Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts

Monday, 21 February 2022

D&DG Worshippers 1: North Americans


American Worshippers

Wider blog for better tables!

I decided to try to get some use out of D&DG and following an idea from Zak I used the relative levels in each class listed for the deities to come up with tables showing which one an NPC of a given class followed as their favourite. Zak originally suggested running down each deity until you hit a success but I felt a single table would be more useful.

Here's the first one for the American Pantheon as listed in D&DG.

Encounter Cleric Druid Fighter Ranger Magic-user Illusionist Thief Assassin Monk Bard
Raven 1-12 1-17   1-11 1-11 1-16 1-35      
Cyote 13-27 18-37 1-60   12-21 17-33 36-80      
Hastseltsi 28-37     12-29 22-29 34-45   1-55    
Hastsezini 38-49 38-54   30-43 30-50          
Heng 50-59     44-54 51-59 46-56        
Hotoru     61-100   60-66 57-66        
Shakak       55-68 67-76          
Snake-Man 60-69 55-68     77-87 67-81 81-100   1-38 1-100
Tobadzistsini 70-80 69-82   69-89 88-94 82-91   56-100 39-100  
Yanauluha 81-100 83-100   90-100 95-100 92-100        

More soon.

Saturday, 20 June 2020

Bounty Hunters (Fighters)

Overview

Bounty hunters are similar to rangers in their abilities to track and infiltrate but are slightly less combat-oriented as well as being much more morally ambiguous. Unless otherwise specified, bounty hunters are treated as fighters.
All bounty-hunters must be of non-Good alignment. They must have STR 12, Con of 11+, and Cha of 13+. Either Wis or Int must be 13+
Bounty-hunters get 10% bonus xp of Int, Wis, and Charisma are 15+.
Hit dice are d8s, with a single die at first level.
Humans, dwarves (Max: 9th), and gnomes (Max: 7th) may be bounty hunters.
  1. Bounty-hunters surprise on 1-3 on d6 if ambushing or if in a disguise the opponent trusts.
  2. Bounty hunters track as Rangers.
  3. Bounty hunters climb walls as Thieves.
  4. Bounty hunters may wear any armour that is not “bulky” (this includes all magical armour). They may not use shields.
  5. At 9th level, Bounty hunters receive limited clerical spell-casting abilities (see below).
  6. Bounty hunters can learn twice as many languages as their Int score would indicate, but the extra ones are “smatterings”, basically the ability to describe someone and understand basic directions and descriptions. They may start with up to 3 smatterings.
  7. A bounty-hunter may conduct interviews (see below).
  8. At 9th level or above a bounty hunter may open an agency. Doing so attracts 2d6 1st level bounty hunters over a period of 2d10-1 weeks; they may be employed or rejected as desired but no replacements will automatically appear for rejects. A bounty hunter may not employ more juniors than their own henchman limit (but do not count towards it) and once an employee reaches 9th level they will depart to start their own agency unless offered partnership (in which case they do become full henchmen if they were not already).
  9. Bounty hunters running agencies may become Good aligned.

Maybe just shoot him?
1.1
Spell use

A bounty hunter devoted to an appropriate deity may obtain divination spells from that deity as follows:
Level Spells/Lv/day
9 1
10 2
11 3
12 3 1
13 3 2
14-16 3 3
17+ 3 3 1
They do not obtain any further spell casting abilities beyond 17th level. The bounty hunter must possess a holy symbol of the deity both when praying for the spells and casting them. The bounty hunter must be on good terms with their deity to receive spells.
xp Lv d8 HD Title
0-2200 1 1 Snoop
2201-4250 2 2 Shag
4001-9000 3 3 Tail
9001-19000 4 4 Ferret
19001-36000 5 5 Mole
36001-75000 6 6 Nose
75001-135000 7 7 Dick
135001-300000 8 8 Detective
300001-600000 9 9 Bounty Hunter
600001-900000 10 9+2 Bounty Hunter (10th level)
900001-1200000 11 9+4 Bounty Hunter (11th level)
300,000 xp per level for each level over 9th; 2hp per level over 9th.

1.2 Weapons, Attacks, and Proficiencies

Class Initial # non-prof penality Added profs
Bounty hunter 2 -2 +1/2 levels

Level #attacks
1-8 1
9-14 3/2
15+ 2
Bounty hunters may become proficient in any single-handed melee weapon except polearms (they may become proficient with the spear). They may use any missile weapon except the sling or staff-sling.
If using the specialisation rules from UA, they may become specialists in any permitted melee weapon.

1.3 Interrogation

Bounty Advert
[Is this right? Ed.]
Bounty hunters can attempt to obtain information from questioning others. In order for the bounty hunter to have any special chance their personality score (Charisma plus Intelligence plus level) must be higher than the interviewee’s. The hunter may substitute Wisdom for Intelligence for this purpose only; the interviewee may not do so even if they are another bounty hunter, and a bounty hunter may not make this substitution when dealing with magical weapons with Ego points. If using comeliness, the interviewee may substitute that for charisma if of the opposite sex to the bounty hunter (other comeliness effects may affect proceedings if using all the UA rules, of course).
The interview may only be conducted with a single person the bounty hunter can focus on providing answers. A litigation trickster or other advisers may be present but their contribution should be no more than to advise whether to answer a question or not.
During questioning, the player may ask to make a saving throw against a number of questions equal to the character’s level before asking the question (this limit is per day; they may conduct more than one interrogation per day if desired). After giving the NPC’s answer, the DM should secretly roll a saving throw Vs Spells for the bounty hunter. If the answer that was given was a lie, evasion or obfuscation, and the saving throw is successful, the DM should inform the player that the interviewee is not telling the whole truth. If the bounty hunter’s personality score is lower than the interviewee’s, then make the roll but treat it as a fail; the player should not be explicitly told that their score is too low.
Repeating the same question within 3 turns will not allow a roll even if a roll was not made previously. Answers which are long-winded allow still only a single roll and the interviewer may have to ask further questions to refine their knowledge. A player may, of course, come to their own conclusions based on how the questions are being answered.
Smatterings can not be used as languages for interrogations.

