Showing posts with label monster template. Show all posts
Showing posts with label monster template. Show all posts

Friday, February 25, 2011

Madlands Campaign: The Art of Random Encounter Table Creation...

Good Afternoon, All:

Today, I wanted to talk about crafting Random Encounter tables. While I have provided a number of such tables in Hammersong's Legacy, which were quite extensive and detailed, my preferences have since changed somewhat. As I play more with the use of such tables with the Madlands Campaign, I'm finding that I prefer smaller tables (or sets of tables) with a more limited selection, so as to emphasize a specific flavor for the area. This, of course, implies that the regions that fall under a given table will tend to be much smaller. This fits the sandbox concept of campaign setting design pretty well, so I think I'd like to take this post and explore some thoughts on the Art of Random Encounter Tables Creation.

Step One: Consider The Region
The first step in creating a truly flavorful Random Encounter table is simple: Consider the region that the table will cover. Think about the general terrain and the non-monstrous elements that are present in that region. If you don't have a strong mental picture of the region, then it is harder to determine what kind of creatures would be present.

For our example, I'm going to consider the mountainous regions about Kaeleth Tyr, the City of Gold, which is one of the ruins found in the Madlands Campaign. From the description, we know that "Kaeleth Tyr is guarded only by the warped and aberrant creatures that survived the spilling of divine blood and were transformed by the very same event that destroyed the surface city itself." The region is therefore likely to be rich in divine ichor, and my creature selection for this mountainous site should reflect the aberrations that are likely to be present.

Step Two: Create An Encounter List
The average Random Encounter table created under this proposed method lists eleven distinct encounters. These can be divided into three primary classes: Common (5), Uncommon (4), and Rare (2). As you create your list of potential encounters, please consider which category it falls into. I offer the following suggested advice:

  • Unique individuals without lairs (i.e. those that wander around), should be considered Rare encounters, since there's only one of them in the entire region. This category could include dragons, named NPCs or monsters that fill a "mini-boss" role in the setting.
  • If a region is well patrolled, then at least one of the Common encounters should probably be a patrol group of some form.
  • The more powerful a monster is, the less likely you are to encounter more than one of them. Therefore, when considering your list of encounters, the more powerful ones should fall into the Rare category, while the least powerful of them should be considered Common.
  • It's always good to include some animals in a wilderness region to serve as a reminder of the presence of nature, so long as such creatures could survive in the region.

Looking at my Kaeleth Tyr example again, I start looking for the creatures and encounters I want to add here. Starting with a list of aberrations from 3E (to keep a consistent flavor and because it's easy to come up with such a list via the Internet), the following immediately come to mind as appropriate:

  • Common: grick, rust monster, tentacled horror
  • Uncommon: gibbering mouther
  • Rare: destrachan

Obviously, there wasn't a lot that tickled my fancy on that list. Moving on from there, I look over the magical beast selections from 3E for ideas, and then dig into animals and plants for more suggestions. In the end, I've come up with the following list (even dropping a few aberrations to get here):

  • Common: archer bush, carrion hound, grick, osquip, stirge
  • Uncommon: gibbering mouther, greymalkin, manticore, owlbear
  • Rare: destrachan, flesh treant

That should create some interesting and memorable challenges for the players.

Step Three: Populate the Table
Once you have your list of encounters (or in my poor example above, a simple list of creatures), you can use that list to create the actual Random Encounter table, using the following as a template:

2d6Encounter
2Rare
3Uncommon
4Uncommon
5Common
6Common
7Common
8Common
9Common
10Uncommon
11Uncommon
12Rare

Using the Kaeleth Tyr example for my Madlands Campaign, I come up with the following table:

Table: Kaeleth Tyr Wilderness Encounters
2d6Encounter
2Destrachan
3Gibbering mouther
4Greymalkin
5Archer bush
6Carrion hound
7Osquip
8Stirge
9Grick
10Owlbear
11Manticore
12Flesh treant

So, what do you think? How do you create your Random Encounter Tables?

With Regards,
Flynn

Wednesday, March 24, 2010

Hammersong's Legacy: The Divinely Warped Creature Template...

Good Afternoon, All:

One of the things I really liked about 3E in terms of monsters were the new templates. With those, you could modify an existing monster into something a little different than what the players were expecting, and have some new fun with old monsters.

I have been considering the addition of a simple template to the Hammersong's Legacy Campaign Setting, inspired in some ways by the simple templates provided in the Pathfinder SRD. This template would be watered down from the usual 3E approach, of course, since it would be for Swords & Wizardry, but I'm not sure how it would be received. After all, if simple templates were well-received by the Old School crew, then someone would have created a bunch of them and published them already. Still, I guess I could post my thoughts here and see what kind of feedback I get from my readers.

With that in mind, here's my suggestion:

Template: Divinely Warped Creatures
Divinely warped creatures have absorbed some of the chaotic divine power released when a god dies . Although commonly encountered near sites of a deity's passing, they can be found anywhere where such energies have been released. A divinely warped creature appears much as a normal creature of its type appears, with an additional feature of obvious supernatural origin, such as an aura of light, glowing eyes, or some similar feature. Divinely warped creatures effectively cease to age, as the divine energy coursing within them grants them an extremely extended lifespan.

You can add the “divinely warped” template to any living creature. A divinely warped creature has of the base creature's statistics and special abilities except for the following:
  • Bonus Hit Dice: A divinely warped creature gains two bonus hit dice.
  • Elemental Resistance: A divinely warped creature takes half damage from elemental energies, such as acid, cold, fire and electricity.
  • Hit Only By Magical Weapons: An attacker requires a magical weapon of a particular bonus in order to deal damage to a divinely warped creature. The minimum bonus of the magical weapon is based on the base creature's original Hit Dice.
  • Magic Resistance: A divinely warped creature has innate magic resistance, as determined by the base creature's original Hit Dice.

Base HDBonus RequiredMagic Resistance
1-9+120%
8-14+230%
15++340%

Okay, here are my questions:

1. What is your overall opinion of the idea?

2. In this example, how do you feel about the special abilities themselves?

3. Should I include this in the sourcebook? And if so, should I include other templates in the sourcebook beyond the divinely warped template?

Thanks In Advance For Your Time,
Flynn