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.


Sunday, 24 October 2021

GIANT SPIDER (not quite but nearly finished)

 GIANT SPIDER

Giant Spiders come in a variety of forms depending of their nature, are they just enlarged spiders, prehistoric monstrosities or demons from another dimension?

The traditional Giant Spider Attacks are listed in attack 1 and 2, and other suggestions have been added to give a full list of six attacks. Special thanks to Brian Leybourne and an Unknown commentor for their suggestions.

ATTRIBUTES

STRENGTH 6, AGILITY 5

SKILLS: Stealth 4, Scout 4
MOVEMENT: 1
ARMOR RATING: 2
SPIDER CLIMB: The spider can climb difficult surfaces, including upside down on ceilings, and ignores movement restrictions caused by webbing.
WEB SENSE: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Stepping over a web without touching it requires a MOVE roll.

MONSTER ATTACKS

D6
ATTACK
1


BITE! The hideous arachnid uses its sharp edged jaws to bite one adventurer within ARM'S LENGTH. Make an attack using 7 Base Dice and Damage 1 (slash wound). 

2
WEB SHOOT! The spider shoots its sticky web at one adventurer within SHORT RANGE. Make an attack using 7 Base Dice, if the attack its the victim is GRAPPLED and pulled one range closer to the spider each round. The webbing has a STRENGTH of 6.

3


PARALYZING BITE! As the BITE! attack above but if the attack does damage the adventure must also resist a paralyzing poison with Potency 6
4
LEAP! The large creature springs from its current position, leaping on one adventurer within SHORT RANGE. Make an attack using 6 Base Dice, if the attack is successful the victim is knocked prone.


5



COCOON! Using its two front legs the spider reaches out to grab the nearest paralyzed adventurer within ARM'S LENGTH. Make an attack using 6 Base Dice. If the attack succeeds the adventurer is pulled under the creature where it starts to wrap them in its smothering web. In the next turn the victim begins to DROWN. The webbing has a STRENGTH of 6. If no adventurer is suitable re-roll the attack.

6
SPIDER SPAWN! The spiders extended egg sac pulses and disgorges 1D12 eggs at its current location. The eggs are quite fragile and have a STRENGTH of 3. In the each following round 1d6 of the baby spiders will hatch and rush towards any adventurer within NEAR RANGE. The baby spiders are harmless on their own with only 1 STRENGTH and 2 AGILITY, but immediately form a swarm that attacks with a total STRENGTH equal to the size of the swarm. Any attack against the swarm will only kill one creature.

I have been away for a while.

I just wanted to apologize for anyone that had started following this blog in the distant past and was sad that my updates have been missing for well over a year.

I had high hopes for this blog and wanted it to be a real repository of content for Forbidden Lands GMs and I really wish I had kept working on it but life got in the way.

All I can say is that a lot has been going on in my work and personal ilfe that has either kept me busy or has affected my mood that my mojo for keeping on top of this passion project has been sorely lacking.

At the start of UK lockdown in March 2020 my regular gaming came to a halt and the in person Forbidden Lands