1.4 Agency Income

Assume that the income is on an order of 1cp per month per 100 head of population in the settlement where the agency is, multiplied by the level of the lead bounty hunter, per partner. Each junior hunter contributes 5% of this total per level per month to the partners’ profits.
So, a new agency in Greyhawk (pop. 58,000) lead by a 9th level bounty hunter would bring in 5220cp per month, or 313gp and 4sp per year profit for the bounty hunter in addition to any special jobs s/he takes on personally. If there were 7 junior hunters with an average level of 4 then an additional 7308cp per month would be generated, or 438gp, 9sp, and 6cp per year.
Multiple agencies in a location will split the available cases on a ratio based on the total levels of the partners. So instead of getting 1cp per 100, each agency would get 1cp per 200 head of population if the leaders of the agencies are the same level.
Another example: the above agency has opened in Greyhawk where a more established agency is already operational, lead by a 10th level bounty hunter and his 9th level partner. The ratios here are 9:19, so the new agency will do its calculations based on 1cp per 311 population and the established on on 1cp per 147 population (i.e., 28/9 x 100 and 28/19 x100). Thus, the new agency’s base monthly income will be 1678cp instead of 5220cp, before adding juniors.

2 Notes

A character class should be something which conjures an image instantly in the mind of any hearer aware of the genre it is drawn from. The bounty hunter is certainly a well-known archetype in many genres from fantasy, to westerns, to modern day television and cinema. There have been various attempts to draw up a bounty hunter class for D&D, and this is mine.
There is a strong overlap with the private detective in the above description as the pure “find things for money” aspect of the bounty hunter is a bit limited for long-term play.
Some development is needed of the agency concept - income rates, mainly - and even so it may not fit every campaign.

Sunday, 9 February 2020

Jerimiah Stonecrack and the Diamond Dwarves

Jerimiah isn't exactly a 'looker'.

1 NPC: Jerimiah Stonecrack - Diamond Dwarf Cleric

Race Mountain Dwarf
Class Cleric 9, Thief 11
Alignment LN
Age 296 (Old)
Ht 3’9“
Psi Ability 182
Psi Strength 91
Attack/Defense A-E/F,I
hp 39 (78/2)
Spells 7/6/4/4/1
Str 15  
Int 19 100% MR to 1st level illusion/phantasim
Wis 19 100% MR to cause fear, etc. (see D&DG).
Con 13  
Dex 13  
Cha 18 (17 to non-dwarves)  
Com 4 (3)  

1.1 Clerical Abilities

If encountered outside of his home city, Jerimiah will be prepared with normal clerical spells. The list below is a sample but he will of course prepare for specific situations as needed. His normal role is as a member of a diplomatic party where he can pretend to be a minor clerk or functionary, too old to be of much use but valued for his experience and nothing else. His “cane” is a powerful weapon.

Within the dwarf clan, Jerimiah is a very important person indeed and will normally have special spells memorised when at home which deal with aspects of creating new dwarves and maintaining the birth pots. These spells are not useful in combat or normal role-playing situations and are left to the DM to fill in if needed. The most critical spell (mould dwarf) is 5th level and this is a primary reason why Jerimiah rarely leaves the city - he’s just too valuable.

Jerimiah is utterly ruthless in his defense of his home and his kin.

1.1.1 Standard spells

  1. 1st level
    1. Combine
    2. Cure Light Wounds
    3. Detect Evil
    4. Endure Cold
    5. Penetrate disguise
    6. Protection from Evil
    7. Sanctuary
  2. 2nd level
    1. Aid
    2. Find Traps
    3. Hold Person
    4. Messenger
    5. Spiritual Hammer
    6. Snake charm
  3. 3rd level
    1. Cure Disease
    2. Dispel Magic
    3. Feign Death
    4. Speak with Dead
  4. 4th level
    1. Exorcise
    2. Cloak of Fear
    3. Cure Serious Wounds
    4. Giant Insect
  5. 5th level
    1. Cause Critical Wounds

1.2 Thief Abilities

Backstab x4 damage
PP 90%
OL 77%
FT 85%
MS 86%
HiS 70%
HN 35%
CW 89.1
RL 50%

1.3 Magic items

1.3.1 The Cane

Jerimiah’s cane is the unique rod of kill or cure. With 50 charges, the rod attacks as a +1 bo stick. However, each touch of the rod - not necessarily in combat - can cause or cure 1d8 hp of damage per charge expended, to a maximum of 3 charges per touch. Expending 4 charges will cast cure or cause disease, deafness, or blindness as the user chooses. All effects are at 11th level for the purposes of magic resistance etc. It can be recharged and Jerimiah will make sure it is fully charged before leaving on any external mission. Otherwise, assume it has 38+1d12 charges.

Inspection of the cane by any dwarf or anyone using detect invisible, true seeing, and similar magicks (including identify) will reveal complicated dwarven runes which effectively are a user manual listing the various dwarven activation words for the different effects (12 in all). One effect may be learnt per minute if the user is familiar with both the spoken and written dwarven language (comprehend languages is not enough), otherwise only one effect per hour may be learnt (roll 1d12, re-rolling effects already known):

d12 Trigger learnt
1 1d8 cure
2 1d8 cause
3 2d8 cure
4 2d8 cause
5 3d8 cure
6 3d8 cause
7 cure deafness
8 cause deafness
9 cure blindness
10 cause blindness
11 cure disease
12 cause disease

When used in combat, the user activates the desired effect and rolls to-hit (modifications Vs armour are recommended for this). Outside of combat it is assumed that the cure effects are desired by the target and need no save. The “cause” effects allow a saving throw if the target is otherwise unsuspecting. If the save (vs death) is made, then the user may still make a to-hit roll. Attempting to cure a target who is engaged in combat requires a to-hit roll and the risk of wasting charges. The holder can always use cures on themselves without any roll to-hit.

The cane can be used by clerics (inc. druids) and magic users. Charging must be performed by a magic user or a dwarven cleric.

G.p. value: 30,000 X.p. value: 8,000

1.3.2 Other Items

  • Amulet of proof against detection or location.
  • Boots of pass without trace (8,000gp, 1,500xp).
  • Items not normally used/carried on missions outside of Jerimiah’s homeland:
    • Full Plate +2
    • Medium shield +2
    • Hammer, +3.

The armour and shield declare in runes visible under the same conditions as the runes on the cane that the wearer is the Jerimiah Stonecrack, High Priest of the Lawful Elemental Power of Earth and acts as a symbol of fear to any non-dwarf who reads them. These runes will disappear if the armour is ever worn by a non-dwarf (the armour will adjust to fit as small as a gnome or halfling, or a short elf or human female or very short human male).

