Wednesday, April 19, 2017

Hidden Treasures of the Internet

I've mentioned before in passing how much I appreciate those bloggers who, for whatever reason, drop it all, but don't nuke everything they've put out there.  Even if you think you haven't done anything worthwhile, or not enough to bother keeping it around, someone else might find even one piece of what you've written useful or even mind-blowingly inspirational.

It is with this in mind that I'd like to thank Antion of the Straits of Anian blog.  He posted six times over the course of two years, and fell silent about 2 1/2 years ago, and yet his blog is packed full of cool ideas.  Some might find his blog to be kind of "niche", seeing how it's based in a fantasy version of the Pacific Northwest, but it's right up my alley.  I've been interested in "frontier fantasy" since reading Marvel Comics' take on Robert E. Howard's "Beyond the Black River", and this blog nails down a specific flavor of that, which I plan to plunder if I ever get a chance to run such a campaign.  In particular, I like his take on the wendigo (much more interesting than the half-assed ideas I've had in the past), and the short tale about the warrior warning his son that "the world is as sharp as a knife."

Thanks again, Antion.

Friday, April 14, 2017

DCC Patron: Venatorion the Hunter

All right, this is my second elf oriented DCC Patron.  With this guy, elves can choose between three main Patrons and don't have to worry about turning into some snaky mess from weird Patron taint.  Other Patrons are, of course, still available, but you're not locked into just having the King of Elfland for plain vanilla NPCs.

So anyway, Venatorion the Hunter is based loosely on the Wild Hunt, with a few other little bits thrown in for good measure.  Fun fact: the Latin word for "hunter" and the name of the hunter constellation go together pretty well to make an elfy sounding name.

Venatorion the Hunter

Venatorion the Hunter is the embodiment of wild, predatory nature. A stag's antlers grow from his head and his eyes glow with green fire. He wears leathers and furs, and wields a wicked boar-spear. He rides a black horse with glowing green eyes, and is usually accompanied by a pack of similarly uncanny hounds and hunters. Venatorion rides the night in search of the most elusive or most dangerous game, and welcomes any wizard or elf who can keep up.


Invoke Patron check results:

12-13 The caster summons a tracking hound with eyes and tongue of green flame. It will remain for 1 hour, and during that time, will fight for the caster and will follow any quarry without fail.
Tracking hound: Init +1; Atk +1 (dmg 1d3 bite); AC 10; HD 1d4; MV 40'; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C
14-17 The caster summons 1d2+1 tracking hounds as above. They remain for 1 hour.
18-19 The caster summons 1d2+1 tracking hounds as above, and 1d2 coursing hounds of appearance similar to the trackers but larger and with a sleeker build. The coursing hounds, when set on a target within sight, will chase it tirelessly and attempt to herd it back around to the caster and his retinue for the final kill. The hounds remain for 2 hours.
Coursing hound: Init +2; Atk +1 (dmg 1d4 bite); AC 11; HD 1d6; MV 60'; Act 1d20; SV Fort +2, Ref +3, Will +0, AL C
20-23 The caster summons 1d3+1 tracking hounds and 1d2+1 coursing hounds as above. They remain for 2 hours.
24-27 The caster summons 1d3+1 tracking hounds, 1d2+1 coursing hounds, and a huntsman (level 2 warrior with green fiery eyes) to fight and act as pack master. The master and his hounds remain in the caster's service for 2 hours.
Huntsman: Init +2; Atk +1d4 (dmg 1d8 spear); AC 12; HD 2d12; MV 30'; Act 1d20; SV Fort +1, Ref +1, Will +0, AL C
28-29 The caster summons 1d4+1 tracking hounds, 1d4 coursing hounds, 1d2 fighting hounds (large, shaggy, aggressive monsters similar in appearance to the other two types of hounds), and 1d3 huntsmen. The hunting party remains in the caster's service until the next sunrise.
Fighting hound: Init +4; Atk +4 (dmg 1d8 bite); AC 12, HD 2d10; MV 40'; Act 1d20; SP on critical hit, the fighting hound chomps down on its opponent and drags it to the ground where it suffers penalties as if entangled; SV Fort +4, Ref +3, Will +0; AL C
30-31 The caster summons 2d6 tracking hounds, 2d4 coursing hounds, 1d4 fighting hounds, and 1d6 huntsmen mounted on black horses with green fiery eyes, allowing them to keep pace with the hounds. The hunting party remains in the caster's service until the next sunrise.
32+ The caster summons 2d8 tracking hounds, 2d6 coursing hounds, 2d4 fighting hounds, and 1d8 mounted huntsmen. The hunting party remains in the caster's service for as long as he continues to actively hunt any prey. Stopping for a breather or a bite to eat is pushing it; falling asleep causes them to return whence they came.



