Tuesday, 22 February 2022

ROCK WORMS (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

ROCK WORMS (The Halls Untoward YZE Bestiary) 

One to two feet in length, these worms burrow through rock at a glacial pace. Flesh provides less resistance, and an unwary travelled can quickly vanish if caught in the path of a migrating knot.

Designers note: A very brief description and not much else included in the dungeon about these creatures. It make sense to have them as a swarm, as they are relatively small but I need to take into account that they chew through rock. The attacks are limited as they are more a nuisance than a threat.


ATTRIBUTES

STRENGTH 4-14, AGILITY 1

MOVEMENT: 1
ARMOR RATING: -
KNOT: Rock Worms attack as a group, their strength is equal to the number of worms in the current knot. A single attack can't inflict more than 1 point of damage to the knot of worms.
BITE: Base Dice equal to current STRENGTH, Weapon Damage 1 (slash wound)
 

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.


PSEUDOSCION (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

PSEUDOSCION (The Halls Untoward YZE Bestiary) 

The pseudoscions created by the apparatus in Room 63 are somewhere between homunculi and children. They appear as humanoids with black eyes, skin like clay, and a prehensile tentacle  sprouting from each shoulder-blade. Their facial features bear an  unmistakable resemblance to their blood “parent.”

Pseudoscions  start off as infants, but age at the rate of one year per hour - so  after ten hours, a pseudoscion looks like a ten-year-old. They  must eat an enormous meal of red meat at the five hour mark and  every ten hours thereafter, or perish. It will die after 80 hours of old age. If the parent is around at the birth, the pseudoscion  imprints and reacts much like a normal child. If born alone,  the pseudoscion will hunt for its parent, as well as for food.

If treated badly, the pseudoscion will be a relentless foe for its brief life. If treated like a son or daughter, the pseudoscion can be a useful ally, generally fighting loyally and ferociously once it is  old enough to do so. It will go through a rebellious, questioning phase around 15 hours, and after 65 hours or so it will need to be taken care of in its old age.

Designer's note: This was a lot of fun to work on. You will see the attacks have followed a pattern that matches the maturity of the pseudoscion, as it matures some attacks may become more suitable than others but all should be useable at all stages of its life cycle. I picture these like baby/teenage Groot from Guardians of the Galaxy, but that is just my interpretation the original designer may have had something different in mind. The one attack that felt out of place a bit was the tentacle attack, but as they have them it made sense to use them.

ATTRIBUTES

STRENGTH 1 to 6, AGILITY 4, WITS 1  to 4, EMPATHY 1 to 4

SKILLS: Melee 2
MOVEMENT: 2
ARMOR RATING: 2 (clay skin)
RAPID AGING: Due to the pseudoscions rapid growth their STRENGTH, WITS and EMPATHY attributes all start at 1. Their STRENGTH attribute increases by 1 every three hours, to a maximum of 6 (15 hrs old). WITS and EMPATHY each increase by 1 every 20 hours, to a maximum of 5 (80 hrs old). 
OLD AGE: After 65 hours of life a pseudoscions STRENGTH and AGILITY attributes drop by 1, and then reduce by 1 every 5 hours thereafter. At 80 years of age the psuedoscion lives no more.
RANDOM PSEUDOSCION: To randomly determine a pseudoscion's age roll D8 -1 for the tens and then roll a D10 for the units (10 counts as 0). From there you can work out the attributes. (eg. the D8 rolls a 4, that means the creature is in its 30s (4-1), the D10 rolls a 5. They are 35 with a STREGTH of 6, AGILITY 4, WITS and EMPATHY are both 2.

MONSTER ATTACKS

D6
ATTACK
1


ANKLE BITER! The juvenile pseudoscion rushes across the ground and bites one adventurer within NEAR range with its forming clay teeth. Make an attack using five Base Dice and Weapon Damage 1 (slash wound).
2
TEMPER TANTRUM! The growing pseudoscion allows all of its frustration to rise to the surface, it balls its fist, stamps its feet and lets out a piercing and continuous cry. This immediately disturbs any adventurer within SHORT range, causing a fear attack using seven Base Dice.
3

DON'T THROW THAT! The naughty pseudoscion grabs the nearest available object and whilst letting out a screaming giggle, throws it at one adventurer within NEAR range. Make an attack using six Base Dice and Weapon Damage 1 (blunt force). This attack can be parried with a shield.
4
CALM DOWN! The pseudoscion targets one adventurer within ARM'S LENGTH with their hormonal rage, and with a frustrated grunt starts to pummel their unlucky target with ferocious punches and kicks. Make three attacks using six Base Dice and Weapon Damage 1 (blunt force). These attacks can be parried with a shield.
5



