Showing posts with label B/X Dungeons & Dragons. Show all posts
Showing posts with label B/X Dungeons & Dragons. Show all posts

Sunday, June 14, 2026

A d100 Encounter Table Tailored For classic B/X Dungeons & Dragons (and compatible Old School Renaissance systems).

 Here is a d100 encounter table tailored for classic B/X Dungeons & Dragons (and compatible Old School Renaissance systems).



Yes I totally stole this photo from Wayne's Books from here. 

To keep this highly functional for a standard B/X campaign, the table is structured around the classic dungeon tier logic: Levels 1 to 3. It balances standard low-level fantasy staples with faction dynamics, environmental hazards, and weird "OSR-style" situations that force players to interact with the environment rather than just rolling for initiative.

d100 Low-Level (Dungeon Levels 1–3) Encounter Table

d100EncounterNo. AppearingActivity / Current State
01-03Acolytes (Evil)1d8Chanting in a low drone, carrying a sacrificial profane idol.
04-06Amphiunder / Frogfolk2d4Smearing paralyzing slime onto stone tipped javelins.
07-09Bandits1d6+2Setting a tripwire trap to ambush a rival dungeon faction.
10-12Beetle, Fire1d8Gnawing on old torches; their glands glow with ambient light.
13-15Beetle, Oil1d4Squirting blistering oil at a swarm of harmless centipedes.
16-18Berserkers1d4+1Frothing at the mouth, desperately trying to break down a stuck door.
19-21Carcass Crawler1Feasting on a fresh ghoul carcass; completely distracted unless approached.
22-24Centipede, Giant2d4Dropping silently from the ceiling cracks onto the rearmost party member.
25-27Crab, Giant River1d2Wandering up from a flooded basement level, smelling of sulfur.
28-30Gargoyle1Perched perfectly still above an archway, waiting for a lone target.
31-33Gelatinous Cube1Sweeping the hallway. Trapped inside it is a glowing, un-melted iron key.
34-36Ghouls1d4Whispering to each other in a dead language, burying a stolen chest.
37-39Gnolls1d6Argue loudly over how to split up a dead mule's hindquarters.
40-42Goblins2d6Driving a small flock of blind subterranean goats toward a pen.
43-45Gray Ooze1Mimicking a harmless wet puddle right in front of a treasure chest.
46-48Hobgoblins1d6Marching in strict military lockstep, scouting for an invading Orc warband.
49-51Kobolds3d6Retreating in absolute panic from something deeper in the dungeon.
52-54Lizard Men1d6Carrying a heavy clay jar full of swamp-water and strange, squirming eels.
55-57Lizard, Tuatara1Dozing near a hot steam vent; its pebble-like skin looks like a wall section.
58-60Morlocks1d8Tracking the party by scent from the shadows just outside torch radius.
61-63Orcs2d4Whipping a captured goblin who is forced to test a suspect floor lever.
64-66Rat, Giant3d6Scurrying in a massive wave away from a sudden, localized gas leak.
67-69Rock Baboons1d6Sarcastic and loud; pelting passersby with ancient, petrified dung.
70-72Shadow1Following the PC's actual shadows, slowly draining the room's temperature.
73-75Skeleton2d4Mechanically sweeping dust back and forth across a shattered mosaic floor.
76-78Snake, Pit Viper1d3Coiled inside an empty wall alcove, agitated by the party's light source.
79-81Spider, Crab1d4Camouflaged on a tapestry, waiting to drop down with a +2 bonus to surprise.
82-84Spider, Black Widow1Guarding an enormous egg sac woven into a rotting wooden portcullis.
85-87Stirges1d10Hanging like leathery fruit from old iron pipes, waking up as torches pass.
88-90Thoul1d2Posing as a wounded, weeping human prisoner to lure someone close.
91-93Troglodytes1d4Squatting in a circle, oiling their scales. The stench is noticeable 60' away.
94-96Zombies1d6Shuffling aimlessly, wearing the tattered silk tunics of a long-dead cult.
97-98Wandering Merchant1d3A heavily armed subterranean trader with two mutant retainers. Neutral.
99Rival Adventurers1d4+2A low-level party (Fighter, Cleric, Magic-User, Thief) looking to rob the PCs.
100The "Boss" Roll1Roll on the Level 4-5 table, or introduce a major local faction leader.

3 Pillars of B/X Encounter Procedures

When rolling an encounter from this table, remember to apply the classic B/X procedural checks to see how the situation actually plays out. It's rarely a straight-up fight to the death.

1. Distance & Surprise

Roll 1d6 for surprise for both the party and the encounter.

  • Both surprised / Neither surprised: Encounter begins at 2d6 x 10 feet away.

  • One party surprised: The unsurprised group can choose to flee, hide, or attack with a free round. The encounter begins at 1d4 x 10 feet away.

