23
Jan
12

Standard Pack Comes Filled With Fresh Monster Gore

Be prepared! Preparedness begins with knowledge, to whit:

Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit. Semi-intelligent monsters will be distracted 50% of the time. Non-intelligent monsters will be distracted 90% of the time by food. Treasure will have the opposite reaction as food, being more likely to stop intelligent monsters. (Gygax & Arneson, 1974)

This is all well and good, but how do you make sure to have both edible items and treasure always ready to provide a distraction? The New York Red Box has a solution!

Infographic by Scott LeMien, credited to an idea of Thaddeus's.

In the forum thread from whence I have ripped off this bit of practical advice, Ridiculossus further notes:

The jars are filled with fresh monster gore when you start, or other animal kill.

Pack cost (backpack) = 5g
Mini-loot drop = <20g
5 vials of oil: 10 gold
Clay jars (and padding) = 1g

It is to my great shame that I didn’t think to include this in my section on mundane gear and adventuring kits for Mordenkainen’s Magnificent Emporium. I blame Scott, who should leave these ideas lying around ready to be swiped when I need them, not months later.


5 Responses to “Standard Pack Comes Filled With Fresh Monster Gore”


  1. 1 Scott LeMien
    January 23, 2012 at 5:07 pm

    Another important part of B/X survival is the silver weapon!

    Missile and melee, if possible. Chunks of silver can be hurled from a sling, arrowheads dipped in silver as well. Since the first totally effin scary undead you encounter are wights, these silver items will serve you just as well as magic items, and reasonably well against wraiths as well. I hate having people stand by and say they can’t do anything when a wight attacks because they don’t have a magic items. Chunks of silver and a sling should be in that pack as well!

    The open doors thingy is a bit fishy, since it has numerous assumptions built in, namely that you are not making too much noise yourself. The idea is to only enter combat when you have a reasonable chance of surprising your enemy, run from random encounters as often as you can, and consider full exploration only after you’ve used up all your other advantages.

  2. 2 Invincible Overlord
    January 24, 2012 at 12:17 am

    If only Scott’s powers might be harnessed for good …

  3. January 24, 2012 at 2:24 am

    What is best in life?
    To pull a string and have jars containing monster flesh and blood crash open.
    That is good! That is good.

  4. January 24, 2012 at 4:00 am

    Hmmm: I had no idea you worked on Mordy’s Magnificent Emporium, Tavis. What parts did you write?

    Allan.

  5. January 24, 2012 at 5:19 am

    Yeah, if you search for the PDF of the retailer solicitation on MME you can see my name on the cover! At some point in development, though, the balance of words or something got shifted around. Can’t complain because at another point it wasn’t going to come out at all.

    I did mundane and alchemical items, orbs and staffs and wands. The sidebar about the two rival adventuring parties using alchemical items to mess with each other’s excavation is a private joke: the Wildroot Wanderers who get the upper hand are the sample party I wrote for Player’s Strategy Guide, and they’re taking revenge on the party that was swapped in for them in the final book. (There is an illustration of the Wanderers in PSG, though, so that change happened after art orders went out. Weird things happen!)


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