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Wandering Encounter Tables [Take I]

One of the first things I did in developing the Great Dungeon was to work out wandering monster charts for the first few levels. I wanted to begin with something immediately gameable that would also help flesh out what was going on with each level. Simply laying out typical encounters for each level began to suggest possible factions, and along with that potential alliances and rivalries in the Dungeon. It also began adding flavor to the levels and suggesting themes for new zones.

The resulting tables were intentionally generic: I wanted them to reflect typical representatives of various monster types; creatures that could be encountered almost anywhere in the Dungeon. So the “goblin” entry is just a vanilla 1st-level warrior goblin. Special areas or zones would get specialized encounter tables to match. So Dungmarket would have goblin guards with fighter levels, and the Statuary would have goblins with rogue levels.

Another goal was to have the average number appearing for each entry result in a 3.5e Encounter Level that matched the Dungeon Level. So 2d6+2 Tiny monstrous centipedes, Challenge Rating 1/8 each, results in an average of 9 CR 1/8 monsters, which is an EL 1 encounter. Suitable for the First Level.

Although the first iteration was built for 3.5, I looked to the Wandering Monster tables from Moldvay and Holmes, the Monster & Treasure Assortment, and Appendix C: Random Monster Encounters from the AD&D Dungeon Master’s Guide. The composition of the upper levels, therefore, reflects Gygaxian Naturalism with plenty of mundane (but nonetheless dangerous) giant vermin. But it also reflects, as pointed out by Planet Algol, a surprisingly large number of human encounters.

Human NPC encounters immediately posed an interesting problem. Moldvay and the Monsters & Treasures Assortment have numerous encounters that consist of one or more NPCs of the same class and level. So you might run into “1 footpad” or “3 cutpurses.” This is easy to replicate in 3.5e and reflected in my tables.

The AD&D tables instead had NPC parties, that is to say mixed groups of different races and classes, along with their henchmen. In 3.5e, an NPC with levels in a PC class has a Challenge Rating equal to its character level. So a 1st-level fighter has a CR of 1. Two CR 1 monsters make for an EL 3 encounter; four make for an EL 5 encounter. Add in some henchmen with NPC classes, and a typical NPC party made up solely of 1st level characters is almost too tough to place on the First Level of the Dungeon. I do want NPC parties to represent some of the toughest encounters the PCs might face, but within reason.

Pathfinder lowers the CR of NPCs by 1, so an NPC with levels in PC classes has a CR of character level -1, while an NPC with levels in weaker NPC classes has a CR of character level -2. This is probably a more accurate rating; in 3.5e NPCs seem notoriously fragile compared with monsters of the same Challenge Rating. This helps the problem a little, but not much. My initial cut used 3.5e challenge ratings, so NPC parties didn’t appear until the Fifth Level. Subsequent playtesting has pushed them down.

In developing the monster tables, I used the Moldvay convention of applying specific species names for the various vermin and animals rather than bland descriptions. So we have “deathback spiders,” which I find more flavorful than “Tiny monstrous spider.”

As I went deeper, I first ran into the problem of having too many choices around Level Four or Five, but above Level Seven soon ran into the problem of not enough options. I initially planned to create a full 20 levels of encounter tables. But in the deeper levels most of the monsters are solitary, powerful individuals, with demons and devils being a notable exception. Maybe you could have a bunch of bone devils running around, but multiple pit fiends or balor demons? And it just seems crazy to have multiple liches on a wandering monster chart. So I ended up compressing the lowest levels to reflect a range of Challenge Ratings.

So the following illustrates one of my first attempts at developing encounter tables for the Great Dungeon of the North. In addition to the number and type of monster, I’ve also included the source. “TOH” is the great Tome of Horrors, one of my favorite 3.5e books and invaluable for developing old-school adventures.

The First Level is a largely played-out area overrun by goblins, humans, animals, and vermin. Although it is the most mundane level, it does see its share of inexplicable Dungeon weirdness.


EL 1 Encounters
Roll (%)EncounterSource
01–021 acolyte of chaoshuman cleric 1
03–041 apprentice magic-userhuman wizard 1
05–061 apprentice thiefhuman rogue 1
07–091d3 banditshuman expert 1
10–182d6+2 birdkiller centipedesSRD, Tiny monstrous centipede
19–211d3 brigandshuman warrior 1
22–301d4+1 catkiller centipedesSRD, Small monstrous centipede
31–391d4 cave cricketsToH
40–481d4+1 deathback spidersSRD, Tiny monstrous spider
49–521d4+3 dire ratsSRD
53–551d3 dwarvesSRD, dwarf warrior 1
56–651d4+1 giant fire beetlesSRD
66–691d4+2 goblinsSRD, goblin warrior 1
70–731d4+3 koboldsSRD, kobold warrior 1
74–751d4+3 mitesPGRD
76–791 mountain adderSRD, Medium viper snake
80–831d3 piercers [hazard]ToH
84–861d3 pledgedhuman adept 1
87–881 recruithuman fighter 1
89–911d4 skeletonsSRD, human warrior skeleton
92–951 swarm of blackfang spidersSRD, spider swarm
961d3 tieflingsSRD, tiefling warrior 1
971d4 vulchingsToH
98–1001d3 zombiesSRD, human commoner zombie

The Second Level is full of strife, as two separate orc tribes and the hobgoblins battle for control. Fewer humans are found here, but many horrid types of vermin and animals abound.

EL 2 Encounters
 Roll (%)EncounterSource
01–051 bat swarmSRD
06–071d2 berserkershuman barbarian 1
08–091 brown mold [hazard]SRD
101 cave pythonSRD, constrictor snake
111 chokerSRD
12–261d4+1 crab spidersSRD, Small monstrous spiders
271 dire weaselSRD
28–421d4+1 dogkiller centipedesSRD, Medium monstrous centipede
43–441 footpadhuman rogue 2
45–491d4+2 hobgoblinsSRD, hobgoblin warrior 1
501d3 lemure devilsSRD
511 living statueSRD, Medium animated object
52–531 mediumhuman wizard 2
54–551 mountain rattlerSRD, Large viper snake
56–571 novitiatehuman cleric 2
58–621d3+1 orcsSRD, orc warior 1
631 quasit demonSRD
64–681 rat swarmSRD
69–831d3 shriekersSRD
84–981d3+1 stirgesSRD
99–1001 veteranhuman fighter 2

The hobgoblins maintain a redoubt on the Third Level, which is also home to ghouls and gnolls. On this level the Dungeon weirdness really begins to ramp up, as the waking world begins to give way to the Mythic Underworld.

EL 3 Encounters
 Roll (%)EncounterSource
011 allipSRD
021 ethereal filcherSRD
031 ethereal marauderSRD
04–091 gelatinous cubeSRD
10–151d3+1 ghoulsSRD
16–211 giant cave rattlerSRD, Huge viper snake
221 giant living statueSRD, Large animated object
23–281d2 giant lizardsSRD, monitor lizard
29–341d3+1 giant ticksToH
35–491d4+1 giant trapdoor spidersSRD, Medium monstrous spider
50–551d4+1 giant worker antsSRD
56–611d4+1 gnollsSRD
621d2 imp devilsSRD
63–771d4+1 mulekiller centipedesSRD, Large monstrous centipede
781 phantom fungusSRD
79–801 robberhuman rogue 3
81–821 seerhuman wizard 3
83–841d6 skulksToH
85–861 slithering trackerToH
87–881 stunjellyToH
89–901 swordsmasterhuman fighter 3
91–961d4+1 troglodytesSRD
97–981 underpriest of chaoshuman cleric 3
99–1001d4 wolf skeletonsSRD

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