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.
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.
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!
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. ;-)
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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
|
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