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 by Solomoriah »

Okay, so... those Canein... they have 1 HD, but 30-40 HP. How?
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Dimirag
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Re: Wandering Monsters Supplement

Post by Dimirag »

Solomoriah wrote: Sun May 09, 2021 6:50 pm Okay, so... those Canein... they have 1 HD, but 30-40 HP. How?
They were using a d50?
Sorry for any misspelling or writing error, I am not a native English speaker
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Actually, the first group ranges from 27 to 45. Not sure what's going on there. If they just need to be rerolled I can do that.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

Okay, here are the numbers presently unfilled in R22:

Dungeon Level 1: 85, 89 (removed nixies; should be specials, could be FG)
Dungeon Level 3: 92, 93, 94, 95 (all specials)
Dungeon Level 4-5: 66-85 supplement, 86-95 special
Dungeon Level 6-7: 65-85 supplement, 86-95 special
Dungeon Level 8+: 65-85 supplement, 86-95 special

Wilderness, Desert or Barren: 65, 80-88 supplement, 90-00 special
Wilderness, Grassland: 85-88 supplement, 96-00 special
Wilderness, Inhabited Territories: 83-88 supplement, 90-00 special
Wilderness, Jungle: 88 supplement, 90-00 special
Wilderness, Mountains or Hills: 68-88 supplement, 92-00 special
Wilderness, Ocean: 65-88 supplement, 89-00 special
Wilderness, River or Riverside: 67-88 supplement, 90-00 special
Wilderness, Swamp: 72, 75-86 supplement, 91-00 special
Wilderness, Woods or Forest: 71-88 supplement, 99-00 special

There is editing to be done in the NPC section as well, but that will all get done as we go along.

I'll upload R22 soon.
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Re: Wandering Monsters Supplement

Post by Solomoriah »

R22 is uploaded. I've added the Lost World section. Besides the obvious (dinosaurs), I'm also including prehistoric mammals; fiction of this kind often includes animals from many eras, so I don't feel like that's a problem. Also, lizard men. Maybe a dragon or two.

The normal wilderness distribution is like this: 01 to 64 are "normal" i.e. things found on the standard encounter table in the Core Rules. That table is rolled on 2d8, and 8x8 = 64 so there are 64 possibilities. Encounters in the middle of the table are much more "common" than those at the ends; for example, monsters that have 2 or 16 slots on the table are 1 in 64, while those in slot 9 are 8 in 64, so they get 8 slots in the final list while those at the ends get just 1. The remaining 36 are divided equally between "supplement" (field guide) and "special" encounters, 18 of each.

But there is no "standard" Lost World table, so I've divided this one differently. Dinosaurs should be the largest group, 60 or so encounters, with another 20 or so prehistoric non-dinosaurs and 20 or so "special" encounters. This is just a guideline, though, and I'm going to do what's (a) easiest, and (b) looks best, probably in that order.
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Re: Wandering Monsters Supplement

Post by TPFox »

Sorry about the Canein HP being off. I'll have another going at filling more creatures tomorrow. Is FG3 off limits? Or should Field Guide Creatures just be from FG 1 & 2?
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Re: Wandering Monsters Supplement

Post by chiisu81 »

Unless Solo says different, I would stick to FG1&2; 3 has not had anywhere near enough development/refinement yet.
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Re: Wandering Monsters Supplement

Post by Dimirag »

Solomoriah wrote: Mon May 10, 2021 9:52 am R22 is uploaded. I've added the Lost World section. Besides the obvious (dinosaurs), I'm also including prehistoric mammals; fiction of this kind often includes animals from many eras, so I don't feel like that's a problem. Also, lizard men. Maybe a dragon or two.
Do not forget cavemen, could they be used instead of npc parties? I know they won't have class, but the core creature can be tweaked to fit several character types...
Also, lizard men
Troglodytes too.

