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Showing posts with label Tables-random-D&D-OSR. Show all posts
Showing posts with label Tables-random-D&D-OSR. Show all posts

Saturday, April 11, 2026

Zog Bogbean, names for dnd from music

 Zog Bogbean is the Marcy Playground singer guy's temp alternate band/ album. 

And that’s a perfect name in dnd. 

Also near perfect names are some of the small plant names around like 

  • Giant ragweed
  • Leavenworth’s Vetch
  • Vetch
  • Cleavers
  • Fiddle dock
  • Zog Bogbean

Thursday, January 8, 2026

My Hexcrawl or Wilderness clues, and dungeon clues

  • Tracks in the morning dew. (spiderwebs in grass with dew)
  • Disturbed spiderwebs.
  • Crunched up leaves from likely large feet or many boots.
  • An odd vine that turns out to be a rope or snare on closer inspection.
  • Mismatching leaf patterns of the ground (covering a pit trap).
  • Bushes or brambles recently cut out of an older path.
  • A hack mark on a tree indicating someone wants to remember it (something hidden near?) or use it as a trail blazing guide.
  • The lack of birds in the area.
  • Startled birds from a distance.
  • Missing sounds (no birds or angry squirrels in the day, or no crickets at night).
  • A swarm of flies and a smell of rot (dead game, corpse, or undead?).
  • Bones, cloth, burnt out campfires. …
  • And some advice from earlier tonight I was a player, don’t send the whole party to investigate a distant out of place green “grassy?” mound in the distance when there are rumors of a lazy green dragon in the area, heh.

I replied to a guy here, one of Tenkar's, https://www.youtube.com/watch?v=NN2hgtCsc6s

And Tenkar has great dungeon examples halfway thru. 

Monday, January 5, 2026

Tenkar’s visual descriptions

 https://m.youtube.com/watch?v=ew-tZ9OmiaU&t=592s

Tenkar's notes say: An escalation ladder (from vibe → evidence → first bite → commitment) so danger is readable before it’s fatal.

Tenkar’s 3 things to hint at big danger (thx to ohfoti)

  1. Senses: a vague foreboding or sense of doom 
  2. Physical Evidence: an obvious or visible example of how deadly
  3. Actionable: a hint on the type of danger, but you can avoid. 


Senses Examples (his notes say: Sensory cues that raise the hair on your neck without giving away the answer) (Monster signatures that hint at the threat without naming it)

  • A large slime trail on floor. A terrible smell between wet dog and rot. = clue of black poudding. Or gel cube. 
  • Massive tuft Of shed fur
  • Coins fused in corner from massive heat. 
  • Webs too big for normal spider. 
  • You feel a chill in your bones
  • Torches burn twice as fast here
  • Corridor drains heat
  • *** Green Slime is deadly: Clean cave, maybe a piece of armor or a weapon that was partially dissolved, if you want to be generous, a piece can drop 10' in front of the party that lands with a sizzle - they don't see it, just hear the flop and fizz
Physical Evidence- (his notes say: Environmental tells that show “proof” the dungeon has teeth) 
  • Animals wont go near
  • Priest’s holy symbol cracked in half when tried to bless the place
  • People came back, couldn’t speak (tongue swollen). Died 24 hrs. 
Still on Physical Evidence, plus Actionable? -  (his notes say: Environmental tells that show “proof” the dungeon has teeth) 
  • You see animals frozen (petrified) in the middle of the room. (Instead of saying you see a basilisk). 
  • A statue’s gaze makes your skin itch, you lose 1 dex for ~hour (1d6 turns or something) Shows this dungeon has TEETH. 

