Showing posts with label Year Zero Engine. Show all posts
Showing posts with label Year Zero Engine. Show all posts

Wednesday, 3 November 2021

GELATINOUS CUBE

 GELATINOUS CUBE

This will probably be my last old school conversion for a while as I think I have covered the main requests from the community and I have some other ideas to keep me busy, and I have some ideas for some new content that I will start working on over the coming weeks. I hope you have enjoyed this look at how D&D mainstays translate to Forbidden Lands. Let me know your thoughts in the comments below.

Many moons ago I did some work helping to convert a Black Pudding, so I may recycle some of that work - https://forum.frialigan.se/viewtopic.php?f=79&t=5100&start=30

I am using the most recent iteration as my starting point - 5E GELATINOUS CUBE stat block. The stats convert easily using my conversion guide, a GELATINOUS CUBE doesn't really need WITS or EMPATHY, and only uses its STEALTH skill to remain hidden.

Gelatinous Cubes are always only found in dungeons or subterranean passageways, the creatures attacks are tailored to this environment. I like the idea of this being one of the most dangerous creatures, as per the previous editions, so I have added back its paralyzing poison special ability from editions prior to 5th. If this proves to be too powerful for your group, feel free to drop the poison from all attacks.

There was an interesting suggestion on the fb post of the gelatinous cube getting a taste for a specific adventurer and following them no matter where they go until either they are digested or the cube is defeated. Whilst I really like this idea I think it fits more as flavour, and can be used by any GM to maintain the threat of this classic monster.

If you have ideas for other attacks, questions,or spot any typos or errors, please comment below.

The gelatinous cube is the byproduct of the demon incursion into the Forbidden Lands, originally of demon origin used to cleanse the demon realm of detritus, their shape and substance transformed as they came into contact with the mix of natural that everyday kin task for granted. With an aversion to open spaces, the newly reformed cubes sought refuge in dungeons and caves where they could continue their primal instincts of digesting everything in their path, inanimate or adventurer.

ATTRIBUTES

STRENGTH 15, AGILITY 1

SKILLS: Stealth 5
MOVEMENT: 1
ARMOR RATING: 0 (only takes 1 damage from pointed or blunt weapons)
OOZE CUBE: The cube fills its whole space and cannot be passed. If someone enters this space they enter the creature and suffer the full effects of the ENGULF! attack. A creature within ARM'S LENGTH of the cube can attempt to pull a creature or object out of the cube, by making a successful MIGHT check. If their arm is not completely encased in metal armour they will immediately take 1 damage from the cube's acidic interior, and must resist against a paralyzing poison with Potency 10.
TRANSPARENT: Until a gelatinous cube moves it is very hard to spot. Any adventurer within NEAR range of the cube must succeed at an opposed SCOUTING roll to notice the creature. This may be affected by any bones, equipment or treasure currently floating within the cube. Because of this the cube will generally get in a surprise attack at the start of any attack any combat.
BLINDSIGHT: A cube can sense the movement of any creature within SHORT range, however they cannot sense anything beyond this range.

MONSTER ATTACKS

D6
ATTACK
1


PSEUDOPOD LUNGE!  A watery pseudopod reaches out to grab one adventurer within NEAR range. Make an attack using 5 Base Dice and Weapon Damage 1 (blunt force), the adventurer is GRAPPLED and lifted from the ground. (STRENGTH 5 to BREAK-FREE). If not completely encased in metal armour they will also immediately take 1 damage from the cube's acidic interior, and if they have take STRENGTH damage must resist against a paralyzing poison with Potency 10.
2
ENGULF! The cube surges forward, using its bulk to fill the passageway to engulf any adventurers unlucky enough to be in its way. All adventurers in front of the creature and within ARM'S LENGTH must succeed at a MOVE roll or be sucked into the cube's jelly like interior. Any adventurers that are unsuccessful take 1 point of damage from acid, must resist a paralysing poison with Potency 10, are GRAPPLED, and immediately start to drown. They also take 2 points of acid damage each round whilst inside the creature. Any adventurer that remains awake whilst surrounded by the digestive substance can attempt to BREAK-FREE against a STRENGTH of 6. Anyone that successfully makes the Move roll can retreat to NEAR range.
3

TASTING PSUEDOPOD! Many small slimy psuedopods stretch from the body of the cube, testing the environment ahead, searching for potential prey. All adventurers within ARM'S LENGTH suffer an attack using 4 Base Dice and Weapon Damage 1 (blunt force). If not completely encased in metal armour they will also immediately take 1 damage from the cube's acidic interior, and if they take STRENGTH damage must resist against a paralyzing poison with Potency 10.
4
JELLY DISCHARGE! Around the base of the creature a puddle of ooze begins to form, seeping towards the feet of any unwary adventurer. Each adventurer within ARM'S LENGTH must first succeed at a SCOUTING check to notice the exuded substance and then a MOVE check to step out of its way. If any adventurer fails either roll they immediately take 1 point of acid damage and if they take STRENGTH damage must resist against a paralyzing poison with Potency 10. Metal armour will fully protect against the acid. This puddle remains until the cube next moves forward.
5



WHAT FATE AWAITS! With sickening realisation each adventurer fully comprehends the end that awaits them if the gelatinous cube successfully engulfs them within its jelly-like bulk, a numbed death of either acid erosion or drowning as the creature digests them. All adventurers within SHORT range suffer a fear attack using five Base Dice. 
6
INDIGESTIBLE PROJECTILE! Something the cube has previously engulfed has been found to be wholly indigestible, the cube has opted to eject it to make space for one of the adventurers. Make a ranged attack against one adventurer within NEAR range using 4 Base Dice and Weapon Damage 1 (stab wound). Roll a d6 to determine the object; 1: D8 silver coins, 2: A short sword, 3: A broken femur, 4: A sharp rock, 5: A Great Helm, with a pointed crest, 6: D6 Gold Coins. This attack can be parried with a shield.

