Monday, November 4, 2019

Dungeon Alphabet Dozen - B is also for BATTLE

B is also for BATTLE
Roll 1d12!

There are two ways to ways to use this table. The first is to set a flat 1-in-12 chance for each combat to be interrupted by a random event. The second is to automatically trigger a random event whenever combat "goes long." (I would recommend making that at the start of round 6, because let's be honest, no one ever makes it to round 12.)

Random Events Occurring During Combat 

1 Absolutely enormous parent monster shows up, scolds "children" for missing dinner, apparently-slain monsters revealed to be "playing dead," all enemies ushered out with warning from "Mother" not to play so rough next time. Initiating combat against unbelievably tough "Mother" is basically suicide.

2 Half a dozen referees in striped shirts appear, interposing themselves between combatants, hustling opponents apart, handing out yellow and red slips of paper to everyone in sight, all enemies have somehow been spirited away by the time the character make sense of things.

3 Lively music starts up, combat somehow morphs into dance-off. Judge is encouraged to adjudicate contest based on real-world dancing by players. If the characters win, the monsters voluntarily retreat, otherwise, characters are forced back into previous room and blocked from re-entry.

4 Power outage! Room goes completely dark for 1d6 more rounds before back-up generators kick in. Anyone who makes an attack must roll 1d6 instead of normal attack roll: 1 attack hits intended target, 2 attack hits a different random monster, 3-4 attack misses completely, 5 attack hits a random ally, 6 attacker only injures themselves. 50% chance all the monsters have gone missing when the lights come back on.

5 Maximum weight exceeded! The floor collapses, and everyone drops to the dungeon level below, taking 2d6 damage from the fall and debris. If there wasn't a dungeon level below this room before, there is now, but before you can see it, you'll have to escape from this room-sized pain-in-the-ass PIT.
 
6 End scene! Combat ended by thunderous applause from 12d12 human peasants. All monsters begin taking bows, dead monsters stand up to accept praise. Piles of flowers heaped into room. Meanwhile, 2d12 dark creeper and dark stalker "stage hands" are busy breaking down the set, rolling away dungeon walls, carrying off props, sweeping up the floor. By the time the curtain drops, the entire dungeon behind the heroes is reduced to a wall-less empty shell with theatrical supplies lining the back wall. There's a pretty nice reception on the other side of the curtain though, and the peasants would love to shake hands with a few of the "actors."

7 Groggy and disheveled random wandering monster appears in nearest doorway, rubbing eyes, wearing peaked nightcap, carrying candlestick. Spends a moment taking in the scene, then bellows at everyone to "BE QUIET!" because "PEOPLE ARE TRYING TO SLEEP!" Re-roll surprise and initiative. Anyone who's surprised can't act this round, and enemies who are surprised will act apologetic and slink away to the exits. The first person who makes any noise again is going to face the full wrath of the monster, but luckily for assassins, it's the victim of a sneak attack, and not the perpetrator, who generally makes a sound.

8 Rival ADVENTURING party parachutes in from overhead / repels down through previously unseen hole in ceiling. Re-roll surprise and initiative for all current combatants, reaction rolls to determine whose side the newcomers are on.

9 Army of murderous KOBOLDS (1d6 per person) literally breaks down one of the walls, streams into the room, and starts attacking everyone. Everyone who wants to live had better team up now, any survivors may not remember what original conflict was even about.

10 Whistle blows, combat stops while all monsters AND all retainers punch out on a time-clock and disappear out the back. They're all replaced by look-alikes with full hit points, different color-schemes, and (in the case of the retainers) different but rhyming names. Second whistle resumes the fight.

11 Bell dings, and the twin of every original monster (even those now defeated) tags in to join the fray. Original monsters somehow "forget" to tag out. New arrivals all armed with metal folding chairs.

12 Sound of clock striking midnight heralds in beginning of next real-world holiday. Monsters break out decorations, begin singing seasonally-appropriate tunes, no one (including player characters) can find the will to keep fighting. Everyone present feasts on available rations, exchanges gifts if the holiday permits.

9 comments:

  1. I like how meta these are. Can definitely see myself running with some of these.

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    1. I'm glad you like them! Honestly, with these I worried that they might seem funnier if they happened in a comic about playing D&D than if they happened during an actual game.

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    2. I wasn't even thinking of them as funny per se. I mean they are, but genuinely many of them are bizarre and Weird in exactly the way I dig.

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  2. A very amusing "Flying Buffalo" quality to these.

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    1. In my head, I've been thinking of it as "Looney Tunes logic." You know, I've never really looked at Tunnels & Trolls, maybe I should give it a read sometime.

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  3. I think if I forced my players to real-world dance, I'd have a rebellion on my hands.

    Now... a real-world battle rap I could probably get away with.

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    1. As a player, I was once embroiled in a Shakespearean insult contest against an NPC. A rap battle would be epic!

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  4. Delightful! I have to use one or three of these in my troika! game :D

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    1. Now that you mention it, you could probably designate a "special battle events" card to shuffle into the initiative deck. And then if you draw it, you roll on a d66 table to see which event occurs...

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