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dangerousdungeons:chapter2

CHAPTER II: Men

The ancient Sumerians had no connection with the western race. They were a mixed people, of Hyrkanian and Shemitish bloods, who were not taken with the conquerors in their retreat. Many tribes of Shem escaped that captivity, and from pure-blooded Shemites, or Shemites mixed with Hyborian or Nordic blood, were descended the Arabs, Israelites, and other straighter-featured Semites. The Canaanites, or Alpine Semites, traced their descent from Shemitish ancestors mixed with the Kushites settled among them by their Hyrkanian masters; the Elamites were a typical race of this type. The short, thick-limbed Etruscans, base of the Roman race, were descendants of a people of mixed Stygian, Hyrkanian and Pictish strains, and originally lived in the ancient kingdom of Koth. The Hyrkanians, retreating to the eastern shores of the continent, evolved into the tribes later known as Tatars, Huns, Mongols and Turks.

  • Robert E. Howard

The Hyborian Age

Standard Human Types & Equipment

Cultural Troop Types

Patrols and Troops

Guards, Watchmen & Gaolers

Human Group Encounters

Amazons

Bandits & Brigands

Berserkers

Buccaneers & Pirates

Cavemen

Dervishes & Nomads

Girovago

Merchant Caravans

Pilgrims

Tribesmen

NPC Adventuring Parties

NPC Experience & Progression

NPC Motivations

Henchmen & Hirelings

Hermits

STANDARD HUMAN TYPES & EQUIPMENT

Note: Unless otherwise noted, all troops are equipped with a dagger in addition to any other weaponry.

Medieval/Feudal Men-at-Arms
d% STEED ARMOUR WEAPONRY
01-05 Light Horse Leather (AC8) Lt. Crossbow & Longsword
06-15 Light Horse Leather & Shield (AC7) Spear & Handaxe
16-25 Light Horse Splint & Shield (AC3) Spear & Battleaxe
26-35 Light Horse Studded Leather (AC7) Spear & Broadsword
36-45 Medium Horse Scale & Shield (AC5) Lance & Longsword
46-55 Medium Horse Scale (AC6) Flail & Mace
56-60 Medium Horse Chain Shirt & Shield (AC4) Polearm & Mace
61-70 Medium Horse Chain Shirt (AC5) Hvy. Crossbow & Mace
71-80 Heavy Horse Plate (AC3) Hvy. Crossbow & Morningstar
81-00 Heavy Horse Plate & Shield (AC2) Lance, Longsword & Mace
Note: All troops assumed to be armed with a dagger in addition to any other weaponry
Primitive/Stone Age/Tribal Men
d% WEAPONRY ARMOUR
01-05 Spear Wooden/Hide Shield (AC9)
06-15 Stone Axe Studded Leather (AC7)
16-25 Obsidian Club/Morningstar Studded Leather & Shield (AC6)
26-35 Bare Hands Leather (AC8)
36-45 Shortbow Leather & Shield (AC7)
46-55 Blowgun Bone Armour (AC7)
56-60 Javelin Bone Armour & Shield (AC6)
61-70 Flint Dagger Hide Armour (AC6)
71-80 Rock Hide Armour & Shield (AC5)
81-00 Atlatl Darts Unarmoured (AC10)
Warriors of Antiquity
d% WEAPONRY ARMOUR
01-05 Shortsword Shield (AC9)
06-15 Spear Hide Armour (AC6)
16-25 Shortsword & Sling Studded Leather (AC7)
26-35 Dagger Leather (AC8)
36-45 Shortsword & Spear Leather (AC8)
46-55 Handaxe & Spear Leather & Shield (AC7)
56-60 Handaxe & Shortbow Studded Leather & Shield (AC6)
61-70 Broadsword Bronze Breastplate (AC7)
71-80 Battleaxe Bronze Breastplate & Shield (AC6)
81-00 Shortsword & handaxe Bronze Breastplate, Shield & Greaves (AC4)
Sailors/Marines/Pirates/Boatmen
d% WEAPONRY ARMOUR
01-05 Shortsword & Handaxe Chain Shirt & Shield (AC4)
06-15 Longsword Chain Shirt (AC5)
16-25 Shortsword Leather & Shield (AC7)
26-35 Spear Leather (AC8)
36-45 Handaxe Leather (AC8)
46-55 Hvy. Crossbow Studded Leather (AC7)
56-60 Lt. Crossbow Studded Leather & Shield (AC6)
61-70 Sling Unarmoured (AC10)
71-80 Club Unarmoured (AC10)
81-00 Darts Unarmoured (AC10)
Note: All troops assumed to be armed with a dagger in addition to any other weaponry

CULTURAL TROOP TYPES


Egyptians


ALL GROUPS# Appearing: 20-200 (20d10)
Leader(s):Every 20 troopsCaptain (3rd - lvl Fighter) *
>100 troopsNoble (5th - lvl Fighter) §
Troops:50% of total0-lvl Men-at-Arms
30% of total1st-lvl Fighters
20% of total2nd-lvl Fighters
* Equipped with mace and shield
§ Riding a light chariot
Egyptian Equipment (roll once)
d% WEAPONRY ARMOUR
01-40 Spear Leather Shield (AC9)
41-55 Javelins (x3)
56-60 Longsword
61-65 Mace
66-70 Battleaxe None (AC10)
71-80 Sling
81-00 Shortbow

Assyrians


ALL GROUPS# Appearing: 15-150 (15d10)
Leader(s):Every 15 troopsCaptain (4th - lvl Fighter) *
Every 50 troopsNoble (6th - lvl Fighter) §
Troops:40% of total0- lvl Men-at-Arms
30% of total1st- lvl Fighters
20% of total2nd-lvl Fighters
10% of total3rd-lvl Fighters
* Equipped with mace, Scale & shield (AC5)
§ Riding a heavy chariot
Assyrian Equipment
d% WEAPONRY & ARMOUR
01-60 Shortsword or Mace & Spear or Shortbow / Chain Shirt & Shield (AC4)
61-95 Javelin, Sling or Shortbow (AC10)
96-00 Shortsword, Spear & Shortbow / Scalemail & Shield (AC5)

Heroic Greeks / Atlanteans


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 15 troopsHero (5th - lvl Fighter) *
15% chance ofNoble (3d4 level Paladin) §
Troops:20% of total0- lvl Men-at-Arms
25% of total1st-level Fighters
30% of total2nd-level Fighters
15% of total3rd-level Fighters
10% of total4th-level Fighters
* 15% chance of +1 weaponry / armour
§ 15% chance of +2 weaponry / armour
Heroic Greek / Atlantean Equipment
d% WEAPONRY ARMOUR
01-60 Spear, javelin, short sword Linothorax & Shield (AC6)
61-00 Spear, javelin, shortbow Bronze Plate Armour & Shield (AC3)

Greek Hoplites


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 4 hoplitesLeader (3rd- level Fighter)
Every 20 hoplitesHero (4th-level Fighter) *
Troops:40% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
10% of total3rd-level Fighters
* 15% chance of +1 weaponry / armour
Greek Hoplite Equipment
WEAPONRY ARMOUR
Spear, javelin, short sword Hoplite Panoply & Shield (AC5)

Persian Immortals


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 10 ImmortalsSergeant (4th-level Fighter)
Every 50 ImmortalsCaptain (5th-level Fighter) *
Troops:20% of total0- lvl Men-at-Arms
25% of total1st-level Fighters
30% of total2nd-level Fighters
15% of total3rd-level Fighters
10% of total4th-level Fighters
* 15% chance of +1 weaponry / armour
Persian Immortal Equipment
WEAPONRY ARMOUR
Spear, short composite bow Iron Scale & Wicker Shield (AC5)

Han Chinese


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsOfficer (3rd-level Fighter)
Troops:50% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
Han Chinese Equipment
d% WEAPONRY ARMOUR
01-50 Spear & longsword Studded Leather & Wood Shield (AC6)
51-80 Polearm
81-00 Heavy Crossbow

Roman Legionaries


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 10 legionariesDecanus (4th-level Fighter)
Every 100 legionariesCenturion (5th-level Fighter)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
10% of total3rd-level Fighters
Roman Legionary Equipment
WEAPONRY ARMOUR
Spear, Shortsword Mail Haubergeon & shield (AC5)

Celts (Franks, Germans, Picts & Visigoths)


