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CHAPTER IV: Humanoids


Now goblins are cruel, wicked, and bad-hearted. They make no beautiful things, but they make many clever ones.” - JRR Tolkien

The Hobbit

Monster Ability Scores

Tribal Spellcasters

Trooping Fey & Humanoids (Optional)

Humanoid Group Encounters

Annunakim

Batrachians
Bugbears
Centaurs
Cephaloids
Cheiropterans
Devil Rays	
Gnolls
Goblins
Grimlocks
Hobgoblins
Kobolds
Lizard Men
Locathah
Mermen
Ogres
Orcs
Pech
Peikko
Sahuagin
Svartlings
Tritons
Troglodytes
Vegepygmies

Dealing with Intelligent Non-humans

Humanoid Motivations

MONSTER ABILITY SCORES


ABBREVIATIONS

Abbr. SIZE Abbr. INTELLIGENCE
T Tiny (2' tall or less) A Animal Intelligence
S Small (2'-4' tall) S Semi-Intelligent
M Man-Sized (4'-7' tall) L Low Intelligence
L Large (7'-12' tall) Av Average Intelligence
H Huge (12-25' tall) V Very Intelligent
G Gargantuan (25'+ tall) H Highly Intelligent
E Exceptionally Intelligent
G Genius Intelligence
SG Supra-Genius Intelligence
Go God-like Intelligence
STRENGTH INTELLIGENCE
3d6 T S M L H G 3d6 A S L Av V H E G SG Go
3 3 5 7 9 11 13 3 1 1 3 6 7 9 10 13 15 17
4 3 5 7 14 17 18/01 4 1 1 3 7 7 10 11 14 16 18
5 4 6 8 15 18 18/51 5 1 1 4 7 8 11 13 15 17 19
6 5 7 9 16 18/01 18/76 6 1 1 4 8 8 11 13 16 17 19
7 6 8 10 17 18/51 18/91 7 1 2 5 8 9 12 14 16 18 20
8 7 9 11 18 18/76 18/00 8 1 2 5 9 9 12 14 17 18 20
9-12 8 10 12 18/01 18/91 19 9-12 1 3 6 9 11 13 15 17 19 21
13 10 11 13 18/51 18/00 20 13 1 3 6 10 11 13 15 18 19 21
14 11 12 14 18/76 19 21 14 2 4 7 10 `12 14 16 19 20 22
15 12 13 15 18/91 20 22 15 2 4 7 11 `12 15 17 20 21 22
16 13 14 16 18/00 21 23 16 3 5 8 11 13 16 18 21 22 23
17 14 15 17 19 22 24 17 3 5 8 12 14 17 19 22 23 24
18 15 16 18 20 23 25 18 4 6 9 13 15 19 20 23 24 25
DEXTERITY WISDOM
3d6 T S M L H G 3d6 A S L Av V H E G SG Go
3 13 11 9 7 5 3 3 1 2 3 6 8 10 12 14 16 18
4 14 12 10 8 6 4 4 1 2 3 6 8 10 12 14 16 18
5 15 13 11 9 7 5 5 1 2 4 7 9 11 13 15 17 19
6 16 14 12 10 8 6 6 2 3 4 7 9 11 13 15 17 19
7 17 15 13 11 9 7 7 2 3 5 8 10 12 14 16 18 20
8 18 16 14 12 10 8 8 2 3 5 8 10 12 14 16 18 20
9-12 19 17 15 13 11 9 9-12 3 4 6 9 11 13 15 17 19 21
13 20 18 16 14 12 10 13 3 4 6 9 11 13 15 17 19 21
14 21 19 17 15 13 11 14 3 4 7 10 12 14 16 18 20 22
15 22 20 18 16 14 12 15 4 5 7 10 12 14 16 18 20 22
16 23 21 19 17 15 13 16 4 5 8 11 13 15 17 19 21 23
17 24 22 20 18 16 14 17 4 5 8 11 13 16 18 20 22 24
18 25 23 21 19 17 15 18 5 6 9 12 14 17 19 21 23 25
CONSTITUTION CHARISMA
3d6 T S M L H G 3d6 A S L Av V H E G SG Go
3 3 5 7 9 11 13 3 1 1 3 6 8 11 13 15 17 19
4 4 6 8 10 12 14 4 1 1 3 6 8 11 13 15 17 19
5 5 7 9 11 13 15 5 1 1 4 7 9 12 14 16 18 20
6 6 8 10 12 14 16 6 1 1 4 7 9 12 14 16 18 20
7 7 9 11 13 15 17 7 1 2 5 8 10 13 15 17 19 21
8 8 10 12 14 16 18 8 1 2 5 8 10 13 15 17 19 21
9-12 9 11 13 15 17 19 9-12 1 3 6 9 11 14 16 18 20 22
13 10 12 14 16 18 20 13 1 3 6 9 11 14 16 18 20 22
14 11 13 15 17 19 21 14 1 4 7 10 12 15 17 19 21 23
15 12 14 16 18 20 22 15 2 4 7 10 12 15 17 19 21 23
16 13 15 17 19 21 23 16 2 5 8 11 13 16 18 20 22 24
17 14 16 18 20 22 24 17 3 5 8 11 13 16 18 20 22 24
18 15 17 19 21 23 25 18 3 6 9 12 15 17 19 21 23 25

TRIBAL SPELLCASTERS


See OSRIC for the basic rules regarding monster spellcasters (Shamans and Witchdoctors).

BLINK DOGS

Like other good-aligned creatures, Blink dogs have Clerics, as opposed to Shamans or Witchdoctors. They worship three demigods: Magda, the guardian; Roosh, demigod of loyalty; and Kakdak, the hunter. They engage in ritual food sharing among the pack. Sacrifices are buried.

Obedience, discipline and loyalty come naturally to blink dogs and they follow their religion closely. Rare clerical blink dogs tend to focus heavily on healing spells. Though few in number, blink dog Clerics can be quite powerful; there are attested cases of clerical blink dogs casting Raise Dead.

CENTAURS

         Centaurs mostly worship Artemis or Hermes. They can become druids, mostly of very low level, but a few range much higher and there has been one recorded case of an exceptional centaur challenging for Great Druid status. (He was unsuccessful.) For some reason, centaur druids are able to use short bows.
         As part of the rituals to celebrate the spring equinox, centaur druids ingest substantial quantities of wine laced with ivy-berries. While intoxicated with this substance, some have been known to consort intimately with horses. This is an irredeemable disgrace and the centaur-druid will always become an outcast, travelling as far as possible from their herd. Their name will never be mentioned again in centaur society.

