saw a post like “spin a wheel to get a dnd class!” and it was just the basic ass 10 5e ones, to rebute this im making a wheel with all the scrunkly 3e and 4e ones fuck you
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Damn it’s been a while since I’ve posted anything on this blog. Having just run my first game of Dungeon Crawl Classics (to my players who might be reading this, love you guys), I’ve realized that DCC is in need of more monsters; or rather, it’s in need of monsters repurposed from things I enjoy, including other games. That sent me spiraling down the rabbit hole of reading through the original 1e AD&D Monster Manuals and Fiend Folio, meticulously cataloging the monsters and treasure types, cursing Gary Gygax’s lack of consistency regarding how individual treasure versus “in lair” treasure is formatted, and once more appreciating what the RPG community can do, even forty years in the future, as the Fiend Folio (which is mostly a compiled list of monsters from the UK Magazine “White Dwarf”) is pretty consistently written when it comes to formatting at least.
That then led me to admiring the encounter tables in the DM’s Guide, and the use of overland encounters and treasure maps as a sort of perpetual motion machine for quest generation. Don’t need to have some haggard old man deliver a little monologue and beg for your players to help them when those greedy bastards are looting treasure maps (with more overland encounters between them and the treasure, not to mention whatever monster lair or crypt the treasure is in) and coming across pilgrimages of cultists out in the dangerous wilds.
Which brings me to my final point, that the encounter table format in the back of the 2nd Monster Manual is actually quite nice, and I felt inspired to make one today. The monsters given are for 1st edition D&D, but many of them exist in other editions of D&D, retroclones, and other fantasy games, so it shouldn’t be impossible, or even difficult, to repurpose this for your own use.
To use the following chart, just roll 1d8 and add it to 1d12, creating a large flat spot of probability in the middle of the chart, ensuring those results will be equally common
Caverns, Primeval
Roll Monster
2 Medusa
3 Demon, Type I (Vrock)
4 Ant, Giant
5 Beetle, Giant Fire
6 Norker
7 Grimlock
8 Ochre Jelly
9 Lizard, Minotaur (80%), or Protein Polymorph (20%)
10 Caveman
11 Troglodyte
12 Centipede, Huge
13 Black Pudding or Zombie
14 Gray Ooze
15 Xorn or Centipede, Giant
16 Ghoul
17 Caveman (Hero) 70% or Grimlock (Villain) 30%
18 Slime, Olive
19 White Pudding
20 Dragon, White, AN
The table above is meant for a large system of caves somewhere so remote as to be totally unsettled, and even untouched by time. Where early humankind dwells in caves, dwarves have not expanded into every nook and cranny, and the elves do not tread. Specifics and further detail on each kind of encounter are as follows:
The Medusa, likely just one, though if the caverns are truly huge enough there may be multiple, exists to answer the question of where humans get their primal fear and distrust of serpents from; it is from her, the serpentine witch that turns men to stone with a hiss and a fatal glance. The Medusa would no doubt be a known (or rumored) terror of the caves to those cavemen who live nearby.
The Type 1 Demon (the Vrock) is on the chart solely as a servant of the Grimlocks or Troglodytes detailed below, likely conjured to wage war or to serve as a guardian for something precious or of religious significance. They do not live here naturally, and will never come to such a place of their own accord.
Giant Ants have not yet overtaken the primal caves, but as some of the oldest insects, they’ve certainly gotten a head start; where they are found at all, they are found in tremendous numbers. Similar things may be said of the Giant Fire Beetles, which do not form groups quite so large, but work in natural opposition to the ants. The centipedes, of which there are many in all sorts of sizes, colors, and shapes, are kings of the cavernous arthropods, and will happily eat both.
Norkers are one of the only two humanoid races besides Humans (next to the Troglodytes). As written in the Fiend Folio, they are a primitive relative to the hobgoblin in much the same way Cavemen or Neanderthals are to humankind.
The Grimlocks that appear on this table are not actually their own species, rather they are those cavemen who in desperation, greed, or sheer malice have found acceptance in the waiting arms of Abyssal powers or Chaos lords, and among them can be found more advanced arms (such as swords and axes of strange material) and armor (no heavier than scale mail) as well as Chaotic (or Chaotic Evil) Clerics and Magic Users. “Villains” may occasionally be found, which will have the best arms and armor available to the tribe, 4 hit dice, and the spellcasting abilities of 3rd level Wizards (or Magic-Users, Shamans, or Elves), as well as a 10% chance to have a magical melee weapon (generate as if it were a magic sword, but it may be a sword, axe, mace, or spear).
The Minotaur Lizards on this table are huge, pale, broad headed lizards which creep through the caverns, eating whatever they can fit into their gullets, be it bug or man. They are plentiful enough, however, that the exceptionally brave (such as large groups of cavemen) may hunt them for food.
