Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Friday, October 3, 2014

Bigger Even More Honking Random Monster Table [Wastelands]

Just a quick update to share today. I've expanded my Wastelands random creature encounter table to include more monsters (mostly from the Fiend Folio) and I folded the sublists (humanoids, giantkin, oozes, undead, and the like) into the main table.

I've also added in my other wilderness random encounter tables up front, which use some house rules like "scatter" dice as well as the excellent d30 Sandbox Companion (by Richard J. LeBlanc Jr. of New Big Dragon Games) for wilderness travel.

As with the previous version, the tables can be downloaded here (.pdf) should you good readers wish to use it as-is, or here (.docx) if you'd like to tinker and customize it.


Wednesday, September 17, 2014

Wastelands Big Honkin Random Monster Table

The Wastelands is a sandboxy hex-crawl style setting. As such, I needed to create a series of random encounter tables for the numerous geographical regions. I had originally drafted a d20-based table for each major region (Bandlands of Paj, Kreth Verdant, Steaming Jungles of Su'Janga, etc.), but soon realized that a d20 randomizer did not produce enough variation within each region to satisfy my personal Creature Feature Quotient--meaning I needed more monsters!

Artisan dice! https://www.artisandice.com/
So as I often do when pondering dungeon mastery-type things, I consulted the definitive work of Grand Master Gygax, the 1st edition DMG. Therein, as usual, I found my solution: d100-based random tables delineated by predominant terrain type. I have moved away from d100-based tables in recent years, mostly because they require a lot more fiddly maths and sometimes produce too many options for my personal tastes. However, for this purpose, and to satiate my CFQ--I wanted roughly between 20 and 40 possible random creatures for most regions--the good old d100 tables worked perfectly.

Thus, I reorganized my separate regional d20 tables into one big honking d100 table broken out into predominant terrain types (arctic, badlands, forest, desert, and so on) similar to what was done in the DMG. The table can be downloaded here (.pdf) should you good readers wish to use it as-is, or here (.docx) if you'd like to tinker and customize it.

The creatures on the table include a few of the regular suspects from the Monster Manual (it goes without saying that I mean the AD&D version--but I guess I just said, or wrote, it anyway!) But with this campaign setting I wanted to mine the other monster manuals for lesser-known and/or infrequently-used critters. For example, monsters such as the crysmal, kampfult, solifugid and xag-ya from Monster Manual II, and the caterwaul and skulk (and the humanoid aarakocra, grimlocks and quaggoths) from the Fiend Folio will turn up randomly in some areas of the Wastelands.

I also included the thanoi, or walrus men, from the Dragonlance Adventures book (and DL6 Dragons of Ice). Mostly because I like the idea of warrior walrus men. I never liked much from Dragonlance, but I always thought the thanoi were cool. Coo coo ca choo! Bad puns intended. ;-)

Wednesday, May 7, 2014

Fortnight of Chaos, Part VII: Blessings of Chaos

Today we have the final installment of the Fortnight of Chaos—a big old table of mutations. This table is a modified version of the d1000 table found in Realms of Chaos: Slaves to Darkness. By that I mean the entries are, for the most part, all there (some of the “more powerful” entries have been removed in the switch to a d100 table format), but have had their effects converted or altered to suit old-school games like Labyrinth Lord.

Enjoy, and thanks for following along with the Fortnight of Chaos!

CHAOS MUTATIONS
The mortal servants of chaos who most fervently exemplify the carnage and bloodthirst of their dark gods are granted boons of physical mutation. Use the following tables to determine any mutations possessed by mortal chaos followers.

CHAOS MUTATIONS TABLE I: MORTAL MUTATIONS
Chaos Mortal
% Chance of Mutation
Number of Mutations
Marauder
10%
1
Marauder Chieftain
25%
1
Ungor*
10%
1
Gor*
10%
1
Bestigor*
25%
1
Wargor*
50%
1
Warrior
25%
1
Champion
50%
1
Knight
90%
1d2
Bray-Shaman*
25%
1
Great Bray-Shaman*
50%
1
Neophyte
25%
1
Sorcerer
50%
1d2
Exalted Sorcerer
90%
1d3
Acolyte
25%
1
Priest
50%
1
Exalted Priest
90%
1d2
*Beastmen are, by their very nature, already warped by the powers of chaos, so further mutations are entirely optional.

The mutations detailed below are mostly flavorful, but many provide attributes in the form of statistical benefits or penalties to those who possess them. This table could also be used to randomly determine mutations in chaos henchmen or non-combatants, as well as for adding color to NPC descriptions in any “town corrupted by chaos” scenario.

