Page 359 of the core
rulebook helps give us some benchmark for determining who might make up
these encounter groups. For every 100 people, 2 might be 1st level, 2 might be
2nd level, and 1 might be 3rd level. To get more potent individuals, you are
looking at populations of 1,000 or more people. Even if you assume – as I do –
that particular groups attract more powerful members than others, this still
provides a really good baseline for converting these groups from AD&D to DCC.
Another thing to keep in mind: Gary Gygax presumably didn’t want
his players to waylay every merchant caravan that they encountered. In
AD&D, a fighter gets 1 attack per level per round when fighting opponents
of 1 Hit Die or less. A 10th level fighter could take out 10 guards in a single
round, if those guards were 0-level mooks, and the rest of the party was also
pretty potent at this level either by spell or by other means. Given that this
is roughly the same as 5th level DCC
characters, you can see why higher-level “ringers” tend to be included.
On the other hand, even a powerful warrior can be easily taken
down a notch by a critical hit. And the more people you have fighting you, the
greater the chance is that something like that is going to happen.
The reader should be aware that social norms have changed
considerably from the time that the Monster Manual – or even the DCC core rulebook! – was written. Some
of the terms for various peoples, while strictly in keeping with the Appendix N literature informing both
games, is less acceptable today.
This post tries to combine the value of the AD&D versions with that of their DCC counterparts. The reader will have to judge how successful it
is. Group sized and members are based on randomly rolling for results. The
judge can, of course, tailor groups to their needs.
Bandit: See the core rulebook, pages 432-433, for
bandits, bandit heroes, and bandit captains. The Monster Manual suggests
10d20 bandits appear in a band, but within the framework of DCC smaller bands of 4d20 may be more
suitable.
The Monster Manual suggests bandits are neutral, while brigands are
chaotic evil. While both are chaotic within the framework of DCC, it is certainly fine to use the
term “brigands” for bands which are typically larger (5d30 members) and more
destructive.
There is a 1 in 20 chance of a 1st level character in the group
for every 20 members, and a 1 in 20 chance for a 2nd level character per 50
members. The leveled characters are (roll 1d12): (1-6) warrior, (7-9) thief,
(10-11) wizard, or (12) cleric.
Berserker: See the core rulebook, page 433 . The Monster Manual suggests 10d10 berserkers appear in a band, but, again, within the framework of DCC smaller bands be more suitable, and I recommend 2d10+10.
For every 20 bersekers, there is an individual with 3 Hit Dice. If
a band numbers more than 20 members, there is a 1 in 20 chance that they are
accompanied by a level 1d3-1 cleric of some warlike god. 0-level clerics are
treated as acolytes (core rulebook,
page 432).
Buccaneer: Init +2; Atk scimitar +2 melee
(1d8+1) or short bow +3 ranged (1d6); AC 12; HD 1d6; MV 30’; Act 1d20; SV Fort
+2, Ref +2, Will +0; AL C.
Pirate Hero: Init +4; Atk scimitar +4 melee
(1d8+2) or short bow +5 ranged (1d6); AC 12; HD 2d8; MV 30’; Act 1d20; SV Fort
+3, Ref +3, Will +1; AL C.
Pirate Captain: Init +5; Atk scimitar +6 melee
(1d8+3); AC 14; HD 3d8; MV 30’; Act 1d20; SV Fort +4, Ref +4, Will +2; AL C.
The Monster Manual suggests a range of approximately 5d30+150
buccaneers, although that seems like a very large crew compliment to me, and
may possibly be reserved for stocking a lair or a free port where pirates are
known to operate. I would recommend a crew of 6d10+10 buccaneers on a ship,
with a single pirate captain and a pirate hero per 20 buccaneers (or portion
thereof).
According to the Monster Manual, buccaneers and
neutral and pirates are chaotic evil. This seems spurious to me, although
privateers sailing under a nation’s protection and primarily attacking that
nation’s enemies may be neutral or even lawful. It should also be noted that,
while pirates are chaotic, they do have an internal sense of order and
guidelines which inform their behavior amongst themselves as well as with
others.
Pirates seldom wear armor of any kind, as it can inhibit their
ability to survive if they fall overboard. Short bows are available to 10% of
normal buccaneers and all pirate heroes, and are primarily used to soften
opposition prior to boarding.