  • Trap near miss, darts thud into wall where your head was. Shows this dungeon has TEETH. 
  • Fungus spores… cough for d6 turns hours, cant sneak. Shows this dungeon has TEETH. 
Actionable (make a decision to not get nuked)(notes: NPC warnings and rumors that are specific, actionable, and actually useful)
  • Maybe just being able to escape is the whole idea. 
  • Scrapings on the wall says go the other way.
  • Scratchings on the wall say a mirror will help (vs. basilisk). ((doesn't have to be perfect info tho, keep the truth slightly out of focus. Accurate but incomplete.))
  • Avoid the trap, go another way.
  • Go back and get reinforcements. Hirelings, etc. 
Commitment Points / No turnaround zone (players understand if they cross this line, that's it, can't easily go back): Time 10:30ish https://youtu.be/ew-tZ9OmiaU?t=619
  • A heavy stone door shuts loudly behind you.
  • A crawlspace that is dark and dank... and lets you know if you go down there, hard getting back up. 
  • A rope into scary difficult to return to area
  • Flooded dungeon spot, armor becomes a problem. 

.Extras from Dan S:
@DanStevenson
10 hours ago
Graffiti would tell experience players what type of humanoids are living in the dungeon. Another thing graffiti could tell the players is another group adventurers tried to hit the dungeon but were chased out. The failed dungeoneers could post up a warning or a FU to the monsters who chased them out.  Stink and piss pots dumped near the entrance will tell players humanoids living in the dungeon are present and using the dungeon as a residence. There could be warnings written in goblin such as don't drink from red bottles or booby traps straight ahead. If a character speaks goblin it could come in handy. 

If there are streams or ponds near by the dungeon the monsters of humanoids would create well worn trails to the water sources. This could lead to finding tracks along the banks of the water allowing players to know what is lurking in the dungeon. Butchering locations were the dungeon inhabitants have been dressing out deer, boars, and people that are being eaten by whoever or whatever is in the dungeon. If there are a lot bones and hides that means there is a lot mouths to feed in the dungeon. 

Fake signs written in common could trick players to enter a booby trapped room. Signs that read treasure room, armory, or lord's chambers could draw in greedy players.


**update, 4 types of rqndom encounters, telegraphing them https://www.youtube.com/shorts/AsiEHkOor1Y

Favorite is “your torch catches movement. Shapes freeze at the end of the corridor.” That feels like a dungeon alright.

OTHER PPL'S ADVICE


  • That guy at that time has a good one vs. humans. B/c humans might be level 0 or might be level 15 assassins. Basically you have to say "they look battle hardened, the grip their weapons with ease and confidence... you[r instincts tell you that you] are outmatched. What do you do". 
  • ObsidianKnight90 says: telegraph individual attacks by monsters, especially the big flashy powerful ones. Having the red dragon take its turn, and finishing it by telling the players that smoke is coming from its nostrils and flames are licking out between its teeth is a GREAT way to tell him that it's going to use its Breath Weapon next round. The evil mage grabbing a lodestone and staring dead-eyed at the Rogue, mumbling arcane curses over and over, can let them know that Disintegrate is incoming. This let your players mitigate this incoming threat, by diving behind cover before the dragonfire hits or knocking the component out of the mage's hand.
  • WilliamBarnes says: house rule in my campaigns. When the turn starts, I go in REVERSE order, with the LOWEST init declaring what they're going to do FIRST. People with higher inits, get to have foreknowledge of what the lower init people are going to do, and can respond or interrupt. Then after everyone has declared, the events HAPPEN from high to low.
  • What monster left its tracks amidst the bones.


Thursday, January 1, 2026

Tenkar’s how to traps (less rolling); No Death no Tension

 https://www.youtube.com/watch?v=WkY3i9TNZlg&t=92s


Technically he calls it NO CONSEQUENCES NO TENSION, NO GAME. Has good points-

X https://www.youtube.com/watch?v=uO2pvoloEB4&t=635s

Ex. 

  • Nearby dead goblin has blackened fingertips. (Hint… fire trap). I LOVE this one. 
  • A smell of almonds in the air (probably poison? However, we learned some arthropods make that smell, too. ) 
  • Hinges look too new on chest. 

Wednesday, December 31, 2025

Reaction Rolls… Chthonic Musings take

 https://www.youtube.com/watch?v=hUt2Ina-V5Q&t=822s

Great analysis. 

Time 28:13… Owlbear, yep. Spectre is interesting … infatuated like maybe thinks u r another person from the past. 