CRABMEN

Crabmen can have Shamans of up to, and including, 3rd-level. They have no Witchdoctors. They worship either a small pantheon of demigods, or one demigod with several aspects (sages are not sure which). They worship on the nights they spawn, which is one night a year in most climes: dozens or hundreds of crabmen will gather on the beaches to dance, mate, and spawn. At these times, possessed by religious ecstasy, they fling handfuls of silver into the sea.

CYCLOPES

        Most cyclopes worship Poseidon, but there are some who follow Kronos, and a few accounts speak of a much more northerly isle where a break-away group of cyclopes worship Odin. Female cyclopes appear to be much rarer than the males. 
        No male spellcasting cyclopes have ever been encountered. Female cyclopes can acquire spellcasting power by an unusual means:- three cyclopes perform a dark and bloody ritual together. At the climax of this ritual each cyclops puts out her own eye. They become an inseparable coven (and the three will always be encountered together). This conjures an entity from the Abyss, as yet unidentified, who grants them a huge, magical gemstone which functions as an eye -- one eye between the three of them; a gigantic black cauldron that burns on a fire of bones; a great black eldritch weaving-loom inlaid with silver runes; and immense, colossal magical powers. These cyclops-witches are called //Graeae//. When acting together, a coven of Graeae can cast spells as an 18<sup>th</sup> -21<sup>st</sup> level Magic-user (17+1d4) and a 16<sup>th</sup> -19<sup>th</sup> level Cleric (15+1d4). It requires all three Graeae working in unison to cast a spell.
       Graeae have some trouble regaining their spells when cast. They are reticent about the details but sages believe that regaining their spells involves weaving special kinds of magical cloth on their gargantuan looms, brewing weird concoctions in their cauldrons, and anthropophagy. They also eat elves, although not for spell-regaining reasons -- Graeae just think elves are tasty.

DARK CREEPERS/STALKERS

For the most part, dark creepers worship the darkness itself, but there are a couple of heretical groups with rival faiths. Dark creepers can be Shamans of up to 5th-level or Witchdoctors of up to 5th/4th level. Dark stalkers can be Shamans of up to 7th-level or Witchdoctors of up to 7th/4th level. Neither species ever memorises Light or Dancing Lights.

Shamans of 5th-level and higher may (20%) be able to summon 1d2 shadows to fight for them. These creatures arrive 1d3 rounds after a successful summoning.

DOPPELGANGERS

Doppelgangers worship a protean deity which may be associated with, or may actually be, Tsathoggua. They can be shamans of up to 5th-level. They have no Witchdoctors, but a few rare individuals (<1%,c.f. Greater Dopplegangers) have the powers of an Illusionist of up to 7th-level. Illusionist doppelgangers tend to be leaders of their kind and will typically have 1d3 doppelgangers (50%) and/or 1d3 proteans (50%) as followers (roll the chance for each creature separately).

GHOULS

When a mortal becomes a ghoul, he or she no longer ages or decays. After sufficient centuries of unlife, particularly cunning ghouls can gain the powers of a Cleric (35%) or Witch (65%). In time they can reach levels as high as 6th. Ghouls with clerical powers do not seem to be able to turn or affect undead.

One of the major ghoulish religions seems to involve the ghoul embedding human teeth into its limbs and torso, facing outwards to make a kind of armour. A ghoul-Cleric or ghoul-Witch with enough teeth grafted into its flesh can attain an armour class as low as 3.

GRIMLOCKS

Grimlock Shamans range up to 3rd-level. They have no Witchdoctors, lacking eyes with which to read magical writings. The name of their deity or deities is unknown, but

Grimlocks seem to revere purple worms as emissaries or aspects of the divine. Unconfirmed reports from adventuring parties suggest that Grimlock worship involves ritually feeding their captives to purple worms.

HARPIES

Harpies can be Shamans of up to 3rd-level or Witchdoctors of up to 3rd/2nd level. Their religion is somehow tied up with their reproduction; harpies periodically lay eggs, but since there are no male harpies, the eggs are always infertile. Harpies can use a magical blood ceremony of some kind to fertilise them.

One account mentions a dragon-harpy: a creature with the head and breasts of a giantess and the wings, hind legs and tail of a dragon, which appeared during the course of a blood ceremony. If this being exists, it may be a harpy deity, but is more likely to be the harpy equivalent of an angel.

LAMIA

Lamia Shamans are very rare. They can range up to 7th-level, but they do not regain their spells through rest as other species do. Instead, a lamia Shaman regains her spells by stealing Wisdom, at the rate of one point of WIS per spell level recovered.

Lamia shamans have been heard crying “Ergazzunbek!”, and sages take this to be the name of their principal deity. Whether there are other gods in the lamia pantheon, or indeed other lamia religions, is not known. Ergazzunbek appears to be a god or goddess of hunger, and his or her worship seems to involve devouring human infants alive when the moon is gibbous. The lamia prefers this if the mother is watching this anthropophagous ceremony, but unable to intervene because she is beguiled - she will be made to assist at the feast.

Such a woman will be set free shortly thereafter. She is left to herself for a year and a day, and then she will be transformed into a lamia. High priests of certain good-aligned religions are taught a secret ritual which can prevent this, but no more details are known because the priests and the affected women always refuse to speak of it.

MEDUSAE

       Medusae worship Typhon or Hecate. They can become clerics or magic users, as opposed to shamans or witchdoctors. They enjoy extremely high status in Medusa society. They are weak as spellcasters, being restricted to 3rd level at maximum. Those who worship Typhon are often awarded one or more pet venomous snakes, which will be immune to petrifaction, and some of which may be giant varieties. Those who worship Hecate can sometimes invoke an effect that adventurers call "Bad hair day", causing their head-snakes to grow much longer and more active. The effect lasts only three rounds but during that time, the medusa has 1d6 attacks per round and can attack enemies up to five feet away.

MINOTAURS

Minotaurs are associated with the Greek goddess Ariadne of the Labyrinth and, less directly, with Helios the Sun-God. They can be Shamans of up to 5th-level, but have no Witchdoctors. Their religion involves spinning thread, usually from the hair of visitors to their labyrinths - some minotaurs seem to believe the longer their thread, the greater their chance of a rewarding afterlife. Very strong and experienced minotaurs may have long ropes made of human hair wound many times around their waists, a few (10%) of which function as Ropes of Entanglement.

OTYUGH

Most otyugh have no god and perform no worship. (There was once a small group of evil-aligned, religious otyugh in the service of Abhoth, but these have almost certainly been stamped out.) However, some of the most intelligent otyugh are capable of learning arcane magic, as proved by the archmage Copopaxos, who befriended one that took up residence in his latrine and made it his apprentice. All the spellcasting otyugh found since, and there have been several, can be trace their knowledge back to Copopaxos' first student.

Spellcasting otyugh are proper Magic-Users, not Witchdoctors. Their “spellbooks” are always carved stone tablets which can survive the disgusting conditions of the otyugh's lair. Some have ranged as high as 6th-level of magic use.

