Wednesday, June 19, 2013

Re-stocking the Temple

"Any group of humans or small humanoids within the dungeon is able to replace its losses (to adventurers) at the rate of one per day. Larger humanoids (3 + 1 or more Hit Dice) can replace one each three days; monsters can replace their numbers at the rate of one per week.
If the Temple forces are not heavily pressed by the party, they actually grow at the rates given above." - Temple of Elemental Evil, by Gary Gygax and Frank Mentz
I feel comfortable saying that, with Dungeon Fantasy's different off-time pacing, this would be downright murder on a party. You go back to town for a week and the dungeon is back at full strength! Well, at least the parts you visited are. The other levels? They're stronger. Enjoy!

No, thanks. So, what to do? After all, the dungeon should restock and change at least somewhat. At the same time, I can't reveal everything here, because I have at least one player who reads this blog.

First is to split the dungeon up into sections. Rather than restocking the dungeon as a whole, I think it makes more sense in this case to treat different parts of the dungeon as different groups. Decide what geography belongs to which groups, and note down whether a given group has a particular character - for example, one group might be composed more of brigands and normal demi-humans, while another might lean toward subterranean monsters, and a third toward  undead.

Each section should have a source that can be dealt with by PCs. This could be a single leader, an inner cabal, an attractive resource, or whatever. If something happens to the source, the members of this section either desert or join another section over the next week. Assume that half the remaining members desert regardless, and that the other half is split between compatible factions that have room. By 'compatible' I mean that the section doesn't have an emphasis contrary to the emphasis of the section it's poaching from; brigands are unlikely to join eldritch horrors. Special cases (e.g. conversion of those brigands into skeletons for the undead section) are at the discretion of the GM.

Then, for each section, decide how much capacity they have, and where they are now in filling that capacity. This is probably most easily done by counting empty rooms that could be turned into full rooms and fudging a bit for dungeon backstory. The Temple was sacked fifty years ago; at that time it was a major force of evil in the land. Lots of structural damage was done, and the Temple is nothing like what it was once. Knowing that, I'm going to eyeball it and say that most or all of the sections are at 80% capacity. This means both that each group of creatures could grow by 1/5th before being at capacity, but also that 1/5th of the number of populated rooms is how many empty rooms could be used to house new recruits. (Example: let's say section 1 has 20 populated rooms and 33 not populated. This means that 4 of those empty rooms could have recruits move in.) Once a section is at 100% capacity, it won't grow any further. (If you like, continue to roll to restock and instead of adding replace monsters.)

Each section can also have modifiers on either the Restock Chance or the Restock Roster table. For example, one section in the Temple has a Restock Chance modifier of -1 but a Restock Roster modifier of +6.

Once you've done all that, roll weekly on the table below:

Restock Chance
Roll (2d6)Result
2Catastrophe! Roll twice on the restock table and lose that many forces.
3-7No change
8-9Roll once on the restock table. Recruit for losses only; do not gain extra forces.
10-11Roll once on the restock table.
12Roll twice on the restock table.

Restock Roster
Roll (1d6)Result
0Appropriately-sized group of local fauna moves in. (E.g., horde of rats, 1 bear)
11 easy to find recruit. (E.g., 1 brigand)
21d6 easy to find recruits.
32d6 easy to find recruits, or 1 uncommon recruit. (E.g., 2d6 orcs, 1 gnoll)
41d6 uncommon recruits and 1d6 easy to find recruits.
5Either 2d6 uncommon recruits or 1 rare recruit, and 1d6 easy to find recruit. (E.g., 2d6 ogres or 1 werewolf, plus 1d6 brigands)
6Roll twice more.
71d6 rare recruits and 1d6 easy to find recruits.
81d6 rare recruits, 1d6 uncommon recruits, and 1d6 easy to find recruits.
91d6 rare recruits, 2d6 uncommon recruits, and 1d6 easy to find recruits.
102d6 rare recruits, 1d6 uncommon recruits, and 2d6 easy to find recruits.
112d6 rare recruits, 2d6 uncommon recruits, and 3d6 easy to find recruits.
122d6 rare recruits, 3d6 uncommon recruits, and 3d6 easy to find recruits. Alternatively, 1 unique monster.

Any new group will have only their own equipment and pocket-change as treasure, along with whatever was already in the room. (Plug for Dungeon Fantasy Adventures 1: it has a random pocket-change loot table in the back.) However, any new group that gets another batch of reinforcements will have appropriate treasure, to represent their successes.

Feel free to assign modifiers, especially to the second table's roll. If a section is particularly strong or well-known, it should get plusses, as everyone wants to join the winners. A weak section should get minuses. There might be situational modifiers as well - for example, the Cult of Our Aquatic Masters might get a hefty bonus after a local flood. 

Consequences of Success

What happens when the PCs knock out a section? For 1d6 weeks, nothing. That area remains deserted. After that time is up, roll another d6. On a 6, a new faction takes up residence; make it roughly as strong as the surrounding factions. This can either be a completely new force, or defectors from the other factions making common cause and setting up their own power base. On any other roll, divide the empty area between the nearby factions. This will probably be a roughly equal division, but if one faction is significantly stronger than the others it might claim more. Move one or two groups from their current places in the section to the new area, but otherwise wait on restock rolls to add recruits.


The tables above aren't organized by foe difficulty, but instead by ease of recruitment based on the fuzzy factors of likelihood of joining the cause and the population of the realm around the dungeon. "Easy to find" doesn't mean "mook" and "uncommon" doesn't mean "worthy", though the categories probably roughly track one another. This reflects my bias that the behaviour of the world should track only loosely with the capability of the PCs. If you disagree, the wording is easy enough to switch, I think.

Where did these numbers come from? Nowhere. I thought them up out of the blue. If you're inclined, please playtest this and give me feedback, but use at your own risk. Still, I hope it's helpful, and I did at least familiarize myself with the probabilities involved beforehand.

Also, as an aside, does anyone know how to make tables in Blogger without editing the HTML? I'm fine with doing that, but it'd be nice if I needn't.


  1. I like the group-based restock, and the possibility of either more recruits or some disaster. Good stuff. I'm going to play around with this for my groups in my megadungeon and see how it works on my end.

    Very cool!

  2. Patrick, you can just say "Don't read this if you're in my game" at the top of any post and I will not read it.

    1. Come on, Martin, you're killing my excuse for not writing more!