Wilderness Lair Ad&d Dmg Rules Clear

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Wilderness

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Jan 28, 2018  On the other side of the coin, the wilderness exploration guidelines in the AD&D Dungeon Masters Guide don’t form a complete system: they are disconnected ideas which relate to running a wilderness, but don’t present clear procedures you should follow in play. In the end, more space in the DMG is dedicated to aerial combat than designing a. Apr 15, 2014  Any D&D Overland Travel and Wilderness Survival rules Dealing with how much characters can carry, how much food and arrows they have left, and keeping track of weather and travel durations very often is a huge amount of work that is just too troublesome to deal with and regularly gets ignored. How to burn dmg file in linux. AD&D loved it's long random table, even when.

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Fixes for the 1e DMG random dungeon generation

posted Jul 3, 2015, 11:13 AM by Richard Pilliard
1.) Roll 2x on Table V.F for each chamber or room. (less empty rooms, possibility of 2 monsters)
2.) Table V.F. if a Chamber on a roll of 12 check for Pools on Table VIII.A.
3.) Add +1% (or more?) to the roll on the Treasure Table V.G. for each level of the dungeon. (less copper more magic the deeper you are)
4.) When getting the result 'Magic Item' for treasure on Table V.G., use table I. Map or Magic pg 120 or Magic II.B (results in a lot more consumables)
5.) When getting result Trick/Trap on V.F Chamber or Room contents roll d3, 1 = use table VII as normal, 2 = use Appendix G Traps instead, 3 = use Appendix H Tricks instead.
My DMG I hand numbered appendix H for randomness and I got some pretty cool & weird things from that.
You might also want to do something with random monster encounters to make them occasionally something different from the standard tables. Like you might find a room with a whale in it. This would probably require a lot more work though. Perhaps just a list of all listed creatures in the MM with #'s 1-100, with a 1 in 10 chance it'll be from that table instead of the DMG table. The advanced version would be to put all creatures on the dungeon tables based on their XP value, and perhaps give it a 1 in 2 or less chance to use that table instead so all the encounters aren't weird.
I also recommend ignoring the part about NPC parties being of 7th to 12th level on dungeon level 6 as I wiped a party that way with 12th level evil NPCs on the 6th level. Just use the normal determination of party level.