2 Psionics

2.1 Body Weaponry at 11th level (1pt/rnd)

AC 1, longsword +1; CL 8, d8+1/d12+1.

2.2 Expansion at 11th level (5pt/rnd)

14’ 9“ tall. CL 5, d8+11/d12+11. Can be combined with above to give CL8, d8+12/d12+12.

2.3 Molecular Agitation at 11th level (1pt/rnd)

Effects felt after 1 round of concentration.

3 Diamond Dwarves

The diamond dwarves are dwarven clerics who have psionic abilities and have risen to High Priest level (9th) - a level not normally available to dwarven clerics but which is possible via various methods, the easiest one of which is living long enough to attain a wisdom ability score of 19. Any dwarven cleric with psionic abilities is given a title as a gem dwarf as follows:

Level Title
9+ Diamond
8 Sapphire
7 Ruby
6 Emerald
5 Topaz
4 Amethyst
3 Opal
3 Quartz
1 Turquoise

Diamond dwarves are likely to be invited to join the Cabal if they are Neutral.

Thursday, 6 April 2017

Women (Amazons)


Amazons

Frequency Rare
No Appearing 20-120
AC By Armour
Move 12"
Hit Dice 4-7hp
% in Lair 80%
TT Individuals K; I, Y
No of Attacks 1, 2, or 4
Damage/Attack by Weapon
Special Attacks Leaders
Special Defenses Leaders
MR Standard
Intelligence Low to Exceptional
Alignment Chaotic (N or G)
Size S to M
Psionic Ability See Below
Attack/defense modes See Below
Amazons are human women who have abandoned their native patriarchal societies and banded together to live on their own terms.

Amazons are found in remote areas away from any male-dominated cultures: forest, jungle, and mountains are most likely, with other terrains only if very isolated indeed, for example on an island or aboard a ship.

Encounters in other terrains being with raiding parties of 10 to 60% of the lair number (so roll 2d6x10 for the lair, which is somewhere in the general region, if possible, and another 1d6 for the size of the encountered party).

Amazons are highly adept with missile weapons and a group will be armed as follows (in addition to a dagger):
d10 Weapons
1-6 Short comp. bow + spear
7-8 Spear + large shield
9 Javelin + large shield
10 Long comp. bow + javelin

All amazons are proficient with all these weapons; these are simply what a group will be armed with during a random encounter.

Due to their constant practise the amazons will attack at +2 to-hit with whichever missile weapon they possess (spears used as melee weapons receive no bonus). If fighting a group which is led by or mostly made up of human males, the amazons will attack with a berserk fury and receive double the normal number of attacks with the weapon (including bows).

They will never check morale against such a group, although leaders may call for a tactical withdrawal and if that is not possible, they will fight to the last man on the opposing side, or the last woman on their own.

Stats

If needed, an amazon’s individual stats are rolled as per DMG pp 11 and 100, “mercenaries”, thus strength runs from 7 to 16 and constitution from 9 to 18, with a minimum 4hp; other scores run from 6 to 15 and base hp is 1d3. Leader types should be rolled with 4d6 (discard lowest) in order with low scores being boosted to class minimums.

The bonus to missile fire is in addition to any dexterity bonuses and, like them, is reliant on having no encumbering weight or armour, so normal amazons dress simply in practical clothing for the terrain they are found in, although if arrayed for war 20% will wear leather armour if they have nothing better (i.e., magical armour). Shields are worn on the back while combat is at range, negating the penalty for the bulk of the large shields they prefer, and adding 1 to AC from the rear only.

All amazons, including leaders carry main weapons designed for their specific strength and these will be at half range and do only d4 damage if used by anyone of lesser strength.
8th level (superhero) amazon leader

Leaders

Amazon leaders are fighters if warriors (d6: 1-4), and clerical (5-6) of various female deities otherwise. Clerical amazons are proficient with and able to use the same weapons as above.

For every 10 amazons encountered, one will be a 1st level leader, for every 20 a 2nd level leader, for every 30 a 3rd level leader, and for every 40 a 4th level leader.

Each lair will include a warrior (tribal) queen of 5th (if less than 70 amazons encountered), 6th (if up to 90), 7th (if up to 110), or 8th (if 120 amazons are rolled).

A lair will sometimes (5%) include a magic user of 6-11th level who does not normally venture forth with the normal patrols or raiding parties.

Leaders of the 4th level upwards will have 1-3 assistants of 1-3 levels lower and of the same class (so a 4th level cleric amazon who has one assistant will have a single 3rd level cleric assistant; if she has 3 assistant they will be 1st, 2nd, and 3rd level). These assistants frequently carry their mistresses’ extra gear such as spare arrows and spears.

All leader types have normal chances for psionic abilities and disciplines. Leader types do not receive followers apart from the other amazons.

Companion Animals

Amazon lairs will contain 1HD of companion animal per 5 Amazons (including leaders).
Each band of amazons will have a single type of animal as rolled below:
d100 Animal
1-50 War dog
51-70 Owl, giant
71-80 Wolf
81-85 Eagle, giant
86-90 Hippogriff
91-97 Gryphon
98-99 Pegasus
00 Snake, giant poisonous
These animals will be trained to a high degree and even the snakes (a holy animal for these tribes) will be able to respond to being called by name and the queen of a specific tribe will be able to speak to animals of that type, even if they are not from the lair.

In the case of giant animals, the lair or its surrounding area will contain large numbers of the natural animal too.

If the terrain of their lair makes it reasonable, amazons will also use normal horses for mounts.

The Amazon Queen

It is rumoured that there is a Queen of the Amazons somewhere, a 12th level warrior (i.e., fighter) whose treasure includes a magical girdle that gives her the attacking bonuses of a fire giant, but not the carrying or throwing capacity. The Queen’s recurved composite bow was reputedly given to her by her goddess and requires a strength of 22 to draw it properly and 18/50 to use at all. The Queen leads a group of 300 amazons and has six assistants of levels 6-11.

Treasure

Leaders will have the normal chance of having magical items as given under “Men” in the Monster Manual but each leader has an additional 5% chance per level of having a set of bracers of defense (1-5) or of archery (6). These will be enchanted and sized for the exclusive use of females (not necessarily humans). All bow-using amazons will have at least normal non-magical bracers.