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsLeader (3rd-level Barbarian)
Troops:50% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
Celt, Frank, German, Pictish, Visigothic Equipment
TRIBAL TYPE WEAPONRY & ARMOUR
Celts Javelins (2), Longsword, Shield (AC9)
Franks Spear, Handaxe, Shield (AC9)
Germans Javelin, Spear, Shield (AC9)
Picts Spear (75%) or Shortbow (25%) (AC10)
Visigoths Javelin, Handaxe, Shield (AC9)

Ostrogoths


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsLeader (3rd-level Barbarian)
Troops:50% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
Ostrogothic Equipment
WEAPONRY ARMOUR MOUNTS
Javelins (2), Spear, Broadsword Leather & Shield (AC7) Light Warhorses

Alans, Huns, Tartars, Turks


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsLeader (4th-level Fighter)
Every 100 troopsChieftain (5th-level Fighter)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st- lvl Fighters
20% of total2nd-lvl Fighters
10% of total3rd-lvl Fighters
Alan, Hun, Tartar and Turkish Equipment
d% WEAPONRY ARMOUR MOUNTS
01-20 Lance, Longsword Shield (AC9) Medium Warhorse
21-30 Composite Shortbow, Longsword Shield (AC9) Medium Warhorse
31-50 Lance, Longsword Shield (AC9) Light Warhorse
51-00 Composite Shortbow, Longsword Shield (AC9) Light Warhorse

Byzantines


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsLeader (3rd-level Fighter)
Troops:50% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
Byzantine Equipment
d% WEAPONRY ARMOUR MOUNTS
01-20 Lance, Longsword Splint, Shield (AC3) Medium Warhorse (AC5)
21-30 Shortbow, Longsword Splint, Shield (AC3) Medium Warhorse (AC5)
31-50 Longsword, Darts (3) Splint, Shield (AC3) None
51-00 Spear, Darts (3) Studded Leather, Shield (AC6) None

Arthurian Britons & Carolingian Franks


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 10 troopsLeader (4th-level Fighter)
Every 100 troopsChieftain (1d8+2-level Paladin)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st- lvl Fighters
20% of total2nd-lvl Fighters
10% of total3rd-lvl Fighters
Arthurian Briton & Carolingian Frankish Equipment
d% WEAPONRY ARMOUR MOUNTS
01-20 Bastard Sword, Spear Chain Shirt, Shield (AC4) Medium Warhorse
21-30 Longsword, Javelins (x2) Chain Shirt, Shield (AC4) Medium Warhorse

Vikings


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 12 VikingsLeader (1d6+3-level Fighter)
Hero(es):Every 5 VikingsBerserker (1d4-1-level Fighter)
Spellcaster:5% chance ofDruid (level 1d8)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st- lvl Fighters
20% of total2nd-lvl Fighters
10% of total3rd-lvl Fighters
Viking Equipment (roll once per column)
d% WEAPONRY ARMOUR
01-15 Shortbow & handaxe Leather (AC8)
16-25 Bastard Sword & spear Leather & Shield (AC7)
26-35 Broadsword & spear Splint & Shield (AC3)
36-45 Javelins & longsword Studded Leather (AC7)
46-60 Handaxe & spear Scale & Shield (AC5)
61-70 Polearm & handaxe Scale (AC6)
71-85 Battleaxe & spear Chain Shirt & Shield (AC4)
86-00 Broadsword & shortbow Chain Shirt (AC5)

Mongols


ALL GROUPS# Appearing: 30-300 (30d10)
Leader(s):Every 10 troopsLeader (4th-level Fighter)
Every 100 troopsKhan (5th-level Fighter)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st- lvl Fighters
20% of total2nd-lvl Fighters
10% of total3rd-lvl Fighters
Mongol Equipment (roll once per column)
d% WEAPONRY ARMOUR MOUNTS
01-20 Longsword & Lance Leather (AC8) Medium Warhorse
21-30 Mace & Lance Scalemail (AC6) Medium Warhorse
31-50 Handaxe & Short Composite Bow Splint (AC4) Light Warhorse
51-00 Longsword & Long Composite Bow Studded Leather (AC7) Light Warhorse

Japanese Samurai


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):10% chance ofLeader (1d10+3- lvl Fighter) * §
Troops:20% of total0- lvl Men-at-Arms
25% of total1st-level Fighters
30% of total2nd-level Fighters
15% of total3rd-level Fighters
10% of total4th-level Fighters
* 15% chance of +1 weaponry / armour
§ 15% chance of +2 weaponry / armour
Japanese Samurai Equipment (roll once per column)
d% WEAPONRY ARMOUR MOUNTS
01-20 Shortsword, Bastard Sword Lamellar Armour (AC6) Light Warhorse
21-30 Shortsword, Spear Light Warhorse
31-50 Shortsword, Polearm None
51-00 Shortsword, Longbow None

Aztecs / Lemurians


ALL GROUPS# Appearing: 10-100 (10d10)
Leader(s):Every 20 Aztecs / LemuriansLeader (1d4+4-level Fighter)
Cleric:25% chance ofCleric (level 1d4+4)
Troops:40% of total0- lvl Men-at-Arms
30% of total1st-level Fighters
20% of total2nd-level Fighters
10% of total3rd-level Fighters
Aztec / Lemurian Equipment
d% WEAPONRY ARMOUR
01-50 Spear Padded Gambeson & Hide Shield (AC7)
51-80 Battleaxe
81-00 Atlatl & Javelins (3)

PATROLS & TROOPS


Light Footmen (Skirmishers) Medium Footmen
# Appearing Type # Appearing Type
1 (Captain) 1 6th - lvl Fighter (Captain)
1 (Lieutenant) 1 4th - lvl Fighter (Lieutenant)
1 (Sub-lieutenant) 1 2nd - lvl Fighter (Sub-lieutenant)
2 (Sergeants) 3 1st - lvl Fighters (Sergeants)
45 0 - lvl Men-at-Arms 13 0 - lvl Men-at-Arms
Armour Leather (AC8) Armour Scale & Shield (AC5)
Weaponry Sling & Handaxe Weaponry Mace & Shortbow
Heavy Footmen Crossbowmen
# Appearing Type # Appearing Type
1 8th - lvl Fighter (Captain) 1 (Captain)
1 5th - lvl Fighter (Lieutenant) 1 (Lieutenant)
1 2nd - lvl Fighter (Sub-lieutenant) 1 (Sub-lieutenant)
4 1st - lvl Fighters (Sergeants) 2 (Sergeants)
23 0 - lvl Men-at-Arms 30 0 - lvl Men-at-Arms (A)
20 0 - lvl Men-at_Arms (B)
Armour Chain Shirt & Shield (AC 4) Armour Ring (AC 7)
Weaponry Battleaxe & Composite Shortbow Weaponry (A) Shortsword & Heavy Crossbow
(B) Military Fork & Light Crossbow
Bowmen Light Cavalry (Light Horses)
# Appearing Type # Appearing Type
1 (Captain) 1 7th - lvl Ranger (Captain)
1 (Lieutenant) 1 4th - lvl Ranger (Lieutenant)
1 (Sub-lieutenant) 1 2nd - lvl Ranger (Sub-lieutenants)
4 (Sergeants) 4 1st - lvl Rangers (Sergeants)
43 0 - lvl Men-at-Arms 16 0 - lvl Men-at-Arms
Armour Studded Leather (AC 7) Armour Studded Leather & Shield (AC6)
Weaponry Longbow & Shorstword Weaponry Lt. Crossbow, Lance & Shortsword
Medium Cavalry (Medium Horses) Heavy Cavalry (Heavy Horses)
# Appearing Type # Appearing Type
1 (Captain) 1 (Captain)
1 (Lieutenant) 1 (Lieutenant)
1 (Sub-lieutenant) 1 (Sub-lieutenant)
4 (Sergeants) 4 (Sergeants)
16 0 - lvl Men-at-Arms 16 0 - lvl Men-at-Arms
Armour Mail Shirt & Shield (AC4) Armour Plate & Shield (AC2)
Weaponry Heavy Mace or Heavy Flail Weaponry Lance & Longsword

