Thursday, 1 September 2016

Dolmenwood Encounter Tables: Combined Master Tables (Daytime)

I previously posted ideas working towards a complete set of general encounter tables for Dolmenwood, including variants for daytime/nighttime and party activity. I really like the idea of having a bit more detail to the design of encounter tables. Some people pointed out, though, that my previous designs, being based on multiple rolls on multiple tables, would add complexity in play. To that end, I've created conglomerated mega tables which require but a single roll / look-up.

Here's the result. Obviously, this isn't a very usable format. I'll make it into a proper PDF at some point.

(Note: green things are animals, yellow things are fairies, red things are monsters, and blue things are people.)

Blogger is playing up on me, so I've had to split this post in two. First, here are the daytime tables. Here's part two.

d100Daytime, in the wilds
1Deer
2Deer
3Boar
4Boar
5Bear
6Bear
7Wolves
8Wolves
9Giant weasel
10Sentient crow
11Sentient squirrel
12Sentient hare
13Giant centipedes
14Snake
15Giant ants
16Killer bees
17Insect swarm
18Insect swarm
19Giant stag beetle
20Griffon
21Domestic animals
22Deer
23Snake
24Giant ants
25Barrow bogies
26Mogglewomp
27Scrabey
28Sprites
29Sprites
30Dryad
31Elves
32Elves
33Unicorn (noble)
34Unicorn (black)
35Grimalkin, estray
36Grimalkin, chester
37Changeling
38Changeling
39Boggart
40Grigg
41Leshii
42Pook
43Poppet
44Hob
45Elves
46Scrabey
47Pook
48Leshii
49Hob
50Gloam
51Scrycke
52Ogre
53Troll
54Grey worm
55Root thing (autumn) or giant spider
56Giant spider
57Centaur
58Basilisk
59Goatmen, longhorn
60Goatmen, shorthorn
61Goatmen, wild
62Deodand
63Chimera (any number of hybrid monstrosities)
64Evil tree
65Lycanthrope
66Wyrm
67Scarecrow or wickerling
68Atacorn
69Peryton
70Goatmen, longhorn
71Goatmen, shorthorn
72Goatmen, wild
73Evil tree
74Goatmen, wild
75Pedlar/merchant
76Beggar
77Villager
78Villager
79Villager
80Pilgrim/friar (travelling to random shrine)
81Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
82Bandits/highwaymen
83Adventurers
84Hunters/woodsmen/trappers/anglers
85Wizard
86Witch
87Drune
88Nobles (in the High Wold, 2 in 6 chance of longhorn goatmen)
89Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
90Refugees / the lost / exiles
91Hermit
92Fortune teller
93Explorers (cartographers, scouts)
94Messengers (criers, emissaries)
95Adventurers
96Hunters/woodsmen/trappers/anglers
97Explorers (cartographers, scouts)
98Refugees / the lost / exiles
99Bandits/highwaymen
100Drune


d100Daytime, on the road
1Deer
2Deer
3Deer
4Boar
5Boar
6Boar
7Sentient crow
8Sentient crow
9Sentient squirrel
10Sentient squirrel
11Sentient hare
12Sentient hare
13Bear
14Bear
15Wolves
16Wolves
17Giant weasel
18Domestic animals
19Domestic animals
20Domestic animals
21Domestic animals
22Giant weasel
23Giant centipedes
24Snake
25Giant ants
26Killer bees
27Insect swarm
28Giant centipedes
29Snake
30Giant ants
31Killer bees
32Insect swarm
33Giant stag beetle
34Changeling
35Elves
36Elves
37Grimalkin, estray
38Grimalkin, estray
39Mogglewomp
40Scrabey
41Scrabey
42Gloam
43Goatmen, longhorn
44Goatmen, longhorn
45Goatmen, shorthorn
46Goatmen, shorthorn
47Goatmen, wild
48Lycanthrope
49Scarecrow or wickerling
50Adventurers
51Adventurers
52Adventurers
53Bandits/highwaymen
54Bandits/highwaymen
55Beggar
56Beggar
57Beggar
58Drune
59Explorers (cartographers, scouts)
60Explorers (cartographers, scouts)
61Fortune teller
62Fortune teller
63Fortune teller
64Fortune teller
65Hunters/woodsmen/trappers/anglers
66Hunters/woodsmen/trappers/anglers
67Messengers (criers, emissaries)
68Messengers (criers, emissaries)
69Messengers (criers, emissaries)
70Nobles (in the High Wold, 2 in 6 chance of longhorn goatmen)
71Nobles (in the High Wold, 2 in 6 chance of longhorn goatmen)
72Nobles (in the High Wold, 2 in 6 chance of longhorn goatmen)
73Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
74Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
75Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
76Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
77Pedlar/merchant
78Pedlar/merchant
79Pedlar/merchant
80Pedlar/merchant
81Pilgrim/friar (travelling to random shrine)
82Pilgrim/friar (travelling to random shrine)
83Pilgrim/friar (travelling to random shrine)
84Refugees / the lost / exiles
85Refugees / the lost / exiles
86Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
87Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
88Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
89Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
90Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
91Villager
92Villager
93Villager
94Villager
95Villager
96Villager
97Villager
98Witch
99Wizard
100Wizard