According to otyugh legends they are native to a world orbiting a distant sun; they claim their ancestors travelled here in a vast glass cylinder. Certainly they do not seem to be related to any other known form of life. They are interested in the magic of movement and translocation, and most otyugh spellcasters dream of one day learning to Teleport back to their own world.

QUICKLINGS

Only one sage has studied the Quickling religion, and after about six months of study he was found hopelessly mad. His writings had been burned. According to his housemaid, he once told her the quicklings worship at least nineteen separate deities, some of which were not demons.

Quickling religious worship involves making drums from the trepanned skulls and tanned skins of humans and demi-humans. A quickling playing its tom-toms as it runs makes a sound vaguely reminiscent of a rattlesnake. Instead of shamans or witchdoctors, quicklings have regular Clerics (of up to 8th-level), Witches (of up to 9th-level) and Magic- Users (of up to 13th-level). Mysteriously, no magic using quickling has ever managed to understand the spells Haste or Slow.

Quickling magic users are rumoured to able to make Boots of Speed, if provided with the raw materials and a colossal amount of money.

VAMPIRES

High level spellcasters may sometimes retain their abilities after becoming vampires though sheer force of will (3% chance per level), and indeed some powerful and depraved spellcasters may choose to become vampires through unspeakable rituals. Vampires may be be Illusionists, Magic Users, Witches or Clerics (always Chaotic Evil regardless of beliefs in life). Druids, Rangers, Paladins and other classes which must be of a non-evil alignment lose all class abilities and never become vampire spellcasters. Vampires never attain levels beyond those achieved in life, but despite this limitation vampire spellcasters have plenty of time to research spells and practice strategies that maximise their advantages and reduce their vulnerabilities.

It is possible for a vampire spellcaster to ensure that vampires they make retain spell abilities and indeed many of the more powerful actively choose spell-casters to serve them as accolytes - often beginning as misguided cultists in life serving the vampire in undeath. A vampire Cleric may attempt to turn the living, and if the result would be the 'Destroyed' the victims are reduced to crazed imbeciles. A vampire of above 12th-level may summon werewolves or wererats as a normal vampire can summon rats or wolves.

WERERATS

Wererats have Shamans, Witches and Illusionists amongst their ranks. The shamen worship the forces of decay and decadence and may reach up to 5th-level. Wererat Witches may reach 7th-level and Illusionists as high as 9th; though 90% of spellcasters will be of levels 1d3.

Wererat beliefs are essentially cynical and fatalistic and the preponderance of Illusionists among their spellcasters is due to their love of sowing discord and beguiling ordinary virtuous and noble persons into immoral and vile actions. They do this in order to demonstrate that such is true nature of all humanity despite vain protestaions of virtue - a view regularly expounded upon as a point of essential dogma by their clerics also.

YETI

Only female yeti may become Shamans. They have no Witchdoctors, and the rare Shamans range only as high as 3rd-level. They chew on owl pellets soaked in mammoth's milk, and read the future in blood spatters in the snow. They have three deities: Eagi, goddess of fire and the sun; Keagi, goddess of meat and milk; and Veagi, goddess of hunting and stealth. 3rd-level Shamans almost always choose to learn Resist Fire.

EXPANDED DIVINE SPELL LIST FOR SHAMANS/WITCHDOCTORS

Level 1 Level 2 Level 3 Level 4
Censure Aid Cure/Cause Blindness Divination
Ceremony Augury Cure/Cause Disease Exorcise
Combine Chant Dispel Magic Giant Insect
Cure/Cause Light Wounds Detect Charm Flame Walk Neutralise Poison
Detect Evil/Good Enthrall Locate Object Plague
Detect Magic Resist Fire Prayer Tongues
Light Snake Charm Remove Curse/Curse
Portent Speak With Animals Remove Paralysis
Protection from Evil/Good Stalk
Resist/Cause Fear Vicissitude

EXPANDED ARCANE SPELL LIST FOR WITCHDOCTORS

Level 1 Level 2
Affect Normal Fires Audible Glamour
Alarm Bind
Buoyancy Detect Invisibility
Dancing Lights Dispel Silence
Identify Invisibility
Push Levitate
Shield Magic Mouth
Taunt Scare
Ventriloquism Swim
Werelight Uncontrollable Hideous Laughter

TROOPING FEY & HUMANOIDS (OPTIONAL)


Unlike Humans, Elves, Dwarfs, Gnomes & Halflings, the faery and humanoid races all retain to one degree or another an instinctual migratory behavior known more commonly as trooping. When the time comes, a number of faeries or humanoids will, as if charmed, wander off to join groups of others of their kind. Together, they will march for some distance, sometimes hundreds of miles, until, by mutual intuition, they will stop. In nearly every case a special event of some kind will mark the end of the troop; some end in a feast or communal dancing, others in mayhem and bloodshed.

Depending upon alignment, troops may either be friendly or hostile to outsiders encountered along the way. Good faeries may invite them to dance, while neutral or chaotic faeries may play lighthearted pranks or even cruel tricks on them. Humanoids, mostly evil, are another matter entirely. They will most probably kill or enslave anyone encountered and feast on their flesh or sacrifice them to their crude gods.

Troops are usually made up of a mixture of many different types of monsters and fight more like a mob than a disciplined army. Fey troops typically travel for less than a day and end in feasting, dancing celebrating the lunar or solar holidays, or a similar gala event. Humanoid troops are rarely for pleasure, and end in pillage and slaughter. In either case a troop may have a leader chosen from amongst the troop according to their superior rank or power.

Faery Troops (Roll 1d8 times for Type(s) present, once for other columns)
1d12 TYPE 1d8 PURPOSE 1d4 DURATION 1d4 DEMEANOR
1 Brownie 1 Dancing 1 One night 1 Loud & Boisterous
2 Centaur 2 Feasting 2 One day 2 Silent & Invisible
3 Dryad * 3 Pilgrimage 3 24 hours 3 Quiet & Serene
4 Leprechaun 4 Stargazing 4 40 days / nights 4 Mischievous & Cunning
5 Nixie 5 Storytelling
6 Nymph * 6 Fighting
7 Pixie 7 Migration
8 Satyr 8 Mating
9 Sprite
10 Sylph
11 Treant *
12 Unicorn
*Does not travel with the troop but may be present at the destination
Humanoid Troops (Roll once per columns)
1d10 TYPE 1d8 PURPOSE 1d6 DURATION 1d6 DEMEANOR
1 Bugbear 1 Eating 1 1 week 1 Loud & Boisterous
2 Ettin 2 Eating / Mating 2 1 month 2 Silent & Invisible
3 Gnoll 3 Fighting 3 40 days 3 Ravenously Hungry
4 Goblin 4 Fighting / Eating 4 6 months 4 Quarrelsome & Divisive
5 Hobgoblin 5 Sacrifice 5 1 year 5 Hellbent & Grim
6 Kobold 6 Migration 6 Indefinately 6 Suicidally Enraged
7 Ogre * 7 Mating
8 Orc 8 Marauding
9 Troll *
10 Svartling
*Trooping isn't a true instinct for them but they often tag along in hopes of landing a free meal. Roll again to determine the main troop type.
Troop Numbers
1d8 Number Appearing
1 2d10
2 1d6
3 1d20
4 2d20
5 1d100
6 2d10
7 4d10
8 6d6

