Wandering Monsters Supplement

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

Post Wed Apr 12, 2017 9:23 pm

AlMan wrote:I actually started on version 14, but checked and these corrections still hold for version 15. Make sure that Mister Rab gets a proofing credit too.
Will do.
AlMan wrote:Do all the monsters have to have their stats in parenthesis?
When I started this project, I was still doing parentheses. Now it seems a monumental task to remove them... but then, I've got you proofing, so I just used a couple of global replacements to fix them all. Hopefully anything broken by the global replacement will be easy to find and fix.

... okay, just working down through R16, and noticed the global replacement messed up the maneuverability for those monsters that have it. Gah. So things we need to look for.
AlMan wrote:Page 2 Monster 10
The skeletons should have #At 1 weapon
Not necessarily. #At 1 is accurate enough; if I felt like detailing their weapons, the damage die roll would change. Not to say that won't happen in bits and pieces as I go along.

... just searched for skeletons and fixed them all. So that's something.
AlMan wrote:Page 6
There are two 77s listed for monsters one is where 75 should be.
Missed that one when I was shuffling encounters. Fixed.
AlMan wrote:Page 9 Monster 04
8 Giant Bombardier Beetles there are 9 sets of HP boxes.
Fixed.
AlMan wrote:Page 9 Monster 07
The zombies should have #At 1 weapon
Again, not necessarily. #At 1 is adequate, and for zombies, 1d6 for bludgeoning is considered reasonable by some. But yeah, I should fix them all.

... and I have.
AlMan wrote:Page 13 Monster 57
The Giant Ants should have #At 1 bite
Fixed. Giant Ant Lions too. :D
AlMan wrote:Page 13 Monster 66
The Grick’s HP say 6 there are 10 boxes.
Fixed.
AlMan wrote:Page 14 Monster 77
The stalags should have #At 1 stab
Fixed.
AlMan wrote:May need to look at the skeletons, giant ants and stalags for the other levels to see about their AT entries. I'll continue and let you know if there are other monsters that need weapon entries. I'll continue with Level 3 on.
I've looked at all of them as of right now. Thanks!

I'm presently working on R16, which I will try to upload in a day or two.
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AlMan
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Re: Wandering Monsters Supplement

Post Wed Apr 12, 2017 11:56 pm

Solomoriah wrote:
AlMan wrote:Page 2 Monster 10
The skeletons should have #At 1 weapon
Not necessarily. #At 1 is accurate enough; if I felt like detailing their weapons, the damage die roll would change. Not to say that won't happen in bits and pieces as I go along.

... just searched for skeletons and fixed them all. So that's something.
Solo, I just thought to use the word "weapon" like the Goblin entries. If the DM wants to detail the weapons he/she can look up the monster in the Core Rules or the Field Guides and get the typical types of weapons used by that monster.
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Re: Wandering Monsters Supplement

Post Thu Apr 13, 2017 8:33 am

Part of the point of this supplement is to remove as much "looking stuff up" as possible. It is an ongoing process though... and I'll get to those goblins at some point. :D
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Re: Wandering Monsters Supplement

Post Sat Apr 15, 2017 1:00 am

R16 uploaded. Bunch of new encounters, plus the updates by Al.
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Re: Wandering Monsters Supplement

Post Mon Apr 17, 2017 8:17 pm

These all work in Version 16.
Page 12 Monster 47
The Doppleganger should have #At 1 fist

Level 3

Page 17 Monster 02
The Giant Tiger Beetles should have #At 1 bite

Page 17 Monster 03
The Giant Tiger Beetles should have #At 1 bite

Page 20 Monster 34
The Giant Tiger Beetles should have #At 1 bite

Page 20 Monster 38
The Giant Tiger Beetles should have #At 1 bite

Page 21 Monster 42
The Doppleganger should have #At 1 fist

Page 21 Monster 49
The Rust Monster should have #At 1 antenna

Page 21 Monster 50
The Rust Monster should have #At 1 antenna

Page 23 Monster 62
The Doppleganger should have #At 1 fist

Page 23 Monster 66
The Giant Flying Fox Bat should have #At 1 bite

The last Giant Flying Fox Bat HP say 19 there are only 18 boxes.

Page 23 Monster 67
The Boglin should have ‘#At 1 weapon or spell’ and ‘Dam 1d6 or by spell’

The last Boglin HP say 14 there are only 13 boxes.

Page 23 Monster 68
The Crypt Dweller should have ‘#At 2 claws or 1 weapon’ and ‘Dam 1d4/1d4 or by weapon type’

The last Crypt Dweller HP say 14 there are only 13 boxes.

