncommon
Badger uncommon
Elf uncommon
Goblin
Hobgoblins
Kobolds
Rare
Berserkers
Giant Ants Rare
Gnomes Rare
Halflings
Skeleton
Zombie
Very Rare
Character Party
Level 2
Common
Giant toads
Uncommon
Gnolls
Very Rare
Character Party
Giant Badger very rare
Level 3
Common
Ogre
Huge Spider
Uncommon
Ghouls
Giant Lizard
Bugbears
Very Young White Dragon
Very Young Brass Dragon
Very YoungBlack Dragon
Rare
Giant Weasel
Very Rare
Character Party
Encounters
Bloody Head Orcs: They are out scavenging for food or slaves. They wear blood red tunics over rusty, dirty mail and display their logo on shields or emblazoned on tunics: mustard yellow with a screaming, bloody, decapitated head
Orcs (11): AC: 6; Move; 9”; HD: 1; THAC0: 19; # Attacks: 1 or 2; Damage: By weapon; Int: Average (low) (8); Align: LE; Size; M (6’+ tall)
Speak: orc, LE, goblin, hobgoblin, ogre
Treasure: each carries: 2d6 EP
Glaive: HP: 8; Damage: 1d6
Glaive: HP: 5; Damage: 1d6
Glaive: HP: 5; Damage: 1d6
Glaive: HP: 7; Damage: 1d6
Glaive: HP: 6; Damage: 1d6
Glaive: HP: 3; Damage: 1d6
Broad Sword & Spear: HP: 8; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Broad Sword & Spear: HP: 4; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Broad Sword & Spear: HP: 4; Damage: 2d4 or 1d6, Thrown Spear range: 1”/2”/3”
Hand Axe & Short Bow: HP: 8; Damage: 1d6, short Bow Range: 5”/10”/15”
Hand Axe & Short Bow: HP: 3; Damage: 1d6, short Bow Range: 5”/10”/15”
Gnomes: You see nine small humanoids, about 3’ tall. They have brown tunics over ring mail. They have wood brown skin and white hair and beards. . Blue eyes. This group is traveling to trade with dwarves in the dungeons. They will stop and talk to a party with dwarves, gnomes, or halflings, but will try to avoid others.
Gnomes (9): AC: 5; Move: 6”; HD: 1; THAC0: 19; Attacks: 1 or 2; Damage: by weapon; Int: Very (11); Align; NG; Size: S (3’ + tall)
Save vs magic and poison at 4 levels higher, infra vision: 60’; Languages; NG; Gnome, kobold, halfling, goblin, dwarf, burrowing mammals
Treasure: 2d4 x 3 GP each
Club and Spear; HP: 8; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 7; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 2; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 6; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Club and Spear: HP: 4; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 4; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 7; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 1; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Short sword and spear: HP: 8; Damage: 1d6; Thrown Spear Range: 1”/2”/3”
Bandits: These bandits will ignore a party entering the dungeons. The will hail a party exiting the dungeons from a distance and will let them pass if they turn over their loot.
Bandits (12): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 2; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 6; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 6; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, Light Crossbow & hand axe: AC: 8; HP: 5; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 2; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 1; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 3; Damage: 1d4 or 1d6; Range: 6/12/18
Bandits: These bandits will hail a party entering or exiting the dungeons from a distance and will let them pass if they turn over their loot.
Bandits (12): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, guisarme: AC: 8; HP: 3; Damage: 2d4
Leather, guisarme: AC: 8; HP: 6; Damage: 2d4
Leather, guisarme: AC: 8; HP: 5; Damage: 2d4
Leather, guisarme: AC: 8; HP: 3; Damage: 2d4
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 1; Damage: 1d6, short Bow Range: 5”/10”/15”
Leather, short bow & hand axe: AC: 8; HP: 2; Damage: 1d6, short Bow Range: 5”/10”/15”
Badgers: This family of badgers is scavenging for food. They will try to warn the party off before attacking. If the party does not approach they will not attack.
Badger (4): AC: 4; ; Move: 6”; HD: 1+2; HP: 6, 10, 7, 5; THAC0: 18; Attacks: 3 (claw/claw/bite); Damage: 1d2/1d2/1d3; Int; Semi- (2); Align: N; Size; S
Brigands: These brigands will ignore a party entering they dungeons. They will attack without warning any party exiting the dungeon and will kill or capture everyone. They will sell captives as slaves to a humanoid tribe in the dungeon.
Brigands (14): AC: see below; Move: 12”; HD: 1d6; THAC0: 21; # Attacks: 1; Damage: by weapon; Int: Average (10); Align: N; Size; M
Treasure: 2d4 GP each.
