Monday, June 16, 2025

d100 Woefully Encysted Creatures

When I first read Jack Vance's Tales of the Dying Earth (and other Appendix N literature) and became familiar with Mazirian the Magician, Cugel the Clever, Rhialto the Marvelous, and other ne'er-do-wells, I finally "got" D&D. Rogues and wizards are not scrappy heroes who go into dungeons and battle dragons to save goodly villages out of nothing but the kindness of their hearts - they are self-interested bastards who lie, cheat, and steal their way across the land, absconding to the next domain of strange peoples just in time to escape the consequences of their actions.

Wizards are powerful, yes, but they don't wield their power benevolently, banishing aberrations of the multiverse back from whence they came. They grow women in cloning vats to be their girlfriends. They plant parasitic aliens inside of would-be burglars' abdomens. They summon huge demon birds to fly their enemies across the world and drop them in some unknown land to achieve an impossible task of sheer whimsy and spitefulness. They shrink their rivals down into miniature form, trap them in a maze, and force them to flee from dragons the size of rats. They are petty, vindictive, megalomaniacal nerds with obscene power and little regard for human life.

Mazirian the Magician traps his rival in miniature form with a fearsome lizard.

Enter the Charm of Forlorn Encystment, a spell "which constricts the subject in a pore some forty-five miles below the surface of the earth". Why? It's not because you're a supernatural evil which needs to be contained at all costs - it's because you annoyed or inconvenienced an antisocial godlike being, the wizard. Alongside the Excellent Prismatic Spray and the Spell of the Macroid Toe, it is a quintessential Vancian spell, utterly powerful and wielded in a horrifically capricious way. It should be apparent that the Charm of Forlorn Encystment is a great inspiration to me. 

You won't find the Charm of Forlorn Encystment in D&D - at least, not if you go looking for that - but you will find imprisonment. From the AD&D DMG:

The spell has even survived throughout the editions and appears in the 2024 rules for 5th edition, greatly expanded:

The spell now allows not only constriction in a pore beneath the earth, but other evocative means of "imprisonment", including chaining the target to a location, trapping them in a maze (sound familiar?) or a gem, or causing them to fall into a Sleeping Beauty-esque magical slumber.

Unfortunately, the modern version of the spell omits its best quality, which is that in AD&D, you're always stepping on 1d100 woefully encysted creatures - an unsuccessful attempt to reverse the spell has a 10% chance of unleashing 1 to 100 previously imprisoned creatures. At any time in a D&D world, you're standing atop strata upon strata of creatures who have earned the ire of Vancian tyrants - a magical maximum security prison of fickle fancy.

(Another drawback of the modern version is that it's expensive to cast this spell. It necessitates forethought, as the spell requires an intricately crafted likeness of the target. Spellcasters in modern D&D are putting a lot more effort into imprisoning their foes, which suggests deliberate purpose rather than casual use. This is surely meant to achieve some form of game balance, as many DMs probably don't want their players going around imprisoning their important monsters and NPCs willy nilly. Like most refinements made in the name of "balance", it comes at the unfortunate cost of perverting the intended feel of the game artifact's fictional inspiration.)

But just because modern iterations of the game disregard certain idiosyncracies that made past editions so charming, that doesn’t mean we have to. Regardless of what edition I play, wizards employ the imprisonment spell liberally, and the earth is full of encysted beings, like a Reese’s Big Cup with the confetti sprinkles in it.

But who exactly are these encysted creatures? Luckily, AD&D 2nd edition's version of the spell helps determine not just how many creatures there are in any given location, and not just how many of them may appear when the reverse of the imprisonment spell is unsuccessfully cast, but also what manner of creatures they are:

The average value of a percentile die roll is 50.5, so the average number of creatures released is, depending on how you round, 25 (.505 x .505 = .255025), which means 2 or 3 will be in the vicinity of the caster. Thus, you could simply prepare three or so creatures to be released at any given time. Even if you roll 100 on both percentile dice, the greatest number of creatures that can be released in the player characters' vicinity is 10, so at most you need a list of 10 creatures. Whenever the reverse of imprisonment is miscast, you can pull from the list of 10, then fill it back in later using the procedure above for determining released creatures.

That's what you would do if you were smart. After all, this situation is admittedly very rare. How often will the player characters need to free a creature from imprisonment? How often will they be capable of casting the spell in that situation? How often will they actually know whereabouts the creature is imprisoned? How often will they know all of this information and somehow still mess up the name and background of the creature to be freed? Even if all those factors align, there is still only a 10% chance that other creatures are released.

I, however, am not smart. I thought it would be helpful to have a big table of 100 imprisoned creatures, for some reason. I got more than 50% through it before I realized it made a lot more sense to just have a d10 table. But I put too much work into this at that point to not post it. And I think I came up with some pretty amusing and occasionally actually interesting encounters. My drudgery is a gift to you! Presenting…