Sunday, 14 August 2016

Single-Round D&D Combat

Recently, I've been thinking about how one could speed up combat resolution in D&D. These thoughts began after a one-shot which I ran a few weeks back, for a reunion of the most part of my old LL campaign group. I noticed that, even with experienced players, the time taken to resolve each round of combat (assuming a decent number of combatants -- six to ten -- on each side) is significant. Rolling initiative, each player declaring their actions, making to-hit rolls, making damage rolls, describing what happens. Even without the laborious tactical discussions and tomfoolery that sometimes slows combat down even further, when one is dealing with a less experienced or more drunk group, D&D combat is just slow. (I dread to imagine how it gets in a more complex rule set! I'm talking low-level, Basic characters here.)

If a single, significant battle occurs in a session, I'm fine with it taking 30+ minutes to resolve. But when several combats occur in a single session, they can start to drag. Thus, my search for ideas to speed things up.

I recently posted an idea for a simplified D&D combat system, based on Chainmail (via the semi-clone Platemail). This was, really, just a step on the way, though. My ideal would be a single-round combat system. A complete battle resolved in one step. After some fermentation time, the following rough system has emerged:

Super Abstract D&D Combat
When an encounter occurs and it leads to combat, the procedure is as follows:
  1. Both sides determine their Combat Strength (CS) -- a simple number.
  2. The leader of each side makes a battle roll: 1d6 plus the CS.
  3. The results are compared. The side with the lower result is defeated.
  4. Based on the difference between the two battle rolls, damage is applied to the victorious side.
  5. The results of defeat are determined.
1. Combat Strength
The force is divided into combatants and non-combatants. My inclination, inspired by LotFP, is to say that only fighters, monsters, or trained 0-level soldiers count as combatants. Adventurers of other classes count as non-combatants. (Games using clerics or other half-fighting classes may say that they count as half-combatants.)

(Note that by declaring non-fighters as non-combatants, I'm assuming that spell casting has little impact on battle. This assumption varies significantly with the D&D standard, but I'm happy to go with it. I actually like the idea of this being an area where fighters can excel, while spell casting is useful in a different arena.)


Combatants add their Hit Dice to their side's CS. Non-combatants add 1 to the CS.

Many other modifiers may apply (to be fully elaborated... just some basic ideas for now):
  • Character below half hit points? HD counts as half, for the purposes of calculating CS.
  • Character AC 6 or 7? +1 CS.
  • Character AC 4 or 5? +2 CS.
  • Character AC 3? +3 CS.
  • Character better than AC 3? +4 CS.
  • Character armed with a magic weapon. +1 CS.
  • Tactical advantages (this is an area ripe for elaboration). Varies.
  • Surprise +4 CS.
  • Missile weapons which can be fired before melee begins. +4 CS.
2. Battle Rolls
Just roll 1d6 and add to the side's total CS.

