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
| d100 | Encounter | No. Appearing | Activity / Current State |
| 01-03 | Acolytes (Evil) | 1d8 | Chanting in a low drone, carrying a sacrificial profane idol. |
| 04-06 | Amphiunder / Frogfolk | 2d4 | Smearing paralyzing slime onto stone tipped javelins. |
| 07-09 | Bandits | 1d6+2 | Setting a tripwire trap to ambush a rival dungeon faction. |
| 10-12 | Beetle, Fire | 1d8 | Gnawing on old torches; their glands glow with ambient light. |
| 13-15 | Beetle, Oil | 1d4 | Squirting blistering oil at a swarm of harmless centipedes. |
| 16-18 | Berserkers | 1d4+1 | Frothing at the mouth, desperately trying to break down a stuck door. |
| 19-21 | Carcass Crawler | 1 | Feasting on a fresh ghoul carcass; completely distracted unless approached. |
| 22-24 | Centipede, Giant | 2d4 | Dropping silently from the ceiling cracks onto the rearmost party member. |
| 25-27 | Crab, Giant River | 1d2 | Wandering up from a flooded basement level, smelling of sulfur. |
| 28-30 | Gargoyle | 1 | Perched perfectly still above an archway, waiting for a lone target. |
| 31-33 | Gelatinous Cube | 1 | Sweeping the hallway. Trapped inside it is a glowing, un-melted iron key. |
| 34-36 | Ghouls | 1d4 | Whispering to each other in a dead language, burying a stolen chest. |
| 37-39 | Gnolls | 1d6 | Argue loudly over how to split up a dead mule's hindquarters. |
| 40-42 | Goblins | 2d6 | Driving a small flock of blind subterranean goats toward a pen. |
| 43-45 | Gray Ooze | 1 | Mimicking a harmless wet puddle right in front of a treasure chest. |
| 46-48 | Hobgoblins | 1d6 | Marching in strict military lockstep, scouting for an invading Orc warband. |
| 49-51 | Kobolds | 3d6 | Retreating in absolute panic from something deeper in the dungeon. |
| 52-54 | Lizard Men | 1d6 | Carrying a heavy clay jar full of swamp-water and strange, squirming eels. |
| 55-57 | Lizard, Tuatara | 1 | Dozing near a hot steam vent; its pebble-like skin looks like a wall section. |
| 58-60 | Morlocks | 1d8 | Tracking the party by scent from the shadows just outside torch radius. |
| 61-63 | Orcs | 2d4 | Whipping a captured goblin who is forced to test a suspect floor lever. |
| 64-66 | Rat, Giant | 3d6 | Scurrying in a massive wave away from a sudden, localized gas leak. |
| 67-69 | Rock Baboons | 1d6 | Sarcastic and loud; pelting passersby with ancient, petrified dung. |
| 70-72 | Shadow | 1 | Following the PC's actual shadows, slowly draining the room's temperature. |
| 73-75 | Skeleton | 2d4 | Mechanically sweeping dust back and forth across a shattered mosaic floor. |
| 76-78 | Snake, Pit Viper | 1d3 | Coiled inside an empty wall alcove, agitated by the party's light source. |
| 79-81 | Spider, Crab | 1d4 | Camouflaged on a tapestry, waiting to drop down with a +2 bonus to surprise. |
| 82-84 | Spider, Black Widow | 1 | Guarding an enormous egg sac woven into a rotting wooden portcullis. |
| 85-87 | Stirges | 1d10 | Hanging like leathery fruit from old iron pipes, waking up as torches pass. |
| 88-90 | Thoul | 1d2 | Posing as a wounded, weeping human prisoner to lure someone close. |
| 91-93 | Troglodytes | 1d4 | Squatting in a circle, oiling their scales. The stench is noticeable 60' away. |
| 94-96 | Zombies | 1d6 | Shuffling aimlessly, wearing the tattered silk tunics of a long-dead cult. |
| 97-98 | Wandering Merchant | 1d3 | A heavily armed subterranean trader with two mutant retainers. Neutral. |
| 99 | Rival Adventurers | 1d4+2 | A low-level party (Fighter, Cleric, Magic-User, Thief) looking to rob the PCs. |
| 100 | The "Boss" Roll | 1 | Roll 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:
When the first monster in their group is killed or incapacitated.
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.
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