Patron Taint: Venatorion the Hunter

Roll Result
1 The caster's eyes turn green. The second time this result is rolled, the caster's eyes glow
green in the dark. The third time this result is rolled, the caster's eyes blaze with green
fire, easily visible in even full daylight.

2 Two small lumps form on the caster's forehead. They are small and easily overlooked at
this phase. The second time this result is rolled, the lumps grow into small antler buds.
They are easily visible, but can be covered by a hat or other headgear. The third time
this result is rolled, the antlers grow into a full rack, and are not concealable in any
fashion.

3 The caster gets carried away in the heat of combat and must make a DC 10 Will check to
avoid killing unconscious or surrendering enemies. The second time this result is rolled,
the caster's bloodlust increases to the point that the Will check DC rises to 15 and must
also be passed to avoid chasing fleeing enemies. The third time this result is rolled, the
Will check DC rises to 20 and the caster must pass it in order to avoid attacking any
weaker potential enemy.

4 The caster makes herbivorous animals (except for properly trained hunting or war
horses) nervous, and they try to avoid him. The second time this result is rolled, affected
animals become frantic in the caster's presence and may attack if it's the only way to get
away from the caster. The third time this result is rolled, it affects all mundane animals.
The caster must get their horses, dogs, and hunting falcons from the Faerie world.

5 The caster develops a mild claustrophobia. Being confined in a tight space (ie indoors)
for more than a night (about eight hours) will cause them to suffer a -2 penalty to all skill
rolls, spell checks, and saving throws. The second time this result is rolled, the caster
suffers penalties after being indoors for more than four hours. The third time this result
is rolled, the caster suffers penalties after spending more than one hour indoors. Any
enclosed area will trigger this phobia, including caves and dungeons, however, at the
GM's option, large open caverns, the kind that contain ancient lost civilizations, are
exempt.

6 The caster hears the call of the hunting horn and must spend time hunting with
Venatorion. The first time this result is rolled, the caster must head deep into the nearest
wooded area and spend 1d6 days riding with Venatorion's hunting party. The second
time this result is rolled, the excursion lasts 1d6 weeks. The third and succeeding times
this result is rolled, the excursion lasts 1d6 months. This result can recur any number of
times.


Patron Spells: Venatorion the Hunter
1. Hunting Horn of Venatorion
2. Boon of the White Stag
3. Hunting Horses of the Fae


Spellburn: Venatorion the Hunter

Roll Spellburn Result
1 The caster is engulfed by green fire, with the damage manifesting as stat point loss.

2 The caster is struck by a mystical green arrow, with damage manifesting as stat point
loss.

3 The spell takes effect, but the caster disappears for 1d4 rounds. During this time, he is
taken to the fae realms and chased as quarry by Venatorion's hunters, with spellburn
manifesting as stat point loss from exhaustion and wounds.

4 Venatorion grants the spellburn without exacting stat point damage from the caster.
However, the caster can't spellburn again until he slays one Hit Die worth of game
animals for each point of spellburn granted.


