Category Archives: Inspiration

The Right Monster for the Job: D&D Monsters Listed by Function

The idea for this post comes from my son Evan, who DMs a weekly game for his friends. He noticed that the gem stalker from Fizban’s Treasury of Dragons has a Protective Link feature that enables the creature to absorb damage meant for another target. The ability means that a challenge rating 5 gem stalker can serve a protective role much like a CR 7 shield guardian. DMs writing adventures with a part for a less-powerful bodyguard could cast a gem stalker in place of a shield guardian. Evan suggested an article listing different creatures, at different power levels, able to fill the same game role.

Gem StalkerThis led me to think of other monster jobs that a dungeon master could fill for a particular adventure. Many campaigns need masterminds to plot evil schemes, guards to defend hoards, and perhaps assassins to attack when the meddling do-gooders become a nuisance. DMs creating dungeons often need undying foes that can survive a vault for a 1,000 years until foolhardy treasure hunters invade.

These lists come from the Monster Manual and  Monsters of the Multiverse and all the categories that I thought would prove useful. But I consider them a work in progress. What other jobs deserve lists? Each monster includes a short list of aspects, including types, terrain, and typical allegiances.  For now, I’ve omitted most humanoid type monsters.

Agents

Creatures that carry messages or conduct strikes and other missions for masterminds and other leaders.

CR Creature
0 Homunculus (Construct wizard)
1/4 Pseudodragon (Dragon wizard)
1/2 Jackalwere (Shapechanger lamia Graz’zt)
1/2 Magmin (Elemental fire)
1 Imp (Devil)
1 Quasit (Demon)
2 Spined devil (Devil)
3 Deep Scion (Monstrosity aquatic)
3 Redcap (Fey hags mages)
3 Wight (Undead)
4 Deathlock (Undead warlock)
4 Succubus/Incubus (Fiend shapechanger)
5 Banderhobb (Monstrosity hags)
5 Cambion (Fiend)
5 Mindwitness (Aberration telepathic)
7 Draegloth (Demon Lolth)
7 Oni (Giant)
9 Hydroloth (Yugoloth aquatic)
10 Yochlol (Demon Lolth)
12 Boneclaw (Undead)
12 Death Knight (Undead)
13 Devourer (Undead Orcus)
13 Narzugon (Devil)
17 Dragon Turtle (Dragon aquatic)

Ambushers

Creatures that attack from hiding to gain surprise.

CR Creature
1/2 Darkmantle (Monstrosity Subterranean Shadowfell)
1/2 Piercer (Monstrosity Subterranean)
1 Choker (Aberration)
2 Ankheg (Monstrosity)
2 Mimic (Monstrosity)
3 Cave Fisher (Monstrosity Subterranean)
3 Grell (Aberration Subterranean)
3 Trapper (Monstrosity)
5 Bulette (Monstrosity)
5 Otyugh (Aberration Garbage)
5 Roper (Monstrosity Subterranean)
5 Shambling Mound (Plant Forst Swamp)
11 Remorhaz (Monstrosity Cold)

Bodyguards

Protectors of other creatures.

CR Creature
2 Shadow Mastiff (Monstrosity)
3 Displacer Beast (Monstrosity)
4 Clockwork Stone Defender (Construct)
4 Flameskull (Undead)
5 Gem Stalker (Monstrosity Gem Dragon)
5 Unicorn (Celestial Forest)
7 Shield Guardian (Construct)
12 Gray Render (Monstrosity)

Collectors of secrets and lore

Creatures that find and hoard secrets and magical lore.

CR Creature
2 Berbalang (Aberration)
2 Nothic (Aberration)
4 Bone Naga (Undead)
8 Spirit Naga (Monstrosity)
10 Guardian Naga (Monstrosity)
11 Gynosphinx (Monstrosity)
17 Blue Abishai (Devil Tiamat)
17 Androsphinx (Monstrosity)
17 Nagpa (Monstrosity)
18 Sibriex (Demon)
20 Morkoth (Aberration)

Commanders

Creatures that lead groups into battle.

CR Creature
3 Chordrith (Monstrosity Lolth)
5 Wraith (Undead)
7 Mind Flayer (Aberration Illithid)
9 Flind (Fiend Gnoll)
9 Drow House Captain (Humanoid Lolth)
12 Death Knight (Undead)
13 Nalfeshnee (Demon)
14 Ice Devil (Devil)
16 Marilith (Demon)
18 Aminzu (Devil),
19 Balor (Demon)
19 Red Abishai (Devil Tiamat)
20 Pit Fiend (Devil)

Controllers

Creatures that support other fighters with tricks or magic.

CR Creature
1/4 Kobold Inventer (Dragon)
1/4 Kobold Scale Sorcerer (Dragon)
1 Firenewt Warlock Of Imix (Elemental Imix)
5 Kraken Priest (Monstrosity Aquatic Kraken)
8 Green Slaad (Aberration)
9 Gray Slaad (Aberration)
10 Death Slaad (Aberration)
12 Arcanaloth (Yugoloth)
12 Oinoloth (Yugoloth)
15 Skull Lord (Undead)

Enforcers

Brutish thugs and enforcers for masterminds and other leaders.

CR Creature
6 Chasme (Demon)
7 Elemental Myrmidons (Elemental)
8 Chain Devil (Devil)
9 Bone Devil (Devil)
14 Cadaver Collector (Construct)

Friends, guides, and patrons

Creatures likely to help or guide adventurers.

CR Creature
1/8 Flumph (Aberration Underdark)
1/4 Pixie (Fey Forest)
1/4 Sprite (Fey Forest)
2 Centaur (Monstrosity)
2 Pegasus (Celestial)
3 Dolphin Delighter (Fey Aquatic)
4 Couatl (Celestial)
5 Unicorn (Celestial Forest)
5 Werebear (Shapechanger Forest)
9 Treant (Plant Forest)
10 Deva (Celestial)
10 Guardian Naga (Monstrosity)
10 Stone Giant Dreamwalker (Giant)
11 Gynosphinx (Monstrosity)
12 Ki-Rin (Celestial)
16 Planetar (Celestial)
17 Androsphinx (Monstrosity)
21 Solar (Celestial)
23 Empyrean (Celestial)

Guards

Protectors of treasure or locations.

