Simplified Wandering Monster Checks in the Underworld



The idea is that a slower party is more likely to encounter wandering monsters. But who likes to keep track of turns? I don’t. To make life a little easier roll(X)d6 when the party arrives at a designated area* on the underworld map. X equals a number (see below) based upon the group’s movement speed.  If any 6s are rolled, then the party encounters wandering monsters. Roll for surprise and distance as normal.

12”    X=1

9”      X=2

6”      X=3

3”      X=4

* designated areas must be determined by the referee.  Some areas of the underworld have no WM. Other areas may require a check every time a group tries a door or enters a room.  





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