Wednesday, 5 August 2020
Tuesday, 4 August 2020
Thursday, 9 July 2020
STEP 1: STRENGTH - As ever the first question, Is it a Monster? Categorically Yes! So we use the HP multiplier to determine Forbidden Lands Strength. 4d10+4 = 4x1.25+Constitution Modifier of +1= 6, which is pretty low for something this legendary. It also doesn't have any immunities or resistances, so the Strength isn't modified further.
STEP 2: AGILITY - Agility is easy, just convert the Spider's Dexterity of 16 to a Fbl Agility of 5, it is an agile critter.
STEP 3: WITS AND EMPATHY - It doesn't need Wits or Empathy as its only semi-intelligent.
STEP 4: SKILLS - This is the first monster to have skills listed. It has a Stealth of 7, in D&D this would be made up of a proficiency and its Dexterity Modifier. In my conversion document I have listed all of the 5E skills and their Fbl counterpart, Stealth converts to Stealth, just subtract the Dex Modifier as this will be added to the creatures Agility in play. 7-3=4, so Fbl Stealth = 4.
It also has Passive Perception which would use its Wisdom Modifier, so look up the Base Dice increase of the Wisdom Attribute of 11 to convert to WITS of 4.
STEP 5: MOVEMENT - Speed/30 = 30/30 = 1, if its climb speed was different I would add that as well but this ability will be covered as a special ability.
STEP 6: ARMOR RATING - Looking at the 5E armor ratings (and Formulas), this gives me a number of options. The Spider has a Natural Armor of 4, and this either includes all, some, or none of its Dex Modifier of 3, depending on how tough I think it is. Which would give me possible Armor Ratings of 1 (14-10-full Dex Modifier) or 2 (14-10-Max Dex modifier of 2), or 4 (14-10, no Dex modifier included). This is where I loook at the Armor ratings listed for monsters in the Legends and Adventurers booklet, and compare the options. My gut says 4 is too high, but 1 is too low, so let's go with 2 (equivalent to thick fur, or for the spider I would say thick hide).
STEP 7: TYPICAL GEAR - None.
STEP 8: IMMUNITIES, RESISTANCE AND VULNERABILITIES - None Listed
STEP 9: SPECIAL ABILITIES - The spider has a number of special abilities listed:
- Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
- Web Walker. The spider ignores movement restrictions caused by webbing.
STEP 10: CONVERT ATTACKS - The Spider has the following attacks listed:
- Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: (1d8 + 3) piercing damage plus (2d8)poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
- Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
STEP 11: ATTACK DESCRIPTIONS - The attack descriptions are pretty straight forward. The Bite is quite brutal and obviously has a poison attack. The description of the Web attack will include its innate stickyness.
STEP 12: NEW ATTACKS - This is where it gets interesting as I asked for some feedback on possible attacks and ended up getting quite a few suggestions, so I decided to write them all up and then you can choose which four you would like to add in to make up the six. I have grouped some together to cover a certain creature that harasses halflings.
STEP 13: FINISHING TOUCHES - Not much to add now, this was quite straight forward, it’s just a shame it took so long for me to complete.
Wednesday, 8 July 2020
Wednesday, 27 May 2020
As usual I have a WIP post that can be found here - Rust Monster WIP
The Rust MonsterTowards the end of the Fourth Alder War Zygopher was becoming desperate, performing many strange and powerful experiments to get any advantage. This hideous hybrid creature was the outcome of one foul experiment, created from combining the essence of insectoids and something else that has never been fully identified. The creature was engineered for sole purpose of sniffing out Dwarven mines and their treasures littered across the Forbidden Lands as the Dwarves retreated from Zygophers forces. Zygopher had planned to re-purpose any metal found, or excavated, as the base material to create new weapons and armour for his forces in the war against Alderland. Unfortunately for Zygopher the rushed experiments failed.
Instead of just locating metals for its master, the creatures also needed to consume metal for nourishment, and did so with unrestrained enthusiasm. Although the Order of the Rust Brothers hailed this new creation as potent symbol of their God, and named them Rust Monsters, Zygopher was furious and attempted to cull the ravenous beast before their diet caused mayhem for his troops. This was one of the few times that the Rust Brothers actively disobeyed Zygopher, releasing these newly created creatures into the wilderness. They continue to cause disruption to this day, often found feeding in long abandoned mines or dungeons. There are rumours that temples to the god Rust keep these creatures in wooden pens as sacred animals, the rusty chainmail worn by the Rust brothers being “blessed” (slightly touched) by the beast when ordained. Some Rust Brothers even have the creatures as pets, although keeping them contained and fed is a challenge welcomed by few.
