Tuesday, 28 October 2025

Thinking about Special Rooms (Notes made during Meetings)


Yeah, I wrote these notes when I should have been being professional. It’s rough, ephemeral, unimpressive content and non-exhaustive but I was surprised by how little content for Special rooms is out there when I (blind, clueless) went looking for it. For me, SPECIAL means the room is/contains neither a trap, monster, treasure, nor is it ‘empty’ (though empty never truly means empty and there can be a grey zone between Empty and Special). Therefore there’s a huge range of possibilities of what a Special room can be. This spectacular range of potentialities is merely touched upon, as my (perhaps limited) imagination has rendered some rather basic ideas from such a fertile concept and there are some duplicates. Working to a concept would render more specific or nuanced special rooms. My sole purpose in writing these notes is trying to prime my brain (small, calcified) for designing more dungeons and quicker. These are the sort of notes that I could keep adding to indefinitely but I've been a little more inactive than usual so I'm sharing them. Hopefully, as a rough and ready resource it’ll be of some use to peo(ns)ple like yourself and drive some thought.


I have since found the following posts, they are very good and more polished than my stream of consciousness style. I have resisted going back to add to this post based on their wisdom, so you’ll have to check them out. If you have any other SPECIAL room resources (as I am sure you do), please link to them in the comments section.

"Special" Rooms on 3d6 (Or Maybe 4) by Clerics Wear Ringmail
Combine these two resources together and you’ll be unstoppable. 


Special Rooms:

  • Illusory room
    • Drowning woman/Imperiled NPC ‘trap’ (it’s not a trap if it’s just a waste of time! It’s called a TRICK)
    • Dangerous terrain/creature/trap
    • Treasure (combine with something else fun to make not disappointing)
    • The room conforms to a scene from a PC’s past, the DM asking the player a question ‘Tell me about a time your character…(almost drowned/was scared as a child/first killed someone, etc)’ and then the room appears as the event in question.
    •  
  • A room that talks; 
    • A head that tells you rumours from around the world/dungeon if you feed it treasure/bodies
    • Mocks, jokes with or curses (non-magical curses but the party don’t need to know that.)
    • Asks a riddle, correct answers may open hidden doors or reveal important information.
  • A room where magic always fails/is twice as powerful (but possibly at a cost)
    • Similar room with violence - heightened damage, attack-rolls, critical hit chance.
    • Anything really, terrible saves, everyone has 20 in a given stat.
    • No violent act can be committed/no magic can be cast.
  • A dungeon control room with levers and pulleys and buttons {in another language?}
    • Blows up another room, floods it with gas/fire/snakes/spiders/water - freezes it.
    • Changes the configuration of the map - moves a corridor, swaps two rooms.
    • Moves the entire dungeon somewhere else on the worldmap/multiverse.
  • A scrying room that allows remote viewing of a different section/room/character in the dungeon or elsewhere in the world (a deep dungeon NPC that is obsessed with a familiar character in the town, like the barkeep, and has a room dedicated to magically spying on them.) 
    • A room that reveals the location of every vampire/troll/giant shrew in the dungeon.
  • A summoning room
    • Magical - like a portal that spits out a creature based on a sigil you press.
    • Chemical - press a button to birth a vat-thing or combine two elements to make an alchemical golem or a player cloning machine
    • Or via some vector that attracts a specific monster (bell, food stuff, mineral (like those elephants that go in the cave to lick salty rocks), anything pavlovian)
  • A divination room that allows for viewing of, or information about, future events or the answering of lore questions - answers often cryptic
    • cloud watching room
    • A haruspicy room full of pigs or similar beasts
    • Huge candle on a pivot to be poured into a pool of water or crucible of molten metal for divinatory purposes.
    • Room secretes entheogenic slime that when licked grants and immediate and long lasting sleep filled with cryptic visions of future events. Or maybe  the room is filled with slick toads that die when licked like bees deprived of their stings.
  • A magic altar, a classic, so many directions. But for substance, you can have any other SPECIAL room type of this list projected or encapsulated in/via the altar, it can essentially have any property. 
    • I feel altars are just things that can go in any type of room, treasure, trap, empty, whatever. 
  • Statues, like altars have many uses and functions. Totem poles too.
  • A flashback room (play as NPC's, stats and all, recreating a short event from the past)
  • Room affected by some substance - mundane, alchemical or magical. Sticky, frictionless, very hot/cold stuff or more unique or magical properties, reanimates the dead.
  • Take any trap and make it so obvious that it ceases to be a trap. If too subtle the room may qualify as Empty. 'traps' like this may be: 
    • Just a room full of fire
    • Room one big pit trap or the floor is 1000ft below, it's not a trap, it's obvious. 
    • A bridge over a bottomless pit, large powerful fans make the crossing precarious
    • A room where the floor is literally ‘thin ice’
    • A big blade that spins round the room.
    • Obvious and constant blade pendulums. 
    • Room slants precipitously, the floor greased, towards a wall of spikes
    • A room full of in-built bear traps
    • The ceiling is held up by something very fragile, if disturbed the room collapses.
    • Likewise, any type of trap that isn't functioning properly but remains dangerous could count as SPECIAl, eg a room with two walls smashing into each other over and over again, a room constantly flooding with poisonous gas, an adventurers corpse being charred by a flame spout trap. Rooms like this can telegraph similar traps elsewhere in the dungeon - (surely, this is SPECIAL and not a trap as the trap does not function as a trap should?)
  • Dangerous terrain - slime all over the floor, lava flow, a chasm that keeps yawning open and closed, geysers that erupt periodically with whatever substance you please, a miniature volcano.
  • Machinery 
    • Factory floor with conveyor belts.
    • A machine that is/can mass produce something (that isn’t treasure). 
    • Room of gears - could possibly be the gears that work some other thing in the dungeon - jamming the gears could disable a trap, open an inaccessible pathway or weaken an automaton boss monster.
    • The room is a carousel or contains bumper cars.
  • Anomalies, this list could go on forever, it’s inexplicable and magic and it does something interesting.
    • Death as a biological function does not exist in this room.
    • Iron (or any other material) becomes red hot, freezing cold, frictionless, vibrates, shrinks, expands, turns to slime/bugs/rose petals
    • A part or item in the room is strongly magnetic/repellent to a particular material. 
    • Room filled with invisible webs, walls, tentacles.
    • Room has affect on character's emotions - this needs to have a real mechanical effect or it is essentially worthless.
  • Room with specialist nature;
    • Trash compactor
    • Incinerator
    • Alchemical machine that turns one substance into another
    • A sleeping room that is both magically silent and magically soundproof. 
    • An observatory (though the lens might be worth some money)
    • A Dagobah style vision-cave
    • Sweat lodge 
    • A Sauna, Spa, Mudbath 
    • The room is an oven with a temperature control just outside, like an oven or freezer room.
    • Built in torture chamber
    • Brainwashing room
    • Cinema
    • Photography booth
    • A refinery like in Dwimmermount with Azoth, a laboratory would probably count as treasure.
    • A special projection room that plays ‘holocron’ things, like vinyls, that can be collected in the dungeon 
  • Perhaps controversial, NPC's who are not ‘monsters’ or monsters with no ability to act/agency.
    • A wounded NPC adventuring party
    • Ghostly presence or scene
    • Helpless NPC/Monster(s) captive in some kind of confinement, a peasant in a pit or a demon in a summoning circle, a mammoth frozen deep in ice. 
    • A puppy (players will not trust)
    • Creatures to catch or not, a pool of large but harmless crayfish, koi (non-valuable), rookery, a large (harmless) bat roost, a large colony of birds, a regular sized termite nest. 
  • Room that produces something, item or substance 
    • Room that produces art but it’s not very good + worthless (AI, haha 😐)
    • Factory production line that produces broken items