CR Creature
0 Shrieker (Plant Underdark)
1/4 Flying Sword (Construct)
1/4 Skeleton (Undead)
1/4 Zombie (Undead)
1 Animated Armor (Construct)
1 Scarecrow (Construct)
1 Stone Cursed (Construct)
2 Gargoyle (Elemental)
2 Guard Drake (Dragon)
2 Rug Of Smothering (Construct)
2 Shadow Mastiff (Monstrosity)
3 Basilisk (Monstrosity)
3 Displacer Beast (Monstrosity)
3 Hell Hound (Fiend Fire)
3 Owlbear (Monstrosity)
3 Spectator (Aberration)
3 Water Wierd (Elemental)
3 Wight (Undead)
4 Chuul (Aberration Aquatic)
4 Clockwork Iron Cobra (Construct)
4 Flameskull (Undead)
4 Girallon (Monstrosity)
4 Helmed Horror (Construct)
5 Barbed Devil (Devil)
5+ Golem (Construct)
5 Clockwork Oaken Bolter (Construct)
6 Galub Duhr (Elemental)
8 Canoloth (Yugoloth)
10 Guardian Naga (Monstrosity)
10 Yochlol (Demon Lolth)
11 Gynosphinx (Monstrosity)
12 Eidolon (Undead)
16 Stone Giant Quintessent (Giant)
17 Androsphinx (Monstrosity)
18 Demilich (Undead Tomb)

Haunts and corruptions

Creatures that bring chaos or corruption to locations and people.

CR Creature
1/8 Boggle (Fey)
1/2 Skulk (Monstosity Shadowfell)
4 Dybbuk (Demon)
4 Succubus/Incubus (Fiend Shapechanger)
5 Allip (Undead)
7 Bheur Hag (Fey)
6 Annis Hag (Fey)
9 Glabrezu (Demon)
11 Alkilith (Demon)
11 Balhannoth (Abberation)
13 Wastrilith (Demon Aquatic)

Impersonators

Creatures that can disguise to infiltrate.

CR Creature
3 Doppelganger (Monstrosity)
4 Succubus/Incubus (Fiend Shapechanger)
7 Maurezhi (Demon Gnoll)
7 Oni (Giant)
8 Green Slaad (Aberration)
9 Gray Slaad (Aberration)
10 Death Slaad (Aberration)
10 Yochlol (Demon Lolth)
13 Rakshasa (Fiend)
15 Green Abishai (Devil Tiamat)

Masterminds and arch-villians

Creatures that lead and plot, often while avoiding direct action.

CR Creature
2 Sea Hag (Fey Aquatic)
4 Deathlock Mastermind (Undead Warlock)
4 Lamia (Monstrosity Desert Graz’Zt)
5 Night Hag (Fiend Planes)
7 Mind Flayer (Aberration Illithid)
7 Oni (Giant)
8 Spirit Naga (Monstrosity)
10 Aboleth (Aberration)
10 Alhoon (Aberration Illithid Wizard)
10 Death Slaad (Aberration)
11 Genie (Elemental)
12 Death Knight (Undead)
13 Beholder (Aberration)
13 Rakshasa (Fiend)
13 Vampire (Undead)
13 Ultoloth (Yugoloth)
14 Death Tyrant (Undead)
14 Elder Brain (Aberration Illithid)
15 Mummy Lord (Undead Tomb)
15 Skull Lord (Undead)
17 Nagpa (Monstrosity)
18 Sibriex (Demon)
19 Balor (Demon)
20 Pit Fiend (Devil)
21 Lich (Undead Wizard)
23 Empyrean (Celestial)
23 Kraken (Monstrosity)
V Dracolich (Undead Wizard)
V Dragon (Dragon)

Mounts

CR Creature
1 Hippogriff (Monstrosity)
1 Steeder (Monstrosity)
2 Griffon (Monstrosity Cliffs)
2 Pegasus (Celestial)
3 Nightmare (Fiend)
6 Wyvern (Dragon)
11 Roc (Monstrosity Mountain)

Protectors of nature

Creatures that defend natural places.

CR Creature
1/4 Sprite (Fey Forest)
1 Dryad (Fey Forest)
5 Unicorn (Celestial Forest)
5 Wood Woad (Plant Forest)
9 Treant (Plant Forest)

Soldiers

Creatures who follow orders to fight in number.

CR Creature
1/4 Skeleton (Undead)
1/2 Chitine (Monstrosity Loth)
1/2 Nupperibo (Devil)
1/4 Zombie (Undead)
1 Firenewt Warrior (Elemental Imix)
1 Sea Spawn (Monstrosity Aquatic)
3 Bearded Devil (Devil)
3 Bulezau (Demon)
3 Wight (Undead)
4 Merregon (Devil)
5 Barlgura (Demon)
5 Mezzoloth (Yugoloth)
5 Red Slaad (Aberration)
5 Salamander (Elemental Fire Efreet)
5 Tanarukk (Demon)
6 White Abishai (Devil Tiamat)
7 Armanite (Demon)
7 Blue Slaad (Aberration)
7 Dhergoloth (Yugoloth)
8 Hezrou (Demon)
8 Howler (Fiend)
11 Horned Devil (Devil)
14 Fire Giant Dreadnought (Giant)
V Giant (Giant)

Spies and assassins

Creatures that spy or assassinate using stealth.

CR Creature
0 Cranium Rat (Aberration Illithid)
0 Homunculus (Construct)
1/4 Pseudodragon (Dragon Wizard)
1/2 Darkling (Fey)
1 Clockwork Bronze Scout (Construct)
1 Imp (Devil)
1 Quasit (Demon)
2 Darkling Elder (Fey)
5 Cambion (Fiend)
5 Oblex Adult (Ooze Illithid)
7 Black Abishai (Devil Tiamat)
10 Oblex Elder (Ooze Illithid)

Support soldiers

Creatures that typically augment other troops.

CR Creature
1 Half-Ogre (Giant)
2 Ogre (Giant)
2 Ogre Bolt Launcher (Giant)
2 Ogre Howday (Giant)
2 Ogre Zombie (Undead)
3 Hell Hound (Fiend Fire)
3 Manticore (Monstrosity)
3 Ogre Chain Brute (Giant)
4 Ogre Battering Ram (Giant)
5 Troll (Giant)
8 Shoosuva (Demon)
9 Nycaloth (Yugoloth)
11 Horned Devil (Devil)
12 Erinyes (Devil)
17 Goristro (Demon)

Stalkers

Creatures that seek targets for termination.