There is a 1 in 20 chance of a 1st level character in the group
for every 50 members, and a 1 in 20 chance for a 2nd level character if the
group has 60 members or more. The leveled characters are (roll 1d12): (1-6)
warrior, (7-9) thief, (10-11) wizard, or (12) cleric.
Caveman: See the core rulebook, page 429, under
subhuman. The Monster Manual suggests 10d10 cavemen appear in a group, but,
once more, within the framework of DCC
smaller bands be more suitable, and I recommend 3d10+5, reserving the larger
numbers for special areas.
The core rulebook says
that these groups “are always led by a higher-order humanoid: a sorcerer,
priest, cult leader, demon, or king of pure bloodline.” In addition to this,
for every 10 cavemen, there is a physically superior individual with 3 Hit
Dice, and who gains an additional +1 to melee attacks and damage.
Both the Monster Manual and the core rulebook treat tribesmen (or lost
tribesmen) in the same way. Statistically, that may be fine, but judges should
strongly consider the use of spears, blowguns, short bows, and similar weapons
for these peoples, as well as a potential change in alignment to neutral or
even lawful. Textually, low intelligence and “Outside of combat they grunt and
leer, communicating monosyllabically only about subjects of the flesh” are not
your best guideline to playing any group modeled from real-world people.
Atlas
Games put out Nyambe:
African Adventures in the early 2000s, and, although put out for
3rd Edition D&D, it contains a
plethora of materials which might be adapted or converted to DCC. Ashraf Braden has written a number
of things, published through Sanctum
Media, which convert creatures from his native Ugandan folklore to DCC. There is opportunity here to do
better.
Dervish: Init +2; Atk scimitar +1 melee (1d8)
or javelin +3 ranged (1d6); AC 15; HD 1d8; MV 20’; Act 1d20; SP holy fervor; SV
Fort +2, Ref +2, Will +2; AL L.
Dervish Hero: Init +4; Atk scimitar +2 melee (1d8+1)
or javelin +5 ranged (1d6); AC 16; HD 2d8; MV 20’; Act 1d20; SP holy fervor; SV
Fort +3, Ref +3, Will +3; AL L.
Dervish Leader: Init +5; Atk scimitar +4 melee (1d8+1)
or javelin +7 ranged (1d6); AC 17; HD 3d8; MV 20’; Act 1d20; SP holy fervor; SV
Fort +4, Ref +4, Will +6; AL L.
Dervishes are desert-dwelling people with extreme devotion to
their religion. Much of their life is nomadic, roving in bands of 3d20+20
members, mounted on (roll 1d3) (1-2) riding horses or (3) camels (see the Cyclopedia
of Common Animals). In their fortress-temples there may be as many as
3d100 dervishes at any given time, as well as a level 1d3+2 cleric who leads
them as 1d3 acolytes per cleric level of their leader (see the core rulebook, page 432).
All dervishes enter a holy fervor in melee combat, gaining an
extra action die which may be used for movement or melee attacks.
Merchant: Init -2; Atk dagger -1 melee (1d4-1);
AC 9; HD 3d4; MV 30’; Act 1d20; SV Fort -1, Ref -2, Will -1; AL L.
Assistant: Init +0; Atk club +0 melee (1d4); AC 10;
HD 1d4; MV 30’; Act 1d20; SV Fort +0, Ref +0, Will +0; AL N.
Merchants buy and sell goods, and merchants may be found in
caravans, individually, or shipping via water in search of profit. Most
merchants are 0-level characters with statistics equal to a peasant (see core rulebook, page 434, but the ones
described in this entry are those who have achieved both experience and success
in their vocation.
A typical merchant caravan consists of 3d5 carts or wagons, each
of which is overseen by 1d3-1 merchants, with 0 indicating that the wagon is
owned by the same merchant(s) as another wagon, or was left in charge of the
owner’s assistant(s). Each wagon has 1d4 assistants, who act as drovers,
loaders, and go-betweens for their sponsor merchants. Each wagon usually (90%
per wagon) has a guard of 1d8 men-at-arms (see core rulebook, page 434), with more valuable cargoes and more
dangerous routes potentially having more guards.