HUMANOID GROUP ENCOUNTERS


ANNUNAKIM (Dangerous Dungeons p.XXX)


RAIDING PARTIES # APPEARING: 1d10+20 (21-30)
Leader:Annunaki Warrior-Mage
Annunaki Captain
Troops:2 Annunaki Warrior or Mage Trainees

**MISSION PARTIES**

Leader:Annunaki Knight
Annunaki Captain
2 Annunaki Sergeants
Troops:1d6+1 Annunaki Warriors / Mages
LAIRS
Leaders:Annunaki Queen
Annunaki Knight
2 Annunaki Captains
2 Annunaki Sergeants
Spellcasters:2 Annunaki Sergeants
2 Annunaki Warrior-Mages
Troops:1d10+10 Annunaki Commoners
Annunakim Equipment
d% WEAPONRY ARMOUR
01-40 Two-handed Sword Splint (AC 4)
45-70 Battleaxe
71-00 Polearm
Annunakim Lairs
1d10 TYPE
1-3 Astral Ship
4-6 Fortress / Citadel
7-8 Astral Asteroid
9-10 Captured Cephaloid Base

BATRACHIANS (c.v. OSRIC)


ALL GROUPS # APPEARING: 10-80 (10d8)
Leader(s)>30 Batrachians1d6 Batrachian Leaders (2HD)
Shaman(s)Every 30 BatrachiansBatrachian Shaman (lvl 1d4+1)
>50 Batrachians1d2 Batrachian Acolytes (lvl 1d2)
Witch-doctor(s)>60 BatrachiansBatrachian Witch-doctor (lvl 1d3+1)
>70 Batrachians1d2 Batrachian Apprentices (lvl 1d2)
LAIRS
Non-combatants+100% Batrachian Females (1d6hp)
+100% Batrachian Efts (1d2hp)
Animal guardians25% chance of(01-75) 2d4 Giant Frogs
(76-00) Poisonous Giant Frogs
Batrachian Equipment
d% WEAPONRY
01-25 Spear & Shield
26-35 Harpoon & Shield
36-45 Trident & Shield
46-50 Spear
51-00 Harpoon
Batrachian Lairs
1d10 TYPE
1-2 Caverns
3-4 Swamp / Moor
5-6 Kelp Forest
7-8 Ruins
9-10 Reef

BUGBEARS (c.v. OSRIC)


ALL GROUPS #Appearing: 6-36 (6d6)
Leader(s)Every 12 BugbearsBugbear Leader (4HD)
Shaman(s)50% Bugbear Shaman (lvl 1d4+1)
1d2 Bugbear Shaman Acolytes (lvl 1d2)
Witch-doctor(s)>24 Bugbears25% Bugbear Witch Doctor (lvl 1d2)
LAIRS
Leader(s)>24 BugbearsBugbear Chief (4HD/Max hp)
Bugbear Sub-chief (4HD)
Non-combatants+50% Bugbear Females (HD2+1)
+50% Bugbear Young (HD1+1)
Bugbear Equipment
d% WEAPONRY ARMOUR
01-20 Sword Shield (AC4)
21-60 Spear & Club Nil
61-80 Morningstar Shield (AC4)
81-00 Halberd & Club Nil
Bugbear Lairs
1d10 TYPE
1 Village
2-5 Cavern
6-7 Dungeon
8-9 Ruin
10 Fort

CENTAURS (c.v. OSRIC)


ALL GROUPS # APPEARING: 4-24 (4d6)
Leader(s)Every 5 CentaursCentaur Leader (5HD)
200% personal treasure,
armed with lance & shield
Shaman(s)>12 Centaurs50% Centaur Shaman (lvl 1d6+1)
1d2 Centaur Shaman Acolytes (lvl 1d2)
Witch-doctor(s)>16 Centaurs25% Centaur Witchdoctor (lvl 1d2)
LAIRS
Herdsmen1d6 Centaur Males
Non-combatants200% Centaur Females (3HD)
1d6x5 Centaur Young (1-3HD)
Centaur Equipment
d% WEAPONRY
01-50 Oaken Clubs
51-75 Composite Bows
76-00 Shield & Lance
Centaur Lairs
1d10 TYPE
1-4 Glade / Grove / Orchard
5-9 Meadow / Field
10 Hill Fort

CEPHALOIDS (Dangerous Dungeons, p. XXX)


ALL GROUPS # Encountered: 1-4 (1d4) or 9-24 (4d4+8)
Leader:Every 4 CephaloidsCephaloid Master (9+4 HD)

**LAIRS**

Leaders:Every 8 CephaloidsCephaloid Torturer (10+4 HD)
Cephaloid Mindlord (11+4 HD)
Non-Combatants:25% Cephaloid Young
Cephaloid Lairs
1d10 TYPE
1 Dungeon Laboratory
2 Ruin
3 Haunted Pool / Lake
4 Insane Asylum
5 Sewer
6 Swamp
7 Prison/ Gaol
8 Pocket Dimension
9 Astral Spacewreck
10 Astral Asteroid

CHEIROPTERANS (Dangerous Dungeons, p. XXX)


ALL GROUPS # APPEARING: 10-60 (10d6)
Leader(s)Every 10 CheiropteransCheiropteran Corporal (AC4, 5HD)
Every 30 CheiropteransCheiropteran Sergeant (AC3, 6HD)
50+ CheiropteransCheiropteran Captain (AC2, 7HD)
Priests50% chance ofCheiropteran Priest (Cleric, lvl 1d4+3)
1d3 Cheiropteran Acolytes (Cleric lvl 1d3)
LAIRS
Non-combatants+50% Cheiropteran Females
+50% Cheiropteran Whelps
Cheiropteran Equipment
d% WEAPONRY
01-80 Halberds
81-00 Longbow
Cheiropteran Lairs
1d10 TYPE
1-6 Natural Cavern
7-10 Worked Cavern

DEVIL RAYS (Dangerous Dungeons, p. XXX)