CR Creature
3 Slithering Tracker (Ooze)
4 Yeth Hound (Fey)
5 Revenant (Undead)
6 Chasme (Demon)
6 Invisible Stalker (Elemental)
8 Canoloth (Yugoloth)
10 Orthon (Devil)
14 Retriever (Construct Lolth)
16 Steel Predator (Construct)

Story creatures

Creatures that work better as story elements than as combat foes.

CR Creature
1/2 Gas Spore (Plant)
2 Nothic (Aberration)
4 Ghost (Undead)
25 Marut (Construct Inevitable)

Threats, subterranean

Dangers that lair underground.

CR Creature
1/4 Grimlock (Humanoid Illithid)
1/2 Gray Ooze (Ooze)
2 Quaggoth (Humanoid Lolth)
3 Hook Horror (Monstrosity)
4 Black Pudding (Ooze)
5 Umber Hulk (Monstrosity)

Threats, undying

Creatures that can perpetually survive in a location until disturbed

CR Creature
1/4 Mephit (Elemental)
1/4 Skeleton (Undead)
1/2 Shadow (Undead)
1 Specter (Undead)
2 Gibbering Mouther (Aberration)
2 Will-O’-Wisp (Undead Desolation)
3 Deathlock Wight (Undead Warlock)
3 Mummy (Undead Tomb)
4 Banshee (Undead)
4 Shadow Demon (Demon)
5 Spawn Of Kyuss (Undead Aquatic)
5 Wraith (Undead)
6 Medusa (Monstrosity Ruins)
8 Sword Wraith Warrior (Undead)
6 Bodak (Undead Orcus)
8 Sword Wraith Commander (Undead)
14 Cadaver Collector (Construct)

Threats, urban

Creatures typically met in cities.

CR Creature
2 Wererat (Shapechanger)

Threats, wandering or hunting

Creatures that roam, often seeking to slake their hunger.

CR Creature
1/2 Jackalwere (Shapechanger Lamia Graz’Zt)
1/2 Rust Monster (Monstrosity Subterranean)
1 Ghoul (Undead)
1 Meazel (Monstrosity)
1 Vargouille (Fiend)
2 Carrion Crawler (Monstrosity)
2 Gelatinous Cube (Ooze Subterranean)
2 Intellect Devourer (Aberration Subterranean Illithid)
2 Ochre Jelly (Ooze Subterranean)
2 Ogre (Giant)
2 Meenlock (Fey)
2 Merrow (Monstrosity Shore Aquatic)
2 Rutterkin (Demon Abyss)
3 Displacer Beast (Monstrosity)
3 Flail Snail (Elemental)
3 Vampiric Mist (Undead)
3 Yeti (Monstrosity Cold)
5 Xorn (Elemental Subterranean)
5 Tlincalli (Monstrosity Desert)
6 Drider (Monstrosity Underdark Spider)
6 Vrock (Demon)
8 Cloaker (Aberration Subterranean)
8 Hydra (Monstrosity Shore Aquatic)
9 Abominable Yeti (Monstrosity Cold)
10 Death Kiss (Aberration)
11 Roc (Monstrosity Mountain)
13 Devourer (Undead Orcus)
13 Neothelid (Aberration Subterranean)
15 Nabassu (Demon)
15 Purple Worm (Monstrosity Subterranean Mountain)
17 Dragon Turtle (Dragon Aquatic)
20 Leviathan (Elemental Aquatic)
20 Nightwalker (Undead)

Threats, wild

Dangers that appear in wild places often in or near a lair.

CR Creature
1/8 Stirge (Beast)
1/2 Cockatrice (Monstrosity)
1 Harpy (Monstrosity Cliffs)
1 Hippogriff (Monstrosity)
2 Ettercap (Monstrosity Spider)
2 Giffon (Monstrosity Cliffs)
2 Merrow (Monstrosity Shore Aquatic)
2 Peryton (Monstrosity Mountain)
3 Basilisk (Monstrosity)
3 Manticore (Monstrosity Pack)
3 Owlbear (Monstrosity)
3 Werewolf (Shapechanger Pack)
4 Wereboar (Shapechanger Orc)
4 Ettin (Giant Solo)
4 Girallon (Monstrosity)
4 Weretiger (Shapechanger Jungle)
5 Catoblepas (Monstrosity Swamp)
5 Gorgon (Monstrosity)
5 Troll (Giant)
6 Chimera (Monstrosity)
6 Wyvern (Dragon)
8 Corpse Flower (Plant)
9 Frost Salamander (Elemental Cold)
10 Froghemoth (Monstrosity Swamp)
11 Behir (Monstrosity)
11 Remorhaz (Monstrosity Cold)

Creatures that cause cataclysms

Creatures that cause unnatural disasters.

CR Creature
16 Phoenix (Elemental)
23 Elder Tempest (Elemental)
23 Kraken (Monstrosity)
30 Tarrasque (Monstrosity)

Tricksters and troublemakers

Creatures that favor mischief over battle.

CR Creature
1/8 Boggle (Fey)
1/4 Pixie (Fey Forest)
1/4 Mephit (Elemental)
1/2 Satyr (Fey)
1 Quickling (Fey)
1+ Faerie Dragon (Dragon)
2 Will-O’-Wisp (Undead Desolation)

The Inspirations for Battle Walker From the Abyss Could Also Inspire You

My first DMs Guild adventure, Battle Walker From the Abyss is out and you should get it. The adventure draws inspiration from countless sources. Either another D&D creator offered guidance that inspired my thinking, or another author’s adventure achieved something that I wanted to attempt in my own creation. While crediting my influences, this post includes minor spoilers.

When Mike “Sly Flourish” Shea distills his Lazy DM preparation method to a minimum, his method includes just three essential steps:

  • Develop fantastic locations
  • Create a strong start
  • Define secrets and clues

As I wrote, all three steps guided me, but nothing inspired me as much as developing fantastic locations. D&D allows an unlimited special effects budget and I wanted to spend it all. My adventure hops from a ruined city in the sands of Anauroch, across multiple levels of the Abyss, to battle in an iron fortress standing over a lake of molten metal.

The adventure Dead Gods (1997) by Monte Cook inspired me to imagine wondrous adventure sites in a plane-spanning adventure. Dead Gods brings the party to the astral plane where they battle atop the 4-mile-long corpse of a demon lord. Battle Walker also includes a nod to Queen of the Demonweb Pits (1980), a classic by David Sutherland.

