Sunday, 28 December 2025

Secret Santicorn 2025 - 1d12 Odd "Medieval" Dragons

Sylvanas_iii asks for:

A dX table of medieval dragons that look nothing like any self-respecting dragon should (e.g. the original French tarrasque) 

And thus I have found a bunch of illustrations of various dragons, most medieval, which are admittedly pretty similar. Honestly the OG Tarrasque is the best of the lot so I'll save that for last!

ROLL 1d12

1. Linear Longfellow
2. Beast of the Last Apocalypse
3. Cooler S
4. Stone-Bound Midgard Knotwyrm
5. Tatzelwurm
6. Peluda
7. Dragonogard
8. Angelcatcher
9. Graoully-Wagon
10. Gargoyle Pipedrake
11. Well Knucker
12. French Tarrasque


1. Linear Longfellow

HD10 AC Plate ML 10
Flyby attack 2d6. On hit, snatches into jaws and flies upwards!
1/day Cloud Breath Attack leaves thick cloud of moist fog.

This dragon very rarely touches the ground. It lives in thick clouds and follows along with cold fronts.
If the clouds dissipate it becomes exposed, and in its shame and horror it skims down to the ground to hunt those who saw it up there!

In combat it is swift but finds it hard to turn quickly, preferring to dart at a soft target and fly swiftly into the sky to drop the foe as many storeys as possible to their doom!



2. Beast of the Last Apocalypse

HD16 HD Chain ML 8
3 two-horned heads deal 2d6 each. 4 one-horned heads deal 1d6 each. Can grab up to 11 foes with its tails and slap them together for 1d10 per time or toss them away for fall damage.
Each head can breathe Golgotha Fumes 1/day in a sphere that triggers any prophecies within 50'.

Emerged from the sea during a previous End Time, the Final Hero never made it, and now it's at a bit of a loose end. Refuses to return to the sea. Attacks heroic individuals in the hope that it can get in on a subsequent prophecy.

In combat just goes wild grabbing people, smashing them together, throwing them at others, and eviscerating whoever's foolish enough to get in front of it.


3. Cooler S

HD6 AC Leather ML5
Bite 1d8. When hit, releases a Starburst Flash blinding all who see it until they Save vs Stun.
1/day Torchburst Beam blinds in a line.

Chubby little fellow who flees from foes and hopes to lead them into a small space where they'll easily be blinded and easily eaten.
Dead foes become a new star on its skin.




4. Stone-Bound Midgard Knotwyrm
Rock Form:
HD20 AC Plate ML12.
Regen 1d10/rd.
Wyrm Form:
HD8 AC Chain ML6
Choke 1d10. At will, transform between rock form and wyrm form.
1/day Stonelock Breath traps victims as patterns on stone until they Save vs Stun.

Accidentally summoned to life when an unwitting cultist sacrificed a seventh son of a seventh son on a particularly cool rune stone. The carving swarmed to life and devoured all in attendance!

Can shift between its original stone form (resistant, hard to hurt) and a wiggly knotted wyrm form that loves to choke and strangle.




5. Tatzelwurm

HD8 AC Leather ML9
Two claws 1d6 each, bite 1d10 + instakill poison unless Save vs Doom.
1/day Avarice Cloud transforms all the treasure on the victim(s) into another Tatzelwurm.

Cat-faced and shrill dragon whose fangs drip a deadly poison. Forms from buried treasure that remained hidden beyond the owner's death. If killed, collapses into the treasure it was made from.



6. Peluda

HD6 AC16 ML7
Bite 1d10, Tail swipe 1d6 + Poison.
If hit by an unarmed strike, attacker is poisoned unless they Save vs Doom.
1/day breathe out a flood of water that destroys crops and sweeps away foes. Save vs Stun or be washed away and prone.