STRENGTH 6, AGILITY 4
ARMOR RATING: 4 (natural armor)
IRON SCENT: The Rust Monster can pinpoint, by scent, the location of ferrous metal within SHORT range of it. The Rust Monster will always target the tastiest food source within range, ignoring all others unless attacked. To determine the metal rating of each adventurer combine the Gear Bonus or Armor Rating of all metal weapons, armor or equipment. Add to this total a value for each coin: gold adds 2, silver adds 1 and copper coins add .5, treasure adds an amount equal to its coin value halved (as treasure has value in its presentation as well as materials).
RUST METAL: Any nonmagical weapon made of metal that hits the Rust Monster corrodes. After dealing damage, the weapon permanently loses a Gear Bonus, the weapon can never be repaired to its full Gear Bonus. Ammunition made of metal that hits the Rust Monster is destroyed after dealing damage.
|BITE ATTACK! The Rust Monster reacts violently to defend itself from its last attacker, or the closest adventurer, taking a snapping bite with its sharp mandibles Make an attack with six Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim must make a MOVE roll or be knocked prone.|
|ANTENNAE SWIPE! The Rust Monsters corrosive antennae stretch out, searching for the nearest source of metal to consume. Make an attack using four Base Dice. If the attack hits, each ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used.|
|TAIL BASH! The Rust Monsters large bony tail flicks out, striking the adventurer with the highest metal content within NEAR range. Make an attack using five Base Dice and Weapon Damage 1 (blunt force). If the attack hits and the victim is wearing metal armor, the Armor Rating is reduced by the number of ⚔️ rolled. This attack can be parried but the Gear Bonus or Shield Rating will be reduced by the original number of ⚔️ rolled, unless a non-metal weapon is used.|
|RUSH THROUGH! The Rust Monster barrels into the nearest adventurer within NEAR range, searching for nourishment. Make an attack using five Base Dice and Weapon Damage 1 (blunt force). If the attack hits, the victim is knocked prone. If the victim has the highest metal content that the Rust Monster can detect (see Rust Scent above), they will pin their victim and attempt to feed from them next round, the victim is considered GRAPPLED. If the victim is not the tastiest snack, the Rust Monster will move on to a new victim next round.|
|DISARMING BITE! The Rust Monster attempts to grab the most succulent weapon within NEAR range, targeting the adventurer holding the weapon with the current highest Gear Bonus. Make an attack using six Base Dice, if the attack hits the creatures mandibles grab onto the weapon reducing Gear Bonus equal to the number of ⚔️ rolled. The weapon will then be pulled from the adventurers grip by using four Base Dice. The victim may roll MIGHT to oppose this, each ⚔️ rolled will eliminate one ⚔️ from the Rust Monster's roll, this does not cost an action.|
|FEEDING FRENZY! The Rust Monster takes advantage of the overabundance of food within reach, using both its antennae and tail to lick at all adventures within ARM'S LENGTH, tasting any and all metal armor and weapons. Make each attack using three Base Dice. If any attack hits, each ⚔️ will reduce the Gear Bonus/Armor Rating of the metallic weapon/armor/equipment by 1. Each attack can be parried but the Gear Bonus or Shield Rating will be reduced by up to the original number of ⚔️ rolled, unless a non-metal weapon/shield is used.|
The Rust Monster
Over the next few days I will type up my work converting the D&D rust monster. I will start by looking at the 5E stat block, found here - 5E SRD - Rust Monster
I will again rely heavily on my conversion
formulas found here as a spreadsheet - 5E to Fbl conversion guide.
STEP 1: STRENGTH - As always the first question: Is it a monster? Well,
it has MONSTER! as part of its name so definitely a monster. This means we use
the Rust Monsters HD to determine its Fbl Strength. Because of this we also
need to look for any immunities or resistances as this will affect the
conversion multiplier. No immunities so 5D8 +5 converts to 5 * 1 (as a D8 hit
has a conversion multiplier of 1) + 1 (the creatures Constitution Modifier)
Giving a total of 6, which is quite low for a monster but this critter has
additional protection with its rust ability, so it should be fine.