2. The Reaction Roll (2d6)

Unless the monsters are mindless undead or completely driven by hunger, roll 2d6 modified by the active PC’s Charisma to determine their initial disposition:

  • 2: Immediate Attack

  • 3–5: Hostile / Unfriendly (May attack, demand tribute, or mock)

  • 6–8: Uncertain / Wary (Waiting to see what the PCs do; open to parley)

  • 9–11: Indifferent / Friendly (Will talk, trade information, or let the party pass)

  • 12: Enthusiastic / Helpful (Offers an alliance or valuable dungeon intel)

3. Morale Checks (2d6)

Monsters don't want to die. Roll 2d6 against the monster's Morale rating under two specific triggers:

  1. When the first monster in their group is killed or incapacitated.

  2. When the monster group is reduced to half its original numbers.

  • If the roll is greater than the monster's morale score, they break and run, surrender, or beg for mercy.

Friday, September 29, 2023

OSR Commentary- '84 One Set To Rule Them All With Mentzer's Dungeons & Dragons Set 3: Companion Rules

 Let's pick it right back up from here on the blog. Nineteen Eighty four was a huge year when the Companion Dungeons & Dragons boxset hit the stands by Frank Mentzer. The Companion box set hit like a ton of bricks bringing the levels of the BECMI Dungeons & Dragons PC level climb past fifteenth level. And this was a big deal on multiple levels because it brought domain level play into Mentzer D&D. And this was a big deal for those of us who had switched up our D&D game campaigns. 





 What Mentzer Companion rules brought to the game were new monsters, higher levels, treasures, warfare rules, domain play rules, and more. Suddenly player's PC's could and were expected to rule a kingdom or vassseldom. The player's PC's had kingdoms, church dominations, and more to worry about. And this was hands on rulership for the adventurers. This wasn't a mollycuddle set of rules. Instead the players were expected to have thier hands get dirty leading hirelings and NPC retainers of thier armies from the frontlines. 




















The Companion rules box set was completely different from say Moldvay or Cook in the fact that it spelled out levels 15-25 for PC's. And heavy was head that wore the crown. The Wilderness adventures that were featured in so many Expert adventures & dungeons were the realms that the PC's controlled. Strongholds, wizard towers, temples, etc. became the PC's stock and trade. 
And the Gods themselves couldn't help you if your old adventuring partner's decided to turn on you. Because party dynamics were very much in vogue in Mentzer's Companion rules. Because the Companion rules set was actually a real step into Advanced Dungeons & Dragons first edition if played right. 





















Mentzer hit different because when going from Expert into Companion no longer was the X1 The Isle of Dread a place to be explored but a land to be conquerored! Companion had a whole cloth feel of something different because adventuring took on another aspect and marshalling your armies was part of the charm. 
Because D&D had gone so far mainstream it was a readily available rpg system. So  one could not only get it in '84 from hobby and toy stores. But it was becoming available through Sears & Wards toy catalog. 
Suddenly the possibilities opened up by the  Mentzer's Dungeons & Dragons Set 3: Companion Rules seemed within reach. Why have just a stronghold when you can have your PC's rule a kingdom! 

Sunday, September 24, 2023

OSR Commentary- '83 'Into The Frying Pan' With Frank Mentzer's Expert Dungeons & Dragons set

 So let's pick it up from the other day's blog entry here. So the year is Eighty Three and the revamp of the Expert Dungeons & Dragons set hits the stands. And this was another rung on the ladder of Dungeons & Dragons. Not only do we have total reexamination of Dungeons & Dragons but the PC levels skyrocketed. And the Expert set increased the PC levels from four to fourteen! This was a big deal in '83. 



Mentzer Expert did a bunch of stuff all at once. One it expanded the monsters of Basic and built on those. Then we got new treasures, and magic plus an update with a Tim Truman cover of X1 Isle of Dread. And Expert also brought the Wilderness into a huge role in Mentzer Basic/Expert. This shift from simply dungeons into Wilderness adventures added a whole different dimension to the grand game. 




















 And Mentzer further refined the B/X rules building on Moldvay/Cook while adding his own spin to the rules. Frank Mentzer brought a different feel to D&D. There was module and with the Dungeons & Dragons Basic set there was enough here to do a campaign that could last for years. 
And Mentzer Dungeons & Dragons had a different feel to it. There was lots of new blood in the hobby in '83. For us it meant that we could begin to carve out are own little niche of the Isle of Dread. As I said Mentzer Dungeons & Dragons was far more mainstream and no where was that more evident then in the Eighty Three Sears Christmas catalog where both Mentzer Expert & Basic were for sale. Soon we saw far more gamers enter the hobby. Expert had a alot going for it.