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 3; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 4; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather & Shield, Broad sword: AC: 7; HP: 5; Damage: 2d4
Leather, glaive: AC: 8; HP: 2; Damage: 1d6
Leather, glaive: AC: 8; HP: 5; Damage: 1d6
Leather, glaive: AC: 8; HP: 5; Damage: 1d6
Leather, glaive: AC: 8; HP: 4; Damage: 1d6
Leather, Light Crossbow & hand axe: AC: 8; HP: 6; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 6; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 2; Damage: 1d4 or 1d6; Range: 6/12/18
Leather, Light Crossbow & hand axe: AC: 8; HP: 4; Damage: 1d4 or 1d6; Range: 6/12/18
Elves: Slim and pale, brown hair, green eyes, greenish gray cloaks over pastel green or blue clothes. Unless the party has an elf in it, these elves will try to avoid contact.
Elves (7): AC: 5; Move: 12”; HD: 1+1; THAC0: 18; # Attacks: by weapon; Damage: by weapon
Spear; HP: 2; THAC0: 18; Damage: 1d6
Spear; HP: 8; THAC0: 18; Damage: 1d6
Spear; HP: 4; THAC0: 18; Damage: 1d6
Long Sword; HP: 6; THAC0: 17; Damage: 1d8
Long Sword; HP: 8; THAC0: 17; Damage: 1d8
Long Sword & Long Bow; HP: 7; THAC0: 17; Damage: 1d8 or 1d6; Range; 7/14/21
Long Sword & Long Bow; HP: 2; THAC0: 17; Damage: 1d8 or 1d6; Range: 7/14/21
Treasure: 1d6 PP each
Dwarves: Deep tan skin, ruddy cheeks, bright gray eyes, hair and beards, brown, black, or gray, dressed in browns and tans with bright cloaks (red, blue, green). The dwarves will stop to chat briefly if the party has a dwarf or gnome in it, otherwise they will be brusk and try to avoid contact.
Dwarves (5): AC: 4; Move: 6”; HD: 1; THAC0: 19; # Attacks: 1; Damage: by weapon; Int: Very (11); Align: LG; Size: S (4’+ tall)
Special: Save at +4 levels, infravision 60’
Language: Dwarf, gnome, kobold, goblin, orc
Axe & hammer; HP: 7; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Axe & Hammer; HP: 4; ; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Axe & hammer: HP: 4; Damage: 1d6 or 1d4+1; Range: 1”/2”/3”
Short sword & spear; HP: 4; Damage: 1d6; Range: 1”/2”/3”
Short sword & spear: HP: 6; Damage: 1d6; Range: 1”/2”/3”
Treasure: 2d4 GP x 5 GP each
This party of evil adventurers is planning on exploring the dungeons. They will attack any party that isn’t obviously well equipped and higher level.
Character Party (CE)
Dungeon Party 1A
1st Level Fighter: AC: 4 (chain & shield); Move: 9”; HD: 1d10+2; HP: 10; THAC0: 19; Attacks: 1 (long sword); Damage: 1d8+1; Int; Average (10); Align: CE; Size; M
Treasure: Scroll of Protection from Magic
1st Level Fighter: AC: 3 (chain & shield + Dex); Move: 9”; HD: 1d10+1; HP: 8; THAC0: 19; Attacks: 1 (long sword); Damage: 1d8+2; Int; Average (10); Align: CE; Size; M
1st Level Thief: AC: 6; Move: 12”; HD: 1d6; HP: 4; THAC0: 21; Attacks: 1 (short sword); Damage: 1d6; Int; Highly Intelligent (13); Align: CE; Size; M (will try unsuccessfully to sneak around behind to back stab).
2nd level cleric: AC: 2; Move: 6”; HD: 2d8+2; HP: 12; THAC0: 20; Attacks: 1 (horseman’s flail); Damage: 1d4+1; Int; highly Intelligent (14); Align: CE; Size; M: Command, Cure Light Wounds, Detect Magic, Sanctuary
5 men-at-arms: AC: 6; Move: 9”; HD: 1d6+1; HP: 6, 4, 7, 6, 6; THAC0: 21 (Range: 6/12/18); Attacks: 1 (light crossbow or hand axe); Damage: 1d4+1 or 1d6; Int; Average (10); Align: CE; Size; M
A pack of ravenous giant rats will attack. Scared off by fire, will flee of 50% slain
Giant Rats (11): AC: 7; Move: 12”; HD: 1d4; HP: 1,1,3,3,1,4,1,1,2,1,4; THAC0: 21; Attacks: 1; Damage: 1d3; Special: 5% chance a bite will cause disease (save vs. poison); Int: Semi: (3); Align: N; Size: S