Hunting Horn of Venatorion
Level: 1 (Venatorion the Hunter) Range: 100' Duration: Varies Casting Time: 1 action
Save: Will save vs spell check

General: The sound of hunting horns emboldens the caster's allies and affrights the caster's
enemies.

Manifestation: Roll 1d4: (1) horns sound through the area; (2) the sound of hounds baying in pursuit  of quarry mingles with the sound of the horns; (3) the sound of horses and hoofbeats
mingle with the sound of the horns; (4) horns, hounds, and horses

12-13 The caster and all allies gain a +2 bonus to hit in combat for 1d4 rounds.
14-17 The caster and all allies gain a +2 bonus to hit for 1d6 rounds. Affected creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1 to damage during this time.
18-19 Enemies in the area of effect suffer a -2 penalty to all saving throws, and the caster and all allies gain a +2 bonus to hit for 1d8 rounds. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1d to damage during this time.
20-23 Enemies in the area of effect suffer a -2 penalty to all saving throws for 1d10+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +2 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +1d to damage during this time.
24-27 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d12+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +2d to damage during this time.
28-29 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d14+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit. Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +2d to damage during this time, or a +1d bonus to all other weapons.
30-31 Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d20+CL rounds and must make a morale roll immediately or flee; meanwhile, the caster and all allies gain a +4 bonus to hit, and +1d to their Deed die size (this means non-warriors get a 1d3 Deed die). Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +3d to damage during this time, or a +2d bonus to all other weapons.
32+ Enemies in the area of effect suffer a -4 penalty to all saving throws for 1d30+CL rounds and must make a morale roll every round or flee; meanwhile, the caster and all allies gain a +4 bonus to hit, and +2d to their Deed die size (this means non-warriors get a 1d4 Deed die). Affected allied creatures wielding hunting weapons (bows, slings, and spears, for example) also gain a +3d to damage during this time, or a +2d bonus to all other weapons. Additionally, any enemy struck by the caster or an ally must make a Fortitude save with a DC equal to (2x damage inflicted) or die if the attacker is wielding a hunting weapon. For example, the caster hits an enemy with an arrow for 9 points of damage; the enemy must make a Fortitude save against DC 18 or fall dead due to his mighty hunting prowess.


Boon of the White Stag
Level: 2 (Venatorion the Hunter) Range: None Duration: Varies Casting Time: 1 hour Save: none

General: Venatorion sends a white stag to lead the characters along secret paths to a desired
destination or to track down an individual. The duration of the spell lasts as long as
necessary to travel to the target location without rest, or until the party gives up the
chase from exhaustion or some other reason.

Manifestation: Roll 1d4: (1) the stag is in plain sight, running hard to escape; (2) the stag can be seen in
glimpses fleeing among the trees; (3) the stag is only seen at intervals, always in the
distance, and never seeming to break into a run, although pursuers never get any closer;
(4) the stag is never seen, only heard bellowing and crashing through the underbrush.