  1. Expert was literally the next rung of the levels of Dungeons & Dragons adding levels four to fourteen. 
  2. The Wilderness opened up to every group of players adding in a place where the monsters dwelled. 
  3. Mentzer Expert D&D was easily understood by the average 12 to 50 year old. The rules were clear and concise. 
  4. The stakes became higher in Expert with the introduction of X1 The Isle of Dread.
  5. Mentze Expert  D&D  easy to design home brew adventures or use easily accesible modules for the game. This was because the PC's levels were on point with published modules. 
Mentzer Expert Dungeons & Dragons preparred players for Advanced Dungeons & Dragons first edition. And this started a love affair with BECMI Dungeons & Dragons and Advanced Dungeons & Dragons first edition. 



Friday, September 22, 2023

OSR Commentary - '83 Baptism by Fire Frank Mentzer's Dungeons & Dragons Set 1 Basic Rules

 Let's pick it up right from here on the blog. Eighty three was a very good year because it brought out Frank Mentzer's Basic Box set and this was a huge leap forward in some respects. Frank Mentzer built all of the parts & pieces that had been introduced within B/X as well as previous year's Dragon magazine articles. 

What Menzter Basic did was three fold, it cleared up and clarified the D&D rules. It took other existing material and edited it for a new generation of players. And it made Dungeons & Dragons accessible to the mass market. You might not think so but lots of new players in Eighty Three entered the hobby because of this box set. 
For us Menzter Basic was another incarnation of the grand game. And therefore another edition to play with. We had started with original Dungeons & Dragons. Mentzer was different ball of wax. The rules were a bit more streamlined and clarified. 
The set had a different feel then previous editions and character generation was slightly more consistant. These were observations of fellow gamers and hobbyists that I've talked with. 
































Frank Mentzer's Dungeons & Dragons Set 1 Basic Rules were a completely different take then previous editions not in terms of content. But in terms of where the editions were available to us as gamers. I saw my first Mentzer set at a K&B toy store and was blown away. And I also saw a set at War & Pieces in West Hartford Connecticut. The grand game was now far more readily available then in previous years. Moldvay & Cook Dungeons & Dragons always seemed to be only available in hobbyshops & the speciality shop in Connecticut. Mentzer was in Sears Christmas catalog. 
Mentzer Dungeons & Dragons seemed to have several things going for it. 
  1. Mentzer Dungeons & Dragons was readily graspable for the ordinary hobbyists or beginner. 
  2. There were enough bones in the Basic set to get the player going deeper into the hobby. 
  3. Mentzer D&D was easy to understand and therefore easily accessible by the beginning player. 
  4. Mentzer D&D was the set up for the one two combo of Advanced Dungeons & Dragons first edition. 
  5. Mentzer D&D was also easy to design home brew adventures or use easily accesible modules for the game. 
Mentzer D&D was the gateway drug into Advanced Dungeons & Dragons for so many of us. And this started a love affair with BECMI Dungeons & Dragons and Advanced Dungeons & Dragons first edition. 


Wednesday, September 13, 2023

OSR Commentary - The Unholy Combination B/X & Advanced Dungeons & Dragons Together

 When it comes to B/X Dungeons & Dragons I'm often left thinking about B/X Dungeons & Dragons. And this blog entry picks right up from here on the blog.  And the legacy of Dungeons & Dragons. Expert D&D expanded the horizons for players by several orders of magnitude from Basic. 












The PC options increased, the stakes became higher, the adventure possibilities climbed, and yet there seemed to be more. That more was the expansion of the wilderness with Expert. And within the wilderness were some epic level monsters. Dragon Turtles, purple worms, elemental threats, all of thes hinted at the wider universe within B/X. 
We literally used a combination of Advanced Dungeons & Dragons first edition and B/X without any thought back in the early Eighties that these were separate games. And we had a blast playing with all of the dungeons we plundered. 
There's something so satisfying about creating your own dungeon and letting your players plunder it. I've used both B/X dragons & the various Dragons from the Monster Manual as boss monsters for entire regions in various campaigns. Because the Advanced Dungeons & Dragons Monster Manual is one of the most recognizable monster books ever made. And still get's attention at the table top. 

































B/X is excellent for a quick beer & pretezels sort of mini pickup game & yet mixed with Advanced Dungeons & Dragons first edition both systems compliment each other very well. And there are several reasons for this: 
  1. Both B/X & AD&D first edition are easily intgrated into each other. The systems because of thier very mathmatics and systems fold into one another. 
  2. AD&D is easily adaptable for both the players and the DM and this falls right in line with the design ideals of B/X D&D.
  3. B/X is designed for adventure & campaign play as easily as it gets. And this one of these strengths of B/X that compliments Advanced Dungeons & Dragons first edition. 
  4. AD&D has a ton of resources such as the AD&D Dungeon Master's Guide that has  connotations for B/X. 
  5. The adventures & modules of AD&D can easily be ported over to B/X and vice versa. 





















B/X Dungeons & Dragon and Advanced Dungeons & Dragons first edition combined allow the DM to have a solid system to easily have the players transition and move as the campaign play allows.