A merchant vessel is equivalent to a caravan of 2d10+10 wagons in
terms of its compliment of assistants and men-at-arms, with at least 75% of the
assistants serving as sailors. Depending upon the nature of its cargo, a
merchant vessel may be accompanied by a military convoy to ward off pirates.
Nomad: Init +0; Atk scimitar +1 melee (1d8) or short bow +3 ranged (1d6); AC 11; HD 1d6; MV 30’; Act 1d20; SP stealth +4; SV Fort +2, Ref +2, Will +2; AL N.
Nomad Hero: Init +4; Atk scimitar +2 melee (1d8+1)
or short bow +5 ranged (1d6); AC 12; HD 2d6; MV 30’; Act 1d20; SP stealth +6; SV
Fort +3, Ref +3, Will +3; AL N.
Nomad Leader: Init +5; Atk scimitar +4 melee (1d8+1)
or short bow +7 ranged (1d6); AC 13; HD 4d6; MV 30’; Act 1d20; SP stealth +8;
SV Fort +4, Ref +4, Will +6; AL N.
The Monster Manual treats dervishes and nomads under the same
heading, but I have separated them out here. Nomads dwell in deserts, steppes,
plains, and similar areas, following herds which they rely upon for sustenance.
A typical encounter is with 3d10 nomads led by a nomad hero. There is almost
always an encampment within 1d12 miles with 30d10 nomads. For every 20 nomads
in an encampment, there is one nomad hero. A nomad leader seldom ranges outside
the encampment, except in time f war, but coordinates activities from within.
Nomads typically ride light warhorses, riding horses, or ponies
depending upon circumstances, and have 1d6 dogs per 10 people (see the Cyclopedia
of Common Animals for statistics). The judge is encouraged to choose
whatever creatures make sense, relying on generic dogs if nothing seems better.
Some nomads may use reindeer, yaks, or whatever else the judge decides.
There is a 1 in 20 chance of a 1st level character in the group
for every 50 members, and a 1 in 20 chance for a 2nd level character if the group
has 60 members or more. The leveled characters are (roll 1d12): (1-8) warrior,
(9) thief, (10) wizard, or (11-12) cleric.
Because of their lifestyle, nomads are very good at taking
advantage of the terrain, resulting in their bonus to stealth.
Pilgrim: A
pilgrimage is a journey to a holy location, such as the seat of a religion, a
shrine, or the place where some miracle is said to have occurred. To determine
the alignment of the religion followed by the pilgrims, roll 1d7: (1-4) lawful,
(5) neutral, or (6-7) chaotic. Not everyone in the pilgrimage need be of this
alignment; for instance, a pilgrimage to a lawful shrine may be largely
composed of neutral folk.
The average pilgrimage consists of 6d6 peasants (core rulebook, page 434), and may
contain the following characters as indicated below:
50% chance of 2d6 acolytes (core
rulebook, page 432).
5% chance of an assassin (core
rulebook, page 432), seeking either to eliminate another member of the
pilgrimage or a target as the site the pilgrimage is making for.
10% chance of a level 1d3 cleric.
5% chance of a fortune teller (core rulebook, page 433), seeking to entertain and perhaps to atone
for an unfortunate prediction.
50% chance of a friar (core
rulebook, page 433).
20% chance of 1d5-2 knights (minimum of one, core rulebook, page 433).
1% chance of a magician (core
rulebook, pages 433-434) travelling incognito and probably up to no good
(80% chance).
25% of 2d4 men-at-arms (core
rulebook, page 434).
5% chance of 1d3+1 nobles. Each noble travels with 1d6 men-at-arms
(core rulebook, page 434).
2% chance of a sage (core
rulebook, page 434), who is 60% likely to be conducting research on the
pilgrimage site.
25% chance of a level 1d3 thief in search of atonement or
opportunity (equal chance of each).
15% chance of a level 1d3 warrior. Roll 1d6: (1-3) hired as a
guard, (4-5) heading the same direction and taking advantage of safety in
numbers, or (6) an actual pilgrim.
5% chance of a level 1d3+2 wizard. There is a 90% chance that they
are travelling incognito, and a 10% chance that their interest is in the
pilgrimage itself. Their true motives must be determined by the judge.

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