3. Compare Battle Rolls
The side with the higher roll is victorious. The other side is defeated.

4. Apply Damage to Victorious Side
Of course, entering into battle is a dangerous business and even the victor may suffer losses. The losses suffered are determined by the victory margin (i.e. the difference between the two battle rolls):
  • Narrow victory. Less than 5 difference: 75% damage.
  • Sound victory. Difference 5 - 10: 50% damage.
  • Triumphant victory. Difference 11 - 15: 25% damage.
  • Rout. Difference 16+: negligible damage.
Damage is applied as follows:
  • The total Hit Dice of the defeated force is calculated (without any of the modifiers mentioned above). This is the number of d6 damage suffered by the victor.
  • The number of d6s is reduced by the percentage noted above. Fractions are rounded down.
  • Each combatant may declare how many damage dice they will take -- at least one die and up to their HD. The damage dice are rolled and the combatants' hit point totals adjusted. If damage takes a character below 1 hp, they are treated the same as an ignored, defeated character (see below).
  • Remaining damage dice are applied evenly to non-combatants.
Negligible damage means that the damage inflicted is one hit point per HD of the defeated force. This damage may be distributed between characters as described above.

5. Determine Results of Defeat
Characters on the defeated side may attempt to flee the battle, realising it is lost:
  • Attempting to flee incurs automatic damage: 1d6 if a narrow victory occurred, 2d6 for a sound victory, 3d6 for a triumphant victory, and 4d6 for a rout.
  • A DEX check determines whether a character manages to escape, with non-combatants gaining a +2 bonus to the roll. If the roll is successful, the character escapes and is not counted in subsequent defeat resolution. (The victorious side may decide to pursue escapees, however, which should be dealt with separately.)
Characters who do not escape battle suffer one of the following fates, as chosen by the victorious side:
  • Killed: eaten, finished off, dismembered, sacrificed.
  • Captured.
  • Ignored. (This may occur if the victorious side immediately leaves the battlefield, for example in pursuit of fleeing characters.)
Characters who are lucky enough to be ignored or forgotten after being defeated in battle may make a saving throw versus death to determine their fate. If the save fails, the character is dead. If it succeeds, he is alive with 1hp and an injury which permanently reduces a random ability score by one. (A "death & dismemberment" table may be used at this stage, instead.)


As before: this is completely untested. Thoughts welcome!

Friday, 12 August 2016

The Complete Elementalist: 1st and 2nd Level Spell Lists

Of the many writing projects I have on various back/front/middle burners, the one which tends to get the least attention is my eternally work-in-progress The Complete Elementalist. I had a look at it again last night -- just to review what I have and how far along it is -- and felt this great sense of regret. I really like the material I have, but it's a really long way from completion.

Unfortunately, I can't really see myself getting the time to properly finish this off any time soon and I'm not sure what will become of it. I'm vaguely considering whether I could publish the material that I have in some other form, to get it out there. We'll see.

Over two years ago (yeah...), I posted a list of the 1st level spells. In between then and now, I think I had one more spurt of writing and completed the 2nd level spells. So, here are the finished spell lists -- including the single-element specialist lists -- as they stand.

Complete Spell List
1st Level
  1. Burning hands
  2. Bury / unearth
  3. Create water (reversible)
  4. Crystal resonance
  5. Dust blast
  6. Feather fall
  7. Firelight
  8. Firewreath
  9. Fist of stone
  10. Flickerflame
  11. Hush
  12. Ignite (reversible)
  13. Lasting breath
  14. Lodestone
  15. Manipulate fire
  16. Message
  17. Purify
  18. Ray of fire / ice
  19. Resist cold
  20. Rusting grasp
  21. Seasong / windsong / firesong
  22. Shapes
  23. Slingshot
  24. Sound the deeps
  25. Stalagmites / stalactites
  26. Summon/banish lesser elementine
  27. Unburn
  28. Wall of vapour
  29. Water walk
  30. Windwreath
2nd Level
  1. Animate elemental
  2. Circle of frost
  3. Conceal flame
  4. Control buoyancy
  5. Crystal blast
  6. Dweomerfire
  7. Elemental cancellation
  8. Enlarge / reduce portal
  9. Erosion (reversible)
  10. False gold
  11. Fire trap
  12. Fog cloud
  13. Incinerate (reversible)
  14. Levitate
  15. Moonstone
  16. Obelisk of marking
  17. Produce flame
  18. Pyrotechnics
  19. Resist fire
  20. Ride the waves
  21. Sea lust
  22. Summon/banish greater elementine
  23. Tidal force
  24. Whispering wind
  25. Whisper thief
  26. Word of passing (reversible)
Air Spell List
1st Level
  1. Dust blast
  2. Feather fall
  3. Flickerflame
  4. Hush
  5. Lasting breath
  6. Message
  7. Purify
  8. Seasong / windsong / firesong
  9. Shapes
  10. Summon/banish lesser elementine
  11. Wall of vapour
  12. Windwreath
2nd Level
  1. Animate elemental
  2. Control buoyancy
  3. Elemental cancellation
  4. Erosion (reversible)
  5. Fog cloud
  6. Gust of wind
  7. Levitate
  8. Summon/banish greater elementine 
  9. Whisper thief
  10. Whispering wind