GUARDS, WATCHMEN & GAOLERS

GUARDS GROUP #1 GUARDS GROUP #2
# Appearing Type # Appearing Type
1 4th - level Fighter 1 4th - level Fighter
1 3rd - level Fighter 1 3rd - level Fighter
1 1st - level Magic User 1 1st - level Magic User
12 0 - level Men-at-Ams 10 0 - level Men-at-Ams
GUARDS GROUP #3 GUARDS GROUP #4
# Appearing Type # Appearing Type
1 2nd - level Fighter 1 5th - level Fighter
1 1st - level Magic User 1 4th - level Fighter
7 0 - level Men-at-Arms 7 3rd - level Fighters
1 4th - level Magic-User
16 0 - level Men-At-Arms
DAY-WATCHMEN GROUP #1 NIGHT-WATCHMEN GROUP#2
# Appearing Type # Appearing Type
1 2nd - level Fighter 1 4th - level Fighter
1 4th - level Cleric 1 2nd - level Cleric
5 0 - level Men-At-Arms 10 0 - level Men-At-Arms
GAOLER GROUP #1 GAOLER GROUP #2
# Appearing Type # Appearing Type
1 2nd - level Fighter (Warden) 1 5th -level Fighter (Warden)
1 1st - level Fighter (Torturer) 1 2nd -level Fighter (Torturer)
5 0 - level Men-At-Arms (Guards) 10 0 - level Men-At-Arms (Guards)
GUARDS, WATCHMEN & GAOLERS SECURITY LEVELS
d% Type To-be-surprised Corruption Modifier*
01-15 Bumbling 3 in 6 +3
16-25 Unwary 2 in 6 +2
26-70 Normal 1 in 6 +0
71-85 Watchful 1 in 8 -1
86-95 Very Vary 1 in 10 -2
96-00 Alert None -3
* see Negotiation/Bargaining table page XX

HUMAN GROUP ENCOUNTERS


AMAZONS (DD, p. XX)


ALL GROUPS # Appearing: 10-100 (10d10)
Leaders: Every 10 Amazons Shield-maiden (1st -lvl Amazon)
Every 20 Amazons Shield-maiden (2nd -lvl Amazon)
Every 30 Amazons Heroine (3rd -lvl Amazon)
Every 40 Amazons Heroine (4th -lvl Amazon)
Every 50 Amazons Superheroine (5th -lvl Amazon)
< 60 Amazons Queen (9th-lvl Amazon)
2 Princesses (6th-lvl Amazons)
> 60 Amazons Queen (10th -lvl Amazon)
2 Princesses (7th-lvl Amazons)
Priests: 50% chance of Witch (7th -lvl)
1d4 Witch Assistants (3rd - 4th-lvl)
Follower 10% mounted on Special Mount (see Sub-table)
LAIRS
(01-80) SteadingIncluding 1d3 longhouses
(81-90) Hill-fortIncluding ditch, palisade, 1d6 watchtowers and 1 gate
Amazon Clans & Mounts
d% CLAN FOLLOWER
01-15 Bear Brown Bear (1-5) Polar Bear (6)
16-30 Boar Giant Boar
31-40 Camel Camel
41-50 Dinosaur Stegosaur (1-2), Ankylosaur (3-4), Triceratops (5-6)
51-60 Elephant Elephant (1-3) Mammoth (4-5) Mastodon (6)
61-70 Horse Horse (1-3) Zebra (4-5) Pegasus (6)
71-80 Rhinoceros Rhinoceros (1-5) Indricotherium (6)
81-90 Tiger Tiger (1-5) Smilodon (6)
91-00 Wolf Giant Wolverine (1-3) Dire Wolf (4-6)

BANDITS & BRIGANDS (c.f. OSRIC)


ALL GROUPS # Appearing: 20-200 (2d10x10)
Leader(s)Every 20 bandits/brigandsBandit Hero (3rd-lvl Fighter)
Every 30 bandits/brigandsBandit Sergeant (4th-lvl Fighter)
Every 40 bandits/brigandsBandit Captain (5th-lvl Fighter)
Every 50 bandits/brigandsBandit Sub-lieutenant (6th-lvl Fighter)
<100 bandits/brigandsBandit Sub-chief (8th-lvl Fighter)
Bandit Lieutenant (7th -lvl Fighter)
6 Bandit Guards (2nd-lvl Fighters)
>100 bandits/brigandsBandit Chief (9th-lvl Fighter)
>150 bandits/brigandsBandit Lord (10th -lvl Fighter)
LAIRS Lair Hoard: Class I
01-80Hideout (see sub-table)+ Traps/Pits
81-90Large Cave Complex+ Secret Entrance/Exit
91-00Castle/Keep/Fort+1d4 Light Catapults
Bandit/Brigand Equipment Bandit/Brigand Archetypes
1d8 EQUIPMENT 1d8 TYPE DESCRIPTION
1 Medium Horse
Chain Shirt, Shield & Broadsword (AC4)
1 Outlaw Archers A la Robin Hood
2 Light Horse
Leather, Shield & Shortbow (AC7)
2 Brigands (CE) Murderous robbers
3 Light Horse
Leather, Shield & Spear (AC7)
3 Highwaymen Small, fast groups
4 Light Horse
Leather & Lt. Crossbow (AC8)
4 Out-of-word Mercenaries Hard-bitten Veterans
5 Leather, Shield & Broadsword (AC7) 5 Bullies Local toughs
6 Leather & Polearm (AC8) 6 Pillagers & Looters Gangs of peasants
7 Leather & Lt. Crossbow (AC8) 7 Foreign Raiders Viking-types
8 Leather & Shortbow (AC8) 8 Duellists/Extortionists Road-blockers
Common Bandit/Brigand Hideouts
1d20 TYPE
1-2 Small Cave
3-4 Ruins
5-6 Forest Encampment
7-8 Manor/Village
9-10 Sewers/Dungeon
11-12 Roadside Post/Blockade
13-14 Hilltop Fort
15-16 Ruined Castle
17-18 Treetop Dwellings
19-20 No Permanent Hideout

BERSERKERS (c.f. OSRIC)


ALL GROUPS # Appearing: 10-100 (10d10)
Leaders: Every 10 Berserkers Shield-brother (1st -lvl Fighter)
Every 20 Berserkers Shield-brother (2nd -lvl Fighter
Every 30 Berserkers Hero (3rd -lvl Fighter
Every 40 Berserkers Hero (4th -lvl Fighter
Every 50 Berserkers Superhero (5th -lvl Fighter
< 60 Berserkers Warchief (see Sub-table)
2 Sub-Chiefs (see Sub-table)
> 60 Berserkers Clanmaster (see Sub-table)
2 Sub-chiefs (see Sub-table)
Priests: 50% chance of Cleric (7th -lvl)
1d4 Cleric Assistants (3rd - 4th-lvl)
Follower 50% chance of Special Follower (see Sub-table)
LAIRS
(01-80) SteadingIncluding 1d3 longhouses
(81-90) Hill-fortIncluding ditch, palisade, 1d6 watchtowers and 1 gate

SEA TRANSPORT

<10 BerserkersSmall sailing ship
>25 BerserkersLongship
>100 BerserkersFleet (2d4 Longships)
Berserker Clans & Chiefs (roll once per column)
d% CLAN SUBCHIEF WARCHIEF CLANMASTER FOLLOWER
01-60 Bear 10th -lvl Fighter 12th -lvl Fighter 15th -lvl Fighter Troubadour
61-70 Wolf 7th -lvl Druid 9th -lvl Druid 12th -lvl Druid Stone Giant
71-80 Boar 8th -lvl Druid 10th -lvl Druid 13th -lvl Druid Hill Giant
81-90 Rat 6th -lvl Cleric 8th -lvl Cleric 11th -lvl Cleric Fire Giant
91-00 Tiger 9th -lvl Fighter 11th -lvl Fighter 14th -lvl Fighter Lycanthrope

BUCCANEERS & PIRATES (c.f. OSRIC)


ALL GROUPS # Appearing: 50-300 (5d6x10)
Hero(es):Every 50 buccaneers3rd -lvl Fighter
Spellcaster(s):Every 50 buccaneers, 15% chance of12th - 15th--lvl Cleric
10% chance of6th - 8th -lvl Magic User
Every 100 buccaneers5th lvl Fighter
Leader(s)<200 buccaneersCaptain (8th-lvl Fighter)
Lieutenant (6-7th-lvl Fighter)
>200 buccaneersCaptain (10th-lvl Fighter)
4 Mates (4th-lvl Fighter)
LAIRS Lair Hoard: Class XVIII
Prisoners2d+1 prisoners
Buccaneer Equipment
1d8 WEAPONRY ARMOUR
1 Longsword & Handaxe Chain Shirt & Shield (AC4)
2 Broadsword Chain Shirt (AC5)
3 Shortsword Leather & Shield (AC7)
4 Spear Leather (AC8)
5 Handaxe Leather (AC8)
6 Polearm Leather (AC8)
7 Heavy Crossbow & Dagger Leather (AC8)
8 Light Crossbow & Dagger Leather (AC8)