This hairy beast spends its life submerged just below the water, crawling along the muddy bottom of freshwater rivers on tortoise feet.
The long fur on its body breaks up its outline, making it look like a mass of sunken reeds in clear water and practically invisible in a muddy stream.
Poisonous spikes protrude from the fur, and the same poke out of its club-ended tail which it swings with clumsy vigour.
Luckily it is something of a coward, and if confronted by overwhelming force it with breathe out a flood and hide in the choppy water as it swims away to escape. This does, however, do a number on crops and infrastructure in the flood zone.






7. Dragonogard

HD8 AC14 ML10
Front Bite 1d10. Back Bite 2 attacks per round at 1d6 each with the range of a spear.
1/day Combination Ray targets 2 foes and merges them back-to-back. No save. If one merged victim is damaged, the other takes the same. Both victims have -4 to hit and can't move unless they move at the exact same time. Victims can Save vs Doom every 24 hours, and if both are successful they unmerge.

Double-ended dragon with the front face of a kangaroo and the back face of a monkey on a serpent neck. They have a brotherly but antagonistic relationship with each other.
Prefers to jump into the air with its powerful kangaroo legs and hover while its monkey-faced tail darts down to tear off faces.
It will use its Combination Ray on people who clearly don't get along, or else two people with wildly different skillsets like attaching a Fighter to a Magic-User. 
It finds this really funny, the heads will be laughing about it for days!





8. Angelcatcher

HD6 AC14 ML5
Bite 1d10 absorbs 1 Lawful magical effect, prepared Cleric spell, or holy weapon ability and applies it to the Angelcatcher.
Immune to damage from Lawful entities and effects.

A dull-coloured dragon covered in ratlike fur and the size of a large Alsatian. It desperately wishes to devour Gods. Large bat wings allow it to fly for miles, but not high enough to reach its prey in Heaven.
The crime it committed to become immune to Gods was so heinous that they sent the Great Flood to erase all knowledge of its existence. While the knowledge was scoured, the Angelcatcher remains, quietly drifting through the sky to drop down on innocent angels like a falcon.




9. Graoully-Wagon

HD10 AC16 ML12
Crushing bite 1d20. Those in front of the moving wagon choose: take 1d10 damage or be thrown backwards 1d6*10'
1/day Procession Breath forces all in a 50' cone to push the wagon wherever it wants. Those unwilling can Save vs Chaos every ten minutes to stop.

A wooden dragon mounted on a wooden wagon. It has enormous jaws, an iron tongue, crushing teeth, and moves inexorably forward at the hands of a bunch of mind-controlled peasants who are having a wonderful time.
The Graoully-Wagon moves from town to town picking up extra people to help push it onwards and onwards.
Anyone who gets in its way is munched, thrown backwards, or crushed under its wheels.



10. Gargoyle Pipedrake

HD5 AC18 ML6
Acid Spit 1d8 plus rusts armour (-2 AC cumulative)
1/day Acid Rain Spray deals 4d8 (Save vs Blast for half) to all in 20' blast zone and rots metal away to nothing unless the save is passed.

Sentient pipework infected by the verdegrised soul of a copper dragon. Attaches to drainpipes and forms a spout. It can convert rain running through it into acid, spitting it at lone passersby during rainy nights and drooping down to slurp up the soupy residue.
It can zap to other buildings in thunderstorms by riding the lightning up and down through the clouds. A big enough storm means that it can travel to any town under the thunderhead.




11.Knucker

HD6 AC14 ML5
Bite 1d10 + drags victim down at a rate of 10'/round.
At will, cause the well or shaft they are in to become infinitely deep. 

A serpentine drake that inhabits deep vertical holes filled with water. Their natural habitat is knuckerholes, deep vertical holes in the geology, but they now prefer wells.
They are ambush predators, preferably grabbing a single victim and holding them underwater until they drown.
They can supernaturally cause the bottom of the shaft to become infinitely deep. They use this ability to hide from hunters (since if they are in the pocket dimension beneath the bottom of the well, they cannot be found) and to murder their prey (since the prey in the pocket dimension cannot get out, and if it hasn't drowned already it will soon).