Earth Spell List
1st Level
  1. Bury / unearth
  2. Crystal resonance
  3. Dust blast
  4. Fist of stone
  5. Lodestone
  6. Purify
  7. Rusting grasp
  8. Shapes
  9. Slingshot
  10. Sound the deeps
  11. Stalagmites / stalactites
  12. Summon/banish lesser elementine

2nd Level
  1. Animate elemental
  2. Crystal blast
  3. Elemental cancellation
  4. Enlarge / reduce portal
  5. Erosion (reversible)
  6. False gold
  7. Moonstone
  8. Obelisk of marking
  9. Summon/banish greater elementine
  10. Word of passing (reversible)

Fire Spell List
1st Level
  1. Burning hands
  2. Firelight
  3. Firewreath
  4. Flickerflame
  5. Ignite
  6. Manipulate fire
  7. Purify
  8. Ray of fire / ice
  9. Seasong / windsong / firesong
  10. Shapes
  11. Summon/banish lesser elementine
  12. Unburn

2nd Level
  1. Animate elemental
  2. Conceal flame
  3. Dweomerfire
  4. Elemental cancellation
  5. Fire trap
  6. Incinerate (reversible)
  7. Produce flame
  8. Pyrotechnics
  9. Resist fire
  10. Summon/banish greater elementine 

Water Spell List
1st Level
  1. Create water (reversible)
  2. Lasting breath
  3. Purify
  4. Ray of fire / ice
  5. Resist cold
  6. Rusting grasp
  7. Seasong / windsong / firesong
  8. Shapes
  9. Sound the deeps
  10. Summon/banish lesser elementine
  11. Wall of vapour
  12. Water walk

2nd Level
  1. Animate elemental
  2. Circle of frost
  3. Control buoyancy
  4. Elemental cancellation
  5. Erosion (reversible)
  6. Fog cloud
  7. Ride the waves
  8. Sea lust
  9. Summon/banish greater elementine 
  10. Tidal force

Sunday, 7 August 2016

Dolmenwood: Encounter Tables 2

Following on from my post the other day, describing the basic premise for random encounter tables in Dolmenwood, here are fleshed-out tables for the different types of creatures that may be encountered (animals, fairies, monsters, people) during the day and night. Each chart has 20 entries. A random encounter may thus be determined by rolling a d12 and a d20, then consulting the appropriate charts.


(The Animals charts, by the way, also include mobile or semi-mobile plants or fungi.)

Creatures marked with an asterisk appear in currently published issues of Wormskin. As more creatures are described in the zine, the encounter charts will be updated / expanded.

Animals - Day
Neutral creatures of animal or lesser intelligence, active during the day.
  1. Deer
  2. Deer
  3. Boar
  4. Boar
  5. Bear
  6. Bear
  7. Wolves
  8. Wolves
  9. Giant weasel
  10. Sentient crow
  11. Sentient squirrel
  12. Sentient hare
  13. Giant centipedes
  14. Snake
  15. Giant ants
  16. Killer bees
  17. Insect swarm
  18. Giant fungus (shrieker)
  19. Giant stag beetle
  20. Griffon

