Let try to apply this on random encounter tables. Now random encounter tables are not really ecologies or biomes but since we are familiar with their content it can be fun to generate interesting variants.
Let use the the Forest/Wooded encounters from the Labyrinth Lord's Wilderness Monster Encounter Table.
Forest/Wooded encounters (1d20)
- Bee, giant killer
- Boar
- Bugbear
- Cat, Panther
- Cockatrice
- Dryad
- Dragon, Green
- Elf
- Ghoul
- Hobgoblin
- Werewolf
- Brigands
- Orc
- Roc, small
- Spider, giant crab
- Troll
- Unicorn
- Wight
- Wolf
- Wolf, dire
Let remove half the encounters so that the "surviving" monsters can fill their "niches".
We roll 10d20: 20 - 11 - 2 - 17 - 20 - 5 - 12 - 12 - 6 - 4 (re rolling doubles: 7, 10)
- Bee, giant killer
Boar- Bugbear
Cat, PantherCockatriceDryadDragon, Green- Elf
- Ghoul
HobgoblinWerewolfBrigands- Orc
- Roc, small
- Spider, giant crab
- Troll
Unicorn- Wight
- Wolf
Wolf, dire
For each absent monster we assign a random survivor who will speciate to fill it empty niche, we will combine the two monsters to create a new one. This new monster use the survivor stats bloc and switch 2d3 characteristics with the monster it is replacing.
Characteristics table (d12)
- No.Enc
- Alignment
- Movement
- Armor Class
- HD (size)
- Attack type
- Damage
- Saves
- Morale
- Hoard class
- Special ability or vulnerability
- Appearance
- Boar wight
- Panther trolls
- Cockatrice elves
- Dryad bugbears
- Green dragon ghouls
- Hobgoblin wolfs
- Werewolf bugbears
- Brigands giant killer bees
- Unicorn giant killer bees
- Dire wolf wolf (??)
Let roll on the adaptation table to find out:
Adaptation table (d8)
- 1-2 Dwarf variant (-1 HD, step up No Enc.)
- 3-4 Giant variant (+1 HD, step down No Enc.)
- 5-6 Random characteristic variant (roll on the characteristic table and modify this characteristic to create a variant)
- 7 Stunted variant (roll on the characteristic table and nerf or dilute this characteristic)
- 8 Hyper variant (roll on the characteristic table and boost or intensify this characteristic)
- Giant giant killer bee
- Hyper Bugbear (Hyper variant: boost number encountered!)
- Dwarf Elf
- Giant Ghoul
- Dwarf Orc
- Dwarf small Roc
- Giant giant spider crab
- High Damage Trolls (Hyper variant: boost damages!)
- Giant Wight
- Climbing Wolf (Random characteristic variant: movement type)
Our final forest island random table:
d20
- Giant Wight
- Boar Wights (tusked wights who search the ground with their big groin)
- High Damage Trolls (ouch!)
- Panther Trolls (stealthy four legged trolls)
- Dwarf Elves
- Cockatrice Elves (use petrification to craft stuff out of petrified victims)
- Hyper Bugbear (larger No. Enc.)
- Dryad Bugbears (tree linked female bugbears)
- Werewolf Bugbears (bugbears who turn into dire wolves)
- Giant Ghoul
- Green Dragon Ghouls (greedy scaly toxic breath ghouls)
- Dwarf Orc
- Hobgoblin Wolfs (weapon using bipedal wolfs)
- Dwarf Small Roc (mounts for the dwarf elves or orcs)
- Giant Giant Spider Crab
- Giant Giant killer bee (they are getting quite big!)
- Brigands giant killer bees (killer bees who ambush people to hoard their stuff)
- Unicorn giant killer bees (white bees who produce magical honey for maidens)
- Dire Island Wolves (cosmetic variant Dire wolf)
- Climbing Wolves
2 comments:
It's really easy to envision how all these species interact, too. I think I'll try this for my next island adventure. Thanks!
This is a very clever idea to simulate ecological niche development. Reminds me a little of how ‘alien’ animals are generated in Traveller using general categories such as carnivore, herbivore, omnivore and scavenger and then further refined by behavior like chaser, hijacker, trapper, filter, etc. The result is a random animal that is still easily understandable by both the referee and players. Also has hints of Gamma World flavor where mutations serve to graft powers, abilities and morphology onto a base creature.
Always a fan of procedural generation in games where half the fun for the referee is explaining ‘why’ this was the result.
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