CHAOS MUTATIONS TABLE II: MUTATIONS & ATTRIBUTES

Mutation
Attribute

Mutation
Attribute
1
Acid Excretion
Touch causes 1d4 acid damage
51
Long Neck
Can look around corners or over obstacles
2
Additional Eye
Extra eye in head/limb/body/etc.
52
Long Nose
Enhanced sense of smell
3
Agility
+1 DEX
53
Long Spines
Can make ranged dart attack each round
4
Albino
Suffers albinism
54
Mace Tail
Can make melee mace attack with tail
5
Alcoholism
Constantly drunk, acts as confusion spell
55
Magic Resistant
+2 to all saves vs magical effects
6
Atrophy
Withered limb, -2 STR or DEX
56
Mane of Hair
Mane like a lion
7
Beaked
Bite causes 1d4 damage
57
Manic Fighter
+2 to morale
8
Bestial Face
Face like a beast
58
Mindless
2-in-6 chance to stare blankly each round
9
Big Ears
+1 to checks to hear noise
59
Moronic
2-in-6 chance to act stupidly each round
10
Bird’s Feet
Claw causes 1d4 damage
60
Multiple Arms
May make extra attack or carry a shield
11
Blood Rage
+1 to damage after kill, not cumulative
61
Multiple Heads
Argumentative, acts as confusion spell
12
Blood Substitution
Weird blood causes 1d4 damage
62
One Eye
-2 to ranged attacks
13
Breathes Fire
5’ breath attack causes 1d4 damage
63
Overgrown Body Part
Don’t even go there…
14
Brightly Patterned Skin
Bizarre skin colors and patterns
64
Pin Head
-1 to INT
15
Bulging Eyes
Proverbial “bug eyes”
65
Pointed Head
‘I am Beldar! We are from France!”
16
Cloven Hooves
Has hooves instead of feet
66
Poisonous Bite
Poisoned bite attack (class 16 poison)
17
Cowardice
-2 to morale
67
Powerful Legs
Double jump distances, +10’ to combat move
18
Crest
Has plumage or skin crest around head
68
Prehensile Tail
May make extra melee attack or carry a shield
19
Crossbreed
Obvious mixed race origin
69
Puny
-3 STR
20
Crystalline Body
AC 0 but any damage destroys
70
Quadruped/Biped
+10’/-10’ to combat move rate
21
Elastic Limbs
Melee attacks up to 10’
71
Razor-sharp Claws
Claw causes 1d4 damage
22
Enormously Fat
-3 DEX
72
Rearranged Face
Facial features all mixed up
23
Enormous Noise
Attracts or scares wandering monsters
73
Regeneration
Roll d6 per round: on a 5-6, gain 1d3 hit points
24
Evil Eye
Unnerves single foe/round, +1 to AC
74
Resilient
+1 to CON
25
Extra Joints
+1 DEX
75
Rotting Flesh
Horrid stench, skin constantly flakes off
26
Extremely Thin
-1 CON
76
Scaly Skin
+1 to AC
27
Eyestalks
Movable eyestalks, -1 to be surprised
77
Scorpion Tail
Poisoned tail attack (class 16 poison)
28
Fangs
Bite causes 1d4 damage
78
Short Legs
-5’ to combat move rate
29
Fast
+10’ to combat move rate
79
Shrink
Effect as reduce spell
30
Fear of Blood
Save vs petrify at sight of blood or faint
80
Silly Voice
“Hi, my name is Mickey Mouse!”
31
Feathered Hide
Avian plumage all over skin or hide
81
Silly Walk
Walks silly but no government grant
32
Featureless Face
No features, but senses unaffected
82
Skull Face
Effect as cause fear spell
33
Fits
2-in-6 chance for seizure each round
83
Snake Tail
Snake-like tail has rattle
34
Flaming Skull Face
Effect as cause fear spell
84
Spits Acid
Spit (10’ range) causes 1d4 acid damage
35
Furry
Covered in hair or fur
85
Strong
+1 to STR
36
Growth
Effect as enlarge spell
86
Suckers
Effect as spider climb spell
37
Headless
Effect as blindness spell
87
Tail
Animal-like tail
38
Hopper
Halve movement rate
88
Telekinesis
Effect as telekinesis spell
39
Horns
Horn causes 1d4 damage
89
Tentacles
Tentacles instead of arms
40
Horrible Stench
Effect as stinking cloud spell within 10’
90
Transparent Skin
Effect as cause fear spell
41
Huge Head
Very large and bulbous head
91
Uncanny Resemblance
Resembles famous person
42
Hunchback
Proverbial “hunchback”
92
Uncontrollable Flatulence
“What crawled up your butt and died, dude!”
43
Hypnotic Gaze
Effect as hypnotism spell
93
Vividly Colored Skin
Bizarre skin coloration
44
Illusion of Normality
Looks normal until combat ensues…
94
Walking Head
No torso, -3 CON
45
Iron Hard Skin
Half-damage from nonmagical attacks
95
Warty Skin
Covered in nasty warts
46
Irrational Fear
2-in-6 chance to suffer fear each round
96
Weapon Master
+1 to hit and damage with weapon
47
Irrational Hatred
Will always attack hated creature type
97
Wings
Effect as fly spell
48
Levitation
Effect as levitate spell
98
Zoological Mutation
Animal-like feature
49
Limb Loss
Can’t use 2-hand weapons, or halve move
99
Invent Your Own

50
Long Legs
+5’ to combat move rate
00
Roll Twice