Sidenote words -

  • Bellicose - aggressive/ wants fight
  • Truculent - v aggressive 
  • Showy or arrant (notorious/thoroughly) truculence or aggressiveness
    • Cambridge says — Arrant is an old-fashioned adjective that means very bad or pure. It is often used to describe nonsense, cowardice, hypocrisy, or egoism.

Tuesday, December 30, 2025

The Tome of Adventure Design, Matt Finch

See Ranger Lemure’s yt on it. https://m.youtube.com/watch?v=ZqQeDJjZ3cQ

Matt Finch is that well regarded OSR author  

Tools - lots n lots of random tables

*** tables shown time 10:27

Ideas like, race against time

  • Monster will change to more powerful version soon (blast him down quickly!)
  • Monster will get major reinforcements if dont hurry
Small items
  • Eggs
  • Mini figurine
  • Dice
  • Seeds
  • Twine
  • Whistle
  • Mouse
Smells
  • Alcohol
  • Blood
  • Flowers
  • Fresh bread
  • Lamp oil
  • Smoke
  • Rot or decay
  • Wet dog
  • Urine
  • Mikdew or mold
  • Mishrooms stinky kind


Sunday, December 28, 2025

Interesting random tables

 

https://d100tables.com/t/trinket-table 

  1. A glass orb filled with moving smoke 
  2. A piece of crystal that faintly glows in the moonlight
  3. A brass ring that never tarnishes 
  4. A shard of obsidian that always feels warm to the touch (((like a ring of warmth)))
  5.  A whistle made from gold-colored wood (((reminds me of the brother's dream, lizardman partner... a whistle around neck of the barbarian)))
  6.                            

https://www.dndbeyond.com/forums/dungeons-dragons-discussion/dungeon-masters-only/26392-a-d100-non-combat-random-encounter-table

  1. Earth shakes.
  2. Dark shadow covers the party momentarily. 
  3. Dense fog rolls in, preventing travel. Can't see past arm's length. 
  4. A lone yellow flower is growing in the middle of the path.
  5. A pool of blood.
  6. The sun bursts through an overclouded sky.
  7. You were travelling in the wrong direction. Add a day of travel to your journey.
  8.  A line of Goblin heads on spikes line the road. A sign written in Goblin next to them says “Traitors of Yeemik”.
  9. The party finds a sword in a stone. A DC15 Strength check pulls it out. It is a +1 Longsword.
  10. Shrine to Mask - If the party makes an offering, they get a surprise round in their next encounter.
  11. Shrine to Mystra - If the party makes an offering, all spellslots are recovered. 
  12. Abandoned, unidentifiable Shrine - If the party doesn’t make an offering, they trigger a combat encounter. 
  13. DC15 Per check or whole party snared by net, roll combat encounter.
  14. A DC10 Perception check spots a small chest hidden a tree. It contains a gold ring worth 20gp.
  15. The party notices that they are being followed by a bush, which runs into the forest when they attempt to investigate. If they pursue, they find a goblin, that throws a gold coin at them to make them go away. 



Has similar ones as the one above, maybe not as good so far: https://www.finalparsec.com/random_tables/generic_complications_that_can_affect_an_adventure
  1. A dense fog rolls in, obscuring everything beyond arm's reach.
  2. The ground trembles as a colossal shadow looms overhead.
  3. A once-dormant volcano erupts, cutting off familiar routes.
  4. Local wildlife begins communicating ominous warnings to anyone who will listen.

Saturday, December 27, 2025

2d6 Encounter Reaction Options - how it might play out

 Back on the 2d6 Encounter Reaction for D&D. This YumDM guy has me thinking with this complex roll system... makes me want to list some things that could happen. Let's consider using the following roll rules... although I'll likely do a -2 for mean things. 

  • 2      = attack (immediate)
  • 3-5   = likely aggression (hostile, possible attack)
  • 6-8   = neutral (uncertain, monster confused)
  • 9-11 = curious (no attack, monster leaves or considers offers)
  • 12    = friendly (Enthusiastic friendship)


Goblins (Kobolds?) - they fit perfectly into those rolls b/c they are "weak" monsters that might negotiate or be intimidated, but are evil and would love to attack. See yumDM's conversation with goblins, great example. 


Snakes - they do not fit into any negotiation. 