ALL GROUPS # APPEARING: 10-100 (10d10)
Leader(s)Every 10 Devil RayDevil Ray Leader (2nd-lvl Cleric)
Every 20 Devil RayDevil Ray Hero (3rd-lvl Cleric)
Every 50 Devil RayDevil Ray Noble (5th-lvl Cleric)
> 50 Devil RayDevil Ray Chieftain (8th - lvl Cleric, 4+4HD)
2 Devil Ray Guards (6th - lvl Clerics, 3+3HD)
Vampiric Devil RayEvery 20 Devil Ray, 50% chance1 Vampiric Devil Ray
LAIR
Non-combatants:50% Devil Ray young (1-1HD)
Devil Ray Lairs
1d10 TYPE
1-3 Reef
4-6 Ruin
7-10 Undersea Cavern

GNOLLS (c.v. OSRIC)


ALL GROUPS # APPEARING: 20-200 (20d10)
Leader(s)Every 200 GnollsGnoll Leader (3HD)
>100 GnollsGnoll Warchief (4HD, Max hp)
2d6 Gnoll Guards (3HD)
Shaman(s)>60 GnollsGnoll Shaman (lvl1d4+1)
1d2 Gnoll Shaman Acolytes (lvl 1d2)
Witchdoctor(s)>120 Gnolls25% Gnoll Witchdoctor (lvl 1d2)
LAIRS
(01-85) Underground
Leader(s)Gnoll Warchief (4HD, Max hp)
5d4 Gnoll Guards (3HD)
Non-combatants+50% Gnoll Females (1+1HD)
+200% Gnoll Young (1HD)
(86-00) Ruins
Leader(s)Gnoll Warchief (4HD, Max hp)
5d4 Gnoll Guards (3HD)
Non-combatants+50% Gnoll Females (1+1HD)
+200 Gnoll Young (1HD)
All Lairs
Guardians65% chance of01-80 4d4 Hyenas
81-00 2d6 Hyenadons
35% chance of1d3 Trolls
Slaves1 per 10 Gnolls
Allies10% chance of1d6 Flinds
Gnoll Equipment
d% WEAPONRY
01-15 Longbow
16-50 Polearm
51-65 Two-handed Sword
66-85 Battleaxe
86-00 Morningstar
Gnoll Lairs
1d10 TYPE
1-3 Cavern
4-6 Ruin
7-8 Palisade
9-10 Dungeon

GOBLINS (c.v. OSRIC)


ALL GROUPS # APPEARING: 40-400 (40d10)
Leader(s)Every 40 GoblinsGoblin Leader (7hp)
4 Goblin Guards (7hp)
Every 200 GoblinsGoblin Subchief (1+1HD)
2d4 Goblin Guards (7hp)
Shaman(s)>100 GoblinsGoblin Shaman (lvl 1d6+1)
>200 Goblins1d3 Goblin Shaman Acolytes (lvl 1d2)
Witchdoctor(s)>200 GoblinsGoblin Witchdoctor (lvl 1d4)
>300 GoblinsGoblin Apprentices (lvl 1d3)
Mounts25% chance of10% mounted on Dire Wolves
+1d4x10 Dire Wolves (no riders)
LAIRS
Leader(s)Goblin Chief (2HD/16hp)
+2d4 Goblin Bodyguards (2HD,9-14hp)
Non-Combatants60% Goblin Females
+100% Goblin Young
Allies20% chance of2d6 Bugbear mercenaries
Goblin Equipment
d% WEAPONRY ARMOUR
01-10 Shortsword & Pick Leather or Piecemeal Armours (AC6)
11-20 Shortsword & Sling
21-30 Shortsword & Spear
31-40 Sling
41-60 Morningstar
61-70 Pick
71-00 Spear
Goblin Tribes
1d10 NAME COLOURS
1 Crooked Eye White, blood red & mustard yellow
2 Rotting Snake Black, moss green & blood red
3 Yellow Biters Mustard yellow & black
4 Mouldy Bone Moss green, brown & blood red
5 Green Mushroom Green, purple & orange
6 Bloody Cave Brown, gray, and blood red
7 Dripping Spear Brown and black
8 Blue Tooth Blue and white
9 Death Moon Green, black, and white
10 Shadow Axe Purplish green & gray
Goblin Lairs
1d10 TYPE
1-5 Caverns
6-8 Dungeon
9-10 Ruins

GRIMLOCKS (c.v. OSRIC)


ALL GROUPS # APPEARING: 20-200 (20d10)
Leader(s)Every 30 GrimlocksGrimlock Hero (3HD, AC4)
LAIR
Leader(s)Every 40 GrimlocksGrimlock Chieftain (4HD, AC3)
Non-combatants100% Grimlock Females (1HD, AC6)
100% Grimlock Young (1hp, AC6)
Grimlock Equipment
d% WEAPONRY
01-25 Obsidian Morningstar
26-35 Stone Battleaxe
36-45 Obsidian Club
46-50 Obsidian Broadsword
51-00 Unarmed
Grimlock Lairs
1d10 TYPE
1-5 Natural Caverns
6-8 Worked Caverns
9-10 Dungeon

HOBGOBLINS (c.v. OSRIC)


ALL GROUPS # APPEARING: 40-400 (40d10)
Leader(s)Every 200 HobgoblinsHobgoblin Sub-chief (3HD)
20% Hobgoblin Standard-Bearer (2HD)
Every 20 HobgoblinsHobgoblin Leader (2HD)
2 Hobgoblin Guards (9hp)
Shaman(s)>100 HobgoblinsHobgoblin Shaman (lvl 1d6+1)
>200 Hobgoblins1d3 Hobgoblin Shaman Acolytes (lvl 1d2)
Witchdoctor(s)>200 HobgoblinsHobgoblin Witchdoctor (lvl 1d4)
>300 HobgoblinsHobgoblin Apprentices (lvl 1d3)
LAIRS
(01-20) Fort (including ditch, rampart, palisade, 2 gates & 3-6 watchtowers)
Leader(s)Hobgoblin Chief (4HD, max hp)
Hobgoblin Guards (3HD)
Hobgoblin Standard-Bearer (1+1HD)
Non-combatantsx150% Hobgoblin Females (1+1HD)
x300% Hobgoblin Young (1HD)
Siege EnginesEvery 50 Hobgoblins2 Hvy. Catapults
2 Lt. Catapults
1 Ballista
(21-00) Underground
Leader(s)Hobgoblin Chief (4HD, max hp)
Hobgoblin Guards (3HD)
Hobgoblin Standard-Bearer (1+1HD)
Non-combatantsx150% Hobgoblin Females (1+1HD)
x300% Hobgoblin Young (1HD)
Animal guardians60% chance of2d6 Carnivorous Apes
Hobgoblin Equipment
d% WEAPONRY ARMOUR
01-20 Sword & Composite Bow Leather & Lamellar Armour (AC5)
21-30 Sword & Spear
31-35 Sword & Morningstar
36-40 Sword & Whip
41-70 Polearm
71-80 Spear
81-00 Morningstar DM's Choice
Note: Hobgoblin leader types equipped with 2 weapons
Hobgoblin Tribal Standards
1d8 NAME NAME
1 Rippers 5 Marrow Suckers
2 Leg Breakers 6 Flayers
3 Skull Smashers 7 Slow Killers
4 Flesh Renders 8 Lotus Eaters
Hobgoblin Lairs
1d10 TYPE
1-3 Natural Caverns
4-5 Worked Caverns
6-7 Dungeon
8 Ruins
9 Hill Fort
10 Palisade