As amazons eschew the sword, they will not have any and instead will be armed with a high-quality but brittle non-magical obsidian blade with acts as a +1 dagger but will lose this bonus on any natural '1' on the attack roll.

Finally, any roll for miscellaneous weapons will be a weapon matching their main weapon (short-bow, spear, javelin, or long bow as rolled above):
d2d6 Bonus
2-7 +1
8-10 +2
11 Roll normally
12 +3
“Roll normally” - Roll as per DMG/UA and any rolled miscellaneous weapon which is of the correct type is retained; anything else indicates no magical weapon.

Magical shields will be of any size but each amazon will carry a large shield for use in the phalanx.

Girdle of the Queen G.P sale value: 5,000 Xp value: 400
Great Bow of the Queen G.P sale value: 7500 xp value: 600
The bow carries a curse for any man who owns it (it need not be carried). He will fail any saving throw against a female opponent and his female opponents will always succeed in theirs against him. This can be removed by a remove curse acting against a 50% magic resistance or by becoming a woman.

Unless the curse is lifted, amazon clerics will feel a desire to single the man out in any combat and will always give a hostile reaction.

The Phalanx

Three or more amazons can link their large shields and form a fighting phalanx. The right-hand amazon (from their point of view) gains no advantage, but the others gain the benefit of 50% cover (i.e., +4 to AC). The phalanx can advance at a maximum rate of 9" (or the slowest member), however it can charge.

A dozen or more amazons can form a circle, eliminating the single “weak point” at the right-hand end. However, movement rate for the circle is but 1". Note that the circle can face outwards or inwards.

Typically, amazons will try to have multiple rows in the phalanx so that opponents can be attacked by massed spears and an amazon lair will normally have enough long spears/pikes to enable the entire band to attack in at least two ranks and up to 5, depending on the number of amazons. The spears carried by raiding parties are not long enough to allow more than three rows to engage and the pikes stored in lairs will not be used for individual or melee combat.

All spears not in the front two rows are classed as pikes for the purposes of weapon speed.

Culture

Non-hostile men will be tolerated for a time and may be used for breeding purposes, however male children will disposed of before adulthood. Good leaders will arrange adoption, neutrals will probably sell the children to those who need or want them.

Leadership roles are by merit based on a vote. Warrior roles, however, may be decided instead by combat if the loser of a vote believes that she is the superior leader. Nevertheless, it is possible to find normal 0-level amazons in important positions within a particular group.

Amazons are defined at least partly by what they oppose - the rule of men - and as such they are not necessarily united by anything else. This can make their societies fractious, rather like Brexit voters who can only agree about one thing and don't actually get on very well outside of that.

Amazons in Greek and Roman art are almost never shown with one breast; probably they would have used a simple leather archery guard over their chests, similar in principle to the wrist bracers.

Lairs are usually abandoned settlements in the wilderness somewhere, with native architecture of any sort mixed with more classical-styled buildings that the women may have constructed mixed in.

Dwarves

Optionally, 1% of individual amazons may be female dwarves (possibly with beards).

Sunday, 4 January 2015

The Post-Rationalised Universe, or: What would Dave Do?

The First DM
The wilderness adventure was a problem for players from the outset of D&D and reflected its semi-random collection of influences and cavalier approach to explanation and layout. The outdoor encounter tables in the original game includes various Martian creatures such as Tharks and White Martians, none of which are detailed in the game. Encounters are sub-divided into eight types: Animals (sub divided by terrain), Men (likewise), Flyers, Giants (including kobolds etc., the origin of the ranger's humanoid enemy list, although it includes ents and some other "lawful" monsters), swimmers, dragons, undead, and lycanthropes.

It's a fairly reasonable list until these last two categories which seem a bit specialized. Combining them with the terrain gives the final chance for an encounter to be drawn from a specific type, so undead constitute ¼ of all swamp encounters, and lycanthropes ¼ of those in woods.

Number appearing is given in volume 2 (Monsters and Treasure) and are more or less as seen in the AD&D Monster Manual, although the original note to this stat is that it should be adjusted to the party (in some way).

Anyway, the booklets give very little specific guidance on placement and the move into AD&D compounded this at least in the context of wilderness encounters. Reading the DMG and the MM together always leaves me with two impressions: that there's something missing, and that the wilderness is so hostile as to be out of bounds for at least 4 character levels and even then to be Russian Roulette until average party level reaches the teens.

OD&D: The Missing Bits
What's missing from the DMG is Dave Arneson. Arneson eventually published his notes in Judges Guild's "The First Fantasy Campaign" book and map. Within this he explains how he placed monsters both underground and in the wilderness. There is evidence that Gygax used these notes when preparing the various appendices of the DMG—if you ever wondered why the dungeon random monster level table conflates dungeon levels 2 and 3, it's because that's what Dave did.

In the AD&D game, it is repeatedly stated that random determination at encounter time is a backstop for not having prepared a monster population, but no guidelines are given for how to go about this in any detail and the impression is that the DM simply decides based on their personal vision of What's Going On in their world. Which is fine. but there is a very old school alternative method: Roll Randomly and Then Explain It.

The basic idea of RRTEI is that you roll for something completely without preconceptions of what is "right"; look at the result and reject it only, only in extreme cases; then adjust all the already-compiled information to make the new result fit better with it (this is the "explain it" part). This constructs a web of interconnected locations and ideas which magically become a pre-existing plot.

This new plot can remain undiscovered and static for years until a party wander into the area, or it can be dynamic and imply things which cause the party to be drawn in. Use of the treasure types, random fortresses, and of course monsters can come together to suggest quests or rumours which can reach the PC's ears and spur action; and the existence of pre-determined encounter areas will allow meaningful answers to divinations and sage-enquiries. Once the players start to interact with the randomly generated the threads from nearby areas can start to be woven into the pattern.