Wilderness, Grassland:
96. Shire Pegasus: AC 14, HD 5, #At 2 hooves, Dam 1d8/1d8, Mv 70' (10') Fly 130' (10'), Sv F5, Ml 10, XP 360, CR110*
HP 19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐

97. Shire Pegasus: AC 14, HD 5, #At 2 hooves, Dam 1d8/1d8, Mv 70' Fly 130', Sv F5, Ml 10, XP 360, CR110*
HP 29 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

98. Golden Pegasus: AC 15, HD 4, #At 2 hooves, Dam 1d6/1d6, Mv 90' (15') Fly 200' (20'), Sv F4, Ml 10, XP 360, CR110*
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

99. 5 Ibix Hunters: AC 15, HD 1*, #At 1 miniature lance o miniature bow, Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 8, XP 37 ea., FG31*
75% of hiding in tall grass and move silently, +1 to hit with lance or bow, double damage if opponent is unaware of attack.
HP 8 ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
7 ☐☐☐☐☐ ☐☐
4 ☐☐☐☐
6 ☐☐☐☐☐ ☐

99. Ibix
Ibix Leader: AC 16, HD 2, #At 1 miniature weapon, Dam 1d6 or by weapon, Mv 40', Sv F2, Ml 9, XP 75, FG31*
HP 12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
4 Ibix: AC 15, HD 1, #At 1 miniature weapon, Dam 1d6 or by weapon, Mv 40', Sv F1, Ml 8, XP 25 ea., FG31*
HP 2 ☐☐
8 ☐☐☐☐☐ ☐☐☐
2 ☐☐
4 ☐☐☐☐
Ibix Champion: AC 17, HD 3, #At 1 miniature weapon, Dam 1d6+2 or by weapon +2, Mv 30', Sv F1, Ml 8, XP 145, FG31*
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
Ibix Spellcaster: AC 11, HD 1*, #At 1 miniature dagger, Dam 1d4, Mv 40', Sv F1, Ml 8, XP 37, FG31*
Can cast 2 1st-level Magic-User spells and 1 1st-level Cleric spell.
HP 5 ☐☐☐☐☐
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 »

Editing note... too many B's in Ibix.

:D

Good stuff. I'll get it integrated in the next day or so. I have a few things ahead of me first.
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Re: Wandering Monsters Supplement

Post by TPFox »

Here's some for Wilderness Encounters, Mountains or Hills using Field Guide 2. Hopefully most of them are a good fit for the terrain and overall frequency / infrequency.

--------------------------------------------------------------------------------------

Wilderness Encounters, Mountains or Hills

67. Bruhls with Bruhl Warrior

10 Bruhls: AC 14 (11), HD 1, #At 1 weapon, Dam 1d8 or by weapon, Mv 30' unarmored 40', Sv F1, Ml 8, XP 25 ea., FG2 16
+1 to hit/damage, +1 to Morale if Bruhl Warrior is still alive.
HP 8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
6 ☐☐☐☐☐ ☐
2 ☐☐
6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐
5 ☐☐☐☐☐

1 Bruhl Warrior: AC 14 (11), HD 2, #At 1 weapon, Dam 1d8 or by weapon, Mv 30' unarmored 40', Sv F1, Ml 8, XP 75, FG2 16
+1 to hit/damage
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐

68. Bruhls with Bruhl Warriors

13 Bruhls: AC 14 (11), HD 1, #At 1 weapon, Dam 1d8 or by weapon, Sv F1, Ml 8, XP 25 ea., FG2 16
+1 to hit/damage, +1 to Morale if a Bruhl Warrior is still alive.
HP 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐
1 ☐
6 ☐☐☐☐☐ ☐
6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
2 ☐☐
7 ☐☐☐☐☐ ☐☐
1 ☐
1 ☐
7 ☐☐☐☐☐ ☐☐
3 ☐☐☐

2 Bruhl Warriors: AC 14 (11), HD 2, #At 1 weapon, Dam 1d8 or by weapon, Mv 30' unarmored 40', Sv F2, Ml 8, XP 75 ea., FG2 16
+1 to hit/damage
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

69. 2 Duckbears: AC 15, HD 6, #At 2 claws/1 peck + 1 hug, Dam 1d8/1d8/1d10 + 3d6, Mv 40', Sv F5, Ml 8, XP 25 ea., FG2 30
HP 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐
33 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

70. 6 Gilas: AC 15, HD 1-1, #At 1 claws/1 weapon, Dam 1d4/by weapon, Mv 30' unarmored 40', Sv F1, Ml 8, XP 10 ea., FG2 42
Bite: save vs. Poison
HP 6 ☐☐☐☐☐ ☐
1 ☐
3 ☐☐☐
6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐
4 ☐☐☐☐

71. 5 Gilas: AC 15, HD 1-1, #At 1 claws/1 weapon, Dam 1d4/by weapon, Mv 30' unarmored 40', Sv F1, Ml 8, XP 10 ea., FG2 42
HP 7 ☐☐☐☐☐ ☐☐
2 ☐☐
4 ☐☐☐☐
5 ☐☐☐☐☐
6 ☐☐☐☐☐ ☐

