D30 DM Companion: Old School Tables Galore!

I often run my games with very little preparation beforehand, using tools and techniques that allow me to run the game on-the-fly and keep the session smooth. In order to have a game session that flows well, one of the tools I use is the D30 DM Companion. It has been extremely useful to me and I think it is a good time to tell you about it. So… here’s a review of what I consider a very good product!
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WHAT IS IT?

AX1: d30 DM Companion is a 36 page saddle-stapled softcover book of tables for any dungeon occasion. It was released in 2012 by New Big Dragon Games Unlimited and written by Richard J. LeBlanc, Jr.. The product is focused on old-school style GMs who are running dungeon based adventures and own a 30 sided die.

CONTENTS

Dungeon Mapping Tools
The book begins with a short introduction and some alternate ways to read and use the tables provided. It then provides a nice page full of Dungeon Mapping keys – that is, small pictures that show the iconic notation used on maps for various architectural/natural features and furnishings a party may find in the dungeon. The next page contains a dungeon crawl worksheet for help in planning out a dungeon crawly adventure. This is a nice two page spread that can be photocopied (or simply printed if you have the pdf) and used over and over again in your game.

Character Generation Tables
This section provides a very fast and easy way to generate a variety of characters. Everything from ability scores and motivations to class based inventory tables are provided. This is a very fast and efficient way to roll up a set of PCs (or NPCs) for a quick pick-up game. No prep required.

Dungeon Creation Tables
This section provides tables for use in creating a dungeon from soup to nuts. Tables for determining types of walls, floors, and doors, miscellaneous items present in a room (talking items, religious murals and artifacts, and geological phenomena), dungeon debris (remains, evidence of combat, smells, and weapons), and fungi present (molds, slimes, mushrooms). Trap tables allow for the quick generation of a variety of traps and mechanisms. treasure containers allow the GM to populate the dungeon with urns, coffins, bottles, boxes, etc. There is even a poison generator with a separate table for duration of effects.

Monster Tables
After an initial overview table (no. appearing) chart,this section of the book splits the tables of monsters up by level. The GM gets separate encounter tables for levels 1-3, levels 4-5, levels 6-7, and levels 8-9. There is a separate edition specific table that tells the reader where the creature appeared in the base rules (i.e. BECMI, 0e, BX, etc). There is a separate table for human and demi-human encounters. The encounter tables are followed by descriptions/stats of the monsters listed in the encounter tables – it’s a one stop shop so that you don’t have to pull out your rulebook to find the stats for each monster.

Treasure Tables
This section enables the GM to generate the contents of a treasure horde very quickly. It also contains the table listing treasure types so that you don’t end up rolling up a chest with 10,000 gold pieces for one goblin. A special table for determining gem-centric treasure and jewelry, along with a table specific to Elven jewelry. Magic weapons and armor and on a separate table, as are magical scrolls, magical potions, and summoning items.

The last two tables in the book contain two separate miscellaneous magical item charts. This is my favorite section because it mostly contains items that offer a fresh take on typical magic items. These are more than a +1 sword, they are items that have a lot of character. For example, the Crocodile Mace – it not only provides a bonus to attack, but it parts water as well. Another example is the Hand of Holding, a human sized hand made of deep blue crystal which has an effect that mimics Hold Person when used. A simple twist on an item that could easily have been a scroll of hold person, but is so much more interesting. I think I will have my group find a blue crystal hand during our next session. They will be able to tell it has magical powers but won’t be able to use it until they figure out the command word, which could be a quest in itself. These tables are inspiring, which is why I like them so much.

VERDICT

Content: I love this supplement. I have used it several times in my Basic D&D game. The players found something or did something unexpected and I whipped out this book and determined what was going to happen next with a roll of a die. It was great and it was exciting for me too because I had no idea what was going to happen. If you are comfortable running a low to no prep game and you need some handy tables at the ready, I highly recommend this book.

Production Quality & Price: I have a printed copy from Lulu and it is nicely laid out with easy to read tables, a large enough font to allow the product to be usable, and enough small bits of art to make it visually appealing but not intrusive. The cover is green with a black and white line drawing on the front and the interior art is very sparse and all black and white. This product is available for $8.95 from LULU or $3.00 in pdf from DriveThru RPG. I believe that the author will send you a pdf for free if you purchase his print product from LULU (but I could be mistaken about that).

Overall: Highly recommended if you run an old-school retro-clone/D&D style game. The product is really focused on that genre and play-style, right down to the monster stats, and I have a hard time recommending it for use by those who aren’t playing that style of game. However, if you are a lover of tables, or you find inspiration in tables, then this book is a good deal even if you aren’t running an OSR game. The potion generation table and the miscellaneous magic items tables are particularly good for any fantasy genre game. The dungeon and trap creation tables are also edition-generic and could be used by a GM of any fantasy game who wants to create a quick, but interesting dungeon on the fly.

 

 

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