Sunday, August 30, 2026

Class: The Hound

The Hound

You were found on the battlefield, buried under the bleeding and broken bodies of your parents. The warrior who rescued you raised you in his hall, where you played with other foster children, who are filled with your same emptiness. Sticks shatter, cries resound, and you stand triumphant over the other children. Your seven pupils gleam as the warrior, your lord, congratulates you.

His platitudes fill that emptiness within.

You take to the sword quickly. You were born on the battlefield after all, your new life under your lord’s care. The wisemen whisper to you that your seven pupils are signs of otherworldly favor. They promise fame heaped upon your chariot, your name sung throughout the land. Your ego would get the better of you if you didn’t remember your lord’s kindness.  

And you do, guarding your lord in his hall, lapping at his feet. There is no greater love than a dog for his master, and you are his Hound. 

 

The first day you take to the battlefield, the gleam of heroism showers you. You curse another dozen boys with your fate.

Starting Skill: Sports, and 1) Chariots 2) Intimidation 3) Weapons 4) Otherworldly

A – Loyalty, Feats I

B – Feats II

C- Feats III, Heroism

D – Feats IV, The Mortal Spear

Loyalty: You have a master who you love without err. You cannot disobey their commands and must seek total revenge if they are slain.

Heroism: Your ego has swelled with your deeds. You can act out against your masters wishes in the pursuit of glory. Your nights are filled with nightmares.

The Mortal Spear: Slay a sea monster and fashion its bones into a spear with 7 points and 7 barbs. The Mortal Spear fills its targets veins with barbs, dealing an additional 2d6 damage and 1d6 each round. It can only be removed by hacking out the flesh that holds it.

Whenever you draw the Mortal Spear, you permanently lose 1d4 HP.

Feats: At each template, you gain a feat from the list below. You can take two feats if this is your first template. It’s a skill tree, so you must take a feat before you can take a sub-feat (e.g. you must take Salmon’s Leap before you can take Waterfall Leap).

1.        A. Salmon Leap. You can leap over men and their bristling spears, vaunting over barriers of shields with ease.

a.        Waterfall Leap. Like a fish climbing up a waterfall, you can jump atop high walls and the like. If you leap onto someone atop a wall, they are knocked down (STR to avoid).

2.        B. The Apple Feat. You can juggle up to nine apples. When you throw one at a foe, they are taken by surprise.

a.        The Blade Feat. You can juggle nine swords or spears and throw them in the same manner.

3.        C. The Feat of Clashing Spears. When a foe strikes you with a normal weapon, you can use a shield to deflect the blow, shattering both weapon & shield.

a.        The Shaving Strike. Instead of slaying a foe, you can shave them bald in one stroke, humiliating them.

b.       The Feat of Cutting Sod. Your sword arm can cleave through earth itself. A large boulder, but not a dungeon wall.

4.        D. Thunderclap. When making a ranged attack from a mount (horse, chariot, etc), your strike becomes devastating to armies. Your attack inflicts Blast damage (damage in an area, 20ft), like a boom of thunder. 

5.        E. Bruising Shout.  “Is it the sky that cracks […] or is it the loud cry of my son fighting against the odds?”[1] If you are not actively engaged in combat, you can make a battle cry. Foes and allies alike make Morale saves.

6.        F. Challenger’s Welcome. An alarm enchantment. Preform a physical deed and write a challenge boasting of it. Those who pass by must accomplish the same task, otherwise the enchantment alerts you of their passing.

7.        G. Mutant. Your body warps and spasms in a horrible way. Once per day, your strength score increases by 3 and weapon damage done to you is reduced by half.

a.        Ríastrad. When you warp, your hair stands on end. It bristles yellow with lightning. Whenever you strike, you deal 1d8 lightning damage to those around you.

                                                                                            i.   Hero & Monster. When you mutant, you cannot die. Leave a wall of corpses in your wake.  

Your lord fears you. He sees the destiny in your eyes. If you are not leashed, you will outstrip him entirely. Who will remember his name is the radiance of your fame? Better to keep you in his shadow. 

---

[1] from the "Táin Bó Cúailngetranslated by Mattheiu Boyd

 

Monday, August 10, 2026

Into the Oddish: Starter Pokemon Gen 4

 New moves are denoted with an asterisk. Dark & Steel types are introduced.

 https://www.serebii.net/pokearth/sprites/dp/387.png  

Turtwig

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice 

 

Start with:1d6 HP, Tackle, Withdraw, and:

    $1: Body Slam

    $2-3: Cut

    $4-5: Potion

    $6: X Defense

 

List of moves:

1-3: Absorb 

4-6: Curse*

7-9: Bite

10-13: Mega Drain

14-16: Leech Seed

17-19: Giga Drain*

20: Earthquake

 

Grotle

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Grotle, you gain 2d4 HP, gain 1 armor, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1 (up to a maximum of 20 for each). 