The strong start proved a little harder. Originally the adventure started with a battle where the characters tumbled down a gate to the Abyss, but playtesting showed that players needed more context to start. Now that battle comes later. In the published version a simulacrum asks the players for help stopping his chaos-tainted original from gaining a weapon capable of leveling cities. I hope the situation’s novelty and mystery captures the players’ attention.

Fiendish Codex I: Hordes of the AbyssA few years ago, when I prepped Blood in the Water by Ashley Warren, I felt charmed by how deeply Ashley drew from the Sea of the Fallen Stars (1999) sourcebook to add richness to her adventure. The Forgotten Realms ranks as one of the most documented fictional worlds, and the DMs Guild allows authors to borrow from it all. I drew ideas from Netheril: Empire of Magic, the Fiendish Codex: Hordes of the Abyss, and from the adventure The Wells of Darkness by Eric L. Boyd in Dungeon issue 148. Only a few D&D superfans will recognize my nods, but I think my research lends an extra depth to my adventure.

I aimed to write an adventure that I could run to a satisfying conclusion at a convention, but I also wanted one that didn’t feel linear, where players chose their destinations from options. The Howling Void by Teos Abadia offered a model. In an elemental node, Earth motes float like aerial islands. Players must choose which to visit. Teos explains that some players left the adventure disappointed because they could not explore every location.

Battle Walker doesn’t lay out options quite so plainly. Instead, much of the scenario works as an investigation where players uncover secrets and clues that lead to more investigation. The principles of node-based design explained by Justin Alexander provide the engine that makes the adventure work. Each location, encounter, or “node” unlocks multiple clues leading to other locations. I aimed to drop enough clues to ensure players never feel stuck, and to create some choices.

The Lich Queen’s Begotten by M.T. Black ends with the sort of fascinating dilemma that reveals character. An innocent youth in the adventure seems destined for evil. Should the characters let her live? My adventure ends with a dilemma a bit less thorny. Should the simulacrum of the Abyss-tainted wizard be spared? The construct is just ice and snow and magic, but it still feels like a living thing. Does the duplicate share guilt or have the same potential to be snared by demons?

No one knows more about high-level D&D adventures than Alan Patrick, so I interviewed him seeking help for DMs running tier 4 games. Even though top-level characters can play like demigods, Alan looks for ways to ground them with an emotional connection to the adventure. For my creation, I couldn’t bring the character’s back to their roots, but I worked to create some emotional resonance with the ordinary characters snared in the plot.

To create more compelling foes for top-level characters, Alan raises the monsters‘ damage output until it matches the proportions of the damage low-level foes inflict on low-level characters. For groups interested in facing stronger combat challenges, I include “Scaling the Adventure” notes that mostly suggest increased damage, and then I invented game-world reasons for the extra punishment.

Designers tout the value of letting other gamers playtest an adventure, so I dutifully recruited playtesters. But I started the process with laughable overconfidence. After all, I ran the adventure twice myself. How much more polish could it need? I came from the process with a greater appreciation for playtesting. Feedback drove me to work harder to improve bits of the adventure that seemed good enough before. The adventure became much stronger.

Improve Roleplaying Investigation Scenes With These 23 Reasons an NPC Won’t Cooperate

Roleplaying scenes prove most compelling when players start with a goal and face an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements. When characters lack a goal and a dungeon master launches a role-playing scene anyway, players wind up wondering they are supposed to do. When a scene lacks an obstacle, it bores. (See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure and Avoiding the Awkward D&D Moment When a Priest, a Wizard, and a Dwarf Enter a Bar and Nothing Happens.) So as a DM, when a roleplaying scene lacks a goal and an obstacle, either summarize the scene and move on, or add the goal or obstacle that the scene needs.

Typically, roleplaying encounters combine an objective of gaining information or help, with the obstacle of an uncooperative non-player character.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest. At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome the NPC’s objections.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters. Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons non-player characters refuse to cooperate.

d100 Reason
01-05 Doesn’t want to get involved.
06-08 Doesn’t like your type. I recommend avoiding racism analogs in D&D games, so don’t select even a fantasy race or lineage as a type. Instead, choose a role like bards, adventurers, or meddling kids.
09-13 Doesn’t believe anyone can help.
14-19 Thinks the players will only make things worse and should leave well enough alone.
20-27 Wants something: a bribe, an errand done, or to be convinced that they stand to gain if the players succeed.
28-31 Was paid to keep silent or to stay out.
32-36 Insulted or offended by the players.
37-40 Thinks the players efforts are dangerous because they don’t understand what’s really going on. The NPC might know something the players don’t.
41-43 The players have unwittingly caused the NPC to suffer a loss.
44-46 Feels that helping the players will betray the NPC’s duties or obligations.
47-51 Needs more information to support the players case.
52-54 Knows or suspects that either the NPC or the players are watched.
55-57 Told not to help by someone the the NPC loves or respects.
58-60 Told not to cooperate by an authority.
61-65 Secretly involved with the other side.
66-70 The situation benefits the NPC, for example, by raising the value of the NPC’s trade goods, or by hurting competitors or rivals.
71-74 Fears the players might claim a treasure or reward that the NPC expects to get.
75-77 Is allied with rivals or competitors to the party.
78-82 Has been threatened.
83-87 Someone the NPC loves is threatened.
88-92 Someone the NPC loves is involved with the other side.
93-97 Not involved but might be implicated, perhaps for doing things that once seemed innocent.
98-00 Blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and un-fun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

Dungeons as a Mythic, Living Evil

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted to murder you.

  • Dungeons changed when you looked away. Page 8 of the original, brown book, The Underworld & Wilderness Adventures tells dungeon masters to change explored dungeon tunnels by “blocking passages, making new ones, dividing rooms, and filling in others.”
  • Dungeon doors closed on their own accord, and then you had to force them open. But the dungeon helped its monstrous allies kill you. Doors opened for them.
  • “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.)
  • Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths.

Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

“There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.”

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

“Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.”

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.” 

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.”

Blogger Adam Dray gives the best sense of the concept’s flavor. “Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.”

The 13th Age adventure Eyes of the Stone Thief presents a living dungeon for the game.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

D&D and the Role of the Die Roll, a Love Letter

If you want your D&D game to tell a story, why bother with the dice? Why bother with a random element capable of foiling our plans?

The fifth-edition Player’s Handbook calls Dungeons & Dragons a game about storytelling in worlds of swords and sorcery. If D&D players only wanted to collaborate on stories, we could join a writers’ room and pitch dialog, beats, and character arcs just like in Hollywood, but without the paychecks.

Instead, we add dice.