  • So, 2 = attack immediately, would mean you might have stepped near them/on them. Or maybe you disturbed a fallen branch which caused them to move from their congregation and since snakes often don't see well, they just mistakenly head towards you, but once they get close they flip out an attack. 
  • 6-8 neutral would mean, they are standing their ground. Maybe unaware of you... don't mess with them, you need to walk well around them carefully. 
  • 12 would mean, they just simply leave in the opposite direction. 

Bear/larger land animal - no negotiations (or would food work? What about a druid and Animal Friendship spell), what would they do? 
  • 2 = attack. You surprised the bear. Or it's defending it's territory. Or it thinks you are food. 
  • 6-8 = neutral. Stands its ground. You can't act like prey. Depending on bear species, you might walk backwards slowly. 
  • 12 = "friendly", would just translate to it isn't interested at all. Leaves in a direction away from you. Or it could chase off a bandit that was tracking you!

Owlbear - vicious and evil-tempered, if not actually "evil". They are very likely to attack, I'd say -2 penalty at best on the reaction roll. 
  1. An owlbear pair claims a territory of one or two square miles and will vigorously defend this territory against all intruders.
  2. An owlbear's main weakness is also its greatest strength - its ferocity. Because owlbears are so bad-tempered, they stop at nothing to kill a target. It is not difficult to trick an owlbear into hurling itself off a cliff or into a trap, provided you can find one.

Roc - no negotiations, thinks more like a regular animal. And see adnd 2e's Roc for how it acts and attacks. 
  • 2 = attack. In 2e it imposed a -5 penalty on party's surprise/detection roll, since it is fairly stealthy (sound-wise, plus it can see far away so can plan to approach from behind). 
  • 6-8 neutral . Meaning, you better not act like prey. Would be a good idea to hide in the trees to make it inconvenient for the Roc to strike. 
  • 12, friendly. As in, it looks at you, no interest, moves on. Heck, maybe it spots 2 goblins hiding in a tree wanting to ambush you and manages to grab one of them in a big swoop down!

Gnolls/Orcs/Trogs - they are extra mean and evil, they aren't going to play nice. Probably do a -2 penalty vs. a good aligned party. 
  • 6-8 neutral. They look for a weakness but aren't going to attack yet. 
  • 9+, they leave the area, don't want to fight. Maybe the party looks too tough or maybe they've already been in a scrap recently. 

Lizardmen - if they aren't influenced by an evil dragon, I could see them running the full 2 to 12 range. 
  • 2-5, hostile and likely attack. They aren't trusting the party. Maybe they've never had good interactions with humans or other races in general. 
  • 6-8 neutral. Stand their ground. Can you communicate with them? If not, better leave and make it obvious you want peace... weapons sheathed, hands open palms in the air or something. 

NPC types/Lost Travelers - humans and demi-humans. Maybe a +1 bonus for good parties. 
  • 2-5 hostile. They probably think you are bandits, showing defensive powers, won't trust you. Press them and maybe they even fight. 

Pixies/Dryads/Neutral non combat vs. human inclined types - these kinds of creatures aren't warlike, but they are fickle. What might they do? See 2e monster compendium for varieties and alignment. 
  • If a negative roll, for pixies go with the harassment stuff they like to pull. Quote, "The naturally invisible pixies are perhaps the most intelligent and mischievous of the faeries; they dwell in idyllic woodlands and delight in harassing travelers with their pranks."
    • Sprites including Pixies like druids. 
  • If a negative roll, dryads might Charm someone. They hate forest destruction... so don't break too many branches or make too many fires. 

Zombies - anything you do to get their attention causes attacks. Maybe slow attacks. -2 penalty on reaction roll. 
  • Anything on the neutral or friendlier side just means they didn't see you yet. You need to sneak away carefully or they'll detect and attack. 

Example ideas: 
Surprise
Surprised creatures can be distra cted by eating, hunting other creatures, sleeping, or looking for mating opportunities. Humanoids might be arguing, joking, smoking, playing a game, making a fire, etc. 

Surprising creatures can be hidden by bushes, rocks, shadows, sand dunes, etc., or coming from an unexpected direction (below the ground, over the trees, turning a corner, etc.). 