KOBOLDS (c.v. OSRIC)


ALL GROUPS # APPEARING: 40-400 (40d10)
LeadersEvery 40 KoboldsKobold Leader (4hp)
5d4 Kobold Guards (3-4hp)
Shaman(s)Every 40 KoboldsKobold Shaman (lvl 1d4+1)
1d2 Kobold Acolytes (lvl 1)
Witchdoctor(s)>100 KoboldsKobold Witchdoctor (lvl 2)
>200 Kobolds1d3 Kobold Apprentices (lvl 1)
LAIRS
Non-combatants+50% Kobold Females (2hp)
+10% Kobold Young (1hp)
+10% Kobold Young (1hp)
Animal Guardians65% chance of1d4+1 Wild Boars
30% chance of1d4 Giant Weasels
Kobold Equipment
d% WEAPONRY ARMOUR
01-05 Shortsword & Javelin 50% equipped with a wooden shield
06-15 Shortsword & Spear
16-25 Shortsword
26-45 Handaxe
46-75 Spiked Wooden Club
76-90 2-3 Javelins
91-00 Spear
Kobold Lairs
1d10 TYPE
1-4 Burrow / Tunnels
5-8 Natural Cavern
9-10 Worked Cavern

LIZARD MEN (c.v. OSRIC)


ALL GROUPS # APPEARING: 10-40 (10d4)
Leader(s)Every 10 Lizard MenLizard Man Hero (17hp)
Every 20 Lizard MenLizard Man Champion (24hp)
All Lizard Men BandsLizard Man Chief (3+3HD)
Shaman(s)>10 Lizard MenLizard Man Shaman (lvl 1d6+1)
>30 Lizard Men1d3 Lizard Man Acolytes (lvl 1d3)
Witchdoctor(s)>20 Lizard MenLizard Man Witchdoctor (lvl 1d2)
LAIRS
Leader(s)Lizard Man Chieftain (4+4HD)
1d4 Lizard Men Guards (2+2HD)
Non-combatants1d4x10 Lizard Men Females
1d4x20 Lizard Men Eggs
Lizard Men Equipment
d% WEAPONRY ARMOUR
01-20 Longsword Shield
21-60 Javelins (x2) & Club Nil
61-80 Javelins (x2) & Morningstar Shield
81-00 Darts & Club Shield
Lizard Man Lairs
1d10 TYPE
1-3 Swamp Mound
4-6 Burrow / Tunnels
7-8 Natural Cavern
9 Worked Cavern
10 Palisade

LOCATHAH (c.v. OSRIC)

ALL GROUPS # APPEARING: 20-200 (20d10)
Leader(s)Every 40 LocathahLocathah Leader, 4th-lvl Ftr (18hp)
4 Locathah Assistants, 3rd-lvl Ftr (14hp)
>120 LocathahLocathah Chief, 5th-lvl Ftr (22hp)
12 Locathah Guards, 3rd-lvl Ftr (12-14hp)
LAIRS
Non-combatants1d2x20 Locathah Females
1d2x20 Locathah Eggs
1d2x20 Locathah Hatchlings
Animal Guardians4d4 Moray Eels
50% chance ofPortugese Man-O-War
Locathah Equipment
d% WEAPONRY
01-20 Lance
21-50 Crossbow
51-80 Trident
81-00 Net & Dagger
Note: All warriors mounted on Giant Eels
Locathah Lairs
1d6 TYPE
1 Natural Undersea Cavern
2 Coral Reef
3 Shipwreck
4 Sunken Ruin
5 Abandoned Giant Shell
6 Worked Undersea Cavern

MERMEN (c.v. OSRIC)


ALL GROUPS # APPEARING: 20-200 (20d10)
Leader:Every 40 MermenMerman Hero (3HD)
4 Mermen Assistants (2HD)
>120 MermenMerman Chieftain (4HD)
12 Mermen Bodyguards (3HD)
LAIRS
Lair Type:1-3 Reef
4-6 Cliffside
7-8 Shoal
9 Undersea Caves
10 Sunken Ruins
Non-Combatants:+100% Mermen Females
+100% Mermen Young
Animal Guardians:3d6 Giant Barracuda
Mermen Equipment
d% WEAPONRY
01-25 Trident & Dagger
26-35 Light Crossbow & Dagger
36-45 Net, Javelin & Dagger
46-50 Grapples & 50' line
51-00 Trident & Net
Mermen Lairs
1d10 TYPE
1-2 Natural Undersea Caverns
3-5 Worked Undersea Caverns
6-7 Undersea Settlement
8-9 Reef
10 Ruins

OGRES (c.v. OSRIC)


ALL GROUPS # APPEARING: 2-20 (2d10)
Leader(s)>11 OgresOgre Leader (AC3, hp33)
>16 OgresOgre Chieftain (5HD)
Ogre Guard (AC3, hp33)
Shaman>16 Ogres, 50% chance ofOgre Shaman (lvl 1d4+1)
LAIRS
Non-combatants2d6 Ogresses
2d4 Ogre Young
Prisoners30% chance of2d8 Prisoners for food (75%)
or slave labor (25%
Ogre Lairs
1d10 TYPE
1-2 Natural Cavern
3-4 Worked Cavern
5-6 Dungeon
7-9 Ruins
10 Homestead

ORCS (c.v. OSRIC)


