Archive for August 17th, 2010


The Wandering of Wandering Monster Checks

Telecanter’s Receding Rules has an excellent post on wandering monster checks, covering the different ways in which various old-school rulesets handle wandering monsters: how often the DM checks for them, encounter distance, increased probabilities if the PCs are making noise or loitering at a major intersection, etc. Telecanter also offers his own house rules for handling wandering monsters.

The details of wandering monster encounters are important for the old-school DM to consider. I’ve been using the Holmes rules (roll once every three turns), with additional rolls when the PCs do stuff to attract attention. Now I’m considering moving up to the probabilities in Moldvay (roll every two turns). Rolling every turn, as in OD&D, seems too often to me, unless it’s to make up for absent-mindedly forgetting to roll half the time.

What method do you use for wandering monster checks in your game?


Red Box Workshop: The Kobold PC


These dwarfish subterranean dog-people are renowned for their cowardice, preferring to defend their lairs with sadistic traps than to risk their lives in battle. Nonetheless, some choose the path of adventure, whether from overweening greed, an unsatisfied bloodthirsty streak or some unkoboldish vein of courage. Their hairless, scaly red-brown hides blend in with the dirt and stone of their lairs; only the dull red glow of their eyes gives them away.

The prime requisite for a kobold is Dexterity. A kobold character whose Dexterity score is 13 or higher will receive a bonus on earned experience.

RESTRICTIONS: Kobolds use four-sided dice (d4) to determine their hit points. They may advance to a maximum of 4th level of experience. Kobolds may use any type of weapon that has been “cut down” to their size. Thus, they cannot use a two-handed sword or long bow, but may use a sword or short bow. They may wear nothing more protective than leather armor, and cannot use a shield. Kobolds must have a minimum score of 9 in Dexterity.

SPECIAL ABILITIES: Kobolds live in underground caverns and warrens, and have infravision (heat-sensing sight) which allows them to see 60 feet in the dark. A kobold’s sneaky nature and tricksy upbringing allows it to open locks, find and remove traps, climb walls, move silently, hide in shadows, pick pockets and hear noise as a thief. Due to their small size and skill at dodging, kobolds have a bonus of -2 to their Armor Class when being attacked by creatures larger than man-sized. All kobolds speak Common, Kobold and the alignment language or dialect of the character, plus the languages of goblins and orcs.

SAVING THROWS: As thieves.


ADVANCEMENT: As per the thief advancement table.

Past Adventures of the Mule

August 2010

RPG Bloggers Network

RPG Bloggers Network

Enter your email address to subscribe to this blog & get email notification of updates.

Join 1,056 other subscribers