12. Tarrasque

HD12 AC20 ML12
Sword-Teeth Bite 2d10 + Swallow for ongoing 1d10, tail swipe 1d8 to all in 30' arc behind it, ocular flame beam 1d8 + sets on fire at range of shortbow.
Anybody in melee range at the start of their turn must Save vs Blast or take 1d8 damage from tortoise spikes.
Counterattacks with a claw for 1d8 if a melee attack misses it.
1/day Save or Die Poison Breath Cloud 30'

A horse-sized monster as fat a a bull. It has a lion's head with massive teeth, the shell of a tortoise which is covered in spines, a long snakey tail, and six legs with enormous claws.
However it is very pious and will refuse to attack anyone bearing a holy symbol unless they attack it first, and if sprinkled with holy water it will become unable to harm anyone at all. For this reason it usually stays near water and begrudgingly accepts that this makes people think it's half-fish.

Friday, 28 February 2025

Another Underclock

I've been using Arnold's Underclock since about 5 minutes after that blog post dropped. It's great!

Trouble is I do miss the "oh shit there's something here RIGHT NOW that we have to deal with!" aspect of random encounters. So, as is my way, I've decided to nest other peoples' ideas into one thing and pretend like it's a new thing.


This is my Underclock. There are many like it but this one is mine.


Fusion: Underclock AND Overload

I mean Arnold did say "I like overloaded encounter dice. I like the Underclock more".




In summary:
  • The players roll a 1d6 Encounter Die each exploration turn and mark off that many squares on the Underclock (left to right).
  • The Encounter Die is overloaded so it always does something, but it's usually some sort of Clue.
  • If they land on a monster face it's a classic Random Encounter. The clock keeps ticking.
  • If they reach the end they have an Encounter with the local faction. Reset the clock.
Simple enough right? 1 in 6 chance of a Random Encounter every time, plus it eventually builds up to a guaranteed encounter they can prepare for.


Alertness

But what is "Alertness", I hear you ask?
This represents the organised dungeon denizens seeking you out.

The DM rolls the Alertness Die if you did something to attract attention.
Cause a ruckus, let foes escape alive, blow up a door, set off an alarm, knock a skeleton down a big well even though a wizard told you not to, that sort of thing.

The Alertness Die result marks off squares back up the Underclock towards you, reducing the time horizon until you get that guaranteed encounter.

If this overtakes your position on the Underclock, they get the jump on you with a surprise round!


The Alertness Die starts at d2 and increases a die size per encumbrance tier. 
The highest encumbrance in the party counts, because stealthily slipping through shadows doesn't matter when Sir Stabbington is stomping close behind in heavy armour and carrying a sackful of jingling treasure.

There's also the fact that sleeping in a monster-infested cave is generally a bad move, but sometimes you've got no other choice.
The Alertness Die permanently increases by one step if you sleep (in modern parlance, take a Long Rest) in a dungeon.
This resets if you leave the dungeon and spend a night on the surface.

The DM can always bump it up a level or two if you're habitually going around making extra noise. Dragging a handcart full of loot around, escorting a gaggle of kids who think it's a museum trip, wielding a singing sword who won't shut up, etc.

Local Faction

As for what the "local faction" is, this is whatever organised foes are mostly likely to be around.

This will be the Goblins in the Goblin Lair, the Necromancers in the Skeletal Hoard, the Magnet Eaters in the Technodungeon, etc etc.
In a Megadungeon you might have different local factions across a dungeon level, like Goblins in the west and Ratmen in the east.
If there is no such group, like it's an abandoned wizard's tower or forgotten tomb, this is the Mythic Underworld itself trying to eject you by means of whatever the most defining beastie is inside it. In the Antediluvian Manse it's Cataclysm Ghosts. In the Cretan Labyrinth, it's the Minotaur.

The main thing is that the players should be able to make an educated guess at what's coming for them so if the Underclock is close to running out they can make plans for ambushes, fortifications, hiding places, or fun rooms to lure their enemies into. 

Of course if the PCs are on good terms with said local faction, this could be a perfectly charming little social encounter! Yet another good reason not to murder everyone you meet.