14-15 The stag leads the party on the most direct route to reach the destination or individual being tracked.
16-19 The stag leads the party to the destination or individual being tracked 10% faster than the most direct route would normally be. At some point in the chase (10%-100% of the full distance; roll 1d10x10) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive +1 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d3 Luck, but the spell ends immediately and can't be cast again for a month.
20-21 The stag leads the party to the destination or individual being tracked 25% faster than the most direct route would normally be. At some point in the chase (30%-100% of the full distance; roll 1d8x10+20) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d2 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d4 Luck, but the spell ends immediately and can't be cast again for a month.
22-25 The stag leads the party to the destination or individual being tracked 50% faster than the most direct route would normally be. At some point in the chase (40%-100% of the full distance; roll 1d7x10+30) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d3 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d5 Luck, but the spell ends immediately and can't be cast again for a week.
26-29 The stag leads the party to the destination or individual being tracked twice as fast as the most direct route would normally be. At some point in the chase (50%-100% of the full distance; roll 1d6x10+40) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d4 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d6 Luck, but the spell ends immediately and can't be cast again for a week.
30-31 The stag leads the party to the destination or individual being tracked three times as fast as the most direct route would normally be. At some point in the chase (60%-100% of the full distance; roll 1d5x10+50) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d5 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d7 Luck, but the spell ends immediately and can't be cast again that day.
32-33 The stag leads the party to the destination or individual being tracked four times as fast as the most direct route would normally be. At some point in the chase (70%-100% of the full distance; roll 1d4x10+60) the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d6 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will receive an additional 1d8 Luck, but the spell ends immediately and can't be cast again that day.
34+ The stag leads the party to the destination or individual being tracked ten times as fast as the most direct route would normally be. At the end of the chase the party will have a clear shot at the stag. Any character who succeeds in hitting the stag (AC 12) will receive 1d10 Luck. If the stag is slain (HD 2d8), the character who did the most damage to it will have their Luck boosted to 18.


Hunting Horses of the Fae
Level: 3 (Venatorion the Hunter) Range: None Duration: Varies Casting Time: 1 hour Save: None

General: The caster summons supernatural steeds for himself and his allies. The horses are black,
with fiery green eyes and hooves striking green sparks from stones as they run.

Manifestation: Roll 1d4: (1) a shimmering portal opens in mid-air and the horses step out; (2) the
horses appear in a blaze of green flame; (3) nearby rocks and trees transform into horses;
(4) the horses gallop up as if they were lurking just out of sight the whole time

16-17 The caster summons a steed equivalent to a mundane horse (as per the DCC rules) except with a Move of 65'. The steed disappears at dawn.
18-21 The caster summons 1d3 horses as above.
22-23 The caster summons 1d4+2 horses as above. Additionally, the horses are not slowed by forest or other heavy vegetation, and remain 1d4 days, disappearing at dawn.
24-26 The caster summons 1d4+2 horses as above. In addition to previous movement advantages, the horses are prodigious leapers, able to clear obstacles 10' high or 30' across. They remain 1d4 days, disappearing at dawn.
27-31 The caster summons 1d6+2 horses as above. In addition to previous movement advantages, the horses are not slowed by water obstacles, running right across the top of rivers, lakes and swamps. They remain 1d4 weeks, disappearing at dawn.
32-33 The caster summons 1d6+2 warhorses (as per the DCC rules) but with movement advantages as above. They remain 1d4 weeks, disappearing at dawn.
34-35 The caster summons 1d8+2 warhorses (as per the DCC rules) but with movement advantages as above and HD 5d8. Their speed is increased to 70' and they remain 1d4 weeks, disappearing at dawn.
36+ The caster summons 1d8+2 warhorses (as per the DCC rules) but with movement advantages as above and HD 6d8. The horses can breathe green fire against melee opponents up to three times a day, doing 2d6 damage (Reflex save vs DC 15 for half damage). The horses remain with the caster until dismissed or slain.

Friday, April 7, 2017

Promise Unkept; also Compositions of Monsters

I should have known I'd never get that next DCC Patron out in a week, even though I've had the basic outline together since before I posted the May Queen.  Something always comes up.  So, I'm still working on the details of that, and maybe will be for a while.

But, I did hammer out a quick set of tables, inspired by Delta's Compositions of Men post.  Delta's main intent was to work out some inconsistencies in the OD&D rules for encounters with groups of men, but as a bonus side effect, he came up with numbers that easily plug into many wargames.  At some point when the fluff wasn't coming to me for the DCC Patron, I crunched some numbers, and worked out similar lists for every monster in the MM, FF, and MM2 with different listed percentages for weapon loadouts.  At least every monster I could find...I might have overlooked something.  So if you want to turn your random encounter into a Battlesystem unit with minimum muss and fuss, here you go:


Dwarves







sword, light crossbow sword, pole arm sword, spear axe, heavy crossbow axe, hammer axe, mace hammer, pick

0.15 0.1 0.2 0.1 0.25 0.1 0.1
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 20 10
70 10 10 10 10 20 10
80 10 10 10 10 20 10 10
90 10 10 20 10 20 10 10
100 20 10 20 10 20 10 10
110 20 10 20 10 30 10 10
120 20 10 30 10 30 10 10
130 20 10 30 10 30 20 10
140 20 10 30 10 40 20 10
150 20 10 30 10 40 20 20
160 20 10 30 20 40 20 20
170 20 20 30 20 40 20 20
180 30 20 30 20 40 20 20
190 30 20 40 20 40 20 20
200 30 20 40 20 50 20 20
210 30 20 50 20 50 20 20
220 30 20 50 20 60 20 20
230 40 20 50 20 60 20 20
240 40 30 50 20 60 20 20
250 40 30 50 30 60 20 20
260 40 30 50 30 60 30 20
270 40 30 50 30 70 30 20
280 40 30 50 30 70 30 30
290 40 30 60 30 70 30 30
300 40 30 60 30 80 30 30
310 50 30 60 30 80 30 30
320 50 30 70 30 80 30 30
330 50 40 70 30 80 30 30
340 50 40 70 30 90 30 30
350 50 40 70 40 90 30 30
360 50 40 70 40 90 40 30
370 50 40 70 40 90 40 40
380 50 40 80 40 90 40 40
390 60 40 80 40 90 40 40
400 60 40 80 40 100 40 40

Elves






sword, bow sword, spear sword Two-handed sword spear bow

0.1 0.2 0.2 0.05 0.3 0.15
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 20 10
70 10 10 20 20 10
80 10 20 20 20 10
90 10 20 20 30 10
100 10 20 20 10 30 10
110 10 20 20 10 30 20
120 10 20 20 10 40 20
130 10 30 20 10 40 20
140 10 30 30 10 40 20
150 20 30 30 10 40 20
160 20 30 30 10 50 20
170 20 30 30 10 50 30
180 20 40 30 10 50 30
190 20 40 40 10 50 30
200 20 40 40 10 60 30


gnolls





great bow pole arm Two-handed sword battle axe morning star

0.15 0.35 0.15 0.2 0.15
20 10 10
30 10 10 10
40 10 10 10 10
50 10 20 10 10
60 10 20 10 10 10
70 10 30 10 10 10
80 10 30 10 20 10
90 20 30 10 20 10
100 20 30 10 20 20
110 20 40 10 20 20
120 20 40 20 20 20
130 20 40 20 30 20
140 20 50 20 30 20
150 30 50 20 30 20
160 30 60 20 30 20
170 30 60 20 30 30
180 30 60 30 30 30
190 30 60 30 40 30
200 30 70 30 40 30


gnomes





short sword, short bow short sword, spear club, sling club, spear club, short sword

0.1 0.2 0.15 0.4 0.15
40 10 10 10 10
50 10 10 20 10
60 10 10 10 20 10
70 10 10 10 30 10
80 10 20 10 30 10
90 10 20 10 40 10
100 10 20 20 40 10
110 10 20 20 40 20
120 10 20 20 50 20
130 10 30 20 50 20
140 10 30 20 60 20
150 20 30 20 60 20
160 20 30 30 60 20
170 20 30 30 70 20
180 20 30 30 70 30
190 20 40 30 70 30
200 20 40 30 80 30
210 20 40 30 90 30
220 20 50 30 90 30
230 20 50 40 90 30
240 20 50 40 90 40
250 20 50 40 100 40
260 30 50 40 100 40
270 30 50 40 110 40
280 30 60 40 110 40
290 30 60 40 120 40
300 30 60 50 120 40
310 30 60 50 120 50
320 30 60 50 130 50
330 30 70 50 130 50
340 30 70 50 140 50
350 40 70 50 140 50
360 40 70 60 140 50
370 40 70 60 150 50
380 40 70 60 150 60
390 40 80 60 150 60
400 40 80 60 160 60