STEP 2: AGILITY - Agility is pretty straight forward, take the creatures Dexterity score and plug into my conversion table. 12 converts to 4.
STEP 3: WITS AND EMPATHY - Its a monster, and its 5E Int, Wis and Cha are too low to worry about, so lets skip this.
STEP 4: SKILLS - No skills listed, so we can move on.
STEP 5: MOVEMENT - 60ft / 30 = 2, its quicker than an average human, as it should be.
STEP 6: ARMOR RATING - The Rust Monsters AC is 14, subtract 10 gives us 4. This is the point where 5E head scratching comes in, as the armor rating could be modified by the creatures Dex modifier of +1, or it might not be, depending on how the AC is calculated. As we want the Rust monster to be a bit of a threat, lets just keep the full 4.
STEP 7: TYPICAL GEAR - Rust Monsters don't generally carry items, so we can skip ahead.
STEP 8: IMMUNITIES, RESISTANCE AND VULNERABILITIES - Nothing listed for any of these, which means it will take damage from all attacks but anyone using metal weapons is in for a surprise (unless they are old school D&D players, then they should not be surprised at all).
STEP 9: SPECIAL ABILITIES - The Rust Monster has two special abilities -
Iron Scent: The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.
This is pretty easy
to translate, just change 30ft to SHORT range, this is a bit longer as its up
to 25m but that should be fine. I might add a description about how it would
choose a target amongst a group of adventurers.
Rust Metal: Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the rust monster is destroyed after dealing damage.
This one is a bit trickier due to how weapons work in Fbl. My instinct is to make this immediately reduce Gear Dice but there is a little bit of me (probably my left eye) that wants me to only reduce Gear Dice if a 1 is rolled when attacking. For now I will go with my initial thought. I will add that the weapon also cannot be repaired to recover this lost Gear Dice.
STEP 10: CONVERT ATTACKS - The Rust Monster has two actions listed that can be converted to attacks. I will work through this tomorrow.
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
This one is easy to convert. The range is ARM’S LENGTH because of its 5ft reach. Cross reference the creatures Strength attribute of 13 with the conversion table to find the Base Dice increase, in this case it’s 3, and add this to the +3 to hit. The creature rolls six Base Dice to bite, and as it’s damage average is less than 20 it does Weapon Damage 1 in Fbl. Although it states piercing damage, in Fbl bites are usually slash wounds. The reason for this I think is that a bite has the ability to severe limbs, but a stab would only pierce a specific hit location.
Antennae: The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn’t being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster’s touch. If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait
This one is slightly
more complicated as it’s not written up as an attack in the 5E version. Usually
for something like Poison or Disease I make the strength of it it equal to
saving throw DC -10, and I think this fits to show how accurate the attack is.
But rolling one dice for an attack is pretty pointless in Fbl, so I will add in
the creatures adjusted Strength as well (as above). This gives a total of four
Base Dice for the attack. The damage is something special that I need to think
about, it probably causes 1 point of Gear Dice damage per success for whatever
object it attacks, armor or weapon. I would also think this attack can be
parried but that just specifically damages the weapon.
STEP 11: ATTACK DESCRIPTIONS - This is where your imagination comes in, try to make the attacks sound interesting. For the bite I think it would have mandibles, due to being insectoid. The antennae attack is going to be a frenetic rubbing type of attack.
STEP 12: NEW ATTACKS - The first thing to decide here is how many attacks should it have? Animals or small creatures can have just a couple of attacks that are described in the main stat block, large creatures always have six but my rule of thumb is that monsters with less than 8 Strength have three attacks, modelling the Stone Raven from the Bitter Reach. This is just a general guideline and depends on how creative I can be with the attacks, if I can come up with six I will use six. For the Rust Monster I had two immediate ideas.
The Rust Monsters tail is said to also corrode but I think that does it by hitting the target, I would say it is somewhere between the bite and Antennae attacks in regards to base dice, so let’s put it at five Base Dice and Weapon Damage 1 (blunt force) due to the way it can club its target. It also looks quite long, so let’s increase the range to NEAR. It will also corrode like the antennae.
