One of the things that I aim to achieve with the World of TSRan project (see here, here and here) is to vastly expand the variation and range of existing 'standard' TSR D&D monsters based on geographical location and terrain/climate type. The reader should be able to identify a hex as, say, jungle or hot desert or tundra or whatever, and be able to populate it with terrain-appropriate variants on old standards.
To give a short applied example, here is what that would look like with respect to orcs inhabiting 'cold coast' terrain (meaning coastal regions in cold temperate and subarctic climates):
Wilderness encounter: 3d6 hunters or raiders, with a leader and 1d3 ‘big-men’ with maximum hp; all are armed with harpoons/spears and clubs, and half have darts, or short bows; all wear reinforced hide armour (AC 6)
Lair encounter: 30-300 warriors, with same number of females and infants; for every 100 warriors there is a 5 HD shaman (cleric) and a 4 HD witch doctor (magic-user), and a 2 HD sub-chief and 2d6 guards with maximum hp, and the entire lair has one 3 HD chief and 3d6 guards with maximum hp; a lair also has a 1 in 6 chance of having each of the following type of pets: 1d3 giant hermit crabs, 1d6 seals, 1d3 elephant seals, 1d2 cave bears, or 1d2 polar bears
Treasure variations: Cold coastal orcs have TT C, L, Qx10, S in lairs, and Ox2 and Px2 in wilderness encounters
Dice |
Aesthetic variation |
Lair |
Other flavour |
Hook |
1 |
Semi-aquatic (have flipper feet
and hands and fish scales; can swim at 120) |
In huts made from porpoise or
whale corpses |
Daub themselves in whale blubber
– vile stench means they never surprise opponents, but opponents must
successfully save vs poison in order to make a first melee attack (subsequent
attacks do not require a roll) |
Have a tribe of rival orcs living
nearby |
2 |
Cormorant heads |
Can explosively spray white fecal
matter in a 6’ x 2’ cone, acting as a stinking cloud; this attack must
be prepared a round in advance by disrobing |
Live near a giant, dragon, etc.
of appropriate type, to whom they make sacrifices |
|
3 |
Fur seal heads |
In cliff caves |
Use skins as trophies; must spend
1d3 rounds skinning or scalping slain opponent if delivering the coup de
grace |
Live near a valuable source of
guano which they mine |
4 |
Gull heads |
Worship a bestial shark, gull,
kraken or orca god; must spend 1d3 rounds devouring body parts of slain
opponent if delivering the coup de grace |
Prey upon nearby human settlement
for slaves (holding 3d6 at any given time) |
|
5 |
Shark heads |
On floating rafts, moored a short
distance from shore |
Worship a hungry shark, gull,
kraken or orca god; will attempt to capture opponents reduced to 1-4
remaining hp for subsequent sacrifice |
Lair near a gigantic glacier
within which is a vast network of tunnels |
6 |
Sea-bird feathered |
Daub themselves in silt mud as
camouflage; surprise opponents on a roll of 1-3 on surprise roll |
Are engaged in summoning a demigod
or demon from the deep |
|
7 |
Lichen-covered |
In huts made from rocks and seashells |
One in every six individuals has
a crab pincer for a hand and has an additional attack doing 1d4 hp damage and
grabbing the victim on a successful hit, doing 1d4 hp damage automatically
thereafter |
Are the escaped slaves of a powerful
tribe of ogres, merrow, sea trolls, etc. |
8 |
Seaweed hair |
|
Bleed brine – sprays out after a
serious wound (doing 4+ hp damage) or at death, blinding melee opponent for
next round on a failed save vs poison |
Are split into two warring
factions under rivals for power |
Part of me want to have a gazillion random tables while the other part wants to have a small hexmap with all of this shit laboriously laid out hex by hex.
ReplyDeleteThe latter is, I agree, really appealing.
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