---

Torterra

Resist: Ground, Rock

Vulnerabilities: Fire, Flying, Bug, Ice (x2)

Immunity: Electric

 

Benefit: When you evolve to Torterra, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

https://www.serebii.net/pokearth/sprites/dp/390.png 

Chimchar

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

Start with:1d6 HP, Scratch, Leer, and:

    $1: Brick Break*

    $2-3: Strength

    $4-5 Potion

    $6: X Attack

 

List of moves:

1-3: Ember

4-6: Taunt*

7-9: Fury Swipes

10-13: Mach Punch*

14-16: Flame Wheel*

17-19: Fire Spin

20: Flare Blitz*

---

Monferno

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Monferno, you gain 2d4 HP, increase your Strength by 1d4, your Dexterity by 1d4, and your Willpower by 1 (up to a maximum of 20 for each). 

---

Infernape

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Infernape, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d8, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

https://www.serebii.net/pokearth/sprites/dp/393.png 

Piplup

Type: Water

Resist:Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

Start with:1d6 HP, Tackle, Growl, and:

    $1: Bide

    $2-3: Surf

    $4-5: Potion

    $6: X Defense

 

List of moves:

1-3: Bubble

4-6: Peck*

7-9: Bide

10-13: Metal Claw*

14-16: Whirlpool*

17-19: Drill Peck*

20: Hydro Pump

---

Prinplup

Type: Water

Resist:Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

Benefit: When you evolve to Prinplup, you gain 2d4 HP, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Empoleon

Type: Water, Steel

Resist: Normal, Water, Flying, Psychic, Bug, Rock, Dragon, Steel (x2), Fairy

Vulnerabilities: Electric, Fighting, Ground

Immunity: Poison

 

Benefit: When you evolve to Empoleon, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d4, and your Willpower by 1d8 (up to a maximum of 20 for each). 

---

New Moves

 

·       Curse. (Ghost) If used by a non-Ghost pokemon, the User’s Armor increases by 1, their attacks are Enhanced, and they have disadvantage on DEX saves for the remainder of the encounter. If a Ghost pokemon uses this move, they lose half of their STR and inflict a Curse on a target. Each round, the target loses a quarter of their STR score, rounded up. [Usage: 1 x day]

·       Giga Drain. (Grass) The User deals 1d10 damage to the target and restores their own HP by half the damage inflicted. [Usage: 1 x day]

·       Brick Break. (Fighting) This move destroys any Light Screen or Reflect active. The user deals 1d8 damage to the target. [Usage: 2 x per encounter]

·       Taunt. (Dark) The target must only use damaging moves. At the end of each round, the target can make a WIL save to stop this effect. [Usage: 3 x per day]

·       Mach Punch. (Fighting) User moves first in this combat regardless of DEX save results. User deals 1d4 damage to the target. [Usage: 3 x per encounter]

·       Flame Wheel. (Fire) User deals 1d4 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. [Usage: 2 x per encounter]

·       Flare Blitz. (Fire) User deals 1d12 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. The user takes 1/3 of the inflicted damage, rounded up, as recoil. [Usage: 1 x per day]

·       Peck. (Flying). User deals 1d4 damage to the target. [Usage: Unlimited]

·       Metal Claw. (Steel) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, the User’s attacks are Enhanced. [Usage: 3 x per encounter]

·       Whirlpool. (Water) User must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 damage to the target, and the target is immobilized and does not act on those turns. [Usage: 1 x per encounter]

·       Drill Peck. (Flying) User deals 1d8 damage to the target. [Usage: 2 x per encounter].

 Post Script 

Lots of moves in this set! And by and large, these movesets are a lot better than the Gen 1 & Gen 2 starters. I've also cut some redundant moves like Pound, which is the same as Tackle. Shouldn't matter unless you put in Imprison for some sick reason.  
 
For now, this is where I'll stop. Gen 4 are the games I grew up with and where my knowledge of Pokemon Mystery Dungeon caps out. 

 

 

Friday, August 7, 2026

Into the Oddish: Starter Pokemon Gen 3

   New moves are denoted with an asterisk and detailed at the bottom. 

https://www.serebii.net/pokearth/sprites/frlg/252.png

Treecko

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Start with:1d6 HP, Tackle, Leer, and:

    $1: Leech Seed

    $2-3: Cut

    $4-5 Potion

    $6: X Speed

 

List of moves:

1-3: Absorb

4-6: Quick Attack

7-9: Fury Cutter*

10-13: Screech

14-16: Mega Drain

17-19: Agility

20: Leaf Blade*

---

Grovyle

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Grovyle, you gain 2d4 HP, increase your Strength by 1, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Sceptile

Type: Grass

Resist: Water, Electric, Ground, Grass

Vulnerabilities: Fire, Flying, Poison, Bug, Ice

 

Benefit: When you evolve to Sceptile, you gain 2d6 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1d8, and your Willpower by 1d6 (up to a maximum of 20 for each). 