d100 Woefully Encysted Creatures

  1. Cerebral Parasite: Imprisoned by the wizard Mornchal for intellectual insult. It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, left undisturbed, it floats away to find a suitable host.
  2. Xilphine Dewbeam: A Chaotic Evil elf fighter 1/magic-user 1/thief 1 imprisoned by the wizard Rintham Phel for being a lackadaisical apprentice. She is unfriendly towards the party, threatening to battle them, cast a spell upon them, or rob them (being equally "good" at all three, she cannot quite decide which). If relations are improved, she can be recruited as a henchman by a non-Lawful non-Good character of 3rd-leve or higher.
  3. Filchgut: A giant rat imprisoned by the wizard Calibrifax the Odor-Averse for rummaging in the latter's garbage bins. Filchgut is hostile towards the party, leaping and snarling at their throats.
  4. Whiskerjack: A giant rat imprisoned by the wizard Tharbus Dillweather for repeatedly finding his way into the latter's pantry and eating all of the candied ginger. Whiskerjack is friendly towards the party, climbing harmlessly onto the nearest person and attempting to find his way into their bag in search of candy.
  5. Thissk: A tween imprisoned by the wizard Aelvyn Meridrome for attempted mimicry. Thissk is hostile towards whoever freed it, choosing them as its host. Unlike most tweens, who benefit their host and impede those around them, Thissk does the opposite, decreasing its host luck and slowing their movements, while doing the opposite to all within 50' of the host. Thissk communicates telepathically with the host, sarcastically bemoaning their misfortune and chastising their lumbering movements.
  6. Gabriel: A 2nd-level Chaotic Good human cleric of a goddess of wandering kindness, imprisoned by the wizard Quintanax for acts of frivolous goodwill. Gabriel is helpful towards the party and eager to aid them in any way. He happily joins as a henchman any non-Lawful and non-Evil character of 5th-level or higher.
  7. Naeva: A 2nd-level Neutral human fighter imprisoned by the wizard Mordrul for besting his sword homunculus in single combat before the Guild of Judges. She is friendly towards the party, and can be recruited as a henchman by any character of 5th-level or higher. She possesses potions of super-heroism and animal control and a scroll of protection from magic.
  8. Coffer Corpse: The necromancer Velthur sent this "certified non-animate" cadaver to his colleague Gorandel the Beige for anatomical study. Little did Gorandel know that his black-humored contemporary had conspired to play a sinister prank upon him. When the corpse suddenly sat up on the table as Gorandel prepared his instruments, the fearful wizard's instincts kicked in, and he imprisoned it for all eternity. The corpse is indifferent to the party, but can't help that it is in its nature to play pranks. It still bears the "certified non-animate" stamp of Velthur, but when approached it suddenly sits up, forcing all nearby to save versus fear or flee in panic. It then shambles off. Is it...laughing? No, surely not.
  9. Coffer Corpse: The necromancer Velthur intended to send this cadaver to his colleague Gorandel the Beige, unfortunately once animate it immediately began throttling Velthur's assistant. After waiting long enough such that the assistant pledged their mortal soul to Velthur in exchange for aid, Velthur imprisoned the corpse and moved on to the next. It is hostile to the party, immediately attempting to strangle the caster who freed it.
  10. Dreth: A skulk imprisoned by the wizard Vorbino for the crime of loitering. It is hostile towards the party, but won't attack if it is outnumbered and out-armed. Since there is only a 10% chance of spotting Dreth, the party may not even know that they've freed it. It will wait for them to go on their way, follow at a distance, and attempt to murder any unsuspecting stragglers or ambush the party in their sleep.
  11. Perrin Vale: A 3rd-level Neutral Good human illusionist imprisoned by the wizard Thaumagrave for incessant mirth. Perrin Vale is a cheerful and quick-witted traveling performer and ambassador of good will. He is friendly towards the party, with a good-natured attitude towards his imprisonment, and can be recruited as a henchman by a non-Evil character of 8th-level or higher.
  12. Globthrax: A lemure devil imprisoned by the wizard Yndross for farting softly. Globthrax is friendly towards the party, believing that it is in Hell and that the individual who freed it is its master. It follows them like a puppy, gurgling sadly.
  13. Velxiryn Auvryndar: A Neutral drow imprisoned by the high elf wizard Xeruun the Pale for, you know...it was basically a hate crime. Velxiryn is indifferent towards the party, treating them as though they are beneath his notice before wandering off. If when freed he is exposed to the light of day, he instead hisses curses and seeks the nearest shelter.
  14. Ringing Bell: A 3 HD kenku imprisoned by the wizard Myrosk Thale for incessant mimicry and distribution of fool's gold. Ringing Bell is indifferent towards the party. It makes the sound of a ringing bell, hands the individual who freed it a palm full of gold coins as "thanks", and wanders off. The gold coins crumble into dust at dawn the next day.
  15. Blurt Grubstomp: An ogre imprisoned by the wizard Theophrax for stomping around the valley chasing a goat while Theophrax tried desperately to focus on his latest composition for the theremin. Blurt is hostile to the party, immediately attempting to stomp and eat them.
  16. Snarlith: A caterwaul (AC 6, 1 attack/round) imprisoned by the wizard Eddovarn for howling at all hours of the day. If there is anywhere to hide at the location in which the caterwaul is freed, it will attempt to do so (75% chance of success). It is hostile towards the party, and will ambush them from hiding once the opportunity presents itself.
  17. Jessa: A 4th-level Chaotic Neutral human thief imprisoned by the wizard Tablivast Norr for stealing a single quill pen from his desk on a drunken dare. As she has been in suspended animation all this time, she is still quite drunk. She is indifferent to the party, stumbling about asking what year it is. She can be recruited as a henchman by a non-Lawful character of at least 9th-level.
  18. Mosscreech: An owlbear imprisoned by the wizard Varnix the Showman. Mosscreech was the grand reveal at Varnix's Parade of Nature and Nightmare, but broke loose of her restraints and devoured a prince's favorite nephew before Varnix could imprison her. When freed, she is hostile, exploding with the confused fury of multiple eons at all in the vicinity.
  19. Gnarlchatter: A su-monster imprisoned by the wizard Darnavos for unbalancing the black phlegm of Darnavos's soul. After his dreams were repeatedly disturbed by thoughts of primal filth, Darnavos found the mildly psionic creature nesting in the rafters of his library and promptly banished it. Gnarlchatter is indifferent to the party and simply sits staring at them, its psychic presence lurking just behind its eyes like a storm about to break. Harmless mental noise creeps into their minds - the sway of the branches of half-remembered trees, the sound of bones cracking, and water dripping in places deep.
  20. Festerplop: A giant poisonous toad imprisoned by the wizard Aelric for eating several of his prized warblers. Festerplop is indifferent to the party. Its skin is very dry, and it seeks out the nearest body of water in which to moisten itself.
  21. Sister Morwenna: A 7th-level Lawful Good human cleric of the goddess of compassion, imprisoned by the wizard Relvidoss Charn for interrupting one of Relvidoss's spell duels to heal a wounded bystander (which he objected to as a breach of the nonintervention clause). She possesses potions of extra-healing, polymorph (self), healing, and giant strength, and a ring of protection +1. She is helpful to the party, offering to heal their wounds or, if none are injured, give them magic items as thanks. She will eagerly serve as a henchman to any non-Chaotic non-Evil character of at least 11th-level.
  22. Za'uth Tal-mhar: A 6th-level Lawful Neutral githzerai monk imprisoned by the wizard-countess Yrissile Varn for refusing to aid the countess in opening her "fourth" eye. Za'uth is unfriendly, curt, suspicious, and contemptuous of the party. He possesses potions of extra-healing and polymorph (self), a ring of mammal control, and a dagger +2. If his disposition is improved, he can be recruited as a henchman by a non-Chaotic character of at least 9th-level.