72. Loups with Wolves

3 Loups: AC 16, HD 4, #At 2 claws/1 bite or weapon, Dam 1d6/1d6/1d8 or by weapon, Mv 40' Leap 60', Sv F3, Ml 10, XP 240 ea., FG2 42
HP 21 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

7 Wolves, Normal: AC 13, HD 2, #At 1 bite, Dam 1d6, Mv 60', Sv F2, Ml 8, XP 75 ea., CR 127
HP 11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
9 ☐☐☐☐☐ ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐

73. Moon Goblins with Moon Goblin Captain and Moon Goblin Trappers

14 Moon Goblins: AC 16, HD 2, #At 1 weapon, Dam 1d6 or by weapon, Mv 30', Sv F2, Ml 8, XP 75 ea., FG2 61
HP 9 ☐☐☐☐☐ ☐☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
5 ☐☐☐☐☐
6 ☐☐☐☐☐ ☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
7 ☐☐☐☐☐ ☐☐

1 Moon Goblin Captain: AC 18, HD 4, #At 2 weapons, Dam 1d6 or by large weapons, Mv 30', Sv F4, Ml 8, XP 75, FG2 61
*I think the experience is not right...*
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

2 Moon Goblin Trappers: AC 14, HD 1, #At 2 weapons, Dam 1d6 or by large weapons, Mv 40', Sv F2, Ml 8, XP 75 ea., FG2 61
Scout for captains and set traps.
HP 6 ☐☐☐☐☐ ☐
5 ☐☐☐☐☐

74. 5 Owlwolves: AC 17, HD 3, #At 2 claws/1bite, Dam 1d6/1d6 + 1d8, Mv 60' and special, Sv F3, Ml 9, XP 145 ea., FG2 66
Leap / Glide: surprise on 1-4 on d6.
HP 15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

75. 3 Raggidys: AC 14, HD 3, #At 2 fists, Dam 1d6/1d6, Mv 40', Sv F3, Ml 12, XP 145 ea., FG2 70
Takes double damage from fire.
HP 13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
17 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐

76. 8 Rakuns: AC 12, HD 1d6, #At 1 weapon or 1 bite, Dam 1d4 or by weapon or 1d3, Mv 30' unarmored 40', Sv F1, Ml 8, XP 10 ea., FG2 70
+1 to hit with crossbows/firearms, Darkvision 30'
HP 2 ☐☐
4 ☐☐☐☐
6 ☐☐☐☐☐ ☐
2 ☐☐
1 ☐
5 ☐☐☐☐☐
2 ☐☐
2 ☐☐

77. 6 Rakuns: AC 12, HD 1d6, #At 1 weapon or 1 bite, Dam 1d4 or by weapon or 1d3, Mv 30' unarmored 40', Sv F1, Ml 8, XP 10 ea., FG2 70
+1 to hit with crossbows/firearms, Darkvision 30'
HP 6 ☐☐☐☐☐ ☐
3 ☐☐☐
5 ☐☐☐☐☐
2 ☐☐
3 ☐☐☐
1 ☐

78. 3 Sasquatches: AC 15, HD 5+5, #At 2 fists, Dam 1d6/1d6, Mv unarmored 30' climb 20', Sv F5, Ml 8, XP 360 ea., FG2 73
Nocturnal vision, hides outdoors as Halfling, cold resistant, fights with weapons +2
HP 28 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐
19 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
34 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐

79. 2 Ticks, Giant: AC 14, HD 1*, #At 1 bite, Dam 1d63 + blood drain and disease, Mv 10', Sv F1, Ml 7, XP 37 ea., FG2 83
HP 6 ☐☐☐☐☐ ☐
7 ☐☐☐☐☐ ☐☐

80. 4 Ticks, Giant: AC 14, HD 1*, #At 1 bite, Dam 1d63 + blood drain and disease, Mv 10', Sv F1, Ml 7, XP 37 ea., FG2 83
HP 8 ☐☐☐☐☐ ☐☐☐
5 ☐☐☐☐☐
5 ☐☐☐☐☐
5 ☐☐☐☐☐

