There’s a lot of monkeys. Like, a lot of monkeys. This is good news for me, since I’m trying to stretch this across finals week. The monkey clans are split into two groups, old and new, and we’ll be further splitting those groups into two posts. Up first, the first half of the Catarrhini Clans, the Old Monkeys.
Monkeys With Guns: The Hominoidae
In an effort to keep our buffer from being chewed completely to pieces by finals week, we’re going to post some fluff from an old project, Monkeys With Guns, a war game about monkeys scavenging the remains of human machinery and weapons after the apocalypse. Specifically, we’re going to be posting the clan descriptions. Up first: The ape clans.
A Shiverpeaks Bestiary, Part 1
Today’s entry in “monsters that are slightly different in Guild Wars than in the regular Monster Manual” is the ettin. Tomorrow will have a double feature with dryders and minotaurs!
An Ascalon Bestiary, Part 2 (fin)
Well, that was quick. On to the Shiverpeaks, then.
An Ascalon Bestiary, Part 1
Most of the Ascalonian monsters are palette swaps of Pre-Searing monsters. That’s the point, after all, it’s the same place but after the apocalypse. For the sake of keeping the project’s scale somewhat manageable, I have collapsed lots of similar monsters together so, for example, we’re not getting a whole bunch of extra types of grawl, here. Also, I completely forgot oakhearts in the Pre-Searing bestiary, so we’re getting those here.
A Pre-Searing Bestiary, Part 5 (fin)
With the last of the charr the Pre-Searing bestiary is now complete. We’ve also thrown in the Flame Caller for good measure. In the actual game of Guild Wars he didn’t appear until post-Searing, but adding him in made for a nice, symmetric two posts of three charr each capstone to the Pre-Searing. We’ll be looking at Post-Searing monsters tomorrow.
A Pre-Searing Bestiary, Part 4
We’re just about done with the Pre-Searing bestiary. Today we’ve got the first half of the charr. Some people might find the charr shaman is pretty badly under-CR’d, and he kind of is. His CR reflects the fact that he is a pushover if you encounter him alone, but typically you’ll find him in a group with a couple of other charr, and he is a Hell of a force multiplier for them. GMs be advised.
A Pre-Searing Bestiary, Part 3
Readers may ask: Why have a new skeleton at all when it’s so close to what’s in the Monster Manual? The answer is that while the differences are minor, they’re pretty important to the Necromancer class. Also in this spooktacular update is a gargoyle, a slightly-less-giant spider, and, uh…a giant plant that heals people. WoooOOOOoooo!
The Pre-Searing Bestiary, Part 2
In this post: Elementals that do not have the elemental type. Elementals are different things in Guild Wars than in D&D. In D&D, an elemental is a creature from an elemental plane, made of that plane’s essence. In Guild Wars, an elemental is a creature spontaneously created by elementalist magic, usually on the prime material. The closest two equivalents in D&D types to the Guild Wars version of an elemental are constructs and monstrosities. By the description alone, they fit monstrosities a little better, but they have much more in common with the monsters in the construct type than in the monstrosity type.
Also, drakes and grawl.
A Pre-Searing Bestiary, Part 1
Here’s something brand new: Monsters from Guild Wars 1 statted up for D&D 5e, region by region, starting with Pre-Searing Ascalon (we may or may not go in strict chronological order). People might reasonably be afraid that this is a trend towards abandoning projects to work on whatever seems shiny right now. Fear not, because that is actually the opposite of true. One of our contributors has recently written up a list of all abandoned projects and is trying to complete them all. In the case of this particular project, an effort to make a homebrew Guild Wars 1 RPG is being re-examined and is being redesigned as a D&D 5e hack rather than a totally standalone homebrew.