Animals - Night
Neutral creatures of animal or lesser intelligence, active during the night.
  1. Giant toad
  2. Giant stag
  3. Giant boar
  4. Giant snail
  5. Giant snail (psionic)
  6. Giant rats
  7. Giant weasel
  8. Sentient fox
  9. Sentient owl
  10. Sentient badger
  11. Giant centipedes
  12. Bog salamander
  13. Sentinel owl
  14. Moon doe
  15. Giant fungus (shrieker)
  16. Shambling mound
  17. Translucent ape
  18. Giant leech
  19. Shaggy mammoth
  20. Flying horse
Fairies - Day
  1. Barrow bogies *
  2. Mogglewomp *
  3. Scrabey *
  4. Sprites
  5. Sprites
  6. Dryad
  7. Elves
  8. Elves
  9. Unicorn (noble)
  10. Unicorn (black)
  11. Grimalkin, estray *
  12. Grimalkin, chester *
  13. Changeling
  14. Changeling
  15. Boggart
  16. Grigg
  17. Leshii
  18. Pook
  19. Poppet
  20. Hob
Fairies - Night
  1. Barrow bogies *
  2. Scrabey *
  3. Dryad
  4. Nymph
  5. Nymph
  6. Elves
  7. Wild hunt
  8. Unicorn (noble)
  9. Unicorn (black)
  10. Will o’ the wisp
  11. Will o’ the wisp
  12. Grimalkin, wilder *
  13. Changeling
  14. Crepuscular gnome
  15. Glegg
  16. Tomfools
  17. Woodgrue
  18. Woodgrue
  19. Redcap
  20. Hob
Monsters - Day
Inhuman creatures, active during the day, which are often antagonistic toward or prey on mortals.
  1. Gloam *
  2. Scrycke *
  3. Ogre
  4. Troll
  5. Grey worm
  6. Root thing * (autumn) or giant spider
  7. Giant spider
  8. Centaur
  9. Basilisk
  10. Goatmen, longhorn *
  11. Goatmen, shorthorn *
  12. Goatmen, wild
  13. Deodand
  14. Chimera (any number of hybrid monstrosities)
  15. Evil tree
  16. Lycanthrope
  17. Wyrm
  18. Scarecrow or wickerling
  19. Atacorn
  20. Peryton
Monsters - Night
Inhuman creatures, active during the night, which are often antagonistic toward or prey on mortals.
  1. Antler wraith
  2. Giant spider
  3. Giant spider (spell-weaver)
  4. Devil goat
  5. Bog zombies *
  6. Gelatinous hulk
  7. Nightworms *
  8. Witch owls *
  9. Gloam *
  10. Centaur (deformed)
  11. Groaning spirit
  12. Sodder/grasper
  13. Ghost
  14. Evil wolves
  15. Goatmen, wild
  16. Wyrm
  17. Ogre, horned
  18. Nightgaunt
  19. Evil tree
  20. Lycanthrope
People - Day
  1. Pedlar/merchant
  2. Beggar
  3. Villager
  4. Villager
  5. Villager
  6. Pilgrim/friar (travelling to random shrine)
  7. Soldiers/knights (in the High Wold, 2 in 6 chance of shorthorn goatmen)
  8. Bandits/highwaymen
  9. Adventurers
  10. Hunters/woodsmen/trappers/anglers
  11. Wizard
  12. Witch
  13. Drune
  14. Nobles (in the High Wold, 2 in 6 chance of longhorn goatmen)
  15. Officials (bailiffs, tax collectors) (in the High Wold, 2 in 6 chance of longhorn goatmen)
  16. Refugees / the lost / exiles
  17. Hermit
  18. Fortune teller
  19. Explorers (cartographers, scouts)
  20. Messengers (criers, emissaries)
People - Night
  1. Pilgrim/friar (travelling to random shrine)
  2. Bandits/highwaymen
  3. Bandits/highwaymen
  4. Bandits/highwaymen
  5. Adventurers
  6. Adventurers
  7. Adventurers or explorers
  8. Hunters/woodsmen/trappers/anglers
  9. Hunters/woodsmen/trappers/anglers
  10. Witch
  11. Witch
  12. Drune
  13. Drune
  14. Drune
  15. Refugees / the lost / exiles
  16. Villager
  17. Nobles or messengers
  18. Pedlar or beggar
  19. Soldiers or officials
  20. Hermit or fortune teller