  23. Gristlechew: A leucrotta imprisoned by the wizard-horticulturist Vellatrix for lurking insidiously within her hedge maze. Gristlechew is hostile towards the party, attacking with its badger jaws and cloven hooves while using its knack for mimicry to imitate the voice of Vellatrix, angrily scolding the party for intruding upon her topiary menagerie.
  24. K'rzach: A giant spider imprisoned by the wizard Moramunt because, um, it's a giant spider...yuck! K'rzach is unfriendly towards the party. It raises its forelegs up in the air, displaying its black fangs, hisses, and slaps the ground in front of it until the party leaves it be. If attacked it flees, kicking urticating hairs behind it, which blind and choke all caught in the cloud.
  25. Skroggat: A tentamort imprisoned by the wizard Quintessivar. Skroggat escaped from containment within its master's menagerie, and Quintessivar didn't much care for the way it drank his cat's internal organs. Skroggat is indifferent towards the party. It roots itself in place and then tentatively uses its dual tentacles to examine its surroundings in search of danger or food. 
  26. Sluthrix: A carrion crawler imprisoned by the wizard Kraedilin Skont for feasting upon the compost in Skont's fungal garden. It did not get a chance to eat its full. It is hostile and hungry.
  27. Vandessa: An 8th-level Chaotic Neutral human magic-user imprisoned by the wizard Zorvandel for trampling the shingles atop Zorvandel's tower. Vandessa possesses a wand of illusion, a wand of negation, and boots of striding and springing. She is unfriendly, and uses her wand to summon phantasmal warriors to engage in psychic battle with the party. She then strides and springs away with her magical boots while the party is preoccupied.
  28. Ragthul: A manticore imprisoned by the wizard Telvarin for refusal to serve as a loyal mount. Ragthul is eager to reassert his dominance once freed. He is hostile, firing volleys of iron tail spikes before closing into melee with his jaws and claws.
  29. Ashes After Midnight: A nightmare imprisoned by the wizard Lorulvan for refusing to breed with his prized mare. Ashes After Midnight is confused and startled when freed. It is unfriendly, neighs hellishly, bucks, and kicks flaming clods of earth in the party's direction.
  30. The Violent Gale: A wind walker imprisoned by the wizard Iolken for keening at a frequency which shattered all of the flasks in Iolken's urinarium, spoiling decades of work and causing a terrible stench to seep into the flagstones on the floor. The Violent Gale is as violent as ever when freed, howling towards the party and blasting them with forceful currents.
  31. Old Saltscales: An old bronze dragon imprisoned by the wizard Vaelmont Skerrik in order to lay claim to the dragon's life-sized ship in a bottle. Old Saltscales was asleep when imprisoned, and he sleeps still! His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either lightning or repulsion gas (50% chance of either). Old Saltscales is friendly, but does not speak the language of men. If awakened, he will peer about, confused, then fish a 500 gp pearl out of his scales and gift it to the party before wandering away.
  32. Gitarhun the Vainglorious: An efreeti imprisoned by the wizard Omur al-Din for attempting to organize a planar servitor uprising. Gitarhun is unfriendly. He carries himself with haughty arrogance and expects his liberators to kowtow to him. Efreet custom dictates however that Gitarhun grant the party three wishes or 1,001 days of service and, the latter being too long a term for Gitarhun's taste, he begrudgingly informs the party of the former. He is nonetheless unwilling, and will seek to pervert the intent of the party's words lest they are chosen carefully.
  33. Barbegora: A seven-headed pyrohydra imprisoned by the wizard Nehzpal once it grew too large to live comfortable inside his bathtub. It is unfriendly, stomping its feet, bellowing, and threatening to breathe flames so long as the party remains in the area.
  34. Shade of Sir Halven Marr: The spectre of a human knight imprisoned by the wizard Senrevan. Sir Halven is unfriendly, accusing the party of breaking oaths and committing dishonorable crimes. The spectre follows the party to judge their conduct, shouting everywhere they go that a band of turncloaks and scoundrels approaches, alerting all creatures to the party's presence and worsening monster and NPC reaction rolls. 
  35. Garahargava: A hieracosphinx imprisoned by the wizard Narzherem Klee. Garahargava was intended to be a mere fearsome decoration in Narzherem's stronghold, and was imprisoned after devouring one too many diplomats. It is indifferent towards the party, and flies off once it has asked some routine questions.
  36. Cerebral Parasite: Imprisoned by the wizard Jollerec for infesting the brain of his most promising apprentice (the implication being, of course, that the apprentice's brain was more desirable than Jollerec's own). It is invisible unless magical or psionic means of detection are employed. If any creatures in the party have psionic abilities or potential, it infects their brain. Otherwise, it infects the brain of the most intelligent creature present. It drains 1 point of Intelligence per day until it is removed.
  37. Thalraxus Verdigris: A very old copper dragon imprisoned by the wizard Calyphor for basking atop a promontory on which Calyphor wished to build his tower. Thalraxus is asleep when freed from imprisonment. His tail sweeps restlessly back and forth as he slumbers, and there is a 1-in-6 chance each round that he will experience a fit of snoring then bellow forth either acid or slowing gas (50% chance of either). If awakened he is unfriendly, attempting to frighten the party with his fear aura. He breathes on those that remain with slowing gas, collects any treasure dropped by those that fled, then leaves the area.
  38. Xhal’thorrin: A mind flayer imprisoned by the wizard Paroxil for telepathically transmitting a most confounding haiku as the two passed each other on the Astral Plane. Xhal’thorrin is friendly, and offers to use its powers of probability travel to transport one or more members of the party to the Outer Planes as thanks. 
  39. Trapper: Imprisoned by the wizard Therin-Moss for the unauthorized devouring of a visiting dignitary's dog. If freed in a subterranean area with a stone floor, there is a 95% chance that the trapper will be impossible to detect by normal means. Either way, it will lay flat on the ground with a chest-shaped protuberance at its center and wait for unsuspecting prey to walk into its trap, at which time it will strike.
  40. Morruph the Vein-Seeker: A xorn imprisoned by the wizard Izekian Qhlarn for devouring his prized tesseract. It is indifferent to the party, but becomes interested if it smells rare metals or gemstones, pleading that it is hungry from its long imprisonment and requires sustenance. If the party refuses to feed it, it is 90% likely to attempt to acquire such sustenance by force.
  41. Eldric: An 11th-level Lawful Good human cleric of a sun god, imprisoned by the wizard Halzren Voss for inspiring hope in the destitute. Eldric possesses potions of extra-healing and polymorph (self), an augury scroll, a mace +1, a cloak of elvenkind, and a figurine of wondrous power (serpentine owl). He is friendly towards the party, and is willing to trade spells and magic items in exchange for information or other assistance. He can be recruited as a henchman by a non-Chaotic non-Evil character of at least 17th-level.
  42. Shaar-Khul: A purple worm imprisoned by the wizard Cintaril for collapsing his prized diamond mine. Shaar-Khul is indifferent to the party, burrowing into the ground and leaving the area. This may cause a cave or tunnel collapse if the party is underground at the time.
  43. Gruhk: An umber hulk imprisoned by the wizard Zarvash. Gruhk's befuddling gaze caused Zarvash to become lost in his own basement complex (into which Gruhk had entered uninvited) for several minutes. When Zarvash came to his senses and tracked Gruhk down, he found the umber hulk feasting in his purple worm nursery. Rude! When freed, Gruhk is indifferent towards the party. It is still digesting the several purple worm hatchlings it ate, and their mild venom is not agreeing with Gruhk's stomach. It wanders off to lay down, although the party may still be subjected to its confusing gaze if they happen to lock eyes with it.