RRTEI is the "non occult" force to which Gygax refers on page 87 of the DMG:
It is no exaggeration to state that the fantasy world builds itself, almost as if the milieu actually takes on a life and reality of its own. This is not to say that an occult power takes over. It is simply that the interaction of judge and players shapes the bare bones of the initial creation into something far larger. It becomes fleshed out, and adventuring breathes life into a make believe world. Similarly, the geography and history you assign to the world will suddenly begin to shape the character of states and peoples. Details of former events will become obvious from mere outlines of the past course of things. Surprisingly, as the personalities of player characters and non-player characters in the milieu are bound to develop and become almost real, the nations and states and events of a well-conceived AD&D world will take on even more of their own direction and life. What this all boils down to is that once the campaign is set in motion, you will become more of a recorder.
Back to the wilderness (I'll talk about the dungeons in a later post). Arneson's system is fairly simple (I'll assume hexes, although he also used squares):
  1. Generate terrain, including rivers,
  2. Roll for population of each terrain hex. This is the semi-permanent population and is effectively the number of lairs in the hex.
  3. Randomly roll, based on terrain, for the inhabiting monster of each lair and the population as given in the MM.
  4. Roll 1d6x10 for each lair; when encountered this will be the base percentage not in the lair.
  5. Starting with one group of monsters which are not in the lair, roll 1d6: on 1-5 the monsters are that distance (in miles) from the lair; on a 6 the group is divided into two groups and the DM re-rolls. Direction from the lair is given by a d6 and groups placed in the same direction and distance can be assumed to be near enough to each other to hear any attack on the other. If one group rolls three 6's then it is assumed to more than be one day's travel from the lair; and if a group is placed on a hostile (to it) lair then it is instead placed back at its own lair where it will arrive shortly after any PC encounter to report its findings.
Probably more use than
the TSR version
Arneson used 10m hexes and this is larger than the more common modern 6m or 5m hexes and much smaller than the normal campaign-sized hexes of 30 or 36 miles. This matters a bit as one thing that doesn't scale well is time - a 10 mile hex with 2 encounters in it requires longer to clear out than a 5 mile hex, potentially four times as long. When the PCs are away from base and possibly relying on limited supplies of food and/or magic then this makes a difference.

For a 100m² area, Arneson rolled 1d6 for the number of lairs, counting a 6 as "empty", for an average of 2½ encounter areas per 100m². By the power of maths we can determine that this means that about 98% of wilderness square miles are free of lairs and from that we can work back to a 6m hex (31m²) and we have about a 60% chance of an empty hex and we want an average of .775 (2½*(31/100)). That looks like a d10 to me - 1 to 4 is that number of lairs; otherwise empty giving an average of 1 lair per hex and a 60% chance of nothing at all.

Using the tables in the DMG for temperate and subtropical wilderness, let's populate these seven hexes generated using the random terrain table on p173.

Hex 1 (plain): inhabited, single dwelling of 1 person; No lairs
Hex 2 (pond/plain): uninhabited, no lairs.
Hex 3 (plain): uninhabited, no lairs.
Hex 4 (marsh): uninhabited, 3 lairs: 3 owlbears, no treasure OB1 in lair (30%), OB2 3 miles to SE, OB3 1 mile to NW; 140 Gnolls, 6000cp, 12 gems, potions of rainbow hues, ESP, delusion, and love. 85 in lair (20%) out of lair one mile to NE; 2 giant constrctor snakes close together (0% in lair).
Hex 5 (plain): uninhabited, no lairs.
Hex 6 (plain): uninhabited, 1 lair: 6 trolls, 8000sp, 1000gp, 3 jewels, 7 gems, 5 in lair (40%) and 1 5 miles to the NW.
Hex 7 (plain): uninhabited, no lairs.

So, hex 1's encounter table is simply the inhabitant of the dwelling, Hexes 2, 3, 5, and 6 have no settled encounters (we'll look at this below), hex 4 encounters can be with: a single owlbear (30% the one in lair; otherwise equal chances of either other one), a gnoll group (80%) or the gnoll lair (20%), or the snakes. Each monster type has an equal chance of appearing (e.g., 1-2: Owlbear, 3-4: gnolls; 5-6: snakes). Hex 6 encounters will be with a group of trolls (40%) or a lone troll.

Encounters with monsters not in lair will occur in the direction listed from the centre of the hex containing the lair (you could specifically place the lair and go from there, but that's more work).

Ignore the horse
The Inhabitant
Going back to hex 1 and its lone inhabitant, I think that's worth a roll on the castle table which gives a small walled castle with keep and another roll indicates the inhabitant is a 9th level fighter.

Skipping over to page 100 we get more detail on this fighter: chaotic good, super-rich, old and rather ragged, sober, friendly, easy-going but rather anti-intellectual, vengeful, aesthetic, brave, driven, miserly, irreligious, with an interest in history.

Rolling on the table for Men, we find that he has Scale Mail +1, shield +1, +2 short sword, and a +4 spear. However, based on decisions below, I'm going to give him plate mail armour (or the best available non-magical armour in your campaign) when defending and leave the scale mail for when he's outside and needs the extra movement that magical armour allows.

His stats, modified for age: Str 11, Int 7, Wis 17, Con 13, Dex 11, Cha 13, Com 14, hp: 45, AC: 1 (3+2), combat level of 13 or 12 (spear or sword). Mv 6"

Okay, that's the rolls, here's the explanation: An old (64 year) lord still inhabits the remains of his ancestral home where his family were wiped out years before by some awful plague of which he was the only survivor, albeit weakened and never able to regain his former physical prowess. Dispite all this and the passing years, he remains a hansom and tall figure quite capable of turning the odd female head.

Convinced that there was some unnatural source for the disease he has spent the decades since trying to locate the entity responsible. Although the castle contains the family's total wealth in its well-protected dungeon, he does not care about it except insofar that it can buy him progress in his hunt. However, its usefulness for this purpose means that he is loath to leave it unguarded but although still a powerful fighter he is unable to eliminate the major local threat of the Gnolls. Indeed, the recent arrival of a group of trolls has greatly worried him—although the two groups might not aid each other the simple presence of them has made it harder than ever for him to hunt for food and his sleep is rarely undisturbed as both groups are active at night. If you've seen Omega Man or any of the other adaptations of I am Legend, that might give you some ideas for his life-style. The space between the keep and the rather tumble-down outer wall is filled with traps and he has several well disguised secret entrances which are too small for either trolls or gnolls.

What Sir Cowden (rolled a name from my local collection of names) wants right now is some allies that he can trust at least enough to help him move against either the gnolls or the trolls. He will not throw money at passing parties just to get their help, however, and will instead attempt to befriend them and evaluate their alignments and otherwise come to some agreement that will not cost him cash. The family treasure is, in his head, only to be spent on avenging that family or rewarding those that help him complete this task. He has pared his needs down to the minimum needed to survive while keeping his hope alive. He will only offer to join a party if they first help him eliminate the gnolls (he judges the trolls too stupid to be able to break into the castle's vaults if he leaves it for any length of time).

