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The following tables were designed for use with Advanced Dungeons&Dragons® but may easily be adopted for use with other fantasy role playing games. Table 1A indicates what kind of noise adventurers hear behind a door if they listen successfully. 1B indicates what language is heard if a 17 or 18 is rolled for 1A and it is logical that something is speaking rather than, say, growling. Table 2 indicates the subject of thoughts received via ESP when the target is unaware of a foreign presence. Table 3 indicates what "pets" a non-player character (NPC) leader has. In some cases, the "pet" is intelligent but may be Charmed or otherwise persuaded to serve. The table was constructed with Magic User NPCs in mind; separate numbers could be arranged for other classes, but this is adequate for most purposes. When you place an individual on non-homogeneous group with a leader in a dungeon room a castle, or other location, roll a d20, add to the NPC's level, and consult Table 3A. This indicates the maximum number of pets the NPC may have. Then roll three d20 in succession, counting only 1 through 10, for a range of 1 to 1000. If the roll is more than 100 times the NPC's level, he has no pet; otherwise Table 38 indicates what the pet is. Roll until the roll is too high or the maximum number of pets is reached, which-ever comes first. Example: An eighth level Magic User and his followers occupy a small castle. A roll of 12 on a d20, plus 8 for his level, is 20 - he may have no more than 5 pets. He rolls 118, then 624, then 860. The first two rolls indicate a War Dog and a Displacer Beast or Blink Dog (depending on the Magic User's alignment), but the third is above level times 100 (800). so he has only two pets. In most circumstances, only Humans (including other player character races) will have pets. Some pets are allowed only in specific circumstances, as stated in parentheses. Re-roll if these circumstances are not applicable. Some pets are of an alignment hostile to some other alignments (e.g. Hell Hounds inimitable to Good characters). Either assume that the creature is Charmed (Charm Monster) when alignment disagrees, or roll again. Finally, the fourth "table" is not in tabular form at all, but is explained as follows. When a lantern is thrown down with intent to cause a fire, take the Dexterity of the thrower, subtract for restriction of armor (-1 if Leather, -2 if in Chain, -4 if in Plate), double the result, and add his Strength. The total must exceed the roll of 4d6 for ignition to occur, otherwise the lantern breaks and oil splashes but the flame goes out. A thrown torch goes out 75% of the time, a dropped one 25% (or 10% if a square flame guard and proper weighting are used). A dropped lantern shatters 5% of the time, resulting in a fire 50% of the time if not immediately smothered, 80% of the time it goes out even if it doesn't shatter, and in 60 of those 80% the oil drains out. Those who are victims of a Sleep spell do not drop their lights - they lay them down as they themselves lie down. Table 1A (d20)
Table 1B (d20)
Table 2 (d20)
Table 3A
Table 3B
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