The prime city or cities/town or towns in a campaign will usually have predetermined 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.
Assassin encounters are dependent upon the locale. Normally 1-3 assassins will be encountered, but near the Thieves’ Quarter the encounter could be with many assassins — at the guild, for instance. Assassins will typically ignore passers-by or act as thieves, but are as likely to slay first and steal afterwards as to simply pick a pocket or two.
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 encounters will be with some minor bureaucrat such as a tax collector, customs officer, guard or watch lieutenant, deputy bailiff, or assistant magistrate. A 10% chance for an encounter with a major official exists, however, such as meeting a steward, alderman, justice, guard or watch captain, chamberlain, or magistrate. Major officials will have 2-8 city guards with them, as detailed above. Officials will resent unwarranted intrusion, but they will speak with persons regarding important matters. Any official will have 1-4 fighters as personal guards (d4 to determine individual level).
City watchman encounters are with squads of the watch (5 men plus a 1st-3rd level sergeant during daylight; double numbers, plus a 4th or 5th level lieutenant at night). These squads will always be accompanied by a cleric of 2nd to 5th level indentured to the city as magic-users are to the city guard (q.v.). They will generally act as do city guards, and at night these patrols will be ready to aid attacked persons and arrest lawbreakers.
Cleric encounters will be with a cleric 6th to 11th level (d6+5). There will be 0-5 lesser clerics (d4 for level) with the major character. Alignments can be rolled for or dictated by area or race. Encountered clerics will typically try to convert the party, ask for contributions, or try to dupe the party into becoming sacrificial victims.
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.
Doppleganger encounters will normally take place only near deserted places where there are entrances to the underworld, ruins, and the like. The number of dopplegangers encountered will be 3-6 (d4+2).
Druid encounters will be with a druid of 6th to 11th level (d6+5) with 0-3 lesser druids (d4 for level) 50% of the time and 1-4 fighters (d6 for level) 50% of the time. Druids will generally shun conversation with the en¬countering party.
Drunk encounters are typically with 1-4 tipsy revelers or wine-sodden bums (50% chance for either). In the former case the type of character(s) found drunk should be diced for:
When an encounter with a drunk occurs, reaction for the latter will dictate what is said to the party. The drunk character(s) will become sober on a roll of 10% or less (out of 100%) if threatened, check each turn or melee round. (See Effects of Alcohol and Drugs in the Appendix.)
Fighter encounters will be with a 6th to 12th level fighter (2d4+4) accompanied by 0-3 henchmen (d4 for level).
Gentleman encounters are with a foppish dandy and 1-4 sycophants 40% of the time, a gentlewoman 20% of the time, and 40% of the time with well-dressed fighter-types of 7th to 10th level (d4+6) with 1-4 friends of the same abilities. Any rude remarks will give offense, of course. Fops will seek revenge by causing trouble for the party with officials, gentlewomen will send a champion, fighters will challenge the offenders.
Ghast encounters must be near charnel houses, graveyards, and the like. The number encountered will be 2-8.
Ghost encounters are treated in a fashion similar to ghast encounters, but of course a locale or two can be haunted. One ghost will be encountered.
Ghoul encounters are treated the same as ghast encounters, except 4-16 will be encountered.
Giant rats are encountered throughout any inhabited place, using their own tunneled warrens, sewers, cellars, etc. In daylight such encounters will take place only in dim alleys or dark buildings and similar places. The number encountered will be 2-8 in daylight, 4-24 at night.
Goodwife encounters are with a single woman, often indistinguishable from any other type of female (such as a magic-user, harlot, etc.). Any offensive treatment or seeming threat will be likely to cause the woman to scream for help, accusing the offending party of any number of crimes, i.e. assault, rape, theft, or murder. 20% of goodwives know interesting gossip.
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:
An expensive doxy will resemble a gentlewoman, a haughty courtesan a noblewoman, the other harlots might be mistaken for goodwives, and so forth.
Illusionist encounters will be with an illusionist of 7th to 10th level (d4+6) with 0-3 apprentice illusionists (d4 for level) 50% of the time or 1-3 fighter guards (d6 for level) 50% of the time. The illusionist typically wishes to be left alone.
Laborer encounters are with a group of 3-12 nondescript persons loitering or on their way to or from work. These fellows will be rough customers in a brawl. There is a 10% chance for each to be a levy in the city watch, with commensurate friends and knowledge.
Magic-user encounters will be with a magic-user of 7th to 12th level (d6+6) and 1-4 henchmen — 45% apprentice magic-users (d6 for level), 30% fighter guards (d4+3 for level), 25% for a mixture of the two, providing 2 or 4 henchmen are in the magic-user’s company. As with illusionists, magic-users wish to mind their own affairs and like others to do likewise.