81. 8 Ushacs: AC 11, HD 1-1*, #At 1 by weapon, Dam by weapon, Mv 30', Sv NM, Ml 9, XP 13 ea., FG2 88
Gullible, some spellcasting / thieves abilities
HP 2 ☐☐
4 ☐☐☐☐
2 ☐☐
5 ☐☐☐☐☐
3 ☐☐☐
2 ☐☐
1 ☐
6 ☐☐☐☐☐ ☐

82. 3 Wolpertigers: AC 16, HD 2, #At 2 claws/1 bite or charge, Dam 1d3/1d3/1d4 or 2d4, Mv 40' Fly 60', Sv F2, Ml 9, XP 75 ea., FG2 91
Prized game animal
HP 8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐

83. Amaroks with Amarok Hardened Warrior

7 Amaroks: AC 15 (13), HD 2, #At 1 weapon or 1 bite, Dam 2d4 or by weapon, +1 or 1d6 bite, Mv 30' Unarmored 40', Sv F2, Ml 8, XP 75 ea., FG2 5
Darkvision, +1 damage bonus, +1 morale with Amarok Hardened Warrior
HP 9 ☐☐☐☐☐ ☐☐☐☐
12 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
11 ☐☐☐☐☐ ☐☐☐☐☐ ☐
13 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐

1 Amarok Hardened Warrior: AC 15 (13), HD 4, #At 1 weapon or 1 bite, Dam 2d4 or by weapon, +1 or 1d6 bite, Mv 30' Unarmored 40', Sv F2, Ml 8, XP 240, FG2 5
Darkvision, +2 damage bonus
HP 23 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐

84. Dwarrows with Dwarrow Sergeant

7 Dwarrows: AC 16 (11), HD 1+1, #At 1 weapon, Dam 1d6 or by weapon, Mv 20' Unarmored 40', Sv F1 (w/ Dwarf bonuses), Ml 8, XP 25 ea., FG2 31
Darkvision, +1 morale with Dwarrow Sergeant
HP 4 ☐☐☐☐
9 ☐☐☐☐☐ ☐☐☐☐
3 ☐☐☐
3 ☐☐☐
7 ☐☐☐☐☐ ☐☐
8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐

Dwarrow Sergeant: AC 16 (11), HD 3+3, #At 1 weapon, Dam 1d6 or by weapon, Mv 20' Unarmored 40', Sv F1 (w/ Dwarf bonuses), Ml 8, XP 145, FG2 31
Darkvision
HP 20 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐

85. Orogs with Orog Seasoned Veteran

8 Orogs: AC 15 (11), HD 3, #At 1 weapon, Dam 1d10+1 or by weapon +1, Mv 20' Unarmored 40', Sv F3, Ml 9, XP 145 ea., FG2 65
+1 to morale with Orog Seasoned Veteran
HP 14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
8 ☐☐☐☐☐ ☐☐☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
15 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
22 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐

Orog Seasoned Veteran: AC 15 (11), HD 5, #At 1 weapon, Dam 1d10+2 or by weapon +2, Mv 20' Unarmored 40', Sv F3, Ml 9, XP 360, FG2 65
HP 32 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐
☐☐☐☐☐ ☐☐☐☐☐ ☐☐

86. 4 Shakiles: AC 16, HD 3, #At 1 weapon/1 beak, Dam 1d6 or by weapon/1d4, Mv 30' Fly 20', Sv F2, Ml10, XP 145 ea., FG2 75
If it wins surprise save vs Death Ray or broken arm
HP 16 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐
14 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐
18 ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐☐☐ ☐☐☐
10 ☐☐☐☐☐ ☐☐☐☐☐

87. 6 Spiders, Humming: AC 12, HD 1, #At 4 slices, Dam 1d8/1d8/1d8/1d8, Mv 60' Jump 15', Sv F1, Ml 6, XP 25 ea., FG2 80
HP 4 ☐☐☐☐
7 ☐☐☐☐☐ ☐☐
2 ☐☐
3 ☐☐☐
7 ☐☐☐☐☐ ☐☐
3 ☐☐☐

88. 4 Spiders, Humming: AC 12, HD 1, #At 4 slices, Dam 1d8/1d8/1d8/1d8, Mv 60' Jump 15', Sv F1, Ml 6, XP 25 ea., FG2 80
HP 8 ☐☐☐☐☐ ☐☐☐
6 ☐☐☐☐☐ ☐
8 ☐☐☐☐☐ ☐☐☐
3 ☐☐☐

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EDITED: 5/13 with the proper XP format
Last edited by TPFox on Wed May 12, 2021 9:18 pm, edited 1 time in total.
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