Wandering Monsters Supplement

Creating game materials? Monsters, spells, classes, adventures? This is the place!
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chiisu81
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Re: Wandering Monsters

Post by chiisu81 »

R12 uploaded.
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chiisu81
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Re: Wandering Monsters Supplement

Post by chiisu81 »

This needs to be merged with the more current thread also in the Workshop.
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Solomoriah
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Re: Wandering Monsters Supplement

Post by Solomoriah »

You should be able to do that yourself, Chi. But I'll get it for you.
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chiisu81
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Re: Wandering Monsters Supplement

Post by chiisu81 »

I've already deleted one of your posts in a mis-click, I'm gun-shy now. :D

R12 re-uploaded to first post.
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Solomoriah
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Re: Wandering Monsters Supplement

Post by Solomoriah »

I'm plowing through the current version right now, doing some editing and looking for whatever still needs to be done. I just hit the end of Dungeon Level 1 and noticed the "dragonblooded kobold." Somehow it's hitting me wrong... this is one of the "special" encounters, right? Feels a bit too 3.x for me... or am I just being too critical?
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Dimirag
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Re: Wandering Monsters Supplement

Post by Dimirag »

That was me, never played 3.x... I took the idea from the reptilian part of dragons and kobolds, feel free to modify it or give me a couple of days to do it.
Sorry for any misspelling or writing error, I am not a native English speaker
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Solomoriah
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Nah, I'll take care of it. It's not bad, it just struck me wrong. Just ignore the grumpy guy in the corner...
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Solomoriah
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Re: Wandering Monsters Supplement

Post by Solomoriah »

A blockbuster, seven years in the making! (And still counting...)

I'm working on R13, which I hope to upload soon. Here are the things I still need to get this done:

Dungeon Level 3: Need 10 special (modified, not Core or Field Guide) encounters

Dungeon Level 4-5: Need 21 Field Guide and 10 special encounters

Dungeon Level 6-7: Need 21 Field Guide and 10 special encounters

Dungeon Level 8+: Need 21 Field Guide and 10 special encounters

Wilderness Encounters: Too much to detail.

I've added a Dragons section; dragons appearing on the wilderness tables should be marked (see Dragons section) the same as NPCs are now. I'll try to get a dragon or two written up for R14, so you guys can see the format.

Regarding monsters from the Field Guide 2 thread... I'd be happy to have a handful of these in place of specials, but we need to make sure the statblock contains everything needed to run the monster, since this might accidentally get published before FG2. This means stay away from monsters that can't be explained in a few lines.

SO NOW... guys, I'm still open to help on this one. I'd love to see it in print. The current NPC party section is pretty good, but there are unused descriptions from Gentleman Ranker and others at the end of that section.

As of right now, if you want to do stats, post them here. I'm reserving the file itself for editing (as in, I'm still working on it) so it's not time yet for an editing pass.

The downloads are in the first post.
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Hywaywolf
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Re: Wandering Monsters Supplement

Post by Hywaywolf »

Channeling your inner George R.R. Martin with the production of this one ;)
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Another thing I could use are NPC descriptions. Basically, I need a name and a brief description (no more than three lines in two-column format).

Here are the NPCs I need descriptions for:

Human Thief 1, AC 14, #At 1, Dam 1d8, Mv 30', Ml 9
(INT 13 (+1) WIS 8 (-1) DEX 15 (+1) CON 13 (+1))

Human Thief 2, AC 14, #At 1, Dam 1d8, Mv 30', Ml 9
(INT 16 (+2) DEX 15 (+1) CON 13 (+1) CHR 4 (-2))

Human Thief 2, AC 14, #At 1, Dam 1d6, Mv 30', Ml 9
(STR 5 (-2) DEX 13 (+1))

Human Cleric 2, AC 16, #At 1, Dam 1d6, Mv 20', Ml 9
(INT 13 (+1) WIS 15 (+1) DEX 5 (-2) CON 15 (+1) CHR 8 (-1))

Human Thief 2, AC 14, #At 1, Dam 1d8 +2, Mv 30', Ml 9
(STR 6 (-1) INT 7 (-1) WIS 14 (+1) DEX 15 (+1) CON 8 (-1))

Human Cleric 2, AC 18, #At 1, Dam 1d6, Mv 20', Ml 9
(STR 13 (+1) INT 14 (+1) WIS 17 (+2) CHR 13 (+1))

Human Thief 2, AC 13, #At 1, Dam 1d8, Mv 30', Ml 9
(INT 7 (-1) WIS 8 (-1))

Human Cleric 2, AC 17, #At 1, Dam 1d8, Mv 20', Ml 9
(STR 8 (-1) DEX 7 (-1))

Human Cleric 2, AC 17, #At 1, Dam 1d6, Mv 20', Ml 9
(INT 14 (+1) DEX 8 (-1) CON 14 (+1) CHR 7 (-1))

Human Thief 2, AC 13, #At 1, Dam 1d8, Mv 30', Ml 9
(STR 14 (+1) INT 7 (-1))

Halfling Thief 2, AC 14, #At 1, Dam 1d6, Mv 30', Ml 9
(DEX 13 (+1) CON 13 (+1) CHR 8 (-1))

Halfling Thief 2, AC 14, #At 1, Dam 1d6, Mv 30', Ml 9
(DEX 13 (+1) CON 13 (+1) CHR 8 (-1))

Human Thief 1, AC 14, #At 1, Dam 1d8, Mv 30', Ml 9
(STR 14 (+1) WIS 14 (+1) DEX 13 (+1) CON 13 (+1))
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