Mercenary encounters are with 3-12 nondescript men. There will be a 1st level fighter for every 3 level-0 mercenaries and a 2nd to 5th level leader (d4+1) if there are 10 or more mercenaries encountered. There is a 70% likelihood that they are already in the employ of someone. Otherwise, normal reaction dice are used.
Merchant encounters are with 1-3 purveyors or factors in the daytime, but at night there will be 2-8 mercenary guards with the merchant(s) if the encounter is in a dangerous sector. Guards will be 0 level, with one leader of 1st to 4th level (d4 for level). A merchant will fear robbery, but is 10% likely to have useful knowledge for a price. 10% of merchants en¬countered will be rich, thus indistinguishable from an important city official or noble.
Monk encounters will be with a single monk of 7th to 10th level (d4+6). The monk might appear as a beggar or other character. The business of the monk is typically that of traveling from point A to point B. Reaction is determined by standard test.
Night hag encounters are treated similar to demon and devil encounters, i.e. the area must suit the encounter. From 1 to 2 night hags will be encountered.
Noble encounters are with a nobleman and retainers 75% of the time and with a noblewoman 25% of the time. A noble will have 1-4 guards of 1st-4th level fighting ability, 1-2 servants, and there is a 75% likelihood that a noblewoman will have a sedan chair, carriers and linkboys (at night). Noblemen can easily be mistaken for important city officials or very rich merchants; noblewomen can likewise be mistaken for a courtesan or procuress. Any insult will be taken seriously. Nobles are 50% likely to be fighters (80%) or clerics (20%) of 5th to 12th level (d8+4).
Paladin encounters will be with a paladin of 6th to 9th level (d4+5). The paladin will be indistinguishable from any other fighter.
Pilgrim encounters are with 3-12 persons bent upon a journey to some religious or quasi-religious site. The alignment of pilgrims is variable, but that of a group is always homogeneous. For every 4 pilgrims there will be 1 of unusual type (cleric, fighter, etc.). See the Monster Manual for exact probability of each character type if desired. As pilgrims are nondescript, it is quite probable that they can be confused with other groups (bandits, laborers, and so on).
Press gang encounters will involve 2-16 burly sailors or soldiers armed with swords but wielding clubs. Gang members will be 1st level, with one leader of level 2-5 (d4 4- 1). Outnumbered or incapacitated characters may be “shanghaied” into the local navy or militia.
Rake encounters are with 2-5 young gentlemen fighters of 5th to 10th level (d6 4- 4). The rakes will always be aggressive, rude, and sarcastic. There is a 25% chance they will be drunk.
Rakshasa encounters are treated the same as demon or devil encounters, i.e. the area must suit the encounter. From 1-3 will be encountered.
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- 4) will be with the group. All weapons will be concealed.
Shadow encounters are treated the same as those of demon and devil, except that there is a small likelihood of shadows being encountered in any deserted place. From 2-8 shadows will be encountered.
Spectre encounters are treated in the same fashion as those with a ghost. From 1-3 spectres will be encountered.
Thief encounters will be with an 8th to 11th level thief (d4+7) with 0 to 2 apprentices of 1st to 4th level. If there is but 1 thief, he or she will be an adventurer, merely stopping for a short time in the city/town. Other thieves encountered will be on guild business, or “working”, or both.
Tradesman encounters are with from 2 to 8 nondescript tradesmen (smiths, coopers, etc.) on their way to or from their work. They are greatly valued citizens and generally friendly with city guards and watch.
Wererat encounters will be with from 2 to 5 of the creatures. In daylight, it is 90% likely that the wererats will be in human form, at night it is 50% likely they will be in human form, 50% for giant rat form. Wererats can be any type of human, if desired. They will intelligently try to set up, ambush, or otherwise react to the encountering party.
Weretiger encounters will be with 1 or 2 weretigers. All day, and 90% of the night, encounters will be with creatures in their human form. The weretiger(s) will be 90% likely to be temporary residents of the city/town and on some errand rather than seeking to prey upon passers-by.
Werewolf encounters are with 2-5 werewolves. All day, and 50% of the night, encounters will be with creatures in their human form. The werewolves will generally be seeking prey, although there is a 20% chance that they will be on some special errand and ignore the encountered party.
Wight encounters are the same as ghast encounters, except that 2-5 wights will be encountered.
Will-o-wisp encounters are the same as ghost encounters, except 1-2 will-o-wisps can be encountered.
Wraith encounters are treated the same as ghost encounters, except that 1-4 wraiths can be encountered.
Vampire encounters are the same as ghost encounters, but the vampire ranges nearly anywhere in the city/town in human, bat, or gaseous form. They are always seeking new victims.
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.
* See the Protection Device Table.
Note. Any item generated must be appropriate to the character and usable. Any duplications are disregarded; for example, a magic-user with a protection device, a cloak of displacement, for whom a miscellaneous magic item is also determined cannot have another such cloak.