In conversation, he will always focus on a party's most charismatic fighter and will regard magic users as little more than supporting artillery to be directed by the fighters, and clerics as medical staff; he will assume that all divination rolls are unreliable and pounce on any evidence that backs this up. Thieves will, of course, be treated with the utmost suspicion, but otherwise he is relaxed and generally assumes the best of humans and demi-humans.

The old lord's hospitality will be stretched by any party but he will do his best to feed and water them, and will certainly replace any broken normal weapons from the castle's armoury if the party seem to need such. He will light the fire in the great hall with something of an air of excitement and PCs will note the armourial shield over the fireplace which depicts: on a field of gold, a spear proper on a bend of green. Under the shield, mounted horizontally, is a spear which those characters who spend any time looking at these things will notice is actually the spear depicted on the family arms. This is the +4 spear ("Avant") which was the symbol of the Silverwind family, of whom Cowden is the last scion. The family motto translates as "To Speak Light; to Silence Darkness".

Sir Cowden has a "% in lair" of 75%—all night, and about 50% during the day. The castle is easily seen during the day and there is essentially no chance of stumbling across it, but at night any encounter with Sir Cowden will be at the castle and the normal method for castle encounters should be followed.

The Gnolls
The gnolls consist of a fyrd of 170 warriors and a further 85 females and 340 females in the ruins (this is a roll from the MM entry for gnolls) of an old village. They have no guard animals but do have a selection of 25 slaves. The group speak orc and hobgoblin well enough to converse simple (usually violent) ideas.

The party in the field has 4 squabbling leader types (16hp each) with it, and the lair contains a further four who do little while there except bully the females and children, eat, and sleep. In addition there is a chief (22hp, AC 3, 4HD/CL 6, +2 damage bonus) with 11 guards (20hp, AC 4, 3HD, +1 damage bonus).

The gnolls recently raided a caravan and made off with a case of four potions which they have not identified yet. Several of the prisoners are from the caravan, including an apprentice alchemist who can read the markings on the potion bottles; the gnolls have no idea about this. Several of the slaves will claim that there would be a reward for returning them safely to civilization. This may or may not be true; it may even be why the PCs are out here in the first place.

Art: Wendy Pini
The Trolls
The troll lair is a simple arch under an old bridge over a stream. Their hp are 36, 30, 28, 23, 21, 21 (roll for which one is out of the lair). Like many monsters, they collect treasure for no better reason than they know that it harms those they take it off. All of the gold and half of the silver they have is in the form of a collection of small (roughly 3 inch high) figures of deities and their servants from the pantheon of your choice. The workmanship is good but nothing special and the figures will only reach their bullion value. The figures were in a set of wooden display/transportation cases which are scattered about under the bridge but still in usable condition and inspection of these will suggest that 7 figures (of 56 - 16 gold, 40 silver) are missing from the collection. The remaining 4000sp is in recent coinage.

The figures may have some religious significance which would prompt a reward being posted, or a cleric to be sent to look for them along with a party of his or her adventuring associates.

I think he's seen us
The Owlbears
The owlbear nest contains four young which are 60% grown (3HD) as well as a single adult. The three adults' hp are: 23, 20, 20, and the young are 17, 11, 11, 9. Their nest is a pile of branches and leaves on a slight rise in the swamp land.

The Snakes
The snakes are simply giant constrictor snakes hanging around in branches of scrubby trees in the marsh, waiting for something to walk under their coils. In any encounter only one will initially be met, the second one arriving within d4 rounds of the first combat attack (or spell) which makes a noise.

Hp: 31, 16

Expansions
Having rolled all this up, I feel that the gnolls and the trolls are likely to have encountered each other. I generally assume that monsters have reasonably well explored a radius around their lairs up to their move rate as miles, so the trolls' 12" and the gnolls' 9" indicates a substantial overlap (see fig). A reaction roll of 62 suggests that the groups are not in conflict but nor are they cooperating; the trolls are strong but the large number of gnolls is enough to keep a balance of power. Since they have no common enemy, they keep themselves to themselves.

The fate of Sir Cowden's family and the gnolls' deserted village suggest that the plague was more wide-spread than just the castle, so I'd pencil in some major disease event and at this point I'll also commit to Cowden's suspicions being correct and that some daemon-worshipper was behind it. I'd also add a few more deserted villages in the area to give an attentive party hints that something bad happened here thirty years or so ago. To give the plot a bit more room to develop, I'll assume that the perpetrator is still alive somewhere and that his/her intention was to wipe out not only the family but the whole of their estate and that discovering that one of the core members of the family still lives would be of as much interest to them as their existence would be to Sir Cowden. Whoever they are, money was not the motive.

The final thing is the question of encounters in "empty" hexes. As mentioned, I assume a certain range for monsters so I could construct tables based on the chance that one of the listed populations are encountered outside their "home hex" but for now I'd just roll on a standard random monster table based on terrain. Note, however, that such monsters are by definition not in lair and therefore consist of 10-60% of the listed populations unless the type never lairs.

Notes
I've tried to set things up neutrally so that a neutral or even evil party have something to do here, including setting the gnolls and the trolls against each other as well as against Sir Cowden.

I've also avoided overruling dice rolls even when they didn't produce something I had in mind based on earlier rolls. For example, the gnolls do not have any hyenaoid guards. The problem with such interference is that one tends to select the same sort of things each time and unless it's the only way to avoid an encounter being completely dull, it's best to leave such things to be genuine surprises. The same goes double for treasure types; overruling those tends to lead to magic inflation such as we see in the G series.

Speaking of treasure types, the monsters with treasure were all in reasonably substantial numbers so I didn't have any problems giving them the values rolled; if they had been low in numbers then I would have reduced the treasure.

Finally, notice that prisoners are a god-send when inventing reasons for things to be where they are or why a PC party might hear about an encounter area.