Mêlée à Trois

There is every possibility that the players can land on a square that has a monster face and has already been marked off by the local faction.

In this case there's a random encounter and a faction encounter simultaneously.
Get chaotic! Even the random encounter is Goblins and the faction is Goblins, make up a reason why these Goblins hate each other nearly as much as they hate intruders!





Overloaded Encounter Die

Finally, the Encounter Die itself.
The players always roll a d6 and it goes like so:
  1. Clue: Spoor
  2. Clue: Tracks
  3. Clue: Traces
  4. Noise
  5. Special
  6. Special

Clue

These are all ways of giving the players an idea of what sort of beasties live around here, as in the original overloaded "Percept (clue, spoor)" result or Shadowed encounters on the OG Underclock.

Clue: Spoor means the creature is very close. It could be stalking you. This will be growls, shadows rushing past at the corner of your eye, still-steaming shadow effluent.
Roll a random encounter, describe the spoor, and lock it in. Next time they hit a Random Encounter it will be with that creature. Lasts until they hit the random encounter or roll a different Clue.

Clue: Tracks means the creature isn't close, but it's been here recently. This will be footprints, slime trails, clawmarks, dropped scraps, a recently devoured corpse.
Roll a random encounter, describe the tracks (and decide where it is, within a few rooms). If the players follow the tracks they can find the creature and surprise it! If they ignore the tracks, no further effect.

Clue: Traces is just evidence of the creature being around here somewhere. This will be shed fur, graffiti, a molted exoskeleton, an old nest.
Roll the encounter die and describe the traces. No further effect.


Noise

An errant sneeze, an accidental clang of the shield against a wall, an unseen femur cracked beneath your tread. Whatever it is, you've made enough noise to attract attention.

Everyone checks their current Encumbrance (in case someone has been mysteriously lax), then the DM rolls the Alertness Die.


Special

These are dungeon-specific results to give a pinch of dungeon-specific flavour.

By default (ie. common dungeon and/or if I haven't prepared something in time) these are:
5. Doors: Open doors swing closed, and closed doors become stuck this turn.
6. Lights: Light sources flicker and dim, you can barely see this turn.

In a spoopy dungeon they could be:
5. Fear! Save or drop everything and run screaming back the way you came - Save again in each room, you stop running when you finally succeed.
6. Bats! Swarm of bats puts out all light sources, those without a light Save or take 1d6 damage.

In a crashed spaceship they could be:
5. Magnetic Pulse! All metal objects (including you, if you're in metal armour) are stuck to the ground this turn.
6. Null Gravity! Everyone's floating in zero-G this turn.

Add a couple of fun effects and the dungeon will hopefully be memorable! Especially if you are...


A Victim of a Series of Accidents

If I roll a Special result that triggers an encounter, do both happen?
Can I land on a random encounter and roll a clue simultaneously?
If the Encounter Die hits a random encounter AND a Noise result, resulting in the local faction surprising me, am I fucked?

Yes.
Very very much yes.

It's up to the DM to work out this particular admixture. The more chaotic the better!



Discussion, However Brief

So basically this sub-system retains the time pressure "oh shit let's plan ahead"-ness of the Underclock with the surprising "oh shit ITS HERE!"-ness of the random encounter roll.

When the Underclock is getting close to finishing, it's probably a good idea to be extra super quiet (so they don't get the drop on you) and prepare for whatever's going to turn up (by setting up your ambush and waiting out the last few dots on the Underclock).
This won't always work of course, there's always the risk of a Noise result giving the baddies an ambush opportunity, but most of the time it's reliable...

The intelligent monsters being a guaranteed eventuality and the wandering monsters being an occasional occurrence should give each dungeon its own special flavour and its own sense-memory for my poor benighted players. After all, what's the point of invading the Goblin Caves if you never actually see a Goblin?

Most importantly the systems interlock in a way that will surprise me too!



Plus I get to update my Marching Order sheet to make the Underclock a bigger deal.

I even updated the Fleeing Table! Find it here.