CAVEMEN (c.f. OSRIC)


ALL GROUPS # Appearing: 10-100 (1d10x10)
Leader(s)Every 10 CavemenCaveman Hero (3rd-lvl Fighter)
All Cavemen groupsCaveman Chief (5th -lvl Fighter)
1d4 Caveman Subchiefs (4th -lvl fighters)
LAIRS
Non-combatants100% Cavemen Females
50% Cavemen Young
CAVEMAN EQUIPMENT
1d6 WEAPONRY
1 Spear & Stone Axe
2 Atlatl Darts & Club
3 Club
4 Club & Spear
5 Atlatl Darts
6 Thrown Rocks
TRIBAL TOTEMS
1d6 TOTEM
1 Eagle
2 Cave Bear
3 Elk
4 Lynx
5 Sabre-tooth Tiger
6 Mastodon

DERVISHES & NOMADS (c.f. OSRIC)


ALL GROUPS # Appearing: 30-300 (1d10x30)
Hero(es): Every 30 Dervishes 3rd-lvl Fighter
Every 40 Dervishes 4th-lvl Fighter
Every 50 Dervishes 5th-lvl Fighter
Every 60 Dervishes 6th-lvl Fighter
Magic User(s): Every 60 Dervishes, 10% chance of 7th/8th-lvl Magic User
2 Assistant 3rd-4th lvl Magic Users
Cleric(s): <50 Dervishes 2 Assistant 4th-lvl Clerics
<100 Dervishes 2 Assistant 5th-lvl Clerics
<150 Dervishes 2 Assistant 6th-lvl Clerics
<200 Dervishes 2 Assistant 7th-lvl Clerics
>200 Dervishes 2 Assistant 8th-lvl Clerics
Leader(s): <125 Dervishes 10th-lvl Cleric
<250 Dervishes 11th-lvl Cleric
>250 Dervishes 12th-lvl Cleric
LAIRS Lair Hoard: Class XXI
(01-50) Desert Tent Encampment

**(51-75) **Oasis

**(76-80) **Temple/Shrine

**(81-00) **Mountain Fortress

Dervish/Nomad Equipment
d% Steed Weaponry Armour
01-25 Medium Horse/Camel Lance & Scimitar Chain Shirt & Shield (AC4)
26-30 Medium Horse/Camel Composite Bow & Scimitar Chain Shirt & Shield (AC4)
31-80 Light Horse/Camel Lance & Broadsword Leather & Shield (AC7)
81-90 Light Horse/Camel Composite Bow & Broadsword Leather & Shield (AC7)
91-00 Light Horse/Camel Light Crossbow & Mace Leather & Shield (AC7)

GIROVAGO (DD, p. XX)


ALL GROUPS # Appearing: 20-200 (20d10)
Wagons: 2d10
Prince 1 Fighter (50%), Thief (35%), Troubadour (15%) Lvl 1d4+7 1 wagon / boat + 1 horse herd
Bodyguard(s) All groups 1d4 lvl 1d4+1 Fighters/Assassins (Evil bands only)
Fighter(s) All groups 1d4 lvl 1d3 Fighters
Thieves All groups 2d4 lvl 1d6+1 Thieves
Every 20 Girovaghi 10% chance 1d3 lvl 1d4+1 Thieves
5% chance 1d2 lvl 1d4+5 Thieves
10% chance 1d3 lvl 1d4+1 Troubadours
5% chance 1d3 lvl 1d4+5 Troubadours
1% chance 1 lvl 1d6 Witch
PROFESSIONS
Gambler(s) Including dancers/beggars, foundlings 1d2+1 wagons/boats
Acrobat(s) Including dancers/beggars, foundlings 1d2+1 wagons/boats
Knife-thrower Including dancers/beggars, foundlings 1 wagon/boat
Strongman/Wrestler Including dancers/beggars, foundlings 1 wagon/boat
Musician(s) Including dancers/beggars, foundlings 1d2+1 wagons/boats
Astrologer Including dancers/beggars, foundlings 1 wagon/boat
Fortuneteller Including dancers/beggars, foundlings 1 wagon/boat
Huckster(s) Including dancers/beggars, foundlings 1d2+1 wagons/boats
Girovago Equipment
d% Steed Weaponry Armour
01-30 Medium Horse/Camel Dagger None (AC 10)
31-70 Medium Horse/Camel Short Sword Leather (AC 8)
71-80 Light Horse/Camel Spear Leather & Shield (AC 7)
81-90 Light Horse/Camel Polearm Studded Leather/Ringmail (AC 7)
91-00 Light Horse/Camel Shortbow Chain (AC 5)

MERCHANT CARAVANS (c.f. OSRIC)


All Caravans # Appearing: 50-300 (5d6x10)
Merchants: 10% of total size
Drovers: 10% of total size
Caravan Guards: 80% of total size Captain (6th - 11th-lvl Fighter)
Lieutenant (Captain's lvl -1)
Guards (2nd- lvl Fighters)
Magic-Users: Every 50 persons, 10% chance of 6th - 8th -lvl Magic-User
Clerics: Every 50 persons, 5% chance of 5th - 7th -lvl Cleric
Thieves: Every 50 persons, 15% chance of 8th - 10th -lvl Thief
1d4 3rd - 7th -lvl Thieves
Caravan Guard Equipment
2d4 STEED WEAPONRY ARMOUR
2 Heavy Horse Lance & Longsword Plate & Shield (AC2)
3 Medium Horse Lance & Longsword Chain Shirt & Shield (AC4)
4 Medium Horse Flail & Mace Chain Shirt & Shield (AC4)
5 Light Horse Light Crossbow & Broadsword Scale (AC6)
6 Nil Polearm & Mace Chain Shirt (AC5)
7 Nil Heavy Crossbow & Mace Chain Shirt (AC5)
8 Nil Spear & Morningstar Ring & Shield (AC6)

PILGRIMS (c.f. OSRIC)


All Groups # Appearing: 10-100 (1d10x10)
Leader(s): All Pilgrim Groups Patriarch (8th -lvl Cleric)
Assistant (3rd -lvl Cleric)
Assistant (5th -lvl Cleric)
1d6 Assistant(s) (2nd -lvl Clerics)
Guards: All Pilgrim Groups, 10% chance of 1d10 1st - 8th -lvl Fighters
Thieves: 10% chance of 1d6 2nd - 7th -lvl Thieves
Magic-Users: 5% chance of 6th - 9th lvl Magic User
Pilgrim Alignment
d% ALIGNMENT
01-05 Lawful Neutral
06-10 NeutralAll Clerics > Druids
11-15 Chaotic Neutral
16-35 Lawful GoodAll Fighters > Paladins
36-50 Neutral Good
51-65 Chaotic GoodAll Fighters > Rangers
66-80 Lawful EvilAll Pilgrims > Berserkers
81-90 Neutral Evil
91-00 Chaotic EvilAll Thieves > Assassins
Pilgrim Missions
d% TYPE
01-10 Funeral Procession
11-20 Marriage Party
21-35 Crusaders
36-40 Religious Refugees
41-45 Heretical Sectarians
46-55 Evangelists
56-75 Pilgrimage to a Temple/Shrine ¤
76-80 Doomsday Sect
81-85 Charlatans
86-90 Fanatical Penitents (Flagellants)
91-95 Establishing a Temple/Shrine ¤
96-00 Inquisitors
¤ See Shrines & Temples (ppXX-XX)

TRIBESMEN (c.f. OSRIC)