Goblins







short sword, military pick short sword, sling short sword, spear sling morning star military pick spear

0.1 0.1 0.1 0.1 0.2 0.1 0.3
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 20
70 10 10 10 10 10 20
80 10 10 10 10 10 10 20
90 10 10 10 10 20 10 20
100 10 10 10 10 20 10 30
110 10 10 10 10 20 10 40
120 10 10 10 10 30 10 40
130 10 10 20 10 30 10 40
140 10 20 20 10 30 10 40
150 10 20 20 20 30 10 40
160 10 20 20 20 30 10 50
170 10 20 20 20 30 20 50
180 20 20 20 20 30 20 50
190 20 20 20 20 40 20 50
200 20 20 20 20 40 20 60
210 20 20 20 20 40 20 70
220 20 20 20 20 50 20 70
230 20 20 30 20 50 20 70
240 20 20 30 30 50 20 70
250 20 30 30 30 50 20 70
260 20 30 30 30 50 20 80
270 20 30 30 30 50 30 80
280 30 30 30 30 50 30 80
290 30 30 30 30 60 30 80
300 30 30 30 30 60 30 90
310 30 30 30 30 70 30 90
320 30 30 30 30 70 30 100
330 30 30 40 30 70 30 100
340 30 30 40 40 70 30 100
350 30 40 40 40 70 30 100
360 30 40 40 40 70 30 110
370 30 40 40 40 70 40 110
380 40 40 40 40 70 40 110
390 40 40 40 40 80 40 110
400 40 40 40 40 80 40 120


halflings







small sword, short bow small sword, spear short bow sling small sword spear hand axe

0.1 0.1 0.1 0.2 0.1 0.2 0.2
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 10 10 10 10 10 10 10
80 10 10 10 10 10 20 10
90 10 10 10 20 10 20 10
100 10 10 10 20 10 20 20
110 10 10 10 20 10 30 20
120 10 10 10 30 10 30 20
130 10 10 10 30 10 30 30
140 10 20 10 30 10 30 30
150 20 20 10 30 10 30 30
160 20 20 20 30 10 30 30
170 20 20 20 30 20 30 30
180 20 20 20 30 20 40 30
190 20 20 20 40 20 40 30
200 20 20 20 40 20 40 40
210 20 20 20 40 20 50 40
220 20 20 20 50 20 50 40
230 20 20 20 50 20 50 50
240 20 30 20 50 20 50 50
250 30 30 20 50 20 50 50
260 30 30 30 50 20 50 50
270 30 30 30 50 30 50 50
280 30 30 30 50 30 60 50
290 30 30 30 60 30 60 50
300 30 30 30 60 30 60 60

 
hobgoblins







sword, composite bow sword, spear sword, morningstar sword, whip polearm spear morningstar

0.2 0.1 0.05 0.05 0.3 0.1 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 20 10 10
70 20 10 20 10 10
80 20 10 20 10 20
90 20 10 30 10 20
100 20 10 10 30 10 20
110 20 10 10 10 30 10 20
120 20 10 10 10 40 10 20
130 30 10 10 10 40 10 20
140 30 10 10 10 40 10 30
150 30 20 10 10 40 10 30
160 30 20 10 10 50 10 30
170 30 20 10 10 50 20 30
180 40 20 10 10 50 20 30
190 40 20 10 10 50 20 40
200 40 20 10 10 60 20 40

 
kobolds







short sword, javelin short sword, spear short sword axe spiked wooden club Javelins 2-3 spear