The oldest known d20 comes from Egypt dates from somewhere between 304 and 30 B.C.. The die may have rolled in a game, but oracles may have cast it in divination rituals. Blogger James Maliszewski writes, “There’s something powerfully primal about tossing dice and waiting to see the numbers they reveal.” Like an oracle’s die, our dice lead our characters into an unknowable future. The dice make us surrender some control, because they add the risk that the story won’t go as we plan. Events beyond our control make the game unpredictable and exciting. We embrace that.

Surprise

After countless stories, we all start to see patterns repeated. We still enjoy them for many reasons, but even the best can seem like a familiar dance performed well. So when a tale breaks the pattern, the unexpected becomes riveting.

Stories from D&D games can follow patterns of their own. Two combat encounters plus a roleplaying interaction take us to the big bad, and then to dividing treasure. We dungeon masters have an extra incentive to follow the expected track that we prepared, so the dice help us let go. They nudge us off course and remind us to welcome uncertainty. Writing about dice and random encounter tables, Teos “Alphastream” Abadia explains, “Such tables help to remind the DM that chance can and should be a powerful element. It can be a subtle reminder that the printed page isn’t one single script and that different outcomes (whether on tables or not) are good.”

D&D lead rules designer Jeremy Crawford likes how rolling in the open forces him to honor the outcome of a roll even when his own inertia might sway him to override it. “As often as possible, I like to stick with whatever the dice tell me, partly because as a DM I love to be surprised. I love that sense whenever I sit down at any table where I’m DMing I don’t actually know what’s going to happen because I don’t know what the dice are going to say. The dice can turn something I thought was going to be a cakewalk into a life or death struggle.”

Creativity

The dice in D&D, especially when combined with random tables, can fire imagination. Forget dice for a moment and think of the power of random thoughts colliding to fuel creativity.

Poet William S. Burroughs coined a cut-up method of writing where he scrambled words on scraps of paper and then assembled the jumble into new poems. If poetry seems too high-minded to connect with a game rooted in pulp fantasy, then consider this: Rock musicians like Curt Cobain, Thom York, and David Bowie used the technique. Burroughs asserted, “Cuts ups are for everyone.”

David Bowie explains his use of the process, “You write down a paragraph or two describing several different subjects, creating a kind of ‘story ingredients’ list, I suppose, and then cut the sentences into four or five-word sections; mix ’em up and reconnect them. You can get some pretty interesting idea combinations like this. You can use them as is or, if you have a craven need to not lose control, bounce off these ideas and write whole new sections.”

Bestselling DM’s Guild author M.T. Black uses a program to make random lists of titles, plots, and other idea seeds. He explains, “I use randomness all the time when I’m creating an adventure. Otherwise I find I’m just slipping back into very comfortable tropes and ideas. Randomness really helps me bring something fresh to the table.”

Creation doesn’t stop during writing and preparation. It extends into the game session when the dice inject that random element.

Fairness

Random chance separates the players’ success or failure from the dungeon master’s fiat. In a role-playing game, no one wants the DM to control the characters’ fate. When player characters succeed, the players want credit for the victory; when PCs fail, the DM wants the dice to take the blame.

Random rolls reduce the DM’s power to control the game. In a sense, these rolls unite DM and players in a shared enterprise. Everyone watches the roll of the dice together and shares the surprise when the result shows where fate will take them.

D&D historian Jon Peterson writes, “Die rolls impart to players a sense of fairness, they also give the referee a way to decide events impartially when they can’t trust themselves. Back when referees were adjudicating between competing parties (and in early D&D, they still were, sometimes). Referees needed a way not to show favor, even unconsciously, to one competing party over another. Dice play an important part in hedging against the risk of unintended bias.”

In modern D&D we tend to associate dice with the attacks, checks, and saves at the core of the game, but the games’ founders used dice to impartially settle questions about the game world. Many DMs still roll to direct a monster’s attack, but otherwise the technique seems faded. Now we seldom roll to learn a shopkeeper’s disposition, or the guards’ morale, or for the weather. To settle these and other questions in the game, we seldom think to just ask the dice.

D&D adventure designer Will Doyle knows the technique’s power. “I use ‘lucky rolls’ literally all the time. For example, player is sneaking down a corridor, I call for them to make a lucky roll to see what happens. On a 10 or above, it’s probably clear. Roll lower than that, and guards come whistling along.”

Preference

Ultimately, how much your rely on luck depends on your taste for a game that can feels as surprising and as messy as life. James Maliszewski associates a big dose of random chance with old-school gaming and writes, “Much like life, old-school gaming is often ‘just a bunch of stuff that happens’ and sometimes that stuff can be frustrating, boring, or even painful. The only ‘meaning’ that stuff has is what the players and their referee bring to it.”

How much of the future do you and your players want to force, and how much do you want to keep unexpected?

“What do dice represent?” D&D video creator Matt Colville asks. “They represent the future and the fact that the future is ultimately unknowable,” “You know we may know the odds of the different horses in a race and who’s likely to win and there may be a horse that is very heavily favored to win, but that doesn’t mean that they’re guaranteed to win. No. Because the future is uncertain. That’s what the dice represent.”

Three Reasons the Ecology of Monsters Can Make Creatures Worse

Larry Niven's disk

The Magic Goes Away inspired Larry Niven’s disk

During the early years of Dungeons & Dragons, speculative fiction enjoyed something of a fashion for combining science and fantasy, so the popular Pern novels by Anne McCaffrey and Darkover novels by Marion Zimmer Bradley provided scientific explanations for fantasy-flavored worlds of dragons and magic. Meanwhile, in The Magic Goes Away, hard science fiction author Larry Niven treated magic as science and investigated all the implications.

Readers appreciate these kind of hybrids for a couple of reasons. The injection of science gives magical concepts a boost of plausibility. In some future world, perhaps science really could engineer telepathic dragons as in Pern. Plus writers and readers who enjoy explaining things with science’s reasoning get to play with fantasy’s toys. I get it. I’ve never been entirely satisfied with fantasy that leans too heavily on “just because” to explain candy houses and winged monkeys. For instance, I keep trying to imagine a scientific explanation for the long and varying seasons in the world of George R. R. Martin’s Game of Thrones, even though I’m confident George has no such explanation to offer. In Westeros, seasons last for years because it supports theme and story. Winter is coming.

Part of what makes fantasy powerful is that not everything needs explanation. Sometimes Fantasy just needs to feel true. And sometimes resonate stories come from mystery.