  44. Flickerhex: A will-o-wisp imprisoned by the wizard Edril for repeatedly waking him in the night to attempt to lure him into the Forbidden Swamp (Edril visited the Swamp regularly and did not worry for his safety there - it was the attempt at manipulating his free will with which he took offense). Flickerhex is hostile, incensed by the fact that Edril was not a good sport, and takes its frustrations out on the party, attacking them with electrical shocks.
  45. Thryxaval of the Mid-deep: A xorn imprisoned by the wizard Maerod for peeling away and eating the gold leaf lining his scrying chamber. Thryxaval is unfriendly towards the party, claiming that they are trespassing in its domain and owe it a tithe of precious metals and gems. If the party possess such materials and refuse to hand them over, Thryxaval is 90% likely to attempt to acquire them by force.
  46. Ebravask the Uncertain: A beholder imprisoned by the wizard Haron for nagging questions. Its eyes are half closed and unfocused, and it mutters "Why?" over and over again. Its central eye projects a cone of confusion, and its death ray eyestalk instead causes a feeblemind effect. Ebravask lost its faith in reality, and its probing questions caused philosophical divides which resulted in the mass suicide of at least one holy order. It is unfriendly, assailing the party with thought-provoking questions about truth and reality. It abhors absolutes and certainty, which may cause it to become hostile.
  47. Gluthar, Harbinger of Harmony: A beholder imprisoned by the wizard Frasht for incessant song. Its body is covered in toothy mouths which sing in perfect harmony. Its central eye projects a cone of silence, and its wounding ray eyestalk instead shoots a supersonic blast which deafens its target. After eons of hearing only its own voices, Gluthar cannot tolerate the sound of others. It is hostile, and it attacks the wizard who freed it unless the party is able to harmonize with it perfectly.
  48. Nymburion the Benevolent: A beholder imprisoned by the lich Dejall Gancho for unwanted medical attention. It has a serene, wise demeanor. Its cause serious wounds eyestalk instead cures serious wounds, but the healing magic causes cancerous tumors and mutations to manifest in the target. It is friendly, and eagerly tries to "heal" whoever freed it.
  49. Urzok the Somnambulant: A beholder imprisoned by the wizard Chana Dothon for loud snoring. It is seemingly asleep, snoring loudly and drooling, with all eyes closed and crusted over with dried goo. It is indifferent, drifting lazily in a random direction without regard to whoever freed it. If followed closely without waking, it mutters prophetic information in its sleep as with a contact other plane spell. It believes that waking reality is a nightmare and, if awakened, attempts to destroy all in its vicinity.
  50. Xarthan the Self-Obsessed: A beholder imprisoned by itself by accident. Its body is perfectly smooth and round, and each of its eyestalks are identical in appearance. Its flesh to stone eyestalk instead turns flesh into reflective glass. Its death ray eyestalk is instead capable of imprisonment, and it accidentally imprisoned itself while admiring its own image in the reflection of the "petrified" wizard Renoras of Omur. It is hostile, and attempts to "petrify" the wizard who freed it in order to gaze upon its own reflection once again.
  51. Zhagulax, the Archivist-Sphere: A beholder imprisoned by the archmage Mouyan for intellectual property theft. It appears as a glyph-covered metallic sphere and constantly dictates its observations. It central eye projects a cone which releases the magical energies stored in its targets' heads, forcing its targets to cast random spells so that Zhagulax may document the results. Its metal shell shields it from the effects of all magic. It does not intend to harm the party, but cannot help but carry out this function.
  52. Bellagra, the Strange Companion: A catoblepas imprisoned by the wizard Thasala for pissing on the carpets of Thasala's foyer. It is a pygmy catoblepas (size M) with blinders on its eyes. It follows the individual who freed it like a confused puppy.
  53. Gralloch, the Breath of Death: A catoblepas imprisoned by the wizard Nurotz for bad breath. Its body is bloated and oozing. Its breath blackens plants and rusts metal. It is hostile, and will attempt to batter those in its vicinity with its tail. If it can raise its head to focus its gaze, it targets the individual who freed it.
  54. Mulb, Lurker Beneath the Roots: A catoblepas imprisoned by the wizard Samar for spitting on Samar's satin slippers. Its body is covered in moss and carnivorous plants which have taken root in its flesh, and it chews a cud of plant matter. It is unfriendly, slapping its tail and bellowing to drive threats away.
  55. Suth, the Unmoving: A catoblepas imprisoned by the wizard Thosi for being in the way of Thosi's palanquin. It has patchy fur and is asleep. It is indifferent to its surroundings, being asleep, and simply wanders away if awakened. It swipes its tail back and forth in the throes of a nightmare. It weeps a noxious slime from its eyes which, if gathered, can be used in the creation of magic items related to death magic. Every turn there is a chance that it suddenly and briefly opens its eyes, killing any who are gazing upon it (25% chance on the first round plus 15% chance each round thereafter if the party remains in the vicinity).
  56. Kaetra Bloodwroth: An 8th-level Chaotic Evil human fighter imprisoned by the wizard Xor Merjara for being "just a bit too much". She possesses potions of climbingflyinghumanoid control, and levitation, a sword +1, a rod of cancellation, and a cloak of displacement. She is a reaver of an ancient blood cult. She is hostile, attacking viciously and without mercy upon being freed ("Blood for the blood god!" and all that). She can be convinced not to attack if the party are themselves covered in blood and convince her of their devotion to the blood god. She can be recruited as a henchman by non-Lawful and non-Good characters of 12th-level or higher.
  57. Ared Holt: An 11th-level Neutral human fighter jointly imprisoned by the wizards Khinoshan and Agazin for refusing to choose a side in their most recent squabble at the time. She possesses potions of climbingflyingsuper-heroism, and animal control (all), a mace +1, and a defender +4. She is at times frustratingly neutral, but is helpful towards the party, seeking to pay off her debt of obligation to her liberators by way of service. If the characters are at least 17th-level she will offer to join them as a henchman. Otherwise, she gifts them her defender, considers the debt repaid, and wanders off.
  58. Varkem the Turncloak: An 11th-level Neutral Evil human fighter imprisoned by the wizard Vali for suspicion of traitorous intent. He possesses potions of halfling control and levitation, a dagger +2, a mace +1, a staff of striking, a sword +3, and a ring of spell storing (animate dead, exorcise). He is a mercenary general of considerable skill who betrayed every client he ever had. He is indifferent, questioning the party about his current location, the nearest active war, and which side in the war is richer. He can be recruited as a henchman by non-Good characters of 17th-level or higher.
  59. Demogorgon, Prince of Demons: A demon prince imprisoned by the Seven of Siral: Drosita of Rinaras, Echali, Gunti, Iltheen Garius, Ojanth of Ladasa, Orelu, and Zoluma - not for benevolent reasons, of course (they were the ones who summoned him to begin with, each individually attempted to wield Demogorgon against the others, and when it became clear that all were failing, they combined their powers to seal him away for defying them collectively). Demogorgon is hostile once freed, attacking with all of its power anyone nearby. Demogorgon is especially wrothful if the party consists of seven members, believing them to be some cosmic descendants of those wizards who sealed it away.
  60. Quoralyth the Sagacious: An ancient gold dragon imprisoned by the wizard Phandelmor Quinx for mild criticism of the keynote address at Phandelmor's Symposium of the Planes. When freed, Quoralyth is in the form of a golden-haired, golden-eyed androgynous human in simple robes and bare, unwashed feet. Quoralyth can cast the following spells: bless, cure light wounds, hold person, know alignmentslow, suggestioncommune, quest, globe of invulnerabilityword of recall. Quoralyth is friendly and thanks the party for freeing them. They use know alignment to discern the party's nature. If the party is not Chaotic or Evil, Quoralyth will offer their spellcasting services as thanks. Otherwise, they offer measured chastisement and recommend that the party change their ways, then cast word of recall to return to return to their lair.