Friday, December 26, 2025

Our Hexcrawl, super easy mode for the DM

So before reading up on the official "how to do a hex crawl" I drew up a "hex crawl" and got the kid to help populate the two random tables. We'll be sticking to our easy basic hex crawl mostly, but in the previous post I found those nice free (or PWYW) PDFs that will be very nice to give further ideas as needed. 

Goals:

  1. Easy to run as a DM.
  2. Easy to run, really.
  3. Flexible. We'll learn as we go. 
  4. Basically a one-shot (maybe over a couple of days). 
  5. Playing 5e, level 3 characters, so we want a good few encounters. I want it to be maybe 15% chance of a TPK from start to finish. 



So I made the map look like, top to bottom (so kinda backwards, see picture above), something like this:

  • Final Area (circle/hex) and the kid as DM fills in the blank here.
  • 3rd areas that lead to Final are any of the 3
    • Cross a river - big river, bayou, or small creek... maybe a ferry, swim, rope, log... whatever you like. 
    • Forest trail
    • Rocky hills
  • 2nd areas
    • Swampy
    • Pine forest trail
    • Cave
  • 1st area outside a village is only one
    • Mixed forest trail
  • Starting area, only one
    • a Village
So we are playing fast and loose. To get from one area to another, it might be 4 hours (and 4 random encounter checks) or it might be more or less. We don't know, going to wing it. 

Rules we made up/borrowed:
  • 1d10, on a 1 you have an encounter. Do that once per hour. Assuming it takes an hour to move through an area. If you are in the labeled "swampy area" for instance, maybe that's 4 or 8 hours of swamp. 
    • Worth clarification... one circle on our "hexmap" is not one single encounter... it'll take 4 to 8 hours to get through there, so 4 to 8 encounters. We think that many, going to find out... we want a good few encounters. And I think the kid has a couple of "automatic encounter areas" with more complex stuff. He's good with a fancy cool set up.  
      • The river is probably the exception... doubt it'll be that many encounters, but it's trickier so, yeah. 
      • The cave is probably at ground level, and the exit of the cave is deeper into rocky hills... maybe it cuts through a hill. 
  • 1d20 (maybe 1d24, borrowing DCC dice) to see what the encounter is. See below. Wanted one to be a dragon, AKA super impossibly hard, and then a mix. 
  • Distance of encounter, 1d6; 1 = close, 6 = 500 feet. 
  • 2d6 reaction/morale check at start of encounter. Using the B/X rules for that... I thought it was something like the following, but each edition is different it seems: 
    • 2      = attack (immediate)
    • 3-5   = likely aggression (hostile, possible attack)
    • 6-8   = neutral (uncertain, monster confused)
    • 9-11 = curious (no attack, monster leaves or considers offers)
    • 12    = friendly (Enthusiastic friendship)
    • Tenkar's https://www.youtube.com/watch?v=8_wY-dP17e8


    • This blog fellow has one that is fairly good, and 5e here also good:
      • 2d6       Reaction
        2-3        Hostile
        4-5        Unfriendly
        6-8        Neutral
        9-10      Friendly
        11-12    Helpful
    • This guy has info on the 1983 Mentzer Basic more complex one: https://yumdm.com/reaction-rolls/




    • And this one, I kinda like it for "monsters" specifically (more hostile), came from https://illusoryscript.com/2d6-reaction-roll/



I made two random 1d20 (or 1d24) tables, I'll list the ones I have, but the kid has 8-16 secret ones. 