Ecology of the PiercerPerhaps inspired by the fashion for using science to explain fantastic concepts, Chris Elliott and Richard Edwards took a somewhat silly monster, the piercer, and wrote “The Ecology of the Piercer,” which first appeared in the UK fanzine Dragonlords. The piercer seems obviously contrived to harass dungeon-crawling PCs, so a dose of science and ecology adds some verisimilitude. Dragon magazine editor Kim Mohan must have fancied the article’s concept, because he reprinted the piece in the April 1983 issue of Dragon. The ecology series took off and Dragon went on to print more than 150 installments.

The ecology concept improves some monsters, especially those that share the non-magical nature of the piercer, but adding a dose of science to every prominent creature damaged the assumed world of Dungeons & Dragons.

For many monsters, magic provides a better creative basis than science and ecology.

1. Monsters that come from magic can inspire stories

Magical creatures can bring histories that go beyond ecological niches and breeding populations; they can come from stories that players can participate in. Magical creatures can begin with a curse, they can be created for a sinister purpose, or in experiments that went wrong. For example, in “Monsters and Stories,” D&D head Mike Mearls explains how medusas come from a magical bargain and a curse. He tells how this can inspire gameplay. “One medusa might be a vicious, hateful creature that kills out of spite, specifically targeting the most handsome or beautiful adventurers that invade its lair. Another might be a secluded noble desperate to conceal her true nature, and who becomes a party’s mysterious benefactor.”

2. Magical creatures can be evocative in ways that natural creatures cannot

Does imagining dragons as a form of dinosaur, as presented the 2nd Edition Draconomicon, improve either dragons or dinosaurs? Dragons become less magical, less mythic. Meanwhile, dinosaurs don’t need to be blurred with fantasy to excite us—they were huge and real. Mythology teems with chimeric hybrid creatures from the gryphon to the cockatrice. Does supposing these creatures have populations with natural ranges and diets improve them? Why can’t the cockatrice emerge from a tainted, magical mating of bird and serpent? Why cannot gryphons be a divine creation based on some godling’s favorite creatures?

3. Magical creatures can break the laws of nature

Every culture seems to include giants in their myths. Giants may be the most pervasive and resonate monster of the human imagination. But giants defy science’s square-cube law and walk in defiance of physics. We ignore that because we like giants, and because of magic.

When I did my post on the 11 most useful types of miniatures, I determined that elemental and, especially, undead monsters appear in a disproportionate number of adventures. In the early days of the hobby, dungeon designers could put living creatures in a remote and unexplored dungeon without a source of food, and no one would care. Now days, dungeon designers feel limited to populating their crypts, lost castles, and vaults with the undead and elementals that gain an exemption from the bounds of nature. This stands as the stifling legacy of the ecology articles. By treating most D&D creatures as natural things that feed and breed and live natural lives, we make them difficult to use in the game.

Embrace the magic in magical creatures

We should embrace the obviously magical nature the D&D bestiary and free more creatures from the limitations of nature. Unnatural creatures can be unique. They can spontaneously generate in places where foul magic or bizarre rituals were practiced. They can leak into the world in places where the barriers between planes have weakened. They can be immortal. Undying, they can survive aeons trapped in some underground lair, growing more hateful and cunning with each passing year.

In the Wandering Monsters post “Turned to Stone,” James Wyatt writes, “One of the things that we’ve been thinking a lot about is that we are creating—and facilitating the creation of—fantasy worlds. The monsters of D&D aren’t races of aliens in a sci-fi setting. They don’t all need to have logical biology.”

D&D operates in worlds’ brimming with enchantment. The ecology articles threw too much magic away.

The dungeon comes alive in the mythic underworld

In 1974, dungeons tried to kill you. More than just the creatures inside, the walls and stone wanted your life. Dungeons changed when you looked away. (See page 8 of the original, brown book, The Underworld & Wilderness Adventures.) Doors closed on their own accord, and then you had to force them open. The dungeon helped its monstrous allies kill you. Doors opened for them. “Monsters are assumed to have permanent infravision as long as they are not serving some character.” (See page 9.) Dungeons had one-way doors and gently sloping corridors that lured prey deeper and closer to their deaths. Did the architects of these dungeons aim to foil explorers, or do the walls themselves bend to snare them? Was the door you went through earlier one-way or just gone now.

dungeon table at Gen Con 2015

Decades after the dungeons under Castle Greyhawk and Blackmoor launched the game, players grew interested in recapturing the style of those old megadungeons. But D&D had matured. Even players bent on remaking the past wanted to drop or explain the most preposterous elements: Monster populations that defied any natural order. Walls that changed between visits. Doors that opened and closed to frustrate intruders.

So gamers looked for ways to account for the weird essence of those classic dungeons.

Jason “Philotomy” Cone popularized the idea of a mythic underworld, which justifies the strange things that happen in those old dungeons by embracing the unreal as part of a place’s nature.

There is a school of thought on dungeons that says they should have been built with a distinct purpose, should ‘make sense’ as far as the inhabitants and their ecology, and shouldn’t necessarily be the centerpiece of the game (after all, the Mines of Moria were just a place to get through). None of that need be true for a megadungeon underworld. There might be a reason the dungeon exists, but there might not; it might simply be. It certainly can, and perhaps should, be the centerpiece of the game. As for ecology, a megadungeon should have a certain amount of verisimilitude and internal consistency, but it is an underworld: a place where the normal laws of reality may not apply, and may be bent, warped, or broken. Not merely an underground site or a lair, not sane, the underworld gnaws on the physical world like some chaotic cancer. It is inimical to men; the dungeon, itself, opposes and obstructs the adventurers brave enough to explore it.

For more about Jason’s concept, see page 22 of Philotomy’s Musings, a PDF that mimics the appearance of the original D&D supplements.

When Jonathan Tweet and Rob Heinsoo created their “love letter to D&D” in the 13th Age role playing game, the mythic underworld probably inspired their notion of living dungeons.

Other special dungeons, known as ‘living dungeons,’ rise spontaneously from beneath the underworld, moving upward steadily toward the surface as they spiral across the map. Living dungeons don’t follow any logic; they’re bizarre expressions of malignant magic.

The game charges heroic adventurers with the goal of slaying living dungeons. “Some living dungeons can be slain by eliminating all their monsters. Others have actual crystalline hearts, and can be slain by specific magic rituals whose components and clues can be found among their corridors and chests.

