The fundamental problem here is that the random monster tables have become disconnected from any specific adventuring environment, such as Castle Greyhawk. Rather, the tables' primary function has become an encyclopedic index to list every monster in the game (and also indicate their power level). Encountering a particular monster from these tables likely tells you nothing about the ecosystem around you; there's no reason to think an associated lair exists, and chances are basically negligible that you'll ever meet the same type a second time (so no preparation or strategic response will help you). If you were adventuring with these tables in use for wandering monsters, actually, yeah -- there would seem to be no rhyme nor reason to what was happening.
"KITCHEN SINK" RANDOM TABLES: Provide everything but context & description
DUNGEON WEATHER: For your overloaded encounter die
DiTerlizzi |
I really love the "overloaded encounter die" mechanic described by Necropraxis.
When the party moves into a new area or spends time on an exploration activity, roll the encounter die and interpret the results as follows.
- Encounter
- Percept (clue, spoor)
- Locality (context-dependent timer)
- Exhaustion (rest or take penalties)
- Lantern
- Torch
In particular, I think the entry for "Locality" (if used in the outdoors "weather") is a great way to further add personality to a dungeon. But what would typical "vanilla D&D dungeon weather" be?
I say "vanilla" because I guess it helps me think about what are the typical environmental changes I would want in a dungeon and what are typical dungeon PC actions complicated by this change (or helping; after all some days are sunny). It also reinforces the idea of the mythic underworld; the dungeon as a being unto itself. Here is my list:
DUNGEON WEATHER (d10)
1 | SLAM! All doors slam shut; 3-in-6 if staked; all doors now a flat 1-in-6 to open
2 | FOG: A gray fog rises from the floor, ankle to knee height, obscuring the ground; -1 to detect traps
3 | SLIME BLOOMS: Green slime oozes from the ceiling on all hallways leading from the current room
4 | DUNGEON RIME: Armor ages unnaturally; -1 AC to non-magical armor & shields
5 | DARKNESS EXPANDS: All light operates at 1/2 strength
6 | SHADOW of DEATH: -1 to all Save rolls
7 | SPONTANEOUS GENERATION: Each PC roll d10; 5+ rations are spoiled by maggots
8 | ALTERED PERCEPTION: Secret doors +1 to locate
9 | EUPHORIC SPOOR RELEASE: +1 to all rxn encounter checks; divination/illusion spells enhanced
0 | TOO STILL: Dungeon weather effect ends
Of course, if your dungeon has a strong theme, I think it better to tailor the above list to fit the aesthetics.
THE DOOM OF CASTLE XYNTILLAN: Session 1
The Party
Quiara- Bard
Choncho- Bard
Slyther- Underworld Beastman (Dwarf class)
Cairo- Selenic Descendant (Half-elf class)