Rules Sketch: Restocking & Wandering Monsters

If you’re walking in on the middle of the Advanced Fantasy Dungeons series, there’s an index here.

There are two things in the campaign that need restocking or refreshing intermittently: Dungeons and Rumours. They’re reflective of the dynamic change that occurs in these locations. Rumours change when they’re not investigated by the PCs, but dungeons should change in response to PC interference or extended absence. A lot of inspiration for these procedures comes from John Bell here and here.

Dungeons require a monster and a trap grid. The grid is simply the areas 2d6 wandering monster or trap table, with the following 1d8 across the other axis; this grid is inspired by amalgamating John Bell’s work here and here.

Monster & Trap Grids

Roll 2d6 for what encounter or trap, and 1d8 for the type of encounter or trap on this table:

1-4. Nothing; 5. Monster Traces/Broken Traps; 6. Monster Tracks/Trap Signs; 7. Monster Encountered /Trap Triggered; 8. Monster Lair/Trap Danger Zone.

(5) is nondirectional signs there is an encounter in the area – a trap not reset, a shed snakeskin, an old camp or a victim. (6) is a directional sign there is an encounter in the area: Tracks, poison darts on the floor, the sound of grinding gears or growling owlbears. (7) is the encounter itself, the monster being in sight (perhaps not aware) or the trap has triggered and the PC has to act or be trapped. (8) is where the monster sleeps, holds its treasure, or sits on its throne, or the PCs realising they’ve put their foot on the pressure plate.

Restocking

Dungeons require restocking after the PCs cause a power shift or they spend extended time away from the dungeon. Restock areas in the dungeon — be they floors, zones or lairs — not the entire dungeon. Each area can have its own wandering monster and trap tables, or the entire dungeon can have just the one: It’s up to you.

When you restock a dungeon, first roll on the transformation table, and then for each room roll on the areas monster and trap grid. If an entry doesn’t make sense (for example, is a transient effect), leave the room empty. Generate treasure as appropriate.

And now we need a transformation table.

Transformation Table

Roll on the transformation table prior to restocking the dungeon. The entries are intentionally vague: Always ask why the transformation has occurred and work it into your new entries.

1. New Tenants. Use a random encounter table from an adjacent area or the wilderness.

2. Trappers. After your first monster, roll twice on the wandering traps table instead of the wandering monsters table.

3. Warlords. The first two lair monsters lord over the monsters in their adjacent rooms. They are at war with each other.

4. Dominator. The first lair monster mind controls all the other monsters in the area.

5. Burrowed. Any two rooms with the first monster rolled in them will have a new secret passage connecting them.

6. Hostile Takeover. Roll again for any empty rooms, on a wandering monster table from an adjacent area.

John Bell’s transformation table was a list of rules, which I’ve simplified considerably. It randomly iterates on each restock, generating depth that traditional restocking doesn’t.

The math in the wandering monster table means that half the time an encounter won’t eventuate. That means I should adjust the Exploration Roll accordingly, which is easy, because spoors is now part of the monster grid:

1-4, Nothing happens; 5-6. Wandering monster; 7. The environment changes; 8. Light sources exhaust; 9. Spells expire; 10+. Rest or spend 1d6 HP

Rumours are similar, but instead of using the transformation table, we use the reaction roll to modify them:

Make a d6 or d8 (depending on size or population) list of rumours for each area, some false, misleading, and true:

1. False; 2-3. Misleading; 4-6. True.

Between sessions, when the PCs don’t follow up on a rumour they’ve heard, roll on the reaction table, applying the reaction table’s adjective to modify the rumour or change how the situation develops. Recycle names and problems within the area as things develop to give the area more personality.

Rumours are much simpler, and I feel like I might be able to replace rumours with secrets in preparation as well, which simplifies preparation.

This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on restocking dungeons and rumours, and about wandering monsters and traps, and the grid. Have I left questions unanswered or overlooked other things needing restocking?

Idle Cartulary

20th May 2022



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