I did think the Rust Monster would barrel through anyone not carrying metal to get to a target it could feed off, with the ability to knock the target prone as well whilst knocking them aside. Let’s call this RUSH ATTACK! until I can come up with something better, it has the same attack chance and damage as the bite but as (blunt force), the target also needs to make a MOVE roll or end up prone.
Maybe a disarm attack versus anyone brandishing a metallic weapon, same base dice as the tail but it grabs the weapon and the victim must make a MIGHT roll or the weapon is pulled from their grip, the rust monster will then stop and devour the weapon.
To be honest I’m now struggling a bit for the last attack, any thoughts? It could use its tail to swipe at all adventurers within NEAR range, maybe?
STEP 13: FINISHING TOUCHES - I think it is pretty much done now but I think adding something to the description to fit it in with the setting would be good, I will see what I can do.
I will post up next week.
Tuesday, 26 May 2020
Making the Golem
So for the I am going to start with the stats for the classic Clay and convert everything over to a Forbidden Lands format.
To do this conversion I will rely heavily on my conversion guidelines found here - 5E to Fbl conversion guide
So let’s start with the 5E stats, found here - Clay Golem - 5E SRD
STEP 1: STRENGTH - Is it a monster or kin? (This helps us to decide how we determine the Strength attribute). Easy answer, it’s a frickin , so monster.
To convert STRENGTH first find the monsters HD, in this case the Golems hit dice are 14D10+56. Ignore the +56 for now. Using the guidelines fine the conversion formula......don’t worry I will wait......
Ok, if the monster has a hit dice measured in D10s, you normally take the number of dice and multiply by 1.25, but as this creature has DAMAGE IMMUNITY to non-magical weapons and MAGIC RESISTANCE you decrease this Multiplier by .75 (to .5 for anyone not wanting to do the math). 14*.5= 7 (with monsters always round up), plus their 5E CONSTITUTION modifier (+4) which gives a final STRENGTH of 11.
STEP 2: AGILITY - This is pretty straight forward, find the 5E DEXTERITY score on the Attribute table and move left to the Fbl attribute column. This number is the creatures AGILITY. The Golems DEXTERITY of 9 becomes a Fbl AGILITY of 3.
STEP 3: WITS and EMPATHY - If the monster is intelligent we would use an average of 5E INTELLIGENCE and WISDOM for Fbl WITS and an average of 5E WISDOM and CHARISMA for Fbl EMPATHY. But as it’s a we skip this step.
STEP 4: SKILLS - This one is easy as the has no skills listed, so nothing to convert here. If as part of its senses it had a Perception of over 10 I would consider adding this as its Scout skill. But in this case it has low Perception, so let's move on.
STEP 5: MOVEMENT - This is a quick bit of math, Fbl MOVEMENT = 5E SPEED / 30 (rounded up). If it had several SPEED scores listed I would convert all of these and list the mode (for instance fly or swim).
STEP 6: ARMOR RATING - I'm UK based so a little part of me dies inside everytime I type Armour in US English, but that's how it is in the book. Anyway, working out how ARMOR CLASS in 5E is calculated is a little tricky, as sometimes in includes the DEX bonus and sometimes it doesn't, and for monsters I think the AC is pretty much made up. For the it is straight forward. It's AC is 14 but I am assuming this has been reduced by its -1 DEX MODIFIER. To get its Fbl ARMOR RATING, take the AC - DEX Modifier - 10. Which gives an ARMOR RATING of 5.
STEP 7: TYPICAL GEAR - The doesn't have any, simples.
STEP 8: IMNUNITIES, RESISTANCE AND VULNERABILITIES - We have already checked for DAMAGE or MAGIC IMMUNITIES/RESISTANCE but we also need to check for CONDITION IMMUNITIES/RESISTANCE or VULNERABILITIES. The has IMMUNITY to non-magical attacks (Fbl doesn't have adamantine so I skip that part), this has already reduced its STRENGTH score to compensate but we need to write it next to its ARMOR RATING.
STEP 9: SPECIAL ABILITIES - In this step I have a look at the 5E stat block for any cool things that are listed, that would not convert to an attack. I can immediately see ACID ABSORBTION, BERSERK, IMMUTABLE FORM, MAGIC RESITANCE and MAGIC WEAPONS. List these separately for now, either keep the name as-is for fan stuff or rewrite to avoid using 5E terms. This where we have to start to get creative to keep the essence of the ability but translate to Fbl terms.