ALL GROUPS # Appearing: 10-100 (1d10x10)
Leader(s)Every 10 TribesmenTribal Chief (3rd-lvl Fighter)
ShamanEvery 30 TribesmenTribal Shaman (6th-lvl Cleric)
Witch-doctorAll Tribesmen GroupsTribal Witchdoctor (8th-lvl Cleric)
VILLAGES (Grass/Bamboo/Mud Huts, 50% chance of log palisade)
Slaves75% chance of1d4+1×10 Slaves
50% chance of2d6 Sacrificial Slaves
Non-combatants+100% Tribesmen Females (1-6hp)
+100% Tribesmen Young (1hp)
TRIBESMEN EQUIPMENT TRIBAL CULTURAL MOTIFS
1d10 WEAPONRY & ARMOUR 3d6 MOTIF
1-3 Spear, Club & Shield 3 Bulky ornamental jewelry & beards/embroidered garb
4-6 Spears (x2) & Shield 4 Cannibals, headhunters, or slavers
7-9 Shortbow & Club 5 Cultists (worship the PCs, magic, demons, etc.)
10 Blowgun & Spear 6 Garish warpaint, masks
7 Giant predator antagonist (a la King Kong)
TRIBAL TOTEMS 8 Mysterious jungle drummers, chanters
1d10 TOTEM 9 Sexual libertines, prudes
1 Bird 10 Strict taboos
2 Snake 11 Large or odd piercings, elongations, tattoos, scarification
3 Insect 12 Matriarchal, patriarchal
4 Fish 13 Nudists
5-7 Herd Animal 14 Unusual steeds (rhinoceri, sabre-tooth tigers, zebras, boars)
8 Rodent 15 Pygmies, giants
9 Nonhuman 16 Totem-poles, tiki-men, moai
10 Enchanted 17 Unusual courting rituals
* Roll on the appropriate creature chart on page XX for particular creature 18 Use of hallucinogenic or narcotic drugs, poison

NPC ADVENTURING PARTIES

NOTE: For further details on individual NPCs, the GM should select an appropriate entry from the Pre-Generated NPC Assortments by Class on pp. XXX - XXX.

GROUP #1 GROUP #2
AL RACE/LVL/CLASS AL RACE/LVL/CLASS
N
NE
CE
LE
H 1st - lvl Fighter
H 1st - lvl Fighter
H 1st - lvl Thief
H 2nd - lvl Cleric
5 Men-at-Arms\\
LG H 2nd - lvl Paladin
H 1st - lvl Ranger
H 1st - lvl Fighter
H 1st - lvl Magic User
H 1st - lvl Cleric
3 Men-At-Arms
GROUP #3 GROUP #4
AL RACE/LVL/CLASS AL RACE/LVL/CLASS
Any H 2nd - lvl Cleric
½E 1st - lvl Fighter/Magic User
5 Men-at-Arms
LG H 1st - lvl Paladin
H 2nd - lvl Cleric
½E 1st - lvl Fighter / Magic-User
D 2nd - lvl Fighter
2x Men-at-Arms
GROUP #5 GROUP #6
AL RACE/LVL/CLASS AL LVL/CLASS
N
NE
CE
LE
D 3rd - lvl Fighter
½E 3rd - lvl Fighter / Magic-User
H 4th - lvl Thief
H 2nd - lvl Fighter
H 3rd - lvl Cleric
4 Men-at-Arms
N
NG
NE
CE
LE
D 3rd - lvl Fighter
D 3rd - lvl Fighter
H 2nd - lvl Magic-user
H 4th - lvl Cleric
G 1st - lvl Fighter/Illusionist
½ 3rd - lvl Thief
H 3rd - lvl Fighter
GROUP #7 GROUP #8
AL RACE/LVL/CLASS AL LVL/CLASS
LE H 4th - lvl Cleric
H 1st - lvl Cleric
H 3rd - lvl Thief
H 4th - lvl Magic-User
½O 1st - lvl Fighter
H 4th - lvl Kung Fu Monk
AnyH 4th - lvl Cleric
H 2nd - lvl Fighter
H 1st - lvl Fighter / Magic-User
H 5th - lvl Fighter
H 2nd - lvl Fighter
H 3rd - lvl Fighter
GROUP #9 GROUP #10
AL RACE/LVL/CLASS AL LVL/CLASS
Any H 6th - lvl Magic-User
H 6th - lvl Fighter
½E 6th - lvl Cleric / Magic-User
H 2nd - lvl Fighter
NE
CE
LE
H 7th - lvl Assassin
H 6th - lvl Thief
H 4th - lvl Fighter
H 5th - lvl Magic-User
½O 3rd - lvl Cleric
GROUP #11 GROUP #12
AL RACE/LVL/CLASS AL LVL/CLASS
N
CE
NE
LE
H 5th - lvl Cleric
E 5th - lvl Fighter / Magic-User
H 5th - lvl Fighter
H 2nd - lvl Fighter
H 1st - lvl Cleric
E 4th - lvl Cleric
½E 2nd - lvl Magic-User / Thief
H 2nd - lvl Fighter
N
NE
H 5th - lvl Fighter
½E 2nd - lvl Fighter / Magic-User / Cleric
H 3rd - lvl Fighter
H 2nd - lvl Thief
H 6th - lvl Magic-User
D 1st - lvl Fighter
H 4th - lvl Cleric
H 2nd - lvl Fighter
GROUP #13 GROUP #14
AL RACE/LVL/CLASS AL LVL/CLASS
N
NG
NE
H 7th - lvl Thief
H 1st - lvl Cleric
H 6th - lvl Thief
½E 2nd - lvl Druid
G 7th - lvl Illusionist
H 2nd - lvl Assassin
N
NE
CE
LE
NG
D 6th - lvl Fighter
H 6th - lvl Magic-User
H 6th - lvl Barbarian
H 4th - lvl Witch
D 5th - lvl Thief
H 5th - lvl Magic-User
H 2nd - lvl Cleric
GROUP #15 GROUP #16
AL RACE/LVL/CLASS AL LVL/CLASS
LG
NG
CG
H 8th - lvl Magic-User
H 3rd - lvl Fighter
H 2nd - lvl Fighter
½E 5th - lvl Cleric / Ranger
E 5th - lvl Fighter / Magic-User
H 4th - lvl Fighter
H 2nd - lvl Fighter
N
NE
NG
H 7th - lvl Illusionist
H 5th - lvl Troubadour
H 5th - lvl Cleric / 4th - lvl Thief
G 5th - lvl Fighter
D 9th - lvl Fighter
GROUP #17 GROUP #18
AL RACE/LVL/CLASS AL LVL/CLASS
N
NE
H 9th - lvl Fighter
H 6th - lvl Druid
H 6th - lvl Thief
H 5th - lvl Fighter
H 9th - lvl Fighter
H 7th - lvl Cleric
H 6th - lvl Fighter
H 4th - lvl Fighter
N
NE
½E 5th - lvl Cleric / Magic-User
E 9th - lvl Magic-User / Thief
½E 5th - lvl Fighter
½E 8th - lvl Fighter
E 4th - lvl Thief
½E 7th - lvl Druid
GROUP #19 GROUP #20
AL RACE/LVL/CLASS AL LVL/CLASS
LG
NG
CG
H 10th - lvl Cleric
E 5th - lvl Fighter / Magic-User
½E 4th - lvl Cleric / Magic-User
H 6th - lvl Cavalier
H 9th - lvl Magic-User
H 6th - lvl Fighter
H 5th - lvl Fighter
H 10th - lvl Magic-User
½ 4th - lvl Fighter
H 6th - lvl Cleric
H 9th - lvl Cleric
H 6th - lvl Magic-User
H 6th - lvl Fighter
H 2nd - lvl Fighter
H 10th - lvl Fighter
H 7th - lvl Ranger
H 6th - lvl Fighter
NE
CE
LE
½ O 8th - lvl Thief
½ O 6th - lvl Fighter
½ O 11th - lvl Assassin / 4th - lvl Cleric
H 10th - lvl Fighter
H 9th - lvl Magic-User
H 8th - lvl Cleric
H 5th - lvl Fighter

NPC EXPERIENCE & PROGRESSION


Directions: To determine when, or if, an NPC will advance or experience other significant events:

1. Determine how many years have passed since last encountered by the party. Look up the die roll frequency according to the NPC racial type, rounding down. (Ex: Jibb was an 18 year old human 1st -lvl Fighter when last encountered. He'll get 1 Event for every 4 years of elapsed game time. 5 years have passed, so Jibb is eligible for 2 Events and is now 23 years old.)