SOLID PUNCH! The growing pseudoscion plants its two feet squarely on the ground and puts all of its strength into a solid punch, targeting one adventurer within ARM'S LENGTH. Make an attack using eight Base Dice and Weapon Damage 2 (blunt force). This attack can be parried.
6
TENTACLE STRIKE! The pseudoscion strikes out with its two prehensile tentacles, violently stabbing up to two adventures within ARM'S LENGTH. Make an attack using eight Base Dice and Weapon Damage 1 (stab wound). If there is only one target, they are unfortunately targeted twice.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Monday, 21 February 2022

DUNGEON BARNACLE/CIRRIPEDE (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

DUNGEON BARNACLE/CIRRIPEDE (The Halls Untoward YZE Bestiary) 

Dungeon Barnacles, or Cirripedes, are cave/ underdark/ under world/ underwhathaveyou creatures that ooze a mild form of acid.  They use this acid to dig into stone and rock, where they shut themselves off from the world with a stone gate. If something passes by, they open up this gate and attack it with tentacles,  attempting to strangle or bash it to death, before dragging it inside where it can be digested (they dissolve food outside the body before absorbing nutrients through the skin). 

If a Cirripede is killed and dragged out of its hole, it is up to the  GM to describe what it looks like. Every Cirripede looks different,  as they grow flesh reactively to what portions of stone are dissolved first (in many ways, they are more like plants than animals). 

“Larval” Cirripedes are grown in clutches of eggs (worth a pretty  penny to alchemists or wizards, if you feel like rewarding the  players for the kill) in their parent’s folds. They are asexual, and  upon birth drag themselves not too far away like octopi stranded  on land, where they find soft stone and dissolve their way into it.  Young Cirripedes eat rats, bats, and other little beasts – adult  ones will sometimes survive for months slowly dissolving and  eating the single corpse of something larger, like a Cave Troll or  Giant Spider. 

Designer Note: It was quite tricky coming up with six full attacks for this creature as it seemed limited to mainly just using tentacles, which have been explored a lot in the Servants of Memory book. Hopefully I have made the attacks interesting and fun for GMs to throw at players. I also didn't want the creature to be too powerful as I see this as more of just a nuisance for adventurers instead of a major threat.


ATTRIBUTES

STRENGTH 12 + D6+4 (tentacles), AGILITY 1

SKILLS: Stealth 8
MOVEMENT: 1
ARMOR RATING: 8 (stone protection)
ACIDIC SKIN: The main body of the Cirripede is coated in a mild acid. If touched by naked flesh this will immediately cause 1 point of damage (non-typical).
HIDDEN: A Cirripede is always considered hidden until they attack, and always get a surprise attack in the first round of combat.
SELF-PRESERVATION: If the Cirripde takes more than half its STRENGTH in damage it will retreat into its hole, sealing itself in. The only way to then attack this creature would be to destroy the barrier it has constructed in front of it.
TENTACLE WEAKNESS: Although the main body of the Cirripede is protected by a rock gate, their tentacles are somewhat fragile and only have a light covering of stone as protection. Targeting a tentacle directly has a -2 penalty to hit but their Armour Rating drops to 3. Each Tentacle takes a maximum of 1 damage and then is removed. If all tentacles are removed the Cirrepede will spit acid (see below) and will retreat behind its stone protection.

MONSTER ATTACKS

D6
ATTACK
1


TENTACLE BASH!  A prehensile tentacle flexes and then pummels one adventurer within NEAR range. Make an attack using seven Base Dice and Weapon Damage 1 (blunt force). If the victim is hit they are knocked prone.
2
SUBMISSION STRANGLE! A single tentacle snakes out to wrap around the throat of one adventurer within NEAR range. Make an attack using six Base Dice and Weapon Damage 1 (blunt force). If hit, the victim is GRAPPLED and takes 1 point of damage each round until they BREAK FREE.
3

PICK N MIX FRENZY! A flurry of tentacles burst forth, frantically slapping any adventurer within ARM'S LENGTH. Make an attack using five Base Dice and Weapon Damage 1 (blunt force).
4
STINGING STONE! Using the tips of its tentacles the Cirripede flings small splinters of stone in all direction, striking anyone within NEAR RANGE. Make an attack using five Base Dice and Weapon Damage 1 (stab wound). This attack can only be parried by a shield. Due to having to protect their eyes rom the stone splinters, all adventurers within range suffer a -2 penalty to their next attacks.
5