0.05 0.1 0.1 0.2 0.3 0.15 0.1
40 10 10 10 10
50 10 10 10 10 10
60 10 10 20 10 10
70 10 10 10 20 10 10
80 10 10 20 20 10 10
90 10 10 20 30 10 10
100 10 10 10 20 30 10 10
110 10 10 10 20 30 20 10
120 10 10 10 20 40 20 10
130 10 10 10 30 40 20 10
140 10 20 10 30 40 20 10
150 10 20 10 30 40 20 20
160 10 20 10 30 50 20 20
170 10 20 20 30 50 20 20
180 10 20 20 30 50 30 20
190 10 20 20 40 50 30 20
200 10 20 20 40 60 30 20
210 10 20 20 40 70 30 20
220 10 20 20 50 70 30 20
230 10 20 20 50 70 40 20
240 10 30 20 50 70 40 20
250 10 30 20 50 70 40 30
260 10 30 20 50 80 40 30
270 10 30 30 50 80 40 30
280 10 30 30 60 80 40 30
290 10 30 30 60 90 40 30
300 20 30 30 60 90 40 30
310 20 30 30 60 90 50 30
320 20 30 30 60 100 50 30
330 20 30 30 70 100 50 30
340 20 40 30 70 100 50 30
350 20 40 30 70 100 50 40
360 20 40 30 70 110 50 40
370 20 40 40 70 110 50 40
380 20 40 40 70 110 60 40
390 20 40 40 80 110 60 40
400 20 40 40 80 120 60 40

 
locathah




lance crossbow trident net, dagger

0.2 0.3 0.3 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 20 10 10
60 10 20 20 10
70 20 20 20 10
80 20 20 20 20
90 20 30 20 20
100 20 30 30 20
110 20 40 30 20
120 20 40 40 20
130 30 40 40 20
140 30 40 40 30
150 30 50 40 30
160 30 50 50 30
170 40 50 50 30
180 40 50 50 40
190 40 60 50 40
200 40 60 60 40

 
mermen




trident, dagger trident, dagger, grapple and line crossbow, dagger net, javelin, dagger

0.4 0.1 0.3 0.2
20 10 10
30 10 10 10
40 20 10 10
50 20 10 10 10
60 20 10 20 10
70 30 10 20 10
80 30 10 20 20
90 30 10 30 20
100 40 10 30 20
110 50 10 30 20
120 50 10 40 20
130 50 10 40 30
140 60 10 40 30
150 60 20 40 30
160 60 20 50 30
170 70 20 50 30
180 70 20 50 40
190 70 20 60 40
200 80 20 60 40

 
orcs










sword, flail sword, spear axe, spear axe, pole arm axe, crossbow axe, bow sword, battleaxe spear axe polearm

0.05 0.1 0.1 0.1 0.1 0.1 0.05 0.1 0.1 0.2
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 10 10 10 10 10 10 10
80 10 10 10 10 10 10 10 10
90 10 10 10 10 10 10 10 20
100 10 10 10 10 10 10 10 10 20
110 10 10 10 10 10 10 10 10 10 20
120 10 10 10 10 10 10 10 10 10 30
130 10 10 20 10 10 10 10 10 10 30
140 10 20 20 10 10 10 10 10 10 30
150 10 20 20 10 20 10 10 10 10 30
160 10 20 20 20 20 10 10 10 10 30
170 10 20 20 20 20 20 10 10 10 30
180 10 20 20 20 20 20 10 20 10 30
190 10 20 20 20 20 20 10 20 20 30
200 10 20 20 20 20 20 10 20 20 40
210 10 20 20 20 20 20 10 20 20 50
220 10 20 30 20 20 20 10 20 20 50
230 10 30 30 20 20 20 10 20 20 50
240 10 30 30 20 30 20 10 20 20 50
250 10 30 30 30 30 20 10 20 20 50
260 10 30 30 30 30 30 10 20 20 50
270 10 30 30 30 30 30 10 30 20 50
280 10 30 30 30 30 30 10 30 30 50
290 10 30 30 30 30 30 10 30 30 60
300 20 30 30 30 30 30 10 30 30 60


