Bullgrit
Adventurer
I was reading through my AD&D1 DMG, and came to the often mentioned City/Town Encounters table (which includes the wandering harlots table). I thought I'd share some of the table here for fun and discussion.
Following are all the possible encounters, and some of the explanations [notes in brackets are my own].
Bullgrit
The matrix is divided into daytime and nighttime chances. For instance, there is no daytime chance for encountering a demon, devil, doppleganger, ghast or ghoul, ghost, night hag, rakshasa, shadow, spectre, wight, will-o-wisp, wraith, vampire or lich. But nighttime has a chance for everything in the list.CITY/TOWN ENCOUNTERS
The prime city or cities/town or towns in a campaign will usually have pre-determined denizens and many encounters will be set according to facts thus developed. All sections of these prime inhabited areas will not be matrixed, and all other cities/towns will be basically undeveloped. For all such areas the CITY/TOWN ENCOUNTER MATRIX is useful.
All encounters must be in their appropriate areas. A ghost will not be encountered in the main square of a city, rats in a palace, etc. If the roll indicates an improbable encounter, just ignore it, and no encounter has taken place. Check for encounters every three turns as normally, or otherwise as desired.
Disguise all encounters by using vagueness and similarity.
Following are all the possible encounters, and some of the explanations [notes in brackets are my own].
And then the last part of this section, I had never noticed until reading it tonight:Assassin . . .
Bandit encounters in daylight hours will simply be a case of a nondescript group being seen -- the bandits will perhaps be watching the encountered party as a future prospect. Nighttime encounters will typically be with 3-12 bandits with 1 or more leaders.
Beggar encounters are with but 1 (or possibly 2) person(s) (young or old; maimed, diseased, or whole; religious or otherwise; male or female) beseeching alms. There is a chance that a beggar will be a thief (q.v.). A beggar has a slight chance (1% to 8%) of knowing information of interest to the character encountering him or her, but payment must be made. Any gratuity or gift given to a beggar will immediately attract the attention of other beggars nearby (0-9 others will be near).
Brigand encounters are the same as bandit encounters.
City guard encounters are with 2-16 mercenary soldiers in the employ of the city as gate and wall guards or in a police function. There will always be 1 higher level leader -- 2 if more than 8 guards, 3 if more than 12 -- in addition to the 0 level guardsmen. Leaders are of 2nd to 5th level fighting ability. They will question suspicious persons, arrest law breakers, etc. In addition, the guard party will always be accompanied by a magic-user of 1st to 4th level who is indentured for 1 year for some service rendered to him or her by the city which was not repayable in some other manner (bad debts, resurrection, infraction of city rules, non-payment of taxes, etc.).
City official . . .
City watchman . . . [similar to the guard above, but with a cleric instead of a magic-user]
Cleric . . .
Demon or Devil encounters must be carefully restricted, and they may be ignored entirely if desirable. For example, near an evil temple there may well be a demon or devil, a succubus may be roaming at night, a wizard may have conjured a demon, etc. Treat these encounters as highly special. Only 1 demon or devil will be encountered.
Dopplerganger . . .
Druid . . .
Drunk . . .
Fighter encounters will be with a 6th to 12th level fighter (2d4 + 4) accompanied by 0-3 henchmen (d4 for level).
Gentleman . . .
Ghast . . . [2-8 in number]
Ghost . . .
Giant rats . . . [2-8 in day, 4-24 at night]
Goodwife . . .
Harlot encounters can be with brazen strumpets or haughty courtesans, thus making it difficult for the party to distinguish each encounter for what it is. (In fact, the encounter could be with a dancer only prostituting herself as it pleases her, an elderly madam, or even a pimp.) In addition to the offering of the usual fare, the harlot is 30% likely to know valuable information, 15% likely to make something up in order to gain a reward, and 20% likely to be, or work with, a thief. You may find it useful to use the sub-table below to see which sort of harlot encounter takes place:
01-10 Slovenly trull
11-25 Brazen strumpet
26-35 Cheap trollop
36-50 Typical streetwalker
51-65 Saucy tart
66-75 Wanton wench
76-85 Expensive doxy
86-90 Haughty courtesan
91-92 Aged madam
93-94 Wealthy procuress
95-98 Sly pimp
99-00 Rich panderer
An expensive doxy will resemble a gentlewoman, a haughty courtesan a noblewoman, the other harlots might be mistaken for goodwives, and so forth.
Illusionist . . .
Laborer . . .
Magic-user . . .
Mercenary . . .
Merchant . . .
Monk . . .
Night hag . . .
Noble . . .
Paladin encounters will be with a paladin of 6th to 9th level (d4 + 5). The paladin will be indistinguishable from any other fighter.
Pilgrim . . .
Press gang . . .
Rake encounters are with 2-5 young gentlemen fighters of 5th to 10th level (d6 + 4). The rakes will always be aggressive, rude, and sarcastic. There is a 25% chance they will be drunk.
Rakshas . . . [1-3 in number]
Ranger encounters will be with a ranger of 7th to 10th level (d4 + 6). The ranger will be indistinguishable from any other fighter.
Ruffian encounters will be with from 7 to 12 (d6 + 6) fellows of shabby appearance and mean disposition. They will be armed with clubs and daggers, fighting at 2nd level ability and having 2 dice (d8) for hits. There is a 5% chance per ruffian encountered that an assassin of 5th to 8th level (d4 + 4) will be with the group. All weapons will be concealed.
Shadow . . . [2-8 in number]
Spectre . . . [1-3 in number]
Thief . . .
Tradesman . . .
Wererat . . . [2-5 in number]
Weretiger . . . [1-2 in number]
Werewolf . . . [2-5 in number]
Wight . . . [2-5 in number]
Will-o-wisp . . . [1-2 in number]
Wraith . . . [1-4 in number]
Vampire encounters are the same as ghost encounters, but the vampire ranges nearly anywhere in teh city/town in human, bat, or gaseous form. They are always seeking new victims. [25% for this encounter to be a lich]
Cities can be very dangerous places. Actually, for a low level PC, a dungeon might be safer to live in.Magic Possessed by Encountered Creatures
All 1st or higher level characters encountered in a city/town may possess one or more magic items on his or her person at the time of encounter. Of course, as they will employ the item(s), this should be determined before interaction takes place between the party and the encountered. The power of the item must be commensurate with the level of the possessor.
. . . [chart for magic items by class] . . .
Bullgrit