2. Using the column appropriate to the NPC's class, roll d00 on the Progression table once for each possible result. Resolve the results immediately before proceeding to the next Event. (Ex: Jibb is a Fighter so he has a 50% of surviving the next 2 years. The DM rolls a 36, so Jibb manages to keep himself alive. Another roll of 25 also means he survived without major injury. Next, the DM rolls for Advancement, a 02 followed by an 82. So, Jibb gains a single level to become a 2nd-lvl Fighter. A roll of 79 means he didn't manage to secure any treasure. Finally, a roll of 12 means he DID encounter some bad luck. Another roll on the Misfortune results table, a 13, means he lost his only magic item, a longsword +1. Tough luck! )

3. Don't forget to account for the effects of aging! (c.f. DD, p. XX).

Note: When planning a campaign, the enterprising DM may decide to generate several distinct eras in a favorite recurring nemesis' career. When encountered in the future, the NPC will have progressed along with the PCs and perhaps grown even more powerful.

Frequency of Events by Race
RACE FREQUENCY
Dwarf 1 event roll / 10 years
Elf 1 event roll / 20 years
Gnome 1 event roll / 12 years
Half-Elf/Halfling 1 event roll / 6 years
Half-Orc/Half-Ogre 1 event roll / 2 years
Human 1 event roll / 4 years
Human, Atlantean 1 event roll / 5 years
Events
EVENT FIGHTER PALADIN RANGER BARBARIAN CAVALIER
Survival * 50% 60% 60% 50% 50%
Avoid Injury * 35% 45% 45% 35% 35%
Advancement * 48% 30% 38% 38% 38%
Treasure 10% 5% 8% 5% 10%
Luck / Misfortune 15% / 15% 25% / 5% 20% / 10% 20% / 15% 25% / 15%
EVENT MAGIC-USER ILLUSIONIST WITCH CLERIC DRUID
Survival * 65% 65% 50% 80% 70%
Avoid Injury * 50% 50% 35% 65% 55%
Advancement * 35% 33% 53% 58% 43%
Treasure § 12% 10% 8% 10% 8%
Luck / Misfortune 15% / 15% 20% / 10% 15% / 15% 20% / 10% 15% / 15%
EVENT THIEF ASSASSIN KUNG-FU MONK TROUBADOUR
Survival * 65% 45% 60% 75%
Avoid Injury * 50% 30% 45% 60%
Advancement * 60% 55% 40% 50%
Treasure § 20% 20% 5% 8%
Luck / Misfortune 10% / 20% 5% / 25% 25% / 5% 20% / 10%
* Subract the NPC's level from the target % roll
§ Add the NPC's level to the target % roll
Notes: At the GM's discretion, particularly adventuresome NPCs may merit incremental 5% bonuses to both Survival and Avoid Injury with corresponding 5% penalties to Advancement and Treasure or vice versa for particularly sedentary NPCs. The GM may also apply modifiers to the Event chances depending on the nature of their campaign setting. A gritty low-fantasy sword and sorcery setting could merit a flat penalty to both Survival and Avoid Injury chances for all characters while a high fantasy setting could merit a bonus. Likewise, the GM may choose to impose modifiers based on the location of the NPC (i.e. a well-established and peaceful kingdom, a war-torn borderland, etc.)
Event Results
d% INJURY ADVANCEMENT TREASURE LUCK MISFORTUNE
01-10 Crippled None None New friend / ally Death in the family
11-15 Blinded None None Gain status/ position Loss of prized possession
16-25 Insanity None None Birth in family Lose 1d6 x 10% total wealth
26-35 Lost limb / eye None None Gain 2 treasures Lose patron / sponsor
35-40 Diseased None 1 treasure +1d2 to random Ability Score Imprisoned (1d10 years)
41-50 Death +1 level 1 treasure Gain special ability / skill Cursed
51-65 -1d2 hp +1 level 2 treasures Gain fame Change of alignment
66-75 -1d3 hp +1 level 1 treasure / 3 levels Outstanding achievement Incurs divine wrath
76-80 -1d4 hp +2 levels 1 treasure / 2 levels Divine blessing / boon -1d2 to random Ability Score
81-90 -10% hp +3 levels 2 treasures / 3 levels Gain 1d2 levels Loss of 1d3 levels
91-95 -25% hp + 1d3+2 level 2 treasures / 2 levels Double total wealth Loss of all wealth
96-00 -50% hp +1d6 levels 2 treasures / level Triple total wealth Enslaved

Injury: If the avoid injury roll was unsuccessful, roll on this column to determine the nature of the injuries. Hit point losses are permanent. Other injuries are left up to the GM's discretion. If injury results in death, continue to roll for luck. If successful, the character is presumed to have been resurrected.

Advancement: If the advancement roll was successful, roll on this column to determine the number of levels, if any, the character has advanced.

Treasure: If the treasure roll was successful, roll on this column to determine the number of treasures, if any, the character has taken possession of. The GM should roll on the treasures table below to determine the exact nature of any found treasure(s).

Luck/Misfortune: These are either/or events. If one roll is successful, do not roll for the next. Good NPCs should roll for luck first. Evil NPCs roll for misfortune first. Unless otherwise stated in the table result, the GM should decide the specifics of the result by taking into account the NPC class and level.

NPC MOTIVATIONS

DIRECTIONS: The GM should generate one major and one secondary motivation, interpreting the results according to the NPC's alignment and profession and discarding any unsuitable results (e.g. An NPC Anti-Paladin motivated by a desire to defend justice.)

NPC is Goals & Actions (Roll once for Goal and again for Actions)
1d20 GOAL GAIN INCREASE DECREASE KEEP DEFEND DESTROY AVOID PREVENT
1 Activity 1-2 3 4-5 6-8 9 10-11 12-17 18-20
2 Belief 1-2 3-4 - - 5-10 11-15 - 16-20
3 Control 1-5 6 7-8 9-12 13-14 15 16-18 19-20
4 Good/Evil 1-6 7 8 9-11 12-15 16-18 19 20
5 Event 1-5 6-10 - - - - 11-15 16-20
6 Fame 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
7 Friendship 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
8 Group 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
9 Influence 1-3 4-6 7-8 9-12 13-15 16-17 18-19 20
10 Justice 1-4 5-6 - - 7-14 - 15-19 20
11 Knowledge 1-6 7-10 - - - 11-16 17-18 19-20
12 Location 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
13 Love 1-3 4-6 7-8 9-12 13-15 16-17 18-19 20
14 Object 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
15 Person 1-4 5-10 - - 11-13 14-15 16-18 19-20
16 Pleasure 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
17 Reputation 1-5 6 7-8 9-12 13-14 15 16-18 19-20
18 Survival - - 1-4 5-15 16-18 19-20 - -
19 Violence 1-4 5-12 - - - - 13-16 17-20
20 Wealth 1-3 4-6 7 8-11 12-14 15-16 17-18 19-20
NPC Actions & Reactions
d% NPC ACTIVITIES SEXUAL REACTIONS SHORT TERM GOAL
01-03 Brushing / braiding hair Nymphomaniac Frightened
04-06 Playing a game Gets pregnant / impregnates Megalomania
07-09 Flirting Virgin & frightened To be the boss
10-12 Making armour repairs Kinky, dominant More money
13-15 Mending clothes Kinky, submissive Transport
16-18 Smoking Dull & Frigid Bounty hunting
19-21 Using sign language Bisexual Magic Item
22-24 Playing with a pet Has jealous parent Kill a PC
25-27 Feeding a pet Has jealous older sibling Steal
28-30 Sleeping Has d6 jealous relatives Trade
31-33 Talking to self Has VD Trade knowledge
34-36 Sick Has crabs Sex
37-39 Doing housework Has deadly VD Join a group
40-42 Bullying / mocking Unclean, filthy Surrender
43-45 Reading Cheating on a partner Hungry
46-48 Doing paperwork Doesn't want sex - just friendship Frame PC for a crime
49-51 Taking notes Real tense, doesn't deliver In love with PC
52-54 Reading A cross-dresser Extremely hostile
55-57 Eating The best PC ever had Suicidal
58-60 Committing a crime Demands money afterward Extremely manipulative
61-63 Gossiping Become obsessed with/ stalks PC Carries contagious disease
64-66 Day-dreaming Ex-lover finds out, threatens PC Cursed
67-69 Taking care of children Develops into happy relationship Extremely ill
70-72 Doing calculations Extorts PC Is pregnant
73-75 Exercising Homosexual Will train PC in skill
76-78 Hunting / fishing Later accuses PC of rape Wants to give PC something
79-81 Drinking Attempts to slip the PC a mickey Wants to find a job
82-84 Making repairs A sadist / masochist Wants to hire a PC
85-87 Honing weaponry Proposes marriage Wants to share a rumour
88-90 Cooking Afterward, tells everyone Wants to borrow money
91-00 GM's Choice GM's Choice GM's Choice