FOREST OR HILLS (+CAVE) 1d20 TABLE:

  1. Green dragon
  2. 1d6+1 bandits
  3. 1d2 owlbear
  4. 1d4+1 hobgoblins
  5. 1d6+1 guardsmen/soldiers from village
  6. Animal trail, leads to a hidden loot stash (wooden doors into the ground, weird and cool)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d6 gnolls + 1 hyena
  12. 1d6 lost travellers
  13. 1 orc shaman + 1d4 orcs
  14. 1 goblin adept + 1d4 goblins
  15. Bear
  16. 1d6 snakes (has to be extremely close, can't be 100+ feet away)
  17. 1d6 brownies
  18. 1d4 helpful fairies
  19. Ancient ruins
  20. Roc (can be extremely far away, since you can spot one miles away in the sky, if you have sky)

SWAMPY (+RIVER) AREA 1d20 TABLE:
  1. Black dragon
  2. 1d6 Lizardmen
  3. 1 giant alligator (or croc)
  4. 1d4+1 gnolls
  5. Pixies
  6. Rope ladder tree, leading to a box (maybe roll 1d6 to see what's in the box)
  7. ? kid's secret since he is the DM for this
  8. ? kid's secret since he is the DM for this
  9. ? kid's secret since he is the DM for this
  10. ? kid's secret since he is the DM for this
  11. 1d4+1 troglodytes
  12. 1d6 lost travellers
  13. 1d4+1 cultists
  14. 1 kobold sorcerer and 1d4 kobolds
  15. Blackscale lizardmen (see 3.5e or 5e stats, the big lizards)
  16. 1d12 stirge (wide number variation here, how easy or hard will this be?)
  17. 1d4+1 militia
  18. Giant crawfish
  19. Ancient Ruins
  20. 1d6 zombies


UPDATED MONSTERS FOR ANOTHER TABLE

  1. Giant snail
  2. Bullywugs
  3. 2e adnd Mystara minster list has lotsa good ones
    1. REMEMBER CONVERT B/X to 5e: 
      1. AC IS  19 minus the old AC; 
      2. HP is double the avg or so, maybe 150% of max of old
      3. To Hit is 20 minus ThAC0 
      4. Dmg is about double the old dmg 
  4. Acaeon - Elkman, 11 hitdice eh?
  5. Agarat - Undead midlevel, temp lvl drain i like
  6. Decapus
  7. Dusanu

11 hitdice elkman https://www.completecompendium.com/catalog/ms/2501/actaeon/


  1. Undead w temp lvl drain https://www.completecompendium.com/catalog/ms/2501/agarat/


    Decapus (not octo) https://www.completecompendium.com/catalog/ms/2501/decapus/


    Dusanu, Spore weilding undeadish https://www.completecompendium.com/catalog/ms/2501/dusanu/


UPDATED BELOW, IDEAS

  • Monsters running back to a prepared area for defense
  • Monsters can have loot, else party only avoids them
  • Running into a fight between 2 things or teams
  • Signs of something 
    • Dew on grass spider webs disturbed 
    • Freshly cut or brushed aside vines
    • Autumn leaves crushed underfoot
    • Crows startled and fly away in distance
    • Vultures circling
    • Wolves running away from something 
    • Insects on carvass = older (depending like maggots), or Lack of = recent
    • Urine on trail (smells like canine, or amount indicating horse,… or perhaps in a place likely a humanoid)
    • Ants on breadcrumbs/ no ants on crumbs means very recent (15 minutes)

MY PARTY
  • Wizard
  • Druid or cleric
  • Cleric or fighter (ranged focused?)
  • Fighter




Procedure OSR Hex Crawl - Free PDFs

 Tenkar's link, if you google those four words: What is a HexCrawl and Why Should You Run One  

His video on the topic: https://www.youtube.com/watch?v=raRxoj5lXl0

TWO FREE PDFs on the topic:


So yeah, we are about to do our own version of a hex crawl. Thought we had enough ideas to go forward, but it cannot hurt to see what all of this is about. Free info is good info. 

Friday, December 12, 2025

Random Tables OSR dnd, Tenkar’s (use for goblin area)

 Tenkar’s again https://www.youtube.com/watch?v=0dW4O_wSs9M&list=LL&index=1&t=303s&pp=gAQBiAQB