- Lets start with ACID ABSORBTION - This is quite straight forward as it converts damage to health, which is easy to mimic with Fbl mechanics.
- Next up is BERSERK - This is a fun thing, I would say it can activate after the looses over half its Strength. The effects can also become an attack, wording to be written later.has a similar trigger to the Gray Bear's FERAL RAGE
- IMMUTABLE FORM - Easy to copy as-is.
- MAGIC RESISTANCE - This is something that appears for a number of 5E monsters, but thankfully Fbl already has something similar with the Ogre's MAGIC RESILIENCE ability (pg 61 Gamemaster Guide), consider it stolen. WARNING - It is powerful, so use sparingly.
- MAGIC WEAPONS: Another straight forward one, just change weapon attack to physical attacks.
STEP 10: CONVERT ATTACKS - Monsters in Fbl have either six or three attacks. My general rule is that if the monster has less than 8 Strength then its a nuisance, and not worth working up six full attacks, but I do make exceptions if my imagination comes up with more attacks.
- MULTIATTACK: this is just two slam attacks. This doesn't have its own attack bonus or damage so lets move on. we will come back to this in a bit.
- SLAM, which I always hate from 5E as a GM I do want to know what the actual attack is, so we will make something up later. The SLAM attack has a +8 attack bonus, this includes the 's +5 STRENGTH bonus. To work out what this means for a Fbl attack we need to go back to the conversion spreadsheet and find the 's strength attribute score in the relevent column then scroll along to find the BASE DICE INCREASE column, in this case a 5E strength of 20 gives a Base Dice increase of 1, add this to the +8 to give us nine Base Dice (notice the Fbl number formatting). As the has multiattack as a standard action, this means its attack bonus is based on two attacks each round, to make this into a single attack increase the Base Dice by one to ten. The nine Base Dice can be used for the multiattack. For damage look at the HIT: average and refer to the document again. Anything that does 20 or less damage converts to Fbl Weapon Damage 1 (and clearly its blunt force). 5ft range gives us ARM'S LENGTH in fbl, standard monster attack range. The SLAM attack does have a bit about reducing hit point maximum but I think its a tough enough opponent as it is.
- HASTE: The recharge rules from 5E mean this fits really well as one of the six monster attacks. But it does sacrifice an action the turn it is used. I need to work on the mechanics for this in Fbl and then the description. It needs a better name. This one needs a bit of thought.
- BERSERK: This fits as an attack smoothly with just a few word edits. and changing the name to UNCONTROLLABLE, which might change again before I'm done.
STEP 11: ATTACK DESCRIPTIONS - This is the semi creative bit. I have to come up with descriptions for the monster attacks, and rename SLAM and MULTIATTACK to something cooler (if I can think of something that is).
STEP 12: NEW ATTACKS - This is sometimes the hardest bit as I need to think what other things the might do, either a direct attack or some other action. Most monsters in Fbl also have some sort of Fear attack, so I need to think about that. What I might do is have a look at other version of the from 4E or earlier to see if there is anything interesting.
- Some interesting things from 4E version - CLAY SMASH (standard; at-will) The clay makes two slam attacks, each against a different target. BERSERK ATTACK (immediate reaction, when the clay is damaged by an attack while bloodied; at-will) The makes a slam attack against a creature adjacent to it. Hasty Reaction A clay rolls initiative twice, taking the higher of the two results. Unstoppable (move; encounter) The clay moves 8 squares and can move through enemies’ spaces. Opportunity attacks against the triggered by this movement take a –10 penalty to damage rolls
- The Stone has RAMPAGE attack, which seems a fun title to borrow, instead of unstoppable.
- The 2E version mentions "lifting, throwing or smashing"
STEP 13: FINISHING TOUCHES - I need to tidy up a few things, and see how this version of the fits with the Summon spell, and then add a note about that.
Also, I need to think about the issue of how to heal a wound as most version say only magic can heal the damage - This is from the 3.5E and makes more sense than how its written in 5E -
- CURSED WOUND (Ex): The damage a clay deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
- Similar thing from 3E - Wound (Ex): The damage a clay deals doesn’t heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.
STEP 14: TOO LONG - This is my longest ever post originally put on facebook, and I have realised that the blog I was thinking of doing is a much better place for a WIP like this, and here we are....
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