Perhaps more plentiful are the Protein Polymorphs, Ochre Jellies, Black or White puddings, Olive Slimes, and Gray Oozes, found all throughout the caverns amidst the many puddles of bubbling, gurgling, proto-biological crud, the primordial soup from which life emerged. Because of the frequency of such foul puddles (many of which are not such slimes), any slime encountered doubles any chance for surprise (I.E. it surprises on a 4 in 6 for most parties, 2 in 6 for those with elves, etc.). Protein Polymorphs are an outlier beside the other slimes, being dangerously clever, and capable of changing their shape and dividing their mass to appear as all manner of inanimate objects or even entire groups of creatures.
Cavemen are cavemen, it’s not that complicated. Heroes exist among them, the biggest and strongest, with up to 4+2 hit dice and saving as 6th level Fighters. These will no doubt have cavemen followers, their friends, companions, and caveman groupies.
Troglodytes exist even in ancient caves as these, and any encountered here will be marginally smarter and well equipped, perhaps these haven’t fallen as far as their more mainstream counterparts; they still bear the same stench, but are 10% more likely to possess magic items and may even have works of writing, magic, or textile art, though these will be crafted without any use for human language or aesthetics, and will thus be alien to those who find them.
Xorn, oddly enough, are plentiful compared to other places on the Prime Material. With only the fading Troglodytes as enemies, and no local industry, expansionist dwarves or modern humans, or need for currency, precious metals and gems are incredibly plentiful, so the xorn flock here to swim through stone, gorge themselves, and sometimes give strange wisdom to those who can understand it.
Ghouls and Zombies appear more often in areas controlled by the Grimlocks, as foul energies flood the caverns and animate the dead that lie there, but the ghouls in particular appear in the same way they usually do; as the result of humanoids resorting to cannibalism in the cold and lightless tunnels.
The Ancient White Dragon will always be the only one of its kind; how and when it got there, not even the Troglodytes can guess, but the weirdest and wisest (if they can be called that) of the Grimlocks may know. Regardless, it has slept here for quite a while, slumbering at the heart of a subterranean expanse of ice and stone, with cruel, simple deathtraps to guard its hoard.
I hope the above encounter table and implied adventuring location is of use to anyone. I might post more in the future :)
As a way to give this blog some purpose, and give myself something to do, I’ve decided to start writing out my RPG musings in my spare time. I’ve been slowly working on a campaign setting for several years now, and it’s become a little creative space for me to hammer out a hypothetical kitchen sink to throw my fantasy ideas in. I’ll probably end up using it for a Pathfinder game (where I’ll finally get to use Spheres of Power/Might, and maybe even Guile), but I’ve thought about running it with an OSR game as well. Who knows, maybe I’ll run it over several different systems. Without further ado, here’s the first installment!
Post #1: The Ottoguard
This idea was created using Ultimate Engineering, the most recent (and final) Pathfinder product for Spheres of Might from Drop Dead Studios. I contributed a bit to the playtesting and had a great time, and its author spent two years fine tuning it, so if you're interested, go support them and take a look. At the time of writing, it should also be on the SoP wiki any day now.
In the core of the setting, the city of Scalmoor treats scientific advancement like its own fom of magic. They build marvelous contraptions of steel and glass, whether powered by tightly wound clockworks or by burning coal and spewing black smoke. In this city, the law is kept by those with the most money to build the biggest toys, and one such toy is the Ottoguard.
Standing at eight feet tall, an Ottoguard is a hollow sort of mechanical construct, but bears no magic or animating consciousness like a golem. Instead, a trained fighter pilots it, wearing it as a sort of incredibly heavy armor that carries itself. Ottoguards don’t do all of the policing, usually accompanied by a few regular guards who can do things like fit into buildings, move obstacles aside, bully civilians up close and personal, and so on and so forth.
Ottoguard CR 1
XP 400
Human Warrior 3
LN Medium Humanoid (Human)
Init +2; Perception +5
Defense
AC 17; Touch 12; Flat-Footed 15; (+2 Dex, +5 Chainmail)
21 HP (3d10+6)
Fort +5 Ref +3; Will +3
Offense
Speed 20ft.
Space 5ft; Reach 5ft
Melee Sap +4 (1d6+1 nonlethal)
Ranged Light Crossbow +5 (1d8/19-20)
Special Attacks Snag (Swift action, render target battered as melee touch attack)
Statistics
Str 13, Dex 15, Con 14, Int 10, Wis 14, Cha 8
Base Atk ; CMB ; CMD ( vs. trip)
Feats Extra Combat Feat
Skills Craft (Technology) +6, Intimidate +5, Perception +5, Sense Motive +5; Racial Modifiers
Languages Common
SQ
Gear: Mwk Chainmail, Light Crossbow, Longsword, Large Crossbow, MwK Large Sap, Potion of CLW, 8 gold pieces, 13 silver pieces.