D6

  1. Fresh marks on stone (scrapes, chalk, soot).WHAT IT SUGGESTS recent activity. TWIST - continues out of sight. 
  2. Dropped fragment.(metal, wood, cloth) SUGGESTSsigns of conflict or haste. TWIST bears an unfamiliar mark
  3. Stains or smears (dark or odd residue) SUGGESTS someone or something was injured TWIST warm or cold to the touch
  4. Scattered remains (shells, bones, shards) SUGGESTS long abandoned area TWIST rearranged since last pass
  5. Etched symbol or pattern SUGGESTS lingering magic or ritual TWIST glows or reacts near flame or iron
  6. Stout threshold (door, arch, grate) SUGGESTS HIDDEN MECHANISM OR barrier. TWIST faint whisper or draft beyond 
My ideas- for hinting Drow and Underdark stuff. G3 and maybe D1. 
  1. Fungus spore dust found in giant area dungeon. From Drow underdark or Myconoids. 
  2. Rocks or broken bits of stone found. Do not match current G3 black lava rocks. Came from other place… came from Underdark.
  3. An illithid tentacle, dried up and attached to … a broken belt. It was keepsake of a burly Bugbear who is a  drow slave warrior, atypical guy, who helped kill one. Now where is he and hwat happened. 
  4. A tiny 8 inch arrow bolt.  From a drow single hand crossbow. 
  5. When find goblins, one has a tiny 8 inch arrow bolt stuck in his leathery tunic or boots… missed his skin recently. 
  6. Find a weird piece of thick shell. Nearby are fork and spoon.  It’s from a giant snail… underdark. Used as a plate or bowl until broken. 
  7. Random backpack style bag found. Maybe other adventurers, now dead or enslaved. 
  8. Find EEG (Elder Elemental God) insignias somewhere. On wall? On a robe? 
  9. Find old half arm of human… kept in alcohol to preserve… weird suction cup patterns on skin.  (The EEG). Giants were keeping it as a memorial after a sacrifice. 

  • When walking around lava rocks, move slow. If move fast, roll 1d12, on a 1 or 2 you take 1d6 dmg from scrape… also on a 1 you fall to knees.





The Dungeon Dozen, blog here or buy https://roll1d12.blogspot.com/

Example for getting to next dungeon level

d12
1. Subterranean ravine, rushing water below, other side featureless stone, series of incredibly narrow switchbacks hewn into wall below, must go mountain goat-style, ravine subject to distracting pterodactyl infestation
2. Small room with no floor, after obscene number of golden coins deposited into slot in corridor pressurized air blasts from below, works as per feather fall, return trip air blasts as per levitate, costs 1d4 times as much
3. Giant in sumo wrestler's diaper w/Mardi Gras papier mache head greets you as you approach vast aperture in floor leading to next level, negotiates round trip passage rate, picks up PCs in groups of two, passes them to giant on ledge below who passes to next giant down and so on, final giant deposits group on next level and wishes them well, they take long meal breaks during which they cannot be bothered
4. Giant worm bridge spans chasm, enter through mouth, exit to stairway down via cloaca, enterprising worm-trainer sells bucket loads of worm chow from reeking barrels to sprinkle along the way, worm is telepathic but dog-like intellect precludes stimulating conversation
5. When activated from wall panel using proper key, stair opens accordion-like from wall of otherwise empty shaft, automatically retracts in 10 minutes, different key needed for return trip
…

Morale check w 2d6

 Reminder from B/X, see Tenkar’s https://www.youtube.com/watch?v=8_wY-dP17e8

Roll 2d6. Before initiative  

2 immediate action

3-5 hostile, possible attack 

6-8 uncertain, monster confused

9-11 no attack, monster leaves or considers offer

12 enthusiastic friendship


And.. players can do something to get a plus 1 modifier  example, offer food, show respect, speak their language, etc  

Keep in mind, some monsters are never gonna be friends… reroll if get 12 on them. Etc. 

Thursday, December 11, 2025

Tenkar’s 3 layer encounter

 Excellent examples

https://www.youtube.com/watch?v=cqSeGMi5S1I&t=313s

Like, lauer 1, what they see and hear. 

  • a goblin in forest waving dirty white cloth. 
Layer 2, the truth
  • Really he is singnallimg his trine to circle and attack you
Layer 3, what happens when retreats or oddball dice
  • He retreats… but into a trapped deadfall. Scared but he must maintain.  

Or… 3 goblins arguing. But rly they are scared of a big monster.  If they retreat from party, end up dragging party into big monster they were running from.