  61. Scathryx the Verbose: An ancient green dragon imprisoned by the wizard Nualvar for ad hominen attacks. It is indifferent towards the party, questioning them to gain its bearings before leaving the area to find Nualvar and finish their heated debate.
  62. Ashranzhul: An ancient red dragon imprisoned by the wizard Pnatum in order to bathe in the sulfur hot springs of her lair. She is sleek, with a blackened underbelly and broken horn. She is unfriendly towards the party, demanding information about Pnatum's current whereabouts as well as tribute. She becomes hostile if lied to, disrespected, or denied, but leaves the area to exact her revenge once she has been satisfied.
  63. Vemberthraxis: An ancient red dragon imprisoned by the wizard Zerin for regarding Zerin as one would an ant. He is iron-scaled, with blackened wings and eyes of flame. He is indifferent towards the party, being aloof and disinterested in mortals and considering them unworthy of his vengeful power. He will ask cryptic questions in order to ascertain his bearings, then leave the area to reclaim his domain elsewhere.
  64. Yan-C-Bin, Prince of Evil Aerial Creatures: An Elemental Prince of Evil imprisoned by the wizard Thasselant Yr for blowing Thasselant Yr's carefully organized papers all over his study. Yan-C-Bin is indifferent to the party and invisible. He flies away to establish a court of storms on the Material Plane. The party may be entirely unaware of the evil they've unleashed.
  65. Grimblecud's Golem: An iron golem created by the wizard Grimblecud to thwart the ascension of would-be gods. It was imprisoned by the wizard Nadrax when it wouldn't attempt to thwart his schemes, the implication being that Nadrax was not destined to become a god (he was not). The golem is unfriendly towards the party. It senses that their current quest is related to some deific destiny, following and attempting to inconvenience them at every turn.
  66. Kidor's Golem: An iron golem created by the wizard Kidor of Skoun in the Golem Wars and imprisoned by Kidor's rival, the wizard Melena. It ignores the party and attempts to carry out its master's last orders: crush Melena into goo.
  67. Ozmourin's Golem: An iron golem created by the wizard Ozmourin to guard multiple demiplanes simultaneously. It was imprisoned by the wizard Quintessa Rime for crimes against geometry. It is able to distort time and space, gaze into multiple planes simultaneously, and attack creatures on any plane. It is unfriendly towards the party for past extraplanar trespass (real or imagined) and follows them, distorting time and space at the most inconvenient moments for them.
  68. Solun-Veth's Golem: An iron golem created by the wizard Solun-Veth to guard her chapel of forbidden oracular devices. The wizard Cladrix seized control of the chapel and imprisoned the golem for its habit of smashing his scrying devices. The golem is indifferent to the party unless divination magic is used in its presence, in which case it attempts to subdue the perpetrator.
  69. Vexillor's Golem: An iron golem created by the wizard Vexillor Mannayne to memorialize lost cities of the past. It was imprisoned by the wizard Saphelyne of the Mirror Eyes for being a buzzkill. The golem is indifferent towards the party, reciting in a hollow voice the names of ancient streets and rivers. Perhaps it has information about a city with which the party is familiar.
  70. Calarithe: A female lamia noble imprisoned by the wizard Yrvelo Quen, not for infiltrating and subverting the Kingdom of Dral with her enchantments and illusions (which she did), but for inundating the kingdom's laws and policies with Lamian grammar, which Yrvelo found to be of the most offensive sort. She appears as a noblewoman in silk and silver. She is hostile towards the party, attempting to ensorcel them with charm person. If a party member passes their saving throw to resist the charm, or once at least half of the party is charmed, she attacks. She is a 3rd-level magic-user and can cast magic missile, shocking grasp, and invisibility.
  71. Azenwyll the Thrice-Laved: A lich imprisoned by the wizard Glarnax for issuing a minor correction to Glarnax's star charts. She speaks as if mid-lecture and is indifferent towards the party, treating them as she would inattentive students. Attentive listeners are rewarded with eldritch lore about the cosmos. Those who disrespect her or ask incessant questions are punished with the knowledge of forbidden coordinates, which shatter the minds of those who comprehend their portent (as per a feeblemind spell).
  72. Eirenqhotl the Eternal: A lich imprisoned by the necromancer Tundrolax for refusing a joint grimoire collab, The Ten Thousand Pacts of Smoke and Flesh, calling it "theory-mongering drivel". Eirenqhotl is hostile, mistaking the party for agents of Tundrolax, attempting to destroy them.
  73. Old Luthwin the Bronze: A lich imprisoned by the wizard Herovant for creating the Spell of the Flatulent Soul, which humiliated Herovant before an audience of his peers. He is friendly towards the party, being of a cheerful and talkative disposition, and may offer helpful guidance pertaining to ruins and magic, although his knowledge is outdated by roughly 20 eons. Those who dare to point this out to him share the same fate as Herovant of old.
  74. The Purple Hermit: A lich imprisoned by the wizard Merzatho for critiquing Merzatho's latest treatise on color theory and illusory magic. The Purple Hermit is indifferent towards the party, eager to return to his lair to catch up on all the research articles that have been published during his lengthy imprisonment.
  75. Grondash: A purple worm imprisoned by the wizard Fendrel for swallowing whole multiple caravans of precious reagents. It is unfriendly to the party, sickened by its consumption of magic. It thrashes about, threatening to skewer those nearby with its venomous stinger. There is a 1-in-6 chance each turn that it belches forth a torrent of mutagenic acidic slime, after which its disposition markedly improves.
  76. Ikhazar: A purple worm imprisoned by the wizard Vorlen for devouring a herd of prized horses. It is hostile, attacking the party on sight (especially those with delicious horses).
  77. Khalazuur the Underwarden: A purple worm imprisoned by the wizard Darnis Villeth for thwarting mining operations (thereafter Darnis Villeth's mining servitors dug too deep, unleashing a creature of shadow and flame which spelled the wizard's doom). It is an awakened worm enchanted to guard the overworld from the perils of the veins of the earth. Rather than venom, its stinger discharges a sweet blue milk, a thimble of which can sustain a creature's need for food and water for an entire day.
  78. Molkrith the Metroworm: A purple worm imprisoned by the wizard Vaelatrix. Molkrith is a Metroworm - a specially engineered biomechanical purple worm designed to carry passengers inside its body and transport them through the underworld. It ran one minute late and caused Vaelatrix to miss an important ritual, earning her ire. It is helpful to the party when freed, opening its door flaps to welcome them aboard. After waiting for a short period, it continues on its way along its usual route.
  79. Shaak-Taruun: A purple worm imprisoned by the wizard Zorban. Its subterranean rumblings caused Zorban's palantir to roll from its pedestal to the floor, upon which it suffered a minor crack. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  80. Thurundel: A purple worm imprisoned by the wizard Xargalum. Thurundel's burrowing beneath Xargalum's tower caused the structure to sink into the earth an entire inch! Thurundel is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  81. Vorrugaleth: A purple worm imprisoned by the wizard Mallaera for digging up her garden of arcane vegetables. It is unfriendly to the party, shrieking and threatening to skewer them with its venomous stinger. Due to its diet of arcane roots and vegetables, its venom imparts chaotic enchantments and curses on those who aren't outright slain.
  82. Yrrith-Halud: A purple worm imprisoned by the wizard Grellin for waking him in the night with its mating song. It is friendly towards the party and becomes docile if sung to in the language of the deep earth.