Page 23 Monster 69
The frogmen should have #At 2 weapon

Page 23 Monster 71
The haunted bones should have ‘#At 1 punch or weapon’ and ‘Dam 1d6 or by weapon type’

Page 23 Monster 72
The necrotic ooze should have #At 1 slam

Page 23 Monster 74
The rat dogs should have #At 1 bite

Page 24 Monster 76
The red slime should have #At 1 slam

Page 24 Monster 78
The tappers should have ‘#At 1 punch or mining pick’ and ‘Dam 1d4 punch or 1d6 mining pick’

Page 24 Monster 79
The thulids should have ‘#At 1 weapon or special’ and ‘Dam by weapon type or special’

Page 24 Monster 80
The zambraire should have ‘#At 1 dagger or spell’

Page 24 Monster 81
The choker should have ‘#At 1 choke’

Page 24 Monster 82
The ice devil should have ‘#At 1 claw + special’

Page 24 Monster 85
The red caps should have #At 1 weapon

Level 4-5

Page 26 Monster 03
The Doppleganger should have #At 1 fist

Page 26 Monster 07
The Doppleganger should have #At 1 fist

Page 26 Monster 11
The Rust Monster should have #At 1 antenna

Page 27 Monster 16
The Doppleganger should have #At 1 fist

Page 27 Monster 21
Mentions 5 Minotaurs in the title but only one has HP boxes.

Page 27 Monster 23
The Doppleganger should have #At 1 fist

Page 27 Monster 24
The Doppleganger should have #At 1 fist

Page 27 Monster 26
The Doppleganger should have #At 1 fist

Page 28 Monster 32
The Doppleganger should have #At 1 fist

Page 28 Monster 35
The Rust Monster should have #At 1 antenna

Page 28 Monster 37
The Doppleganger should have #At 1 fist

Page 29 Monster 43
The Rust Monster should have #At 1 antenna

Page 29 Monster 44
The Rust Monster should have #At 1 antenna

Page 29 Monster 49
The last Tentacle Worm HP say 14 there are only 13 boxes.

Page 30 Monster 54
The Troll should have #At 2 claw/1 bite

Page 30 Monster 55
The Giant Ants should have #At 1 bite

Page 30 Monster 56
The Troll should have #At 2 claw/1 bite

Page 30 Monster 59
The Rust Monster should have #At 1 antenna

Page 31 Monster 62
The Troll should have #At 2 claw/1 bite

Level 6-7

Page 32 Monster 03
The Rust Monster should have #At 1 antenna

Page 32 Monster 09
The Troll should have #At 2 claw/1 bite

Page 33 Monster 11
The Troll should have #At 2 claw/1 bite

Page 33 Monster 15
The Rust Monster should have #At 1 antenna

Page 34 Monster 23
The Rust Monster should have #At 1 antenna

Page 34 Monster 26
The Rust Monster should have #At 1 antenna

Page 34 Monster 28
The Troll should have #At 2 claw/1 bite

Page 34 Monster 33
The Rust Monster should have #At 1 antenna

Page 35 Monster 36
The Troll should have #At 2 claw/1 bite

Page 35 Monster 42
The Rust Monster should have #At 1 antenna

Page 36 Monster 47
The Rust Monster should have #At 1 antenna

Page 36 Monster 48
The Wraith with 17 HP the last two blocks could be moved to the next line to keep with the other monsters.

Page 37 Monster 54
The Doppleganger should have #At 1 fist

Page 38 Monster 62
The Hill Giant should have #At 1 giant club

Sorry this is so long. On to Level 8+
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Re: Wandering Monsters Supplement

Post Thu Apr 20, 2017 9:22 pm

I've swept up your changes, but I'm going to hold off on releasing R17 for a few days. Go ahead and continue proofing if you want, and I'll get those changes too.
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Re: Wandering Monsters Supplement

Post Mon Apr 24, 2017 10:46 pm

Just now posting R17. I think I got all of AlMan's updates, plus added some more monsters and some more introductory text.

One thing I need to do is to go back and list XP values and book and page numbers for all the monsters. I've noted that in the introduction... just a matter of actually doing it.

Since there are several of us working on this one, lets keep the updates in the thread and I'll handle editing the actual document for now. Also, if you post monster stats, you don't need to post hit points as I'm using my checkboxer tool to create them.
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Re: Wandering Monsters Supplement

Post Tue Apr 25, 2017 10:49 am

Gah. Digging through my R18, and I've made it to page number 7 adding XP and page references.

BUT for each monster I add those details to, I globally search the file and fix all of them. So there are monsters scattered all through the document that have their info updated.

Also changed a few "weapons" to "specific weapons" i.e. #At 1 weapon => #At 1 sword. In the process, I've beefed up a few encounters with better weapons.
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Re: Wandering Monsters Supplement

Post Sun Jun 25, 2017 4:30 pm

I just uploaded R18, and this is a milestone release. All the named encounters are complete, and as far as I know, correct. All that remains now is to fill in the encounters that are as yet unassigned, and fix the formatting of the NPC parties section (which is abysmal, but I take responsibility for all of it).
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