 
sahuagin



spear, dagger trident, net, dagger heavy crossbow, dagger

0.3 0.5 0.2
20 10 10
30 10 10 10
40 10 20 10
50 20 20 10
60 20 30 10
70 20 40 10
80 20 40 20


 
tritons




heavy crossbow, dagger sword, dagger spear, dagger trident, dagger

0.3 0.1 0.2 0.4
10 10
20 10 10
30 10 10 10
40 10 10 20
50 10 10 10 20
60 20 10 10 20
70 20 10 10 30
80 20 10 20 30
90 30 10 20 30
100 30 10 20 40
110 30 10 20 50
120 40 10 20 50


 
troglodytes





claws, teeth Javelin (2) battle axe (stone) morning star (stone) sword

0.5 0.25 0.1 0.1 0.05
10 10
20 10 10
30 20 10
40 20 10 10
50 20 10 10 10
60 30 10 10 10
70 30 20 10 10
80 40 20 10 10
90 50 20 10 10
100 50 20 10 10 10

 
firenewts




pike, sword sword pike, hand axe battle axe

0.45 0.25 0.2 0.1
10 10
20 10 10
30 10 10 10
40 20 10 10
50 20 10 10 10
60 30 10 10 10
70 30 20 10 10
80 30 20 20 10
90 40 20 20 10
100 40 30 20 10

 
grimlocks






hand axe battle axe Two-handed sword bastard sword broad sword long sword

0.2 0.15 0.15 0.15 0.15 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 20 10 10 10 10 10
80 20 10 10 10 10 20
90 20 20 10 10 10 20
100 20 20 10 10 20 20
110 20 20 10 20 20 20
120 20 20 20 20 20 20
130 30 20 20 20 20 20
140 30 20 20 20 20 30
150 30 30 20 20 20 30
160 30 30 20 20 30 30
170 30 30 20 30 30 30
180 30 30 30 30 30 30
190 40 30 30 30 30 30
200 40 30 30 30 30 40

 
kuo toa




dagger, spear, shield dagger, spear, weighted throwing net dagger, harpoon dagger, short bow

0.4 0.3 0.1 0.2
40 20 10 10
50 20 10 10 10
60 20 20 10 10
70 30 20 10 10
80 30 20 10 20
90 30 30 10 20
100 40 30 10 20
110 50 30 10 20
120 50 40 10 20
130 50 40 10 30
140 60 40 10 30
150 60 40 20 30
160 60 50 20 30
170 70 50 20 30
180 70 50 20 40
190 70 60 20 40
200 80 60 20 40
210 90 60 20 40
220 90 70 20 40
230 90 70 20 50
240 100 70 20 50
250 100 70 30 50
260 100 80 30 50
270 110 80 30 50
280 110 80 30 60
290 110 90 30 60
300 120 90 30 60
310 130 90 30 60
320 130 100 30 60
330 130 100 30 70
340 140 100 30 70
350 140 100 40 70
360 140 110 40 70
370 150 110 40 70
380 150 110 40 80
390 150 120 40 80
400 160 120 40 80

 
derro




studded leather, repeating light crossbow studded leather, hook fauchard, dagger scaled leather, dagger, buckler, aklys scaled leather, buckler, spear, leather pick

0.5 0.3 0.2 0.2
10 10
20 10 10
30 10 10 10
40 10 10 10 10



 I had to make some judgement calls as I went; for instance, whether grimlocks would favor two-handed swords or battleaxes (both at 15% or .15).  I left the proportions of each weapon type in there, so you can switch them out if you don't agree with my priorities.  Some of the decisions I made were based around what I assume each race's fighting style might be, and some based on availability of weapons (grimlocks get battleaxes first, because they're more common than two-handed swords).  Some I pulled out of my ass, so switching them out is most definitely your prerogative. 

I will get that next DCC Patron eventually.