NPC DETAILS

The GM can use the following tables as necessary to generate additional details for individual NPCs. The GM is encouraged to use discretion and ignore or re-roll conflicting, nonsensical or inappropriate results. Results marked with an asterisk should be interpreted by the GM as desired.

d% SEX
01-50 Male
51-00 Female
d% COMPLEXION
01-15 Very Pale
16-30 Pale
31-45 Fair
46-65 Olive
66-85 Tanned
86-00 Dark
d% EYE COLOUR
01-20 Brown
21-40 Hazel
41-60 Blue
61-80 Green
81-95 Blue + Green
96-00 Other *
d% APPARENT AGE
01-15 Very Young
16-45 Young
46-70 Middle-Aged
71-90 Old
91-00 Ancient
d% HEIGHT
01-05 Dwarfism *
06-15 Very short
16-40 Short
41-70 Average
71-85 Tall
86-95 Very Tall
96-00 Gigantism *
d% WEIGHT
01-10 Emaciated
11-25 Skinny
26-35 Slender
36-70 Average
71-85 Stocky
86-95 Plump
96-00 Obese
d% HAIR
01-15 Bald
16-30 Black
31-45 Brown
46-55 Salt & Pepper
56-70 Sandy
71-85 Blonde
86-95 Red
96-00 Other *
d% APPEARANCE
01-15 Filthy
16-50 Unkempt
51-85 Neat & Clean
86-00 Immaculate
d% SANITY
01-10 Criminally Insane
11-25 Insane
26-40 Eccentric
41-85 Sane
86-00 Unshakable
d% ALIGNMENT
01-10 Lawful Good
11-20 Lawful Evil
21-30 Lawful Neutral
31-40 Neutral Good
41-60 Neutral
61-70 Neutral Evil
71-80 Chaotic Neutral
81-90 Chaotic Evil
91-00 Chaotic Good
d% MORAL TREND
01-25 Altruistic
26-75 Normal
76-00 Selfish
d% WEALTH
01-10 Destitute
11-45 Poor
46-70 Average
71-80 Comfortable
81-95 Wealthy
96-00 Filthy Rich
d% PERSONALITY TRAIT
01-03 Optimistic
04-06 Pessimistic
07-09 Hedonistic
10-12 Frugal
13-15 Careless
16-18 Sober
19-21 Kindly
22-24 Studious
25-27 Perceptive
28-30 Capricious
31-33 Curious
34-36 Moody
37-39 Malevolent
40-42 Trusting
43-45 Fanatical
46-48 Witty
49-51 Boorish
52-54 Precise
55-57 Opinionated
58-60 Indecisive
61-63 Cheerful
64-66 Pacifistic
67-69 Violent
70-72 Cruel
73-75 Rude
76-78 Servile
79-81 Ostentatious
82-84 Determined
85-87 Impatient
88-90 Sober
91-93 Wacky
94-97 Forgetful
98-00 Gregarious

HENCHMEN & HIRELINGS


DIRECTIONS: The GM should either prepare a roster of available henchmen or use the Pre-Generated NPC Assortments on pp. XXX-XXX. The PC(s) will first want to interview suitable candidates. There are three general methods for finding henchmen as listed in the Job Searches table - word of mouth, posting an advertisement, hiring a crier, or contracting through a guild. Chances and costs of finding a candidate are cumulative with every time period indicated on the table. Once a candidate is found, the GM should consult the Settlement of Terms table to resolve whether or not the candidate accepts the party's offer. Adjustments to the chance of settlement are noted on the Situational Modifiers table.

Job Searches (% Chance of Finding a Suitable Candidate)
METHOD VILLAGE TOWN CITY CAPITAL TIME COST
Word of Mouth 2% 5% 8% 15% 1 day -
Advertisement 5% 10% 15% 20% 1 week -
Crier 2% 8% 10% 25% 1 day 5-15gp
Guild * 10% 20% 50% 75% 3 days 10-25gp §
* Method may only be used in a settlement with an actual guild presence
§ Indicates a one-time commission paid directly to the guild for services rendered
Settlement of Terms
PAYMENT
METHOD
FIGHTER BARBARIAN THIEF
ASSASSIN
CLERIC
DRUID
RANGER
CAVALIER
MAGIC-USER
ILLUSIONIST
Daily Salary 10% 12% 8% 5% 8%
Lump Sum 15% 18% 10% 8% 10%
Equipment Provided 20% 20% 12% 10% 15%
Magic-Item Use +10% +15% +10% +10% +15%
Share of Treasure +15% +15% +12% +8% +18%
1st Share of Treasure +25% +25% +15% +10% +25%
Situational Modifiers
Payment in Advance +25% Very Risky Proposal -25%
Candidate Same Race as Party +10% Risky Proposal -15%
Candidate is a Demi-human +/- 15% Mundane Proposal +10%
Candidate is a Half-Orc +/-20% Candidate's Level > Party -15%
Candidate Same Alignment as the Party +10% Candidate's Level = Party +/-0%
Candidate of an Opposed Alignment to the Party -15% Candidate's Level < Party +10%

HENCHMEN WEAPONS/ARMOUR

WEAPONRY ARMOUR
d% Type d% Type
01-20 Sword 01-05 None
21-30 Sword + Shortbow 06-20 Leather (AC 8)
31-45 Handaxe 21-45 Padded (AC 9)
46-50 Handaxe + Oil 46-60 Studded Leather (AC 7)
51-60 Mace 61-70 Scale (AC 6)
61-65 Mace + Oil 71-84 Banded (AC 4)
66-85 Polearm 85-94 Chain Shirt (AC 5)
86-90 Polearm + Shortbow 95-00 Plate (AC 3)
91-00 Shortbow + Dagger

COMMON HIRELINGS

What follows is supplemental to, and should be read in conjunction with, OSRIC.

