Pages 9-12
Underworld Monsters
Taken as one section
since these pages all tie together rather neatly.
Sighting Monsters and Surprise:
a regular sighting takes place just out of melee range, a minimum of
20’; and at a maximum of 80’. Surprise greatly reduces the
distance and therefore PC reaction time. At no place in the text does
the surprise/complete surprise mentioned, though they become a part
of the rules in later editions.
Wandering Monsters: an excellent way
to keep adventure parties moving. Every turn there is a 17% chance of
something coming upon the PCs. While this may not necessarily result
in combat, chances it will. Especially if a party is prone to
hack-and-slash as opposed to negotiation.
Monsters Determination And Level Of Monster
Matrix
Note how the hit dice of encountered monsters is
variable. Not just on the individual tables, but also according to a
random die roll dictating an upper or lower table be used to generate
encounter.
Monster Level Tables: many of
the creatures appearing are not actually detailed in Volume II:
Monsters & Treasure. Examples from the various tables follow.
-
Table 1: giant rats, centipedes, spiders
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Table 2: lizards, thouls
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Table 3: giant hogs, giant ants, giant snakes, giant weasels
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Table 4: giant beetles, giant scorpions, white ape
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Table 5: none
-
Table 6: none
Historical note: centipedes,
referenced in Table 1, are the first monster encountered in the first
dungeon Gary Gygax ran.
Tables include various PC parties, which some
referees ran as homogeneous parties composed of the listed type of
PC. Still others ran them as a higher level PC of the indicated type
with various lower level hirelings of differing classes.
Number of Wandering Monsters Appearing:
advice for increasing number of monsters encountered based upon level
of party. So even if higher Hit Dice monsters are indicated by the
table on page 10, the encounter should still be altered based upon
the party. This is reinforcing Gygax’s emphasis on altering results
to suit the game, not just blindly doing whatever the dice and rules
dictate.
Hidden Rule: most referees would
allow that hobgoblins are roughly human sized (1+1 hit dice). In the
second section of this entry, appearing on the next page, we read […]
how many [hobgoblins]
can come abreast down a typical passage in the dungeons? Allow
perhaps 3 in a ten foot wide passage, and the balance will either be
behind the front rank or fanning out to come upon the enemy by other
routes. We used this as a basis for a 3-man front line in a party
while in 10’ corridor. Accurate? It worked, and we still use that
ruling to this day. But looking back, we wonder if 3 armed and
armored fighting men side by side in a 10’ corridor would actually
work at all.
Google "SCA bridge battle" for more data on number of men fighting side by side.
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