TENTACLE TRIP! A searching tentacle wraps around the ankles of an adventurer within NEAR range, then they have their feet pulled out from under them. Make an attack using six Base Dice, damaging AGILITY. If hit, the unlucky visit is also knocked prone and takes 1 point of damage to STRENGTH (blunt force).
6
ACID DEFENCE! If the stone protection in front of the Cirripede has been broken by adventurers, as a last ditch defense, the creature will spit a nasty gobbet of acid at anyone within ARM'S LENGTH. Make an attack using four Base Dice and Weapon Damage 1 (non-typical), the acid will continue to cause 1 point of damage for D3 rounds.


All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Saturday, 12 February 2022

DREAD REAVERS (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

DREAD REAVERS (The Halls Untoward YZE Bestiary) 

These monsters are semi-corporeal wraith-like creatures that are drawn to the warmth of mortal beings. These creatures are souls who have been twisted by the vile and illegal magics harnessed by the evil cabal of wizards. They will claw at mortals or try to suck the warmth out of them. Creatures without flesh or heat, such as constructs and undead will be ignored by a Dread Reaver. 


ATTRIBUTES

STRENGTH 12, AGILITY 4, WITS 4, EMPATHY 3

MOVEMENT: 1
ARMOR RATING: Dread Reavers are incorporeal and can only be hurt by fire or magic. If defeated they will return in a Quarter Day unless banished with the PURGE UNDEAD spell.
INCORPOREAL: As an incorporeal being a Dread Reaver can move through any obstacle unimpeded.

MONSTER ATTACKS

D6
ATTACK
1


CLAW STRIKE! A ghostly hand reaches out, its wicked claws piecing the flesh of one victim within ARM'S LENGTH. Make an attack using nine Base Dice and Weapon Damage 2 (stab wound).
2
COLD CARESS! With a seemingly loving caress the Dread Reaver places its hands on the face of an adventurer within ARM'S LENGTH, leaning in it begins to inhale the warm breath and soul of its victim. Make an attack using eight Base Dice and Weapon Damage 1 (non-typical). The victim is also GRAPPLED and becomes COLD, taking one point of damage each subsequent round until the BREAK FREE.
3

SOUL SEARCHING! The horrific countenance of the Dread Reaver stares straight into the soul of one unlucky adventurer within NEAR range. Make a fear attack using eight Base Dice,
4
PASSING THROUGH! The Dread Reaver's incorporeal form passes through one adventurer within NEAR range, infusing its victim with the chill of their undead existence. Make an attack using eight Base Dice, damaging EMPATHY and immediately making the victim COLD.
5



MANIC STRIKE! The Dread Reaver's pent up aggression explodes in a violent display of slashing claws, striking at up to three adventurers within ARM'S LENGTH. Make an attack using seven Base Dice and Weapon Damage 1 (slash wound)
6
SCREAM OF THE DEAD! A demented scream resonates from deep within the Dread Reaver, the terrible sound haunting all adventurers within SHORT range. Each adventurer suffers a fear attack with six Base Dice.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Thursday, 10 February 2022

DEEP-SHRIMP (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 Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

DEEP-SHRIMP - (The Halls Untoward YZE Bestiary)

Adult deep-shrimp are of a similar size to a large dog. While usually willing to communicate with land-creatures via their  native telepathy, they will sometimes attack with their long crab-like pincers. Capable of breathing outside water, they can also ‘hop’ while on land, somewhat like fleas. Physical attacks are usually preceded by dazzling mental fireworks. Monastic deep shrimp have honed these abilities further, and are often powerful  mind-benders.  

Juvenile deep-shrimp are largely harmless to human-sized  creatures, and will use their telepathy to distract attackers before escaping. They lack their seniors’ endurance on land, and will expire in minutes without water. 


ADULT DEEP-SHRIMP

ATTRIBUTES:

STRENGTH 6, AGILITY 4, WITS 3, EMPATHY 3

SKILLS: Melee 3, Endurance 2, Manipulation 3
MOVEMENT: 2 (Hop)
ARMOR RATING: 4 (Shell)
TELEPATHY: Deep-Shrimp can communicate directly with the minds of any sentient creature within LONG range.
AIR AND WATER BREATHER: Adult Deep-Shrimp can breath equally well on land and in water.

*for Monastic Deep-Shrimp increase all attributes by 1 and increase all Base Dice in the attack table below by 2.