AGRICULTURAL & EQUESTRIAN
TYPE WAGE MORALE
Drayman (cart-driver) 2sp/day 50
Farmer (meaning manager of a farming operation) 12sp/day 50
Farrier 15sp/day 50
Hawker 7sp/day 50
Hound-keeper 5sp/day 50/60 if hounds threatened
Huntsman 7sp/day 60
Market Gardener 2sp/day 50
Mather (one who mows) 2sp/day 50
Milkmaid/Cowman 2sp/day 50
Ostler 2sp/day 50
Pig-keeper 2sp/day 50/60 if sty is threatened
Ploughman/woman 1sp/day 45
Poultry-keeper 2sp/day 50/60 if flock threatened
Sherman (sheep-shearer) 2sp/day 50
Shepherd/goatherd 1sp/day 50/60 if flock threatened
Stablehand 1sp/day 45
Stocksman/woman (cattle) 2sp/day 50/60 if herd threatened
Trapper 2sp/day 55
CLERICAL & RELIGIOUS
Almoner (distributes money and goods to the poor) 7sp/day 50/60 if community threatened
Beadle (preserves order in temples) 3sp/day 50/60 if temple threatened
Chaplain 10sp/day 50/60 if community threatened
Ostiary (door-keeper of a church or temple) 2sp/day 50/60 if temple threatened
Sacristan (custodian of religious objects) 2sp/day 50/60 in defense of charges
Sexton 2sp/day 50
DOMESTIC (These entries are for trained domestic staff of the kind employed by nobles or wealthy citizens. For less specialised domestic staff in normal middle class households see “servant” (c.f..OSRIC)
Butler 5sp/day 50
Cellarer (wine waiter) 3sp/day 50
Charman/woman 1sp/day 45
Cleaner 1sp/day 45
Cook 2sp/day 50
Dapifer (meat-waiter) 2sp/day 50
Famulus (wizard's assistant) 10sp/day (literate & numerate) 65
Footman 3sp/day 55
Gardener 2sp/day 50
Maid, lady's 3sp/day 55
Masseur/euse 2sp/day 50
Messenger 2sp/day 50
Napier (keeper of linens) 4sp/day 50
Page 2sp/day 50
Potboy/girl 1sp/day 45
Pavyler (puts up tents and pavilions, historically used on royal progresses etc.) 1sp/day 45
Scullion 1sp/day 45
Valet 3sp/day 50
Wetnurse 3sp/day 50
ENTERTAINERS
TYPE WAGE MORALE
Acrobat 3sp/day 55
Bear-ward (keeper of a performing bear) 9sp/day 60
Clown 1sp/day 50
Composer, musical 7sp/day 50
Conductor/band leader 7sp/day 50
Dancer, ballet 5sp/day 50
Dancer, common 1sp/day 45
Drummer, peasant 1sp/day 50
Fiddler, peasant 1sp/day 50
Juggler 3sp/day 50
Mummer (actor) 1sp/day 50
Musician, marching band 2sp/day 50
Musician, orchestral 5sp/day 50
Piper, peasant 1sp/day 50
Poet 6sp/day 50
Prostitute 4sp/day 45
Storyteller 3sp/day 50
MUSCLE
Bailiff 10sp/day 70
Bodyguard 8sp/day 70
Bouncer 4sp/day 65
Catchpole (one who brings in debtors) 9sp/day 70
Executioner/headsman/woman 7sp/day 50
Gaoler (master of a gaol) 15sp/day 70
Thug, general purpose 3sp/day 60
Torturer 12sp/day 60
OFFICIALS (Only very high level characters would need to hire most of these, but knowing their income is relevant because it helps the GM assess the proper bribe.)
Assayer (official who checks precious metals/gems for purity/value) 100sp/day 80
Constable (official in charge of a castle or town's defences) 50sp/day 75
Hayward (in charge of fences and hedges) 15sp/day 70
Herald 10sp/day 60
Judge 120sp/day 50
Moneyer (official with the power to mint coins) 100sp/day 80
Pursuivant (junior herald) 8sp/day 55
Reeve (estate administrator) 75sp/day 60
Summoner (serves sub poenas etc.) 12sp/day 70
Watchman/woman 10sp/day 60
Woodward (keeper of forest) 40sp/day 75
PROFESSIONALS & SCHOLARS
Advocate 40sp/day 50
Archivist 10sp/day 50
Book-keeper (accounts) 8sp/day 50
Dentist 40sp/day 50
Diplomat 60sp/day 60
Doctor 50sp/day 50
Surgeon 60sp/day 50
Teacher 12sp/day 50
Translator/interpreter 3sp per language/day 50
Veterinarian 40sp/day 50
TRADESPEOPLE
TYPE WAGE MORALE
Baker 2sp/day 50
Banister (basket-maker) 2sp/day 50
Brewer/vintner 2sp/day 50
Butcher 2sp/day 50
Butterer 2sp/day 50
Chandler (makes candles) 2sp/day 50
Cheesemaker 2sp/day 50
Clouter (tinker) 1sp/day 45
Cobbler 2sp/day 50
Collier (charcoal-maker) 2sp/day 50
Cooper (barrel-maker) 2sp/day 50
Cutler (makes knives, cutlery) 3sp/day 50
Dexter (dyer) 2sp/day 50
Fuller 2sp/day 50
Glassblower 3sp/day 50
Glover 2sp/day 50
Jester 2sp/day 50
Mapmaker 50sp/day 50
Miller 3sp/day 50
Milliner 2sp/day 50
Miner 2sp/day 50
Pointer (makes lace) 2sp/day 50
Potter 2sp/day 50
Saddler 3sp/day 50
Salter (one who extracts salt) 1sp/day 50
Stevedore (loads & unloads ships) 1sp/day 50
Sweep (chimneys) 1sp/day 45
Tanner 2sp/day 50
Tailor 2sp/day 50
Thatcher/roofer 3sp/day 55
Toymaker 2sp/day 50
Wattler/waller 3sp/day 55
Weaver 2sp/day 50
Wig-maker 3sp/day 50
Woodcutter/lumberjack 2sp/day 55
Vermin-catcher 1sp/day 45

Recruiting Common Hirelings

AGRICULTURAL & EQUESTRIAN
Base Chance to Recruit Season Location
85% Spring -20% City -30%
Summer -30% Town -10%
Harvest -60% Village +10%
Autumn +20%
Winter +30%
CLERICAL & RELIGIOUS
Base Chance to Recruit Hirer's Profession Location
25% Cleric/Druid, same religion +40% City 0%
Cleric/Druid, different religon -5% to -95% Town -10%
Paladin/Ranger, same religion +20% Village -30%
Paladin/Ranger, different religion -5% to -75%
DOMESTIC
Base Chance to Recruit Location
80% City 0%
Town -10%
Village -30%
ENTERTAINERS
Base Chance to Recruit Location
50% City 0%
Town -10%
Village -30%
MUSCLE
Base Chance to Recruit Location
25% City 0%
Town -10%
Village -30%
OFFICIALS
Base Chance to Recruit Location
5% City 0%
Town -25%
Village -60%
PROFESSIONALS & SCHOLARS
Base Chance to Recruit Location
25% City 0%
Town -25%
Village -60%
TRADESPEOPLE
Base Chance to Recruit Location
50% City 0%
Town -10%
Village -30%
OTHER MODIFIERS
Lodging/accommodation, if not offered -25% to -50% depending on cost of living
Employer's reputation +10% to -100%
Wartime -10% to -100%
During plague or plague scare -10% to -100%
During famine +10% to +50%
MEANS of ADVERTISING
Posting a notice +1%-20% depending on prevailing literacy
Hiring a crier +1%-20% depending on population density (a crier is of less value when everyone works in the forest…), costs 10gp/week
Advertising at gatherings (theatres, cockfights, executions etc.) +10%-40% depending on gathering, costs 100-400gp per occasion
Inquiring at inns and taverns +10%-40% (depending on whether they're asking at the right kind of tavern in the right way), costs 20-50gp per week

Roll each week. If a recruitment attempt is successful, the number of potential hirelings found will be:

TYPE NUMBER
Agricultural & Equestrian 1d20
Clerical & Religious 1d3
Domestic 1d12
Entertainers 1d6 (1-5 is an actual number, 6 indicates a full troupe or band)
Muscle 1d6
Officials 1
Professionals & Scholars 1d3
Trades 1d6

Determine alignment etc. for hirelings randomly, but the GM should weight the dice according to the prevailing area alignment, their racial type and social class, and the reputation of the prospective employer.

HERMITS


DIRECTIONS: Hermits are recluses and loners that, in most cases, prefer solitude. The GM can use the following table to determine the nature of any hermits their players may encounter. Most hermits will be 0-level Normal Men. If not, the GM should either generate their class, level and abilities or choose an appropriate NPC from the NPC Assortments on pp. XXX-XXX.

Hermits
1d20 TYPE NOTES
1 Ascetic Monk 25% chance is a Cleric, level 1d8. 25% chance has taken vow of silence.
2 Hag 25% chance is a Witch, level 1d6 (see DD, pp. XX-XX)
3 Wild Man Completely uncivilized and savage. 25% chance raised by wild animals.
4 Victim of Curse Roll on sub-table (see DD p. XXX) to determine curse
5 Lycanthrope GM may choose or randomly determine type (see DD p. XXX)
6 Sage (see Sages OSRIC p.XX and DD pp. XX-XX)
7 Miner / Prospector (see DD, pp. XX-XX)
8 Plague Victim Suffers from a contagious disease such as leprosy, tuberculosis, etc.
9 Hunter 25% chance is a Ranger, level 1d8
10 Alchemist Alchemist, level 1d8. 25% chance is insane
11 Lunatic Completely insane. 25% chance of being violent / pathological
12 Oracle 1d6 x 10% chance of making accurate predictions
13 Escaped criminal 25% chance has a bounty on their head for their capture or death
14 Deity in disguise GM may choose or randomly generate a deity (see DD pp. XXX-XXX)
15 Wizard Magic-User, level 1d8+4. 25% chance is insane.
16 Exiled noble Normal Man (50%), Fighter lvl 1d6 (25%), Assassin lvl 1d6 (10%), Magic-User lvl 1d6 (10%), Victim of Curse (5%, see p. XX)
17 Druid Druid, level 1d10. 25% chance is insane
18 Warlock (see DD pp. XXX-XXX)
19 Runaway slave 25% chance has a bounty for their return
20 Undead Vampire or other reclusive intelligent undead
dangerousdungeons/chapter2.txt · Last modified: 2019/06/03 00:01 by robertfreemanday