  83. Zhaal-Khud: A purple worm imprisoned by the wizard Eshara for toppling her cosmic dominoes, causing unseen tragedy on some unknown world. It is indifferent to the party, burrowing away immediately. Its rumblings are sufficient to make walls and ceilings in the area collapse.
  84. Chaos Knight Thazrogg: A death slaad imprisoned by the wizard Ozarion. Thazrogg traveled the mortal world in the guise of Ozarion himself, challenging Ozarion's colleagues to all manner of inane and deadly magical duels. Thazrogg (and thus Ozarion) developed a reputation for simply hacking his opponents to death with his icy sword (a frost brand +3). Very unwizardlike behavior! When freed, Thazrogg is still disguised as Ozarion, and is curious about the party. If they prove to be boring or stodgy, he quickly becomes unfriendly, using his magic to inconvenience (but not necessarily kill) the party as he wishes (for example, fear, symbol, or power word, stun, but probably not cloudkill or fireball). He will steal any treasure or magic items dropped as a result, then become invisible and flee.
  85. Brontakles, Father of Laughter: An elder titan imprisoned in the Dawn Age by the gods themselves. His laughter shook the mountains and collapsed a cliff, destroying the god of wine's favorite monastery. When freed, he demands to be entertained with jokes. Should the party succeed in amusing him, his fits of laughter shake the earth and collapse structures and caverns in the area.
  86. Dioneion, the Clay Prince: An elder titan imprisoned in the Dawn Age by the gods themselves. He attempted to mold a perfect race of mortals to rival the gods themselves. When freed, he views the party as imperfect creations, and seeks to mold them into their best selves. He restores lost limbs and other injuries, but also changes the party's shapes to reflect his own image. He may change characters' ability scores, race, and class as suits his tastes.
  87. Eirenessa, the Dreamweaver: An elder titan imprisoned in the Dawn Age by the gods themselves. To end a war, she created a dream so magnificent that mortals refused to wake, and the gods anguished in the absence of their worship. During her imprisonment, her fascination with dreams turned towards the macabre. When freed, she makes the party's greatest fears into reality, forcing them to do battle with monsters from their worst nightmares. If they survive, she may eventually take an interest in more uplifting fare, manifesting the party's greatest desires (as a wish spell).
  88. Heliandros, Son of the Sun: An elder titan imprisoned in the Dawn Age by the gods themselves. His passion for the goddess of love caused the mountains to ignite, sowing destruction across the gods' carefully sculpted peaks. In his heartbroken state, he is hostile towards the party, bellowing, attempting to smash them, and unleashing all the power of his spells and psionics upon them. His anger causes his surroundings to burst into flames.
  89. Lysiphane, Mother of Feasts: An elder titan imprisoned in the Dawn Age by the gods themselves. During a feast of the gods, she was a bit too friendly with the goddess of the hearth's husband. When freed, she is gregarious and interested in tales of the party's heroic deeds. If pleased, she seeks to lift the party's spirit with a feast fit for heroes.
  90. Nymirion, the River Father: An elder titan imprisoned in the Dawn Age by the gods themselves. He urinated into a fertile valley, creating a river which washed away an entire civilization. His bladder is full after eons of imprisonment, and once freed he begins to relieve himself. The party risks being washed away or drowned in the resulting torrent.
  91. Tarthalion, Bard of the Mountain Wind: An elder titan imprisoned in the Dawn Age by the gods themselves. He gifted a mortal bard with a fragment of the song of creation, and the boastful bard's resulting ballad was heard all the way on Olympus itself. The gods were not pleased with such power handed out so freely. Tarthalion either learned little from his long imprisonment or seeks to get even with the gods by defying them again - if a bard or other musician is in the party, he will bestow upon them the various power word spells in the form of song.
  92. Lord Caradoc: A vampire and 9th-level magic-user imprisoned by the wizard Ellindra for feeding on several guests during Ellindra's masked ball. Lord Caradoc's mouth is still covered in blood, and his hunger has not been sated. He attacks the party, eager to feast upon their essences.
  93. Lady Senara: A vampire and 9th-level magic-user imprisoned by the wizard Thalrion for shattering several expensive floor-to-ceiling mirrors in his house of tricks. She is indifferent to the party, treating them with cold detachment. She abhors reflective surfaces, and becomes incensed if the party's arms and armor are exceedingly well-polished.
  94. Magister Dren: A vampire and 10th-level magic-user imprisoned by the wizard Lireya for summoning a swarm of plague rats to invade a lecture of hers, causing all in attendance to flee in a panic. He is hostile, but bides his time until his rats arrive before attacking.
  95. Countess Mirelle: A vampire and 10th-level magic-user imprisoned by the wizard Veltarn Dusque for drinking the blood of his familiar, a raven named Quill, during a dinner party at Veltarn's manse. Mirelle is an avid drinker of beast blood (which is considered by most vampires to be noxious behavior). She is indifferent towards the party unless they possess familiars, pets, or other accompanying beasts. She pretends to admire such creatures and calls them to her (her gaze is able to charm beasts as well as people), stroking them lovingly before engaging in a hideous feast.
  96. Baroness Drazhena: A vampire and 11th-level magic-user imprisoned by the wizard Horvath. The two entered into a dispute when Horvath's shipment of magically enriched soil became confused with Drazhena's own shipment of blasphemous grave earth. Horvath visited the Baroness's new estate to correct the issue but, unaware that the Baroness was a vampire, ate a large meal of garlic butter quail before arriving. The Baroness recoiled, which Horvath took as a slight against the smell of his breath (about which he was very sensitive) - imprisonment, of course, was the only way to correct the insult to his personage (and this way, he got to keep both shipments of earth, so it was a no brainer). The cyst which imprisoned Drazhena managed to include a whiff of Horvath's garlic breath, and she has only become more incensed with the eons. When freed, she attacks immediately. She has built up a tolerance for garlic and no longer recoils from it.
  97. Duchess Serethin: A vampire and 11th-level magic-user imprisoned by the wizard Iskavar. Iskavar slew Serethin in combat, at which time she assumed gaseous form and attempted to return to her resting place. Rather than find her resting place and destroy it, Ikavar felt it would be more prudent to simply imprison her in her gaseous state. Serethin is still in gaseous form when freed. She ignores the party and slowly floats away to seek out her resting place (whether it is still available to her is left to the DM's discretion).
  98. Baron Velemir: A vampire and 11th-level magic-user imprisoned by the wizard Thesselaine. Velemir preferred the form of a large bat to his true countenance, and delighted in terrorizing women in this form, swooping down upon them and becoming tangled in their hair. Thesselaine was one such victim, and the last that Velemir would harass in such a manner...until now. Velemir remains in bat form when freed, and immediately endeavors to engage with the member of the party with the most elaborate and voluminous hair. If none such are present, he merely flies off, relieving himself as he leaves without regard for who may be under him when he does so.
  99. Count Dragomir: A vampire and 12th-level magic-user imprisoned by the wizard Thelyron for describing Thelyron's blood as "too vinegary". The taste has lingered on Dragomir's tongue throughout his imprisonment, and he is eager to cleanse his palate with something richer.
  100. Ser Talavar: A vampire and 12th-level magic-user imprisoned by the wizard Meldrith for seducing the latter's simulacra. Talavar is a hopeless romantic and will fixate on a party member determined at random, attempting to charm them with his gaze or otherwise employ his magical abilities. Failing that, he will attempt to court them by more mundane means, becoming irritable if they rebuke his advances. If successful, he will want to whisk the party member away to his castle (whether his castle still exists is left to the DM's determination).