Treasure
The treasure was rolled using my treasure type generator and the full lists were:

Gnolls
12 gems: 
 Gem stone (Oriental Topaz) 1000gp 
 Semi-precious stone (Onyx) 50gp 
 Gem stone (Black Opal) 1000gp 
 Fancy stone (Jet) 100gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Spinel, green) 200gp 
 Ornimental stone (Malachite) 7gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Semi-precious stone (Citrine) 50gp 
 Ornimental stone (Rhodochrosite) 10gp 

 Potion of Rainbow Hues
 Potion of ESP 
 Potion of Delusion (cursed)

 Philter of Love

Trolls
 8000sp 
 1000gp 
7 gems: 
 Semi-precious stone (Chrysoprase) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Chrysoberyl) 200gp 
 Fancy stone (Spinel, red) 100gp 
 Ornimental stone (Bonded Agate) 10gp 

3 jewels: 
 3000gp silver with gems coffer
 1000gp wrought silver goblet

 1800gp wrought gold goblet

The Silverwind Family Treasure Vault
 18000cp 
 50000gp 
83 gems: 
 Fancy stone (Amber) 160gp 
 Fancy stone (Alexandrite) 200gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Ornimental stone (Moss Agate) 45gp 
 Ornimental stone (Bonded Agate) 20gp 
 Fancy precious stone (Aquamarine) 800gp 
 Semi-precious stone (Smoky Quartz) 50gp 
 Semi-precious stone (Moonstone) 75gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Sardonyx) 50gp 
 Ornimental stone (Turquoise) 10gp 
 Fancy stone (Garnet, brown-green) 100gp 
 Ornimental stone (Blue Quartz) 10gp 
 Gem stone (Diamond) 2000gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Malachite) 10gp 
 Ornimental stone (Turquoise) 10gp 
 Ornimental stone (Obsidian) 10gp 
 Fancy precious stone (Peridot) 500gp 
 Fancy stone (Garnet, red) 100gp 
 Semi-precious stone (Carnelian) 55gp 
 Fancy precious stone (Garnet, violet) 500gp 
 Fancy precious stone (Peridot) 500gp 
 Ornimental stone (Hematite) 20gp 
 Ornimental stone (Eye Agate) 10gp 
 Semi-precious stone (Sardonyx) 50gp 
 Gem stone (Emerald) 1000gp 
 Semi-precious stone (Carnelian) 50gp 
 Fancy stone (Tourmaline) 100gp 
 Ornimental stone (Turquoise) 35gp 
 Semi-precious stone (Carnelian) 50gp 
 Gem stone (Black Opal) 1000gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Ornimental stone (Blue Quartz) 35gp 
 Fancy stone (Jet) 100gp 
 Ornimental stone (Hematite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Semi-precious stone (Jasper) 50gp 
 Semi-precious stone (Smoky Quartz) 60gp 
 Gem stone (Oriental Amethyst) 1000gp 
 Fancy precious stone (Black Pearl) 500gp 
 Gem stone (Diamond) 1000gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Rock Crystal) 60gp 
 Fancy stone (Alexandrite) 100gp 
 Fancy precious stone (Topaz) 500gp 
 Ornimental stone (Bonded Agate) 10gp 
 Semi-precious stone (Bloodstone) 50gp 
 Semi-precious stone (Moonstone) 50gp 
 Fancy stone (Garnet, brown-green) 200gp 
 Ornimental stone (Blue Quartz) 10gp 
 Fancy stone (Spinel, green) 100gp 
 Fancy precious stone (Black Pearl) 500gp 
 Fancy stone (Amethyst) 400gp 
 Fancy stone (Amber) 100gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Chrysoberyl) 100gp 
 Semi-precious stone (Bloodstone) 50gp 
 Fancy precious stone (Aquamarine) 500gp 
 Ornimental stone (Lapis Lazuli) 5gp 
 Semi-precious stone (Bloodstone) 50gp 
 Ornimental stone (Obsidian) 7gp 
 Ornimental stone (Azurite) 10gp 
 Fancy precious stone (Aquamarine) 500gp 
 Fancy precious stone (Black Pearl) 800gp 
 Ornimental stone (Bonded Agate) 10gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Fancy precious stone (Spinel, deep blue) 500gp 
 Fancy stone (Spinel, green) 450gp 
 Ornimental stone (Rhodochrosite) 10gp 
 Semi-precious stone (Chalcedony) 50gp 
 Fancy stone (Coral) 100gp 
 Gem stone (Star Ruby) 1000gp 
 Fancy precious stone (Spinel, deep blue) 650gp 
 Gem stone (Emerald) 1000gp 
 Ornimental stone (Blue Quartz) 10gp 
 Semi-precious stone (Chrysoprase) 50gp 
 Fancy stone (Spinel, red) 400gp 
 Ornimental stone (Obsidian) 15gp 
 Semi-precious stone (Star Rose Quartz) 50gp 
 Fancy stone (Alexandrite) 100gp 

40 jewels: 
 6000gp gold with gems bracelet
 8000gp silver with gems coffer *exceptional gem*
 1200gp wrought gold chain
 3000gp silver with gems statuette
 1000gp wrought gold chain
 1400gp wrought gold decanter
 6000gp silver with gems statuette *exceptional gem*
 1900gp platinum anklet
 600gp wrought gold chain
 6000gp gold with gems statuette
 6000gp platinum with gems medallion
 6000gp gold with gems pin
 2100gp platinum pin
 1400gp coral coffer
 500gp wrought silver clasp
 1200gp wrought gold necklace
 6000gp gold with gems ring
 5000gp platinum with gems seal
 2200gp jade goblet
 2000gp gold with gems bracelet
 10000gp gold with gems chain *exceptional gem*
 7000gp gold with gems goblet
 8000gp gold with gems fob
 400gp ivory medal
 1200gp wrought silver and gold pin
 1600gp coral chain
 1500gp jade bracelet
 3000gp silver with gems clasp
 700gp wrought silver and gold idol
 600gp wrought silver chain
 5000gp silver with gems chain
 900gp wrought gold goblet
 1200gp coral pin
 5000gp platinum with gems choker
 8000gp platinum with gems pin
 2100gp platinum medallion
 1600gp wrought gold medal
 23000gp gold with gems bracelet *exceptional gem*
 600gp wrought silver and gold bracelet

 600gp wrought gold brooch

This is a Type H treasure representing the total treasure of an exceptionally wealthy and powerful family and should be hidden, protected by traps, and potent neutral or good-aligned monsters. I would suggest at least one iron or stone golem and perhaps a pair of caryatid columns, perhaps a Guardian Daemon, and various symbols which do not affect any true descendant of the Silverwind family as well as more mundane locks.