ALL GROUPS # APPEARING: 30-300 (30d10)
Leader(s)Every 10 OrcsOrc Boss (AC4,8hp)
3 Orc Guards (8hp)
Every 150 OrcsOrc Subchief (AC4,2HD,11hp)
3d6 Orc Guards (AC4,8hp)
40% Orc Standard Bearer (8hp)
Baggage TrainOnly if encountered outside lair1d6x10 Slavebearers (5d6gp cargo)
1d6 Carts (10-1,000gp cargo)
Shaman(s)>30 OrcsOrc Shaman (lvl 1d4+1)
>100 Orcs1d2 Orc Acolytes (lvl 1d2)
Witchdoctor(s)>150 OrcsOrc Witchdoctor (lvl 1d3+1)
>200 Orcs1d2 Orc Apprentices (lvl 1d2)
SmithyEvery 100 OrcsOrc Smith & 1d2 Apprentices
LAIRS
(01-25) Fort (including ditch, rampart, palisade, 1d4 watchtowers, and 1 gate)
Leader(s)Orc Chief (AC4, HD3, hp13-16)
5d6 Orc Bodyguards (AC4, HD2, hp11)
Orc Standard Bearer (8hp)
Siege WeaponsEvery 100 Orcs1 Lt. Catapult & 1 Ballista
Non-Combatants+100% Orc Females +150% Orc Young
(26-00) Underground
Leader(s)Orc Chief (AC4, HD3, hp13-16)
5d6 Orc Bodyguards (AC4, HD2, hp11)
Orc Standard Bearer (8hp)
Non-Combatants+100% Orc Females +150% Orc Young
Allies5% chance of1d6 Ogrillons
50% chance of1d4+1 Ogres
Orc Equipment Orc Tribes
d% WEAPONRY ARMOUR 2d6 NAME COLOURS
01-05 Broadsword & Flail Leather
& Shield
(AC7)
2 Vile Rune Blood Red/Moss Green
06-15 Broadsword & Spear 3 Bloody Head Greenish Purple/Blood Red
16-25 Handaxe & Spear 4 Death Moon Black/Yellow
26-35 Handaxe & Polearm 5 Broken Bone Brown/Mustard Yellow
36-45 Handaxe & Crossbow 6 Evil Eye White/Black/Moss Green
46-55 Handaxe & Shortbow 7 Leprous Hand Yellow Green/Brown
56-60 Battleaxe 8 Rotting Eye Moss Green/Rust Red
61-70 Spear 9 Dripping Blade Blood Red/Black
71-80 Broadsword 10 Nightcrawlers Brown/Purple
81-00 Polearm 11 Yellow Shroom Mustard Yellow/Green
Note: Leaders equipped with 2 weapons 12 Frothcanker Reddish Brown/Orange
Orc Lairs
1d10 TYPE
1-2 Hill Fort
3 Ruins
4-5 Dungeon
6-8 Natural Caverns
9-10 Worked Caverns

PECH (DANGEROUS DUNGEONS, p.XXX)


ALL GROUPS # APPEARING: 10-40 (10d4)
Leader(s)All Pech bandsPech Champion (5HD)
Every 10 PechPech Leader (6HD)
LAIRS
Leader(s)Pech Chieftain (6-8HD)
Non-Combatants+100% Females, +1d4 x10% Young
Pech Lairs
1d10 TYPE
1 WiP
2 WiP
3 WiP
4 WiP
5 WiP
6 WiP
7 WiP
8 WiP
9 WiP
10 WiP

PEIKKO (DANGEROUS DUNGEONS, p. XXX)


ALL GROUPS # APPEARING: 5-100 (5d20)
Leader(s)Every 50 PeikkoPeikko Chieftain (2HD)
Witch-doctor> 60 PeikkoPeikko Witchdoctor (lvl 1d4+1)
1 Peikko Apprentice (lvl 1d3)
LAIRS :
Non-Combatants3d20 Peikko whelps
Peikko Equipment
d% WEAPONRY / MOUNT
01-20 Spear
21-30 Spear & Sling
31-50 Handaxe
51-60 Handaxe & Sling
61-80 Mounted on Giant Cockroaches (q.v.) and Lance
81-90 Shortbow
91-00 Unarmed
Peikko Lairs
1d10 TYPE
1 WiP
2 WiP
3 WiP
4 WiP
5 WiP
6 WiP
7 WiP
8 WiP
9 WiP
10 WiP

SAHUAGIN (c.v. OSRIC)


ALL GROUPS # APPEARING: 20-80 (20d4)
Leader(s)All Sahuagin bandsSahuagin Chieftain (4HD)
Every 10 SahuaginSahuagin Lieutenant (3+3HD)
LAIRS

**(01-95 Normal Lair)**

Leader(s)Sahuagin Baron (6+6HD)
9 Sahuagin Guards (3+3HD)
Priestess(es)10% chance ofSahuagin Priestess (HD3+3)
Cleric(s)Every 10 Sahuagin5th-8th-lvl Sahuagin Cleric
1d4 3rd - 4th-lvl Sahuagin Cleric Assistants
Non-combatants1d4x30 Sahuagin Females
1d4x20 Sahuagin Eggs
1d4x10 Sahuagin Hatchlings
Animal Guardians2d4 Sharks

**(96-00 Princes' Lair)**

Leader(s)Sahuagin Prince (8+8HD)
9 Sahuagin Chieftains (4+4HD)
High Priestess(es)8th -lvl Sahuagin High Priestess
4 4th -lvl Sahuagin Underclerics
Non-combatants1d4x10 Sahuagin Females
1d4x20 Sahuagin Hatchlings
1d4x40 Sahuagin Eggs
Animal Guardians4d6 Sharks
Sahuagin Equipment
d% WEAPONRY
01-30 Spear & Dagger
31-80 Trident, Net & Dagger
81-00 Hvy Crossbow & Dagger
Sahuagin Lairs
1d10 TYPE
1-3 Undersea Natural Caverns
4-6 Undersea Worked Caverns
7-8 Undersea Settlement
9 Reef
10 Undersea Ruins

SVARTLINGS (DANGEROUS DUNGEONS, pXX)


ALL GROUPS # APPEARING:
Leader(s)Every 20 SvartlingsSvartling Entangler (armed with Net)
Every 100 SvartlingsSvartling Leader (1+1HD)
Shaman(s)Every 100 SvartlingsSvartling Shaman (lvl 1d4+1)
LAIRS
Leader(s)Svartling Chief (1+3HD)
Svartling Lieutenants (1+1HD)
Non-combatants+120% Svartling Females (3hp)
+200% Svartling Young (1hp)
Animal Guardians3d10 Giant Rats
Svartling Equipment
d% WEAPONRY
01-25 Morningstar
26-35 Mace
36-45 Handaxe
46-50 Flail
51-00 Shortsword
Svartling Lairs
1d10 TYPE
1 WiP
2 WiP
3 WiP
4 WiP
5 WiP
6 WiP
7 WiP
8 WiP
9 WiP
10 WiP

TRITONS (c.v. OSRIC)