---
https://www.serebii.net/pokearth/sprites/frlg/255.png

Torchic

Type: Fire

Resist: Fire, Grass, Bug

Vulnerabilities: Water, Ground, Rock

 

Start with:1d6 HP, Scratch, Growl, and:

    $1: Double Team

    $2-3: Strength

    $4-5 Potion

    $6: X Attack

 

List of moves:

1-3: Ember

4-6: Peck

7-9: Sand Attack

10-13: Double Kick

14-16: Bulk Up*

17-19: Blaze Kick*

20: Sky Uppercut*

---

Combusken

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Combusken, you gain 2d4 HP, increase your Strength by 1, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

Blaziken

Type: Fire, Fighting 

Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel

Vulnerabilities: Water, Ground, Flying, Psychic

 

Benefit: When you evolve to Blaziken, you gain 2d6 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1d6, and your Willpower by 1d8 (up to a maximum of 20 for each). 

---

https://www.serebii.net/pokearth/sprites/frlg/258.png 

Mudkip

Type: Water

Resist: Fire, Water, Ice

Vulnerabilities: Electric, Grass

 

Start with:1d6 HP, Tackle, Growl, and:

    $1: Dig

    $2-3: Surf

    $4-5 Potion

    $6: Awakening

 

List of moves:

1-3: Mud-Slap*

4-6: Water Gun

7-9: Bide

10-13: Mud Shot*

14-16: Take Down

17-19: Muddy Water*

20: Earthquake

---

Marshtomp

Type: Water, Ground

Resist: Fire, Poison, Rock, Steel

Vulnerabilities: Grass (x2)

Immunity: Electric

 

Benefit: When you evolve to Marshtomp, you gain 2d4 HP, 1 Armor, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1 (up to a maximum of 20 for each). 

---

Swampert

Type: Water, Ground

Resist: Fire, Poison, Rock, Steel

Vulnerabilities: Grass (x2)

Immunity: Electric

 

Benefit: When you evolve to Swampert, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each). 

---

New Moves

·      Fury Cutter. (Bug) User deals 1d4 damage to the target. Each time this move is used, the damage die increases in size (1d4 1d6 1d8). [Usage: 3 x per encounter]

·      Leaf Blade. (Grass) User deals 1d10 to the target. The attack is a critical hit if it rolls a 9 or 10. [Usage: 1 x per encounter]

·      Bulk Up. (Fighting) User’s Armor increases by 1 and their attacks are Enhanced for the remainder of the encounter. [Usage: 3 x per day]

·      Blaze Kick. (Fire) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. Also, the attack is a critical hit if it rolls a 5 or a 6. [Usage: 2 x per encounter]

·      Sky Uppercut. (Fighting) User deals 1d8 damage to the target. This move can hit airborne targets such as those using Fly or Bounce. [Usage: 2 x per encounter]

·      Mudslap. (Ground) User deals 1d4 damage to the target and lowers the target’s Accuracy by one stage. [Usage: 1 x per encounter]

·      Mud Shot. (Ground) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, target has disadvantage on DEX saves until they pass a DEX save. [Usage: 2 x per encounter]

·      Muddy Water. (Water) User rolls 1d20. On a 4 or higher, this moves deals 1d10 damage to the target(s) (Blast damage). If any damage dice match, the target(s) Accuracy is lowered by one stage. [Usage: 1 per day]

 

 Post Script (Same as Gen 2 P.S.)

As I mentioned in my review, there are a few "bugs" from Gen 1 such as Psychic types being immune to Ghost moves. I am treating these 'mons as if these bugs have been removed and the rules are in line with more modern Pokemon games. While it doesn't come up here, except Dark and Steel types in the future. 
 
As the Generations pass, starter movesets become much better.[1]
 
I also wrote this before Warren published his Conversion guide, though it applies more for enemy Pokemon. I tried to follow the logic of the original Into the Oddish starters. 
 
How do you adjudicate what Starter players get? You can easily sub these starters for the Gen 1 starters. Alternatively, have your players take this quiz from Pokemon Mystery Dungeon.[2]

 

 

[1] The Squirtle line learns Withdraw at level 31. Turtwig starts with this mediocre move.  

[2] Get a Pokemon from a later Gen? Come back here later! 

 

Class: The Hound

The Hound You were found on the battlefield, buried under the bleeding and broken bodies of your parents. The warrior who rescued you rais...