Any of the large-value gems or jewellery here could be the subject of a rumour in the civilized world which could send a party out in this direction; the hoard as a whole could be the subject of treasure maps based on leaked information from the days when the castle was full of people and life. Naturally, anyone trying to get this stuff away by land will attract attention, especially if they take the 50,000gp (nearly 2¼ tons of gold, or 4½ cubic feet)

Friday, 24 May 2013

NPC: Aleister Crowley

S: 11
I: 19
W: 14
Cn: 13
D: 10
Ch: 18

Class: 0-level
Hp: 4

Magic Resistance: 200%
Psionics: Immune to all psionic effects.
Alignment: CG

Crowley controls those around him by sheer force of will and lives to baffle the Lawful and to lead the ignorant into illumination, or at least into the better pubs.

Crowley's favourite tactic is lying. His charisma is such that many people never realise how rarely he speaks the truth and a wildly diverse impression of him is left behind in his many haunts. He controls a vast network of acolytes who he regards as fools of the highest order; only those that see through his façade and laugh at the grand titles he assumes earn his respect.

Crowley owns a Deck of Many Things of his own devising (which has no effect on him, of course), which may be the subject of a future post.


Friday, 8 March 2013

The Travellers [Monster/Race]

The Travellers
The mysterious race known to the Druids as "Travellers" come from some alternate PMP where psionic powers are much more commonly developed by that plane's "humans" than in the normal AD&D world. The actual "Travellers" are a group of these humans who have developed the psionic science of "probability travel" and combined it with a desire to explore the multiverse. It is surmised that most of the race stay at home and thus do not become Travellers, and there is no over-all name for the race, who's homeworld is unknown, at least on any world where magic works.

All Travellers have Int, Wis, and Cha of at least 13 (roll 4d6, discard lowest and move any score under 13 to 13), with one of the three being 16 (pick at random or choose); their other ability scores are in the normal 3-18 (just roll 3d6) range. Psionic strength is calculated using 1d20x5 plus the normal bonuses given in PHB.

Travellers select their attack and defence modes in order (ie, a Traveller with 2 attack modes must take A and B; one with 4 defence modes must take F-I).

Disciplines are rolled on the PHB table using 1-60 (d3 + d20) plus 40, and probability travel must be selected as a major discipline.

The level of a Traveller when encountered will be 1d6+5 (or enough to have obtained all their rolled disciplines, whichever is higher) and they generally function as magic users for purposes of which psionic disciplines and magic items they may use, but they have 8-sided hit dice and may receive up to 2hp per level CON bonus. They may use any weapon but receive a -4 penalty for any melee weapon (they use missile weapons normally).

Their homeworld is technological rather than magical to a degree that they suffer/benefit from the same relationship to magic as dwarves do in respect of magical saving throws and difficulties using certain items (they have no special bonuses as regards poison, however).

They regenerate 1hp per turn so long as they are alive.

Those encountered will be Chaotic but may be of any morality from Good to Evil, and 90% are male (due to socio-political issues on their homeworld, it is assumed, although perhaps that is just the sex-ratio of their race). They tend to travel alone, but the more powerful practitioners may use some of their psionic ability to bring non-Traveller companions along on their adventures across the worlds.

Although able to travel to the Outer Planes, the Travellers are known to avoid such and it is thought that their technological background somehow makes such locations more dangerous for them in some way. They may be encountered on the Inner Planes with more regularity but even then only if the Traveller's disciplines will are those that make the environment more survivable for them.

Travellers have various reasons for their travelling and some are rivals while others friends or lovers of sorts, but no example is known of two Travellers regularly travelling together. They are uniformly tight-lipped about life on their homeworld and do have a tendency to treat other intelligent beings with a touch of condescension. If they join a party, it will always be as leader (this may not be stated up-front, but it will always be assumed by the Traveller).

Each Traveller will have fields of interest as per a sage but they travel light and may or may not have facilities equal to a library with them when determining chances to know specific information.

Companions
Due to the requirement that the Traveller is the leader, any characters who agree to join them become NPC henchmen under the Traveller's direction. This does not preclude "short-term engagements"; basically single adventures.

Plot Hooks
A Traveller is posing as a sage in a city and has been buying items off adventuring parties which correspond to his/her field of interest. Players being what they are, it will only be a matter of time before they attempt to rob the Traveller. The Traveller's companions may also turn up as hired help for parties investigating particular areas/legends relevant to the Traveller.

A Traveller sans companions materializes by a party who are lost or otherwise desperate and offers to transport them to safety if they first help him/her investigate some nearby site. Depending on the Traveller's alignment, they may not honour this but in any case a successful outcome may result in an offer to take either PCs or henchmen on as companions.

The party come across a village decked out in Nazi insignia. A Traveller has studied Hitler and other fascists and decided that the system is a good one but only where there is no threat from other technologically advanced nations. Using their psionics, they have dominated (perhaps literally using that power) this area as a test bed. The local blacksmith has made a crude tank powered by steam under direction of the Traveller. Currently it fires nothing more effective than steam (3" long cone, 2" wide at terminal, 2d6 damage, save against breath weapon for half) but the Traveller is considering taking on a magic-user companion to beef it up a bit.

An injured and slightly delirious Traveller is encountered who is being pursued by "silver suits"; s/he is keen to get in touch with "Giji and his sons". What these things may be is up to the DM.

An evil Traveller has taken up a position of power in a neighbouring area (probably as the power behind a throne) and is spreading their influence over the surrounding territory. The PCs are contacted by a noble who has lost his lands and wishes to hire a group to investigate and overthrow this new power. The noble is eventually revealed to be another Traveller, a long-standing foe of the evil one. If the evil one flees this world, the good one will follow, possibly after offering companionship if the party has been helpful.

A Traveller contacts the party, seeking "those who can deal with the exceptional". The barest of plans will be outlined but the target is apparently some artefact of great power guarded by many terrible monsters whom the Traveller describes as "nothing you have ever encountered before". The Traveller is not worried about these monsters and in fact seems eager to get started, excited even. The size of the party is limited by the Traveller's probability travel power as the artefact in question is on The Starship Warden.

The party is openly contacted by a Traveller who wishes to be shown the "unique flora and fauna of this world" and is willing to pay in both gold and a smattering of "magic items" which may, in fact, be technological items such as video phones, laser pistols, super-insulated tents and other similar equipment which is useful for adventuring.

And so forth... Eventually the Gay Deceiver will make an appearance and then all bets are off!