ALL GROUPS # APPEARING: 10-60 (10d6)
Hero(es):Every 10 TritonsTriton Hero (4-6HD)
Every 20 TritonsTriton Champion (7-8HD)
Leader(s):>50 TritonsTriton Leader (9HD)
Magic-User(s):Every 10 Tritons, 10% chance of1d4 Triton Magic-Users (lvl 1d6)
LAIRS
Guards:+60 Tritons
Leader(s):6 Triton Heroes (4-6HD)
3 Triton Champions (7-8HD)
Magic-User:Triton Magic-User (7th-10th-lvl)
Priests:Triton Cleric (8th - 11th - lvl)
Triton Assistant Clerics (2nd-5th-lvl)
Non-Combatants:+100% Triton Females
+100% Triton Young
Creature Guards:75% chance of2d6 Sea Lions
Triton Equipment
d% WEAPONRY
01-30 Heavy Crossbow & Dagger
31-40 Shortsword & Dagger
41-60 Spear & Dagger
61-00 Trident & Dagger
Triton Lairs
1d10 TYPE
1-2 Undersea Castle/Citadel
3-10 Undersea Worked Caverns

TROGLODYTES (c.v. OSRIC)


ALL GROUPS # APPEARING: 10-100 (1d10x10)
Leader(s)Every 10 TroglodytesTroglodyte Leader (3HD)
Every 20 Troglodytes2 Troglodyte Leaders (4HD)
Every 60 TroglodytesTroglodyte Chieftain (6HD)
Shaman(s)>30 Troglodytes, 50% chance ofTroglodyte Shaman (lvl 1d3)
LAIRS
Non-combatants+100% Troglodyte Females (1+1HD)
+100% Troglodyte Young (HD1-1)
Troglodyte Equipment
d% WEAPONRY
01-25 Javelin
26-35 Stone Battleaxe
36-45 Obsidian Morningstar
46-50 Obsidian Broadsword
51-00 Unarmed
Troglodyte Lairs
1d10 TYPE
1-4 Natural Caverns
5-7 Dungeon
8-10 Ruins

TROLLS (c.v. OSRIC)


ALL GROUPS # APPEARING: 6-60 (6d10)
Leader(s)Every 12 TrollsTroll Sub-leader (7+7HD)
Every 24 TrollsTroll Chief (9+9HD)
1d4 Troll Guards (7+7HD)
Shaman(s)>24 TrollsTroll Shaman (lvl 1d3)
LAIRS
Non-combatants+100% Troll Females (HD5+5)
+100% Troll Young (HD3+3)
Troll Lairs
1d10 TYPE
1-3 Natural Caverns
4-5 Worked Caverns
6-8 Dungeon
9-10 Ruins

VEGEPYGMIES (DANGEROUS DUNGEONS, p. XXX)


ALL GROUPS # APPEARING: 30-300 (30d10)
Hero(es):Every 4 VegepygmiesVegepygmy Brave (2HD)
Every 10 VegepygmiesVegepygmy Champion (3HD)
Vegepymy Hero (4HD)
Leader(s):Every 50 VegepygmiesVegepymy Sub-chief (5HD)
1d4+1 Vegepygmy Guards (3HD)
LAIRS
Lair Type:1-60 Dank underground cavern
61-00 Dark, steamy forest/jungle
Leader(s):All Vegepygmy tribesVegepygmy Chief (6HD)
2d4 Vegepymy Guards (4HD)
Creature Guards:Every 50 Vegepygmies1d10 Thornies
Vegepygmy Lairs
1d10 TYPE
1-3 Natural Caverns
4-6 Ruins
7-9 Bramble
10 Mound

DEALING WITH INTELLIGENT NON-HUMANS


During the course of adventuring, the player-characters will certainly want to parley or negotiate with the various creatures they encounter, and may sometimes have no other choice. The following tables are intended both to aid the GM in adjudicating these encounters and in planning future encounters.

DIRECTIONS: First, the GM should note the intelligence level of the creature as noted in the specific monster description. If the creature is semi-, low or average intelligence, roll 1d10 and consult the appropriate column on the creature demands table. Finally, assign the appropriate modifiers and motivations as listed below and roll 2d6 on the Parley, Negotiation & Bargaining table to resolve the attempt.

Creature Demands
1d10 SEMI- LOW AVERAGE HIGH~EXCEPTIONAL
1 Fruit Luxury item(s) Fresh water Fresh foodstuffs *
2 Fresh water Fresh water Wine / ale Wine / Ale
3 Fresh water Wine / Ale Luxury item(s) Luxury Item(s)
4 Fresh meat* Fresh meat* Fresh foodstuffs* Magic Item(s)
5 Fresh meat* Fresh meat* Weapons Coins, Gems, Jewelry
6 Fresh meat* Fresh meat* Armour Service
7 Weapons Weapons Tools / equipment Weapons / Armour
8 Tools Armour Coins, Gems, Jewelry Entertainment
9 Gems Tools Magic Item(s) Spell(s)
10 Geegaws, beads Coins, Gems, Jewelry Requires Help Objets d'art
* Depending on the actual creature type, this may either be any sort of meat, a particular kind, or even a party member (e.g. Trolls prefer halfling flesh, and may well demand it over goatflesh, for instance).
Parley, Negotiation & Bargaining
2d6 SAME ALIGNMENT DIFFERENT ALIGNMENT OPPOSING ALIGNMENT
2 Unhappy Affronted Attack (100%)
3 Requires much more Indignant Attacks if equal odds
4 Requires more Angry Bullying (Attack 25%)
5 Thinks it over Unhappy Hostile (Attack 15%)
6 Maybe later Requires much more Affronted
7 Perhaps Requires more Indignant
8 Definitely Thinks it over Angry
9 Positively Maybe later Unhappy
10 Requires less Perhaps Requires much more
11 Requires much less Definitely Requires more
12 Whole-hearted support Positively Thinks it over
1d10 MOTIVATION
1 Hunger. The group/tribe is starving and are willing to eat anything, including PCs.
2 Tribute. The group will attempt to extract tribute/tax from any stronger parties or kill weaker parties to strip their corpses of any and all treasure.
3 Sacrificial Victims. The group is preparing for a big ritual of some kind and need sacrificial victims in relatively good condition. They prefer demi-humans, but will take humans if need be.
4 Mayhem. The group is in a frenzy from drugs or strong drink and will blindly rush into combat as berserkers, reveling in bloody murder.
5 Internecine Rivalry. This group is currently at war with another local tribe or group and are fck ar more interested in them than the PCs. If possible they will attempt to parlay and either enlist the PCs in their cause or trick them into fighting their rivals.
6 Survival. Recent losses have decimated the group and they are still recovering. There is a 25% chance any member will be injured. If possible, the group will avoid encountering the PCs. If not posssible, they will (50%) attempt to parlay and offer a bribe or (50%) simply run away at the first opportunity.
7 Territory. The group is currently expanding their territory. They will attempt to drive off any interlopers and occupy the local space.
8 Subjugation. The group is interested in taking prisoners for use/sale as slaves.
9 Servile. The group is serving a more powerful group/NPC.
10 Solitude. The group just wants to be left alone.
dangerousdungeons/chapter4.1559160131.txt.gz · Last modified: 2019/05/29 20:02 by robertfreemanday

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