Wednesday, 27 October 2021

MIMIC

MIMIC

It has been a while since I even looked at converting creatures and beasts from D&D to the Forbidden Lands stat blocks, so this one might be a bit trickier. I have opted not to have a separate WIP as that seemed to take more time than the actual conversion. So I will just work through and edit as I go.

I am using the most recent iteration as my starting point - 5E Mimic stat block. The stats convert easily using my conversion guide, a Mimic doesn't really need WITS or EMPATHY, but it does have a Stealth skill.

Mimics are an early creation Zygopher as part of his initial experimentation with the demon substance of mog. The grafting of an inanimate object and the amorphous form of a lesser demon created monstrous beings that could alter its form, texture and appearance to fool unwary adventurers, acting as hidden guards of Zygophers most valued treasure or artifacts. Of course Mimics can rarely be trained or kept in one place so some took their leave of their creator and now reside in other dungeons, caverns or crypts to await anyone foolish enough to approach.

ATTRIBUTES

STRENGTH 11, AGILITY 1

SKILLS: Stealth 4
MOVEMENT: 1
ARMOR RATING: 2 (tough hide) (takes no damage from acid)
INANIMATE DISGUISE: The mimic can use a fast action to alter its shape into an inanimate object or back into its true, amorphous form. Until the Mimic moves or attacks it is a perfect replica and its deception cannot be spotted by unwitting adventurers. Its statistics do not change. Equipment worn or carried by it is not transformed. 
STICKY: Any object or person that either touches or is touched by a Mimic in their disguised form are held fast by the sticky residue that coats all of its surfaces. Anyone caught is effectively GRAPPLED, as the adhesive substance has a STRENGTH of 3. Alcohol has been known to weaken the hold.
WALL CLIMBER: Due to their adhesive coating Mimics are able to move across walls and ceilings without any issue.

MONSTER ATTACKS

D6
ATTACK
1


PSEUDOPOD SLAP! An elongated appendage reaches out from the object/creature to slap one adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Weapon Damage 1 (blunt force).                  If the mimic is in object form, the target is also subjected to its STICKY special ability.
2
SURPRISING BITE! The object contorts to reveal a gaping maw surrounded by jagged teeth, which the thing uses to take a bite out of an adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Weapon Damage 1 (slash wound). Any successful attack will also suffer one additional point of acid damage per round for D3 rounds.
3


CRUSHING TENDRILS! A searching pseudopod wraps itself around one adventurer within NEAR range, tightening to crush the very life from them. Make an attack using 6 Base Dice and Weapon Damage 1 (blunt force), the victim is also GRAPPLED. The pseudopod has a STRENGTH of 3 to break free, plus an additional 3 if the creature is currently disguised due to its STICKY ability.
4
RAVENING MAW! If on the Mimics turn any adventurer is unlucky enough to be held in the Mimics CRUSHING TENDRILS! the Mimic will quickly pull them towards it, stretching its waiting mouth in anticipation. The adventurer can attempt to break free from the tendril, as above, but will then be plunged into darkness as the Mimic swallows them whole. The victim will take 1 point of damage each round from digestive juices. A Mimic has no armour on the inside.
5



TONGUE LASHING! Just as the release of the bow string can propel an arrow forward with deadly speed and accuracy, the Mimic releases its tongue muscles, which allows its tongue to spring forward and make multiple stabbing strikes at one adventurer within ARM'S LENGTH. Make three attacks using 5 Base Dice and Weapon Damage 1 (stab wound).
6
WHERE DID IT GO? The mimic lets out a deafening and horrendous and throaty, mucus filled, scream/howl/roar, shaking to spray gastric acid flying. All adventurers within NEAR range suffer a fear attack with five Base Dice and must succeed at a MOVE check or suffer 1 point of acid damage for D3 turns. After all of the pandemonium the Mimic has gone. It has either darted out a nearby door, climbed across the ceiling or otherwise maneuvered to take up a new position in this room or further away. Only adventurers that were not affected by fear and did not attempt to avoid the acid can track the creatures whereabouts.


Wednesday, 8 July 2020

Year Zero Bestiary Kickstarter

Over the past few weeks I have been a bit preoccupied, and my work on the Giant Spider has sadly remained unfinished, hopefully I will get back to my conversions soon.

But as many of you know I have been working alongside other contributors to develop a 
fantasy bestiary for the Trilemma Adventures Compendium (available here)! The work on this is now and on 4th August we will be launching the kickstarter for this Year Zero Engine edition! To follow along and make sure you are notified of the launch please click here.






SANDPUFFER (from The Halls Untoward)

All Monster Names and Descriptions are taken from  The Halls Untoward  by Michael Prescott et. al. which is licensed under the  Creative Com...