    • A goo room that produces goo
    • A room that manufactures the local weather and has a control panel.
  • A weird way of ascending or descending dungeon floors (self-immolation to travel to any level of the dungeon, a lift that must be hand operated by a left behind character, a slide, false quicksand, )
  • Room that changes the player(s) - positive changes must be the result of clever play or sacrifice. Can combine with any other special room type for something interesting.
    • Alignment and stat changes are common, (why not religion?)
    • Change characters backstory.
    • Mutations. Players don't like being mutated. Telegraph your mutations and give them some predictability if you want more engagement.
    • Grants a spell to be cast once per day as a magical ability. 
    • ‘Device’ that shaves your head, stains you blue, turns you into an elf/goblin/vampire, replaces a limb with a cyborg part, makes you taller/younger/blind/not blind, cures your diseases, inoculates you against future diseases.
    • Exchange stats, wowie
  • A portal or equivalent that leads to another part of the dungeon/world/multiverse/timestream. 
  • Chessboard style map of the campaign world with pieces representing the different factions at play. Any moves the players make influence the moves the factions will make. Perhaps limit these moves to one per player. 
    • As above but with a blue painted canvas and natural-coloured paints (greens, tans, greys and browns). Whatever the party paint appears as an island off the coast. 
    • Similar things can be done with books and are much freer. Books can be about anything. 
    • An architect's lectern with a map of part of the dungeon. Players can make a single change (per in-game week/month?) to the layout that will instantly be reflected in reality. 
    • Something, something Clay. Reshape a type of monster or the dungeon boss. Something Promethean to this. 
  • Room that steals a spell from a party member and grants the ability to cast it to some other thing or things in the dungeon - this could be via another special room like spell transference chambers.
  • Weird time/space room
    • Anti-gravity
    • Hyper-gravity
    • Reversed gravity
    • Time does not move outside the room/moves twice as fast
    • Accelerated aging - 10 minute equals 1 month - hair and fingernails grow
  • A gambling room, slot machine, wheel of fortune, magical dice, pachinko, pinball machine, goblin poker, blink dog greyhound racing - bonus for real minigames or meta twist. 
    • Gladiatorial arena, magical and mundane, NPC vs NPC. Does this count as a ‘monster’ type room?
  • Sacrificial room, give something up to receive a blessing (or a curse!)
    • Wishing well, pond, pool or fountain
    • Altar [see altar entry above]
    • Prayer space, give up time for a blessing
    • A statue you have to tell a joke to in exchange for a blessing/info. Make the actual DM laugh. 
    • Big hungry beast, god-mouth, demon hiding in a hole - give it food for secret lore, a blessing, a clue, hint or curse on your enemies. 
    • Some sort of personality test wherein whatever you give up renders a different ‘reward’ and possibly a quote, ie giving the personality test room a sword would give a character a +4 to-hit bonus but reduces their HD to d4’s/d2’s and says the quote ‘live by the sword, die by the sword’.
    • Sacrifice time in a meditation zone for some benefit. 
  • A food resource - replenishing feast table, tree with strange but otherwise ok fruit (should have some effect, perhaps it makes you feel sad to eat or jittery), a termite nest, an overgrown garden, a mouldy cornucopia, an meal-in-a-pill machine, a mushroom patch where as soon as one mushroom is picked another instantly grows up in its place, a fruiting topiary hydra that grows two fruit heads whenever one is loped off. 
  • Novelty and Games Rooms, this can be closely related to the gambling rooms.
    • Game room with chessboard flooring
    • Novelty can mean a lot of things - everyone in this room turns into a random animal for a certain period of time or is reduced in size, in this room players can only communicate in in-character dialogue and stage-directions. 
    • The room’s flooring functions like a seesaw, perhaps with dangerous things at either end - shark tank, acid vat, spikes etc. 
  • A really comfy room, bonus to resting here if you can keep the monsters out. 
  • A room that rotates, goes up and down or swaps with another room in the dungeon/world somehow. 
  • Consider Tricks and pranks, not traps, just a little irritating jokes such as:
    • Infinitely long corridor, reverse escalator stairs
    • Pull my finger statue
    • Sphere of annihilation mouth (haha, so funny)
    • False doors
    • Corridor with false perspective that quickly shrinks to a small door at the end.
    • ‘Choose your door’ rooms
    • In a more humorous than creepy fashion, statues or suits of armour that follow you about the room but won’t attack.
  • Baby monsters, the infamous goblin babies. I don’t think this counts as a real capital M, Monster, room unless there is an adult in the room - watch out - eggs and some young creatures may count as treasure such as in the case of dragon eggs, like infant giant beavers, weird. 
  • Room that swaps character’s minds (ie pass character sheet’s clockwise round the table).
  • Examination room - physical, academic, guilt/sin, psychological, etc. Pronouncement renders different boons/maluses. Could make the players do a real test. Intelligence modifier could give a % bonus to the final score, +1 =10% bonus and so on. 
  • Fun but otherwise mechanically and monetarily unimportant (and not dangerous) (do these count as ‘empty’ rooms? I think they might):
    • An automated orchestra playing a single song on repeat. 
    • An enchanted puppet or stage show. 
    • Room contains the aura borealis
    •  Room has piano flooring and does something if you play the right tune.
    • A big boulder rolls slowly about the room.
    • Room wherein everyone appears as their true-selves. 
    • A large collection of effectively worthless objects, WOW, (empty?) (Kind of similar to the room filled with a flock of nesting birds, bats, etc.)
      • 10,000 sacks of flour
      • A thousand barrels of Mind-Flayer vomit
      • A million baby teeth
      • Room is waist deep in oil
      • Ruined books (a real library would count as treasure)
      • Stuffed (to the point it is difficult to move) with rotting mannequins. That will freak players out. 
  • A vast space, stretching the definitions of a room, such as an ocean to sail over with islands that function as other dungeon rooms, that could function as a Special room.
  • Perfectly safe room, free from wandering monsters, the room has features to indicate as such - may only be perfectly safe with some kind of cost. 
  • PUZZLE ROOMS (that don’t (or maybe do) give up treasure upon being solved (but could bestow some other blessing) - I’M NOT SMART ENOUGH TO COME UP WITH D100 PUZZLE ROOMS FOR NO REASON. 
  • Use rooms that best support Theme. Horror dungeons should have gruesome special rooms, just be wary that they don't act like traps. P