MONSTER ATTACKS

D6
ATTACK
1


MENTAL FIREWORKS! A disorientating kaleidoscope of sound and colour explodes within the minds of all adventurers within SHORT range. Make an attack using five Base Dice, damaging WITS and AGILITY.
2
PINCER MOVE! One of the Deep-Shrimp's oversized pincers reaches for an adventurer within NEAR range, attempting to slice through flesh and bone. Make an attack with 6 Base Dice and Weapon Damage 2 (slash wound). This attack can be parried.
3

SHRIMP HOPPER! The Deep-Shrimp leaps high, coming down hard to land on one adventurer within SHORT range. Make an attack with six Base Dice and Weapon Damage 1 (blunt force). If the target is hit they are knocked prone and GRAPPLED.
4
CHITIN BANG, BANG! The Deep-Shrimp bang their hard pincers together in a display of aggression, demonstrating their strength and power. All adventurers within SHORT range suffer a fear attack using 5 base dice. Increase this by one dice for every Deep-Shrimp that joins in.
5



TASTING MORSELS! With surprising speed the Deep-Shrimp takes an opportunistic bite out of one adventurer within ARM'S LENGTH. Make an attack using seven Base Dice and Weapon Damage 1 (slash wound)
6
DEFENSIVE DANCE! The Deep-Shrimp goes all out to defend itself, blocking with its pincers or moving swiftly to avoid being hit. Until the Deep-Shrimp's next action all attacks against it suffer a -2 penalty.


*for Monastic Deep-Shrimp replace the DEFENSIVE DANCE! attack with the following attack:
6

PASSIVE OBSERVER! The Deep-Shrimp invades the minds of all adventurers within SHORT range, projecting feelings of calm and apathy. Make an attack using seven Base Dice, opposed by the adventurers'' EMPATHY. If the attack succeeds, the adventurer stops what they are doing to just stand and stare, unable to act for a number of rounds equal to the number of uncancelled successes.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

Monday, 31 January 2022

The Halls Untoward YZE conversions

THE HALLS UNTOWARD - 

            "Centuries ago, an underground road pierced the Strielwal mountains, carrying trade in both directions. The halls grew from a humble waystation at the mid-point, but soon sprouted hostels, workshops, trading posts, and shrines.             When war with Grinvolt sealed the western end, the halls were abandoned, though rumor held that some remained behind. Now that peace reigns once more, visitors have set out to find plunder, opportunity, or the lost route through to the West. But what has become of the Halls Untoward during their strange century of evolution in the dark?"

Michael Prescott, 2-page dungeon-maker extraordinaire, and mastermind behind Trilemma Adventures put out a crowd-sourced dungeon a while back called the Halls Untoward. It’s still pay what you want on DTRPG and is packed full of his illustrations and fits really well into my favorite fantasy setting of Forbidden Lands. The dungeon is fully described and as can be expected from Michael has its own internal logic, and fun if weird locations.

I worked with Michael to turn the creatures he designed for his 2-page adventures, contained in the Trilemma Compendium, into useable monsters for fantasy games using the Year Zero Engine. This companion bestiary book became Trilemma: Servants of Memory and is specifically compatible with Forbidden Lands from Free League Games (we were given permission for a disclaimer in the front of the book).

Whilst working on the kickstarter we workshopped some ideas for stretch goals and one of the ideas that I threw into the mix was an add-on for the bestiary which would have covered creatures included in The Halls Untoward. Now, some of the creatures from the collaborative dungeon are already included in Servants of Memory but this would have added 6 additional entries and would have forced me to flex my creative muscles as most of the other entries in Servants started as conversions of 5E material (by now you should know I am fond of conversions!).

Although this idea was ultimately rejected, mainly due to trying to reconcile the YZE OGL with the CC-BY-NC that Halls' is released under, I still think its something worth looking at. As my contributions to another top secret project I am working on may be coming to an end, I thought that I would resurrect this idea for my poorly provisioned blog.

If this goes well, and doesn't take me years to complete, as you know I haven't been very active, then I may move on to the magical items that can also be found in the dungeon, and anything else that takes my interest.

Over the next few weeks I will start working through the list below, and see how far I get. Please feel free to contribute in the comments for each entry:- 

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

All Monster Names and Descriptions are taken from The Halls Untoward by Michael Prescott et. al. which is licensed under the Creative Commons CC-BY-NC license v4.0

All Monster Stat Blocks and Attack Descriptions are copyright Craig Atkins 2022.

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.

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...