Aside from the obvious caveat that I do not recommend doing this and in some ways regret committing to the bit without thinking it through, I have some thoughts about this process. 

I used the AD&D 1e Dungeon Random Monster Tables from the Fiend Folio (for variety's sake, as there are more monsters therein), which have ten levels of monster, rather than nine (as described in the 2e version of the spell). Thus, a roll of 1-10 on d20 indicated a monster from the corresponding dungeon level's encounter table, and rolls above 10 all indicated a monster from Monster Level X. That means that 55 of the entries are from Monster Level X, which is why there are so many beholders, catoblepases, dragons, iron golems, liches, purple worms, elder titans, and vampire spellcasters in the latter half of the list (I kept the reaction rolls of each varied to make multiple encounters with the same type of creature interesting):

55 is a lot of encounters for a table without that many monster types!

At first I thought it a bit odd that so many imprisoned creatures would be so powerful. Normally I'm of the opinion that low-level monsters should be more common than high-level ones, and usually this is the case (in the wilderness, for example). Thinking about it, I considered the fact that only high-level magic-users can cast imprisonment. Would it not then follow that these individuals would in turn be imprisoning high-level creatures? Sure. I had to do some intellectual stretching to determine why so many catoblepases, iron golems, and purple worms might be imprisoned, but such practice is good for the Dungeon Master's brain.

Why does almost everything have a name, including unintelligent creatures? Because it's fun! And in D&D, you can talk to almost anything, so I think everything deserves a name. Name your giant spiders, people! Shout out to Fantasy Name Generators and Dying Earth Name Generator, without which none of this would be possible.

I wouldn't do this again, and I'm not particularly glad that I did do it, but there is some feeling of accomplishment at having completed such a monumental undertaking. Shout out to the real ones consistently churning out behemoth d100 tables. It is not easy! 

Maybe someday I'll actually get to use this thing. The mere possibility, and the comfort I can take in knowing that I have this table should I ever need it, is enough to make it all feel kind of worth it. If you actually read all the entries in the list, comment down below! Let me know which ones stood out. I certainly have my own favorites - but I'll never tell! Unless you ask, then maybe I will.