Tuesday, 29 July 2025

The Lost Books of Appendix N


Pushed into motion by the Appendix N Jam (find my entry here) I have engaged in an intensive, rigourous (and two-fisted) period of study, research and legwork looking into the early literary inspirations of D&D and have discovered a veritable corpus of lost works of fantasy fiction. A protracted campaign of beatings, blackmail and bribery has revealed the following titles were excluded, for mysterious reasons, from AD&D's Appendix N:
  1. The Cruel Curse of Tzan-Tzeng
  2. Through the Ghost-Field
  3. Night of the Spine-Beast
  4. Invaders, Ironclad... Invincible!
  5. The Ghoul Machine
  6. The Siege of Stinghollow
  7. Across Broadsword Lake
  8. To Duel the Devil's Daughter
  9. Swords Against Prophecy
  10. Lo, Death-Lords!
  11. Against the Marquis of Madness
  12. Sphere of the Godlings
  13. Beyond the Impenetrable Darkness
  14. Amazons, Charge!
  15. The Twelve Tales of Tlalaklax
  16. Into the Veridian Pit
  17. Locked In Silver Shackles
  18. Empire of the Eternity-Bomb
  19. Adrift on Typhon's Trireme
  20. Beware the Wizard's Eye
  21. Die, Demon, Die!
  22. A Vision of Burning Spires
  23. The Beetling Bastion of Emperor Bhzz'tl
  24. Mozag-Shah's Mountain of Power
  25. Curses Upon Carloman 
  26. The Gilt Death of Loquacious Grey
  27. Not for All the Gold in Hell
  28. Bathed in Troll Blood
  29. Rise and Ride Again!
  30. The Amphibane Cycle 
  31. Flight from Castle Cromlech
  32. Belburbug's Bloody Playthings
  33. Damocles, Draw Thy Sword!
  34. The Saga of Sigurd Silver-Eye
  35. Ixø - City of the Witches
  36. Beneath Foreign Planets
  37. The Fiendish Company
  38. In League with the Lizardmen
  39. Sir John Sneak - The Rat with Twin Daggers
  40. The Ringamble Series, particularly Ringamble the Crypt-King, Ringamble the Revolutionary and Ringamble - Upon a Backwards Horse

Also check out my module title generator.

Monday, 28 July 2025

Low Tidings - A Fort Defense One Shot

   

Low Tidings is a defensive one shot for Old School Essentials. Chiefly inspired by Fritz Lieber's legendary, picaresque Fafhrd and Gray Mouser series of stories, tales whose weird, fantastic, sword-swinging and roguish charm in turn inspired Dungeons and Dragons and feature in AD&D's famous Appendix N. Low Tidings is a something of mini-module, condensed to 4 sides of A5 but very playable.

On a bleak and savage coast a pair of sorcerous sisters vie for the patronage of a pelagic god-wizard. Now, promised magical favours, gems and more by a talking gull, your party find themselves fighting through the night - besieged in a crumbling sea-fort, defending an eldritch ritual against a crazed witch-queen's army of blood-thirsty pirates and worse!

The Sea Witch by Frank Frazetta (anyone who speaks of a bootleg edition of this adventure is a liar)
In this adventure you will find:
  • A hand drawn fortress map, ready for your players to repair, barricade and rig with tricks and traps.
  • A 12 hour timeline detailing the events of the siege - assaults, infiltration, ruses, magical attacks and the things and places revealed by the receding tide.
  • An IRL scavenger hunt mini-game!
While written with the world of Nehwon in mind, Low Tidings be easily adapted to any fantasy campaign setting. It can be quite challenging and is not recommended for new DMs. Low Tidings was written with OSE stats in mind and was submitted to the Appx. N Jam who provided me with the title. Illustrations by William Stout, Map by me. (Special thanks to the DCC module 'Acting Up in Lankhmar' by Michael Curtis, my favourite one shot, for inspiring me to write Low Tidings). While not perfect, this was a long and tricky write so I hope you enjoy it.


Friday, 4 July 2025

Six Savage Lairs

Lo, warriors! In ill caverns, places-weird and ruins-haunted, squat and gibber; lair-lurks, foul fiends, sea-things and stooped troglodytes, all atop spilling heaps of forgotten treasures. So leap, spring cunning and battle-crazed - broadsword humming - indue your thick-thewed frames in blood, gold - glory and legend!

Here are six, free, lair-style dungeons, inspired by the 3lbb and written for an OD&D lair design contest. They are lurid, savage and pulpy. The layout was predetermined quite stringently. Most notably, each lair must fit on a single side of A5. This proved a fun, albeit tricky, constraint. My first attempt; Caveman Lair, 15%, though terse, spilled over this single side limit, - though Diogenes of Dio's Dungeon did ascribe it "vance-quality" (while discussing its disqualification). See:

😏

Remember these are Lairs, different but closely related to 'true' dungeons. While largely occupied by a single 'monster' type, do not assume these are not places of tension and of simmering conflict that your players cannot explore and exploit. Some of the lairs are linked narratively but can be played in any order, making them a good fit for sandbox campaigns or linked one-shots. Each lair should be a good fit for a single session of play. 