The concept even explains why a living dungeon might offer adventurers clues to its secrets. “More than one party of adventurers has observed that most living dungeons have some form of a death wish.

Adam Dray gives the best sense of the concept’s flavor.Like any good monster, the living dungeon wants to kill. It’s a mass murderer, gaining more and more power as it takes life. Like a clever virus, it knows that it can’t just instantly kill anything that enters it. It seduces and teases. It lures people into its depths with the promise of treasure.

If you like the living dungeon concept, in “I, Dungeon,” Mike Shea gives more ideas for a living dungeon’s motives and vulnerabilities.

Some 13th Age reviewers found the living dungeon concept too fanciful. For them, the biological whiff of the concept of a burrowing dungeon felt too dissonant.

For me, I think the mythic underworld resonates when it feels less alive and more haunted or cursed. Not cycle of life, but living dead. Stones that echo with so much hate and hunger and chaos that they mock life.

To make such a dungeon frightful, avoid putting a face to the wickedness. The evil cannot manifest itself as a ghost in a sheet or as a personified “Dungeon Master” working controls at the bottom level. For inspiration of a haunted place look to 1963 movie The Haunting, which never shows ghosts but proves scarier for it. Or see the 2006 movie Monster House, which my kids couldn’t bear to watch through to the end.

Imagine a place, perhaps one haunted by a massacre or some other legendary wickedness, perhaps one abandoned by god. This site devours all that is living and good that intrudes. It hungers to snuff more lives, so perhaps it pulls gems, gold, and lost treasure from the depths to lure more victims. Imagine a place that seems to summon—or perhaps even create—malign horrors to infest its halls. Imagine a place that waits to test the boldest heroes.

Next: Megadungeons in print and on the web

3 reasons science and ecology make a bad mix for some monsters

Larry Niven's disk

The Magic Goes Away inspired Larry Niven’s disk

Back in the formative years of Dungeons & Dragons, speculative fiction enjoyed something of a fashion for combining science and fantasy, so the popular Pern and Darkover novels provided scientific explanations for what fantasy-flavored worlds of dragons and magic. Meanwhile, in The Magic Goes Away and related stories, hard science fiction author Larry Niven treated magic as science and investigated all the implications.

Readers appreciate these kind of hybrids for a couple of reasons. The injection of science gives magical concepts a boost of plausibility. In some future world, perhaps science really could engineer telepathic dragons as in Pern. Plus writers and readers who enjoy explaining things with science’s reasoning get to play with fantasy’s toys. I share these impulses. I’ve never been entirely satisfied with fantasy that leans too heavily on “just because” to explain candy houses and winged monkeys. I keep trying to imagine a scientific explanation for the long and varying seasons in the world of George R. R. Martin’s Game of Thrones, even though I’m confident George has no such explanation to offer. In Westeros, seasons last for years because it supports theme and story. Winter is coming. Part of what makes fantasy powerful is that not everything needs explanation. Sometimes Fantasy just needs to feel true. And sometimes resonate stories come from mystery.

Ecology of the PiercerPerhaps inspired by the fashion for using science to explain fantastic concepts, Chris Elliott and Richard Edwards took a somewhat silly monster, the piercer, and wrote “The Ecology of the Piercer,” which first appeared in the UK fanzine Dragonlords. The piercer seems obviously contrived to harass dungeon-crawling PCs, so a dose of science and ecology adds some verisimilitude. Dragon magazine editor Kim Mohan must have fancied the article’s concept, because he reprinted the piece in Dragon issue 72. The ecology series took off and Dragon went on to print more than 150 installments.

The ecology concept improves some monsters, especially those that share the non-magical nature of the piercer, but adding a dose of science to every prominent creature damaged the assumed world of Dungeons & Dragons.

For many monsters, magic provides a better creative basis than science and ecology.

Monsters that come from magic can inspire stories

Magical creatures can bring histories that go beyond ecological niches and breeding populations; they can come from stories that players can participate in. Magical creatures can begin with a curse, they can be created for a sinister purpose, or in experiments that went wrong. For example, in “Monsters and Stories,” D&D pooh-bah Mike Mearls explains how medusas come from a magical bargain and a curse, and then he explains how this can inspire gameplay. “One medusa might be a vicious, hateful creature that kills out of spite, specifically targeting the most handsome or beautiful adventurers that invade its lair. Another might be a secluded noble desperate to conceal her true nature, and who becomes a party’s mysterious benefactor.”

Magical creatures can be evocative in ways that natural creatures cannot

Does imagining dragons as a form of dinosaur, as presented the 2nd Edition Draconomicon, improve either dragons or dinosaurs? Dragons become less magical, less mythic. Meanwhile, dinosaurs don’t need to be blurred with fantasy to excite us—they were huge and real. Mythology teems with chimeric hybrid creatures from the gryphon to the cockatrice. Does supposing these creatures have populations with natural ranges and diets improve them? Why can’t the cockatrice emerge from a tainted, magical mating of bird and serpent? Why cannot gryphons be a divine creation based on some godling’s favorite creatures?

Magical creatures can break the laws of nature

Every culture seems to include giants in their myths. Giants may be the most pervasive and resonate monster of the human imagination. But giants defy science’s square-cube law and walk in defiance of physics. We ignore that because we like giants, and because of magic.

When I did my post on the 11 most useful types of miniatures, I determined that elemental and, especially, undead monsters appear in a disproportionate number of adventures. In the early days of the hobby, dungeon designers could put living creatures in a remote and unexplored dungeon without a source of food, and no one would care. Now days, dungeon designers feel limited to populating their crypts, lost castles, and vaults with the undead and elementals that gain an exemption from the bounds of nature. This stands as the stifling legacy of the ecology articles. By treating most D&D creatures as natural things that feed and breed and live natural lives, we make them difficult to use in the game.

Embrace the magic in magical creatures

We should embrace the obviously magical nature the D&D bestiary and free more creatures from the limitations of nature. Unnatural creatures can be unique. They can spontaneously generate in places where foul magic or bizarre rituals were practiced. They can leak into the world in places where the barriers between planes have weakened. They can be immortal. Undying, they can survive aeons trapped in some underground lair, growing more hateful and cunning with each passing year.

In the Wandering Monsters post “Turned to Stone,” James Wyatt writes, “One of the things that we’ve been thinking a lot about is that we are creating—and facilitating the creation of—fantasy worlds. The monsters of D&D aren’t races of aliens in a sci-fi setting. They don’t all need to have logical biology.”