Martial Tradition: Mechaguard*
Martial Talents (2 talents from progression, 1 talent from feat)
Equipment Sphere:
Bounty Hunter’s Tools
Armor Training
Tinker Sphere: Transportation Package
Mechanical Arsenal
Transportation Mastery
Wrestling Sphere: (Constrictor Drawback)
Hammerlock
Clinch Strike
Those stats above are for if our unlucky Ottoguard pilot is caught… off-guard. They’re there to represent what’s inside the fantastic mech and what he’s trained to do in a fight, particularly specializing in nonlethal capture- even when fully kitted out he’s here to apprehend criminals, not brain them. The crossbows are just for emergencies. So let’s break down what he’s capable of as a third level warrior, namely his talents:
His Equipment Sphere talents are there solely for proficiencies, for the Sap and for medium/heavy armor. The Athletics Sphere lets him run pretty quick (five times his speed in medium armor, at a hundred feet per round)- he won’t be able to outrun most people, but he won’t fall too far behind either. Tinker is much more complex, opening up an entire subsystem, but the bulk of why it’s there is to build and maintain his precious Ottoguard, with Mechanical Arsenal allowing him to outfit it with custom-crafted plate-mail for free, and Transportation Mastery allowing him to make an immersive cockpit that responds to his movements with a complicated array of levers and pulleys. Wrestling is there so that he can tackle a criminal and, if needed, beat them unconscious. It’s alright though, because even if it’s scaled up to be sized for an ogre, a lead rod wrapped in leather will still deal nonlethal damage.
Mechanoid Statistics:
4th level Mechanoid
N Large Construct
Init +2; Perception +5
Defense
AC 24; Touch ; Flat-Footed ; (+9 Full Plate, +1 Dex, -1 size, +5 NA)
27 HP (3d10+12)
Fort +5; Ref +3; Will +3
Defensive Abilities ; Immune Construct Traits
Offense
Speed 20ft.
Space 10ft; Reach 10ft
Melee MwK Large Sap +8 (1d8+5, Nonlethal)
Ranged MwK Large Light Crossbow +5 (2d6/19-2)
Special Attacks Snag (Swift action, render target battered as melee touch attack)
Statistics
Str 20, Dex 14, Con --, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +9; CMD 21
Feats --
Skills Perception +5, Sense Motive +5, Intimidate +5; Racial Modifiers
SQ 6 Upgrades (Arms, Legs, Cover*, Focused Design (+2 Str), Immersive Cockpit, Armor Slot, Alternate Size)
*Free upgrade
Gear MwK Large Sap, MwK Light Crossbow,
The Ottoguard, while piloted, can benefit from its pilot’s skills, feats, saving throw bonuses, base attack bonuses, et cetera, while keeping its own physical ability scores, armor class, and better weaponry, while also having its own pool of hit points. The pilot isn’t totally sequestered, however, and some parts of him are still visible, even if they’re behind hatches or a visor, and he may be attacked separately from the Ottoguard- though he benefits from Cover, gaining a +4 bonus to Armor Class.
An Ottoguard isn’t cheap, of course, but by the rules of Ultimate Engineering, Project Materials (for things such as mechanoids) may be acquired freely with time and successful crafting checks (DC 15 for 50 gold worth of material, +50 for each increase of 5, gathered over the course of 4 hours per check), meaning that by carefully sourcing and repurposing parts, the Ottoguard may be constructed from scratch by its pilot for free. This process of assembly and subsequent maintenance are drilled into pilots’ heads from day one. At a cost of 500gp for the average Ottoguard (100 per level, +200 for being large size), and about 100gp of Project Materials being acquired per day, this means an Ottoguard can be fully constructed in a week’s time (not counting the weekend of course). If in a proper settlement and in a real emergency, 500 gold pieces can be paid outright to acquire exactly what is needed almost immediately, after which construction of the Ottoguard takes 1 hour. All of this means that while Ottoguards are probably extremely similar on the outside (serving as somewhere between uniforms and police vehicles, they probably should), a pilot knows their machine inside and out, and there may be differences in the internal construction.
Ottoguard Adventure Hooks
1. A pilot’s Ottoguard has been stolen, likely to be reverse engineered by some enterprising criminals.
2. A pilot has been found guilty of illegally modifying his Ottoguard with blades, flame projectors, and stronger leg actuators. After causing several fires and deaths, he’s gone on the run with his new death machine.
3. A chaotic druid has caused trees and vines to grow over all of the city’s Ottoguards overnight, and has ruined the Ottoworks. With the city’s strongest defenders disabled, and Scalmoor’s stingy oligarchy unwilling to fund that many replacements immediately, the city is in shambles!
4. A mad tinker wizard has stolen the blueprints for the Ottoguards, creating one with an integrated Artificial Intelligence. It’s been going on its own patrols, blending in perfectly and disappearing before it can be apprehended. What is its purpose?
*New Martial Tradition
Mechaguard
Equipment Sphere:
Bounty Hunter’s Tools
Armor Training
Tinker Sphere: Transportation Package
Wrestling Sphere: (Constrictor Drawback)
Hammerlock
Inspirations:
FantasyNameGenerators is a wonderful site, and I used it to come up with the name Scalmoor
Appleseed (the 1988 OVA) is what really inspired this idea, bringing that movie's Landmates into a technologically advanced fantasy setting