Friday, June 6, 2025

Your High-Level NPCs Should Ride Dragons

This is not a Dragonlance post!

I imagine that the most common reaction when encountering a dragon in D&D is to kill it. After all, we're playing as heroes! (Evil) Dragons are greedy tyrants who lord over the weaker beings of their domain. They are a monstrous force of nature which is best expunged from the earth! We might also be motivated to lay claim to their substantial hoard of treasure, sure, but either way that dragon is definitely going to be dead. It's not like we're going to enslave it and sell it to the highest bidder, right?

...Right?

From the AD&D Monster Manual:

What's that? No, it's fine. I just wasn't expecting it to be assumed that larger towns and cities "usually" have a market for dragons, like people there are commonly anticipating adventurers rolling into town with a battered dragon on a leash for sale.

The rules for subduing a dragon are as follows:

(Interestingly, silver and gold dragons can't be subdued. Neither can Bahamut or Tiamat, obviously. That means the most valuable dragon you can subdue is an ancient red dragon, which will earn you 8,800 to 70,400 gold pieces! It's worth noting that OD&D also has rules for subduing dragons, but only in AD&D is the implication that this is common practice.)

At the end of each round, the DM rolls percentile dice against the percentage of its total hit points a dragon has taken in damage in the combat to that point. On a success, the dragon is subdued. Note that there are no penalties to attack or damage rolls for attempting to subdue the dragon versus attacking to kill it. Since killing the dragon necessitates reducing it to zero hit points, whereas subduing it has the potential to defeat it much sooner, it's actually easier to subdue the dragon than to kill it. And you get to keep it or sell it! Subduing dragons is the optimal strategy!

Well sort of. Read on:

Subdued dragons must be well treated and given ample treasure and freedom. What is "ample freedom" to a subdued dragon that is simultaneously "strongly held"? I'm not sure. Can you give a subdued dragon treasure from its own plundered hoard? Or is that insulting? Older and more powerful dragons are "less likely" to remain subdued, and intelligent, spellcasting dragons are "not likely" to remain subdued (each dragon type has a percentage chance of "speaking" - which I interpret as being "intelligent" - and using magic). Evil dragons dislike Good masters and Good dragons dislike non-Good masters.

Aside from Good dragons being 50% more likely to kill/escape from a non-Good captor, not much concrete guidance is given. What's the baseline chance for a subdued dragon to attempt to escape? Nonetheless, the implication is clear - if you want to capture and sell a dragon into slavery, its better to get a young dumb one. If you're Evil or want to sell a dragon to an Evil patron, make sure you bag an Evil dragon. If you're "Good" or want to sell the dragon to a "Good" patron, get a Good dragon. Good people batter and enslave intelligent beings, right?

Fools! A dragon that size would have made a perfect slave!

The point being, if you're going to fight a dragon anyway, subduing it is relatively easier than killing it. Actually keeping it subdued long enough to bring it to town (where there is apparently a ready and waiting market eager to bid on it) is likely an adventure of its own. Suddenly the ancient red dragon seems like more trouble than it's worth. You might wish you killed it.

Fortunately for you, dragons are apparently known for their cowardice:

I'll be honest, when I think "dragon", "cowardice" is not the first word that comes to mind! Are dragons the most cowardly of all monsters? If the ability to be subdued is the definition of cowardice, that may very well be the case! The only other monster in the Monster Manual which is explicitly capable of being "subdued" is the giant beaver kit (a baby giant beaver) - when subdued, they are, of course, also sold into slavery. Are dragons as cowardly as baby giant beavers? Perhaps! The word "cowardice" appears just once in the AD&D Monster Manual, in the entry on dragons.

This is a bit disingenuous, as other monsters can be captured and sold, such as blink dog pups and griffon and hippogriff fledglings - but those are all babies! Dragons are, as far as I can tell, the only monsters which, as adults, are explicitly capable of being subdued and sold in this manner.

The DMG does have a general rue for striking to subdue:

This suggests that other monsters can be subdued as well, but even this section says, "Go see Dragons. They're so well known for their cowardice that there are special rules for beating them up and selling them, and every big town and city basically expects you to show up with one at some point!"

All this is to say, give your high-level NPCs dragons! The text clearly indicates that not only is the subdual of dragons possible, but it's common enough that larger towns and cities usually have a market for them. The implication is that people in big towns and cities own dragons!

I know some games operate under the assumption that the player characters are the most important people in the world and there are no NPC character-types more powerful than them, meaning dragons are only subdued and brought to town when the PCs do so, but this is boring! And also not what's implied by AD&D's setting wherein high-level character-type NPCs can be found delving dungeons and ruling castles scattered throughout the wilderness!

Maybe once in a campaign, the players might encounter a dragon and think to subdue it. They might keep it for themselves or sell it. That's all well and good, but there are other character-type NPCs out there in the world doing the same thing. The player characters have not cornered the market on dragon slavery!

In a previous post, I did some rough calculations and estimated that there is probably one dragon per 600 hexes, which is one per every six cities (of which there is generally 1 per every 100 hexes). Therefore, you might reason that one high-level NPC per six cities is likely to have a pet dragon (the dragon is likely to match the NPC's alignment and is unlikely to be intelligent or cast spells). However, that only reflects the likely distribution of dragon lairs in the wilderness when play begins. And it seems a bit sparse for a game called Dungeons & Dragons, no?

Well, what if the wilderness population of dragons is low at the start of play because throughout the history of the region, the wild dragons of the world have been captured by adventurers and made to serve high-level masters? Suddenly, the possible number of dragons in your world can be much greater! How many should there be, then? I don't know. There are no roads here.

Next time you roll a random encounter with a dragon when the party is exploring the wilderness, maybe put a high-level NPC rider on its back. In fact, if you've already stocked your region with monster lairs and no dragon lair is present, I would venture to guess that every random encounter with a dragon is in actuality an encounter with a dragon and its high-level master and rider. Or maybe there's a 50% chance that it's a dragon which has just made its way into the region and is looking to establish a lair. That's cool too.

Maybe every once in a while a dragon rider takes flight over the city, causing the player characters, their hirelings and henchmen, and the common folk to go running for cover:

These dragon riders are for certain a menace to society! Won't somebody stop them?

Just remember that the older these dragons get, the better they need to be treated, or else they're likely to escape back into the wild and, presumably, take vengeance upon their captor. Maybe that's why the castle is totally deserted.

Maybe it is a Dragonlance post!