D&D operates in worlds’ brimming with enchantment. The ecology articles threw too much magic away; I’m thrilled to see the D&D Next designers bring some back.

22 Reasons why a non-player character won’t cooperate

In “a priest, a warlock, and a dwarf walk into a bar and…nothing happens,” I wrote about how most players only find role-playing encounters compelling when they have a objective to achieve and an obstacle to overcome. Even encounters with the most vivid and fascinating non-player characters fall flat without these two essential elements.

Typically, role-playing encounters combine an objective of gaining information or help, with the obstacle of an uncooperative NPC.

Sometimes the players simply try to persuade the NPC, succeed at a diplomacy check, and move on, but if every interaction amounts to a skill roll, the game loses interest.  At times the bard’s honeyed words may overcome any objections; at times an NPC faces conflicts or repercussions that require action.

I suggest an approach to role-playing encounters that yields more challenging and interesting encounters, along with more memorable NPCs.

Just as the puzzles in a Dungeons & Dragons game have solutions, and locked doors have keys, NPCs can have keys of a sort too. Every NPC who stands unwilling to cooperate must have a reason for it. To unlock the NPC’s help, players must find ways to defuse or overcome their objectives.

If an NPC enters an interaction with a reason not to help the players, you should ultimately give the players enough clues to find a way past the objection.

The NPC may reveal the reason, but sometimes the players may need to figure it out for themselves. The key might not even be apparent on first meeting. If players learn something about a character that helps in a later meeting, then the world feels richer, the NPCs more vibrant, and the players cleverer.

To spark ideas and aid with improvisation, I created a list of potential reasons an NPC might have for refusing to cooperate with the player characters.  Low-numbered items work best for ad-libbed objections from walk-on characters; they require less planning and fewer details about the NPC. Higher-numbered items work better when you have time to plan for your adventure’s most important NPCs.

Reasons a non-player character refuses to cooperate.

  1. She doesn’t want to get involved.
  2. He doesn’t like your kind, for example, strangers, elves, adventurers, or meddling kids.
  3. She doesn’t believe she can help.
  4. He thinks the players will only make things worse. They should leave well enough alone.
  5. She wants something: a bribe, an errand done, or to be convinced that she stands to gain if the players succeed.
  6. He has been paid to keep silent or to stay out.
  7. The players have insulted or offended her.
  8. He thinks the players efforts are dangerous because they don’t understand what’s really going on. He might know something the players don’t or he may simply know less than he thinks.
  9. The players have unwittingly  caused her to suffer a loss.
  10. She feels that helping the players will betray her duties or obligations.
  11. He needs more information to support the players case before he can act.
  12. She knows or suspects that she or the players are watched.
  13. Someone he loves or respects told him not to help.
  14. She is secretly involved with the other side.
  15. The situation benefits her, for example, by raising the value of her trade goods, or by hurting competitors or rivals.
  16. She fears the players might claim a treasure or reward that she expects to get.
  17. He is allied with rivals or competitors to the party.
  18. She’s been threatened.
  19. Someone she loves safety is threatened.
  20. Someone he loves is involved with the other side.
  21. He’s not involved but might be implicated, perhaps for doing things that once seemed innocent.
  22. He’s being blackmailed for a misdeed unrelated to the players’ concerns.

When you play an uncooperative NPC, remember that the NPC may seem helpful. An uncooperative NPC can say all the right things while they lie or let the players down.

Still, I suggest feeding the players lies only when the deception leads to a new development. Lies that lead to false leads and dead ends will prove frustrating and unfun. For example, the countess can lie and say than her hated rival stole the broach, but then the rival must reveal a new piece to a puzzle, perhaps a secret that the countess fought to hide.

The best of Appendix N: The Broken Sword

Among Dungeons & Dragons fans, Poul Anderson’s Three Hearts and Three Lions gets the most attention, as it contains Gary Gygax’s models for the paladin and the troll. But as a read, Three Hearts and Three Lions pales next to Anderson’s finest fantasy, The Broken Sword.

Poul Anderson's The Broken Sword 1971 edition

Poul Anderson’s The Broken Sword 1971 edition

With The Broken Sword, Poul Anderson writes a book inspired by the same Norse sagas that fired Tolkien’s imagination. But while a nostalgia for an idyllic past colors Tolkien’s work, The Broken Sword hews closer to the bleak reality of history. The heroes of The Broken Sword see murderous viking raids as an ordinary summer, and enslaving thralls as the prerogative of the strong. Here, the elves and other “good” faerie folk seem as dangerous and amoral as the trolls and goblins—all well suited for frightening a skald’s listeners around the fire. If you think the Feywild lacks menace and danger, then the The Broken Sword becomes required reading. Both gods and faerie bring doom to the mortal men unlucky enough to cross paths.

The story turns on a witch’s entirely-justified quest for revenge. No fairy tale plot of poison apples or spinning wheels, her plan relies on cunning and dark bargains. The story adds a changeling, an apocalyptic war between elves and trolls, forbidden love, and a demon-haunted runesword. The Broken Sword jams more passion and emotion in a slim volume than modern fantasies work into a fat trilogy. The tale’s villains earn nearly as much sympathy as the heroes. As the story hurtles forward, both heroes and villains call on ever more dangerous means to achieve their ends, knowing they draw closer to doom, but unwilling or unable to stop.

The book’s demonic runesword and growing sense of doom echo Michael Moorcock’s Elric saga because The Broken Sword provided half of Moorcock’s inspiration for Elric, and set the tone for Moorcock’s other fantasies. (The second half of Elric’s inspiration came from the notion of reversing Conan’s qualities, turning a mighty, barbarian warrior into a sickly, ultra-civilized sorcerer.)

Originally published in 1954, The Broken Sword quickly dropped out of print until 1971, when the success of the Lord of the Rings  opened the door for paperback reprints of other fantasies. For the 1971 printing, Anderson took the unusual step of revising the book. He drew on 16 years of additional writing experience to make it “more readable.” You can find an excellent account of the differences between the two editions in Broken In Two: Poul Anderson’s two versions of The Broken Sword.

I read the 1971 version about 20 years ago and recently read the 1954 original version. The original cuts closer to the flavor of the mythic sagas, complete with more ornate, more poetic language. Still, in 1985, I enjoyed the leaner prose of revision more than I would have enjoyed the original. I suspect that, like me, most modern readers will find the 1971 edition “more readable.”

The Broken Sword ranks with Guy Gavriel Kay’s Tigana as my two, favorite single-volume fantasy books.