Also four of the lairs belong to cavemen 💪

Herein you shall find:

  • The Lair of the Cavemen (Oopulg's Tribe), suffering in a sea-cave under the yoke of savage merman conquerors.
  • The Lair of the Mermen, a hub of imperial conquest, led by an imperious queen blinded to the traitors in her midst by the loss of her daughter. 
  • The Lair of the Brigands who took her, and the foul fate they are suffering at the hand of their disinterested and capricious dark-lord.
  • The Lair of the Cavewomen (Lankimbirizin's Tribe), hunted by chaotic humanoids and led by a dying magic-user who seeks to a new chief to lead his tribe to safety. 
  • The Lair of the Cavemen (Big Borguluu's Raiders), a vicious band of raiders encamped in a ruined minster that holds its own secrets. 
  • The Lair of the Cavemen (Bruug and Eewallaaa's Tribes), two tribes joined by the pairing of the chief and chieftainess suffer clashing cultures and the moral predations of two human missionaries.

Most art by Frank Frazetta with maps by Dyson Logos and Watabou's dungeon generator.


 

Sunday, 22 June 2025

Death in the Dark - Meaningful Torchlight and Light-based Initiative



Some find that torches and light management generally to be easily forgotten during play. Something easily glossed over. This omission comes, often unknowingly, to the detriment of both the atmosphere and play of dungeon-delving adventure. So, what to do? 

This house-rule bakes light into initiative, taking light source management directly into and during combat. Presenting new dilemmas and meaningful choices as your party manages light to tip or rebalance combat in their favour - will they attempt to light that new torch or try to push on despite the disadvantage?

Once you have trained your players (and possibly even yourself) to regularly consider the darkness, and their provisions against it, you can start to use light/dark more and more in all different facets of play. Here’s how it works:

Use side initiative: roll once per round of combat (before the round begins), the highest roll determines which side (monsters or party) acts first.
  • Monsters roll 1d6.
  • The party rolls a d4 with no light, a d6 with one light and a maximum of d8 with two or more light sources (but the more spare light sources the better).
  • (Alternatively, the party rolls 1d4, +1 per active light source, to a maximum of +2)
  • The party wins ties but a light source is destroyed in the process.

The Role: 
Like the Caller, Mapper, or Chronicler roles, your group might appoint a Lightkeeper (Pointman, Underscout, Warden, etc). This player:
  • Tracks the party’s active light sources.
  • Rolls for initiative.
  • Optionally, manages marching order and/or makes all the encounter rolls (though this can be its own separate player role).
The Lightkeeper player could use a simple tracker like this, with a number of counters/tokens/beads equal to whatever torches/lanterns/runes/lightbulbs/flashlights/glow-rods that the party possesses, placing them in the light bonus boxes or spare light 'pool' respectively. 

 LIGHT?:     
 ▢     ▢
(d6) (d8)
   POOL
[‾‾‾‾‾‾‾‾]
[                     ]
[________]

Or

 LIGHT?:     
 ▢     ▢
(+1) (+2)
   POOL
[‾‾‾‾‾‾‾‾]
[                     ]
[________]

On Light Destruction, Tips and Optional Rules:
  • A light source is automatically destroyed on matched initiative rolls - the party cannot elect to lose initiative, so it's best to carry more than 2 light sources. 
  • As the DM, don't neglect to describe how each light source is destroyed. How a light source is destroyed is deeply tied to the context of the combat - a giant bat might bite the candle out of your hand, a lamp might get flung into a nearby pool of slime, a candle might be dropped and trampled in the jostle of combat, a gnollish arrow might pierce your lantern or the darkness itself might swallow up the light of a torch leaving nothing but a burning ember. This description is important.
  • Destroyed light sources cannot be reused, torches cannot be relit, lanterns cannot be repaired or refuelled.
  • This form of light source destruction is in addition to light source depletion via rolls on the Overloaded Encounter Die.
  • During daylight or well lit sections of the dungeon use normal d6 vs d6 side initiative.
  • Your party will often run at the maximum initiative bonus but don't worry, they will burn through light sources quickly enough.
  • Lanterns. Lanterns are better than torches in that they can be covered when the light wants to be hidden (unlike torches which must be extinguished and therefore, destroyed) and again, unlike torches, are not destroyed/depleted by overloaded encounter rolls that cause light depletion, they just run out of oil. Lanterns are only destroyed on joint initiative rolls. But feel free to house rule this as you see fit. 
  • Use a good, workable encumbrance system. If using a slot-based encumbrance system, one torch should take up one slot. 
  • Light Destruction on initiative roll draws is the most elegant thing about this - you can continue to use d6 vs d6 side initiative with just this tweak. 
  • Dwarves have infravision, not dark vision so they still they still benefit from light sources in combat.
  • Populate dungeons with monsters that target characters carrying light sources and creatures/traps that target light sources directly. 
Optional: Deader in the Dark
You can increase the severity of the darkness by altering the light to die size threshold. For more severe play; players without any light automatically lose initiative, roll 1d4 for initiative with one light source, 1d6 with two light sources and a maximum of 1d8 with a three or more light sources. Light source destruction on tied initiative rolls continues as normal. However, automatically losing initiative can become a predictable IGOUGO. It looses the 'appeal' of players managing to win initiative, despite their disadvantage, only for the monsters to predictably snatch back the initiative and effectively have 'another go' - performing their actions back-to-back.

Optional: Dungeon Scarring
If you want dungeon DARKNESS to be a fantastic and corrosive phenomenon, to feel like a living force that hates you - consider Dungeon Scarring. For every 10 minutes the party spend without a source of light (or whenever encounters are rolled for) the characters suffer from dungeon scarring - each affected player must pinch off a piece of their character sheet, no more than a few millimetres, that or poke a hole with a sharp pencil. To be even harsher, you can enforce dungeon scarring for each initiative roll the party makes without a light source. Your players will never forget their torches again. 


Postscript:
This is something of an adaptation of a method employed by James Young, which in turn I believe was inspired by Veins of the Earth's initiative system. Also, check out this cool meta house rule for initiative by Benign Brown Beast and this mega list of different initiative systems by Knight at the Opera.


Sunday, 18 May 2025

The Hunting Die - Improving Encounter Rolls, Again!

The Hunting Die - Improving Encounter Rolls or, a Predatory Encounters/Underclock Alternative

Rather recently, I shared PREDATORY ENCOUNTERS which is a method to increase the number of random encounters and create a greater sense of tension in your games. Now, I'm sharing another method, a slight twist on the random encounter roll called 'The Hunting Die'. First, check out ANOTHER UNDERCLOCK by James Young, which deeply influenced this post (and special thanks to Goblin's Henchmen). Now, let's get into it: 

Take your Overloaded Encounter Die, usually a d6, decide on a formula you like (examples, herehere, herehereherehere, here) and have encounters occur on a 1. THEN grab another set of polyhedral dice - big, scary ones. These are your Hunting Dice - they represent the dungeon inhabitants searching out your players. You'll only ever use one of these dice at a time. This Hunting Die starts as a d20 and is rolled simultaneously with the overloaded encounter die

Use the overloaded encounter die as you would normally, fulfilling its results as they occur (light depletion, dungeon effects, etc), with encounters happening as normal on results of 1. At the same time, you are rolling the Hunting Die. The Hunting Die only comes into effect on results of 1. Rolling a 1 on the Hunting Die triggers an encounter with the dungeon's 'main faction'. Rolling any other result causes the Hunting Die to decrease one Die size, but more on that later. 

What? 'Main Faction'? Huh? This is whichever faction, being or entity is most dominant in whatever area the party are currently in. For example, C.H.U.Ds in the Cannibal Clan Sewers, Doleful Shades in the Katabatic Cave, the Driller-Killer himself in the Lair of the Driller-Killer or the Slime Duke and his cohorts but only in the slimy northern chambers of the Chaos Kings's Megadungeon. This is not to say that the dungeon's dominant party should not appear on your usual, regular encounter table but it's good to promote encounters with the dungeon's main movers and shakers - you wouldn't want to run a vampire dungeon and encounter no, or not many vampires, would you? It's happened to me. Rolling two dice for encounters has its quirks, overloaded encounter die results can trigger at the same time as the Hunting Die encounter and if both the Encounter Die and Hunting Die roll 1's, you know what that means, double encounter!

For example

After rolling the Encounter Die and the Hunting Die (whether the Encounter Die results in an encounter or not) reduce the die size of the Hunting Die from a d20 to a d12. This represents that the dungeon inhabitants are getting closer to finding your players. Reduce the size of the Hunting Die each time it is rolled and does not result in an encounter (any result other than 1). Continue to reduce the Hunting Die (d12 to d10 and so on) after every encounter roll until it rolls a 1 and triggers a faction encounter. After the Hunting Die's encounter is resolved, the die resets in size back up to d20. This helps to keep both the feel of rising tension and the idea that an encounter can occur at any moment.

If the players draw attention to themselves you have a few options. Instant reduction in the size of the Hunting Die, or, if the characters are particularly overt, instantly roll the Hunting Die with the Encounter Die regardless of how much time that has passed. You can even do both at once. How you play this is up to your discretion as a DM.

Tips, Tricks, Options, Opinions and Alternatives 

  • Keep the Hunting Die visible. Your players should know how close they are to being attacked, but, keeping die based will ensure more tension than a static and obvious 'right now' point. Consider it being a player role to keep track of the Hunting Die and roll for encounters.
  • Certain actions may permanently reduce the maximum size of the Hunting Die. The Hunting Die max size will only reset to d20 if the players leave the dungeon. These actions may include sleeping in the dungeon, stealing particularly important treasure or killing dungeon leaders. 
  • A more unforgiving option is that the first faction encounter, the Hunting Die only resets to d12. The die never resets to d20 until players leave the dungeon.
  • There is no bespoke method for stealth with this method but reward your players for being sneaky and trying to waylay or hide from their pursuers. There is no reason to not have your players hide. It's fun. 
  • This method also works for wilderness or overland encounters. For example, in the Mutated March of the Mad Mage you'd be pursued by the Mad Mage's Mutoids and in the Splendiferous Spirelands your party would be questioned by a patrol of Sir Spike Spiral's Spiny Spearmen (and so on). In particularly large regions consider local lairs, landmarks, hideouts, towns, etc when considering what/who the Hunting Die should represent. Consider that the Hunting Die encounter may have different results during the day and the night.
  • Just as the Overloaded Encounter Die has things occur on any result of 1 through 6, could this be applied to the Hunting Die? For example, a result of 2 on the Hunting Die could represent that the Faction Encounter is close by. Any hasty/loud action could alert them. I would not do much more than this for the sake of my own cognitive load. 
  • Consider how a Hunting Die's encounter should be different to a standard encounter. In dungeons and other underworld spaces, these encounters should, more often than not, be hostile, like white blood cells attempting to extirpate any outside intruders. 

An Epilogue on Encumbrance

This whole post was inspired by James Young's 'Another Underclock'. The one thing this method does not take into account is encumbrance as James Young's system does. I can only think of this - and it's slightly dumb - the more encumbered the party, the larger the faction encounter becomes. For example, if you are using encumbrance levels and your most encumbered player has an encumbrance of 4, then the faction encounter has an additional 4 HD. This works better for encounters with lots of individuals, the party are moving slower and their pursuers can better organise, so an extra eight 1/2 HD goblins - ouch. But this works less so for lone wandering monsters. Why would the minotaur have an extra 4 HD because the party thief is carrying too much treasure? It doesn't quite fit. Perhaps encumbrance could affect chances of the party being surprised or someone on encumbrance '3' would cause the Hunter Die encounter to be triggered on 1, 2 or 3 - but that might result in far too many encounters. 

Sunday, 23 February 2025

PREDATORY ENCOUNTERS - IMPROVING THE RANDOM ENCOUNTER

PREDATORY ENCOUNTERS - IMPROVING THE ENCOUNTER DIE WITH TENSION, STEALTH & DUNGEON REACTIVITY, OR - A SIMPLE UNDERCLOCK ALTERNATIVE

Do you want encounters to occur more regularly?  

Do you want the dungeon to respond to your players' foolishness?  

Do you want your players to feel hunted and pursued?

Try the Predatory Encounter Die!*

The dungeon has found them - all art is from Down in the Dungeon, 1981

Standard Encounter Rolls

At its most basic level, the typical encounter roll looks like this:  

"Every 10 minutes, roll 1d6. On a 1, a random encounter occurs."  


Overloaded Encounter Rolls
A sagely fellow (Necropraxis I believe) once asked “what about the other numbers?”. Overloaded Encounter rolls largely function the same as Standard Encounter rolls, save that there are results for rolls of 2-6. Meaning that rolling is always meaningful. These results typically include things such as light source depletion, a description of the environment or signs/spoors/omens/clues that hint at nearby wandering monsters. Everyone has their own formula for a good Overloaded Encounter die. Until I share mine, find some here, here and here (but there are many more). BUT, some still felt this roll was lacking - ‘is 1-in-6 frequent enough?’ or ‘this is fun, but still feels static’. I know I have certainly run dungeon sessions and one-shots where due to the whims of the dice, there have been no actual encounters. Many have tried to fix this, which leads us to…


The Underclock
Somewhat recently, Arnold K of Goblin Punch tackled this problem by introducing The Underclock which is essentially a countdown to a guaranteed encounter. The Underclock does a few things, it is meant to ensure an encounter, suggest that the dungeon is responding to the actions of the players and create a sense of tension, a feeling of pursuit. However, in practice, (I have played in games with the Underclock) it introduces too much predictability  - players feel safe when the Underclock is high, plus it's just that bit fiddlier than rolling a die. But what if there was…


Another Way - The PREDATORY ENCOUNTER DIE
What if we could combine the variated, meaningful results of the Overloaded Encounter Die, the tension of The Underclock and ensure encounter frequency in a simple manner? That's this method. The standard encounter roll becomes a measure of the dungeon’s awareness as it shifts and searches for the players. It's very simple, surely done before, but, this is it:

They are hunted
How It Works
1. Start with a d6 (this is your Encounter Die) as standard.  
2. Roll it whenever you would normally check for encounters, every ten minutes, every three rooms, etc.
3. If the result is 6 (or higher), an encounter occurs. 
4. Results of 2-5 trigger standard Overloaded Encounter effects (light depletion, environmental signs, etc.) according to your taste. In addition to any effect on rolls 2-5, the encounter die increases in size (d8 → d10 → d12 → d20) as the dungeon hones in on the party. When you next roll for encounters, do so with the new die size. Encounters continue to occur on a 6 or higher. The probability grows - the monsters are getting nearer!
5. A result of 1, lowers the Predatory Encounter Die size by one increment. 
6. Importantly, the Predatory Encounter die also increases in size whenever player characters make loud noises, allow intelligent/organised enemies to escape or otherwise draw attention to themselves.
7. Once an encounter does occur and is resolved (or the party leave the dungeon), the encounter die resets back to d6. However, the minimum encounter die size can increase if the dungeon becomes particularly alert.  
8. Hiding successfully for 10 minutes (which still requires an encounter roll as time passes) can reduce the encounter die back to a d6. 

Encounter Probability by Die Size

Die Size_____Encounter Chance

d6__________16.67% 

d8__________37.5% 

d10_________50% 

d12_________58.33%  (weird!)

d20_________75% 

It works! The probability is weird and lumpy but your players will get it, big = bad. This method is meant to be player-facing. Let your players see the die grow, make them roll it. Having it out on the table will give rise to tension and be a constant reminder that something is looking for them and that it is getting closer. However, if the encounter rate seems too high, check out the alternate method below.

The dungeon takes its prisoners

Tips, Adjustments and Options

  • A roll of 1 on the encounter die can represent a lull or lapse in alertness and lowers the die size by one.
  • What constitutes a rise in the encounter die? You know already, explosions, throwing skeletons down wells, kicking down doors, any kind of demolition/destruction, if intelligent enemies are able and allowed to report the party’s location, and depending on your setting and opinion - the use of firearms. Anything that feels like it should increase the dungeon’s alertness levels - should.
  • If needed, use a small tracker to help keep on top of the encounter die, all that would be needed is 5 boxes, labelled d6 through to d20 and a bead to place on the current encounter die size. Let the players see this.
  • When hiding, players should think about how and where they are hiding and describe it as they would any other action, such as with inspecting and disarming traps for instance. If your system has a stealth skill, that can be used only if an encounter is rolled while the party is hidden. On a successful stealth roll, reroll the encounter die or bypass the encounter - it's up to you. Their description and hiding place may give them a bonus or malus to the roll. It might be so good they don’t even need to roll!  This will increase that particular feeling of stealth in your games and allow for scenes I’d never or very rarely seen before - the DM describing the party hiding while a monster walks past them. I can see the various rolls, results and DM description in this classic LotR scene.
  • This is optional; If players severely disrupt the dungeon, increase the minimum die size (e.g. it defaults to a d8 instead of d6). Perhaps if the party steals the all-important Blue Jewel or the Dragon’s egg, slay the High-Priest, get sprayed with stinking monster-bait, stab the dungeon’s beating heart, insult the Goblin Queen. Any dramatic event might qualify and reducing the minimum die size would be bespoke to whatever caused its rise.
  • Generous DMs can offer a reprieve by temporarily using a d4 encounter die that cannot trigger encounters.
  • Predatory Encounters are tougher than regular encounter mechanics, this is ok. It will make your players tougher in kind.
The Alternate Method
  • However, to reduce the encounter rate, consider this - remove the out of turn and automatic increases to the encounter die. Instead, during a 10 minute turn, ask yourself as the DM, 'do the player's actions warrant an increase in the size of encounter die?' if yes, increase the die size, if not keep the encounter die size and roll as normal. There are no automatic increases with this method, instead you would immediately roll for encounters with the current die size whenever the party do anything that might draw attention to themselves. Otherwise, the mechanic remains the same.

Why Use this Rule?

This slight change for rolling for encounters retains meaning with every roll, creates tension, meaningful choices and gives the dungeon another avenue to feel like a living thing.
- It maintains traditional encounter mechanics while adding a rising feeling of escalation and responsiveness.  
- The dungeon feels more alive, it can react more dynamically to the players' actions and will feel less empty.
- The dungeon responds organically, the more players create a ruckus, the more alert its inhabitants become in trying to find them.
- The encounter die, always increases in size. Players will feel hunted, pursued, like the intruders they are. Even after an encounter, there is no assumed safety or reprieve unless earned.
- Encounters remain unpredictable. Players never know exactly when the next encounter will happen, but they know how much more likely it will be. HP low, Encounter Die big 😱, let's roll…. a 3! Phew!
- Stealth and caution become meaningful, not assumed. As stated, players can attempt to lower the encounter die size by hiding, taking special precautions or otherwise satiating the dungeon. I understand adventurers are assumed to be moving quietly at all times but this change brings that behaviour to the fore. Player’s will devote time to hiding (which they would never otherwise do) and search out places to hide. Using Predatory Encounter rolls is like a stealth system in of itself, the higher the encounter die size the harder it is to hide. 

 

Try it out in your next session, see how the game changes.
Let me know how it works for you, what you tweaked or changed and if you like this post, do follow. I’ve got a small post about making light a mechanically important resource coming very soon. It has some elegance to it if I do say so myself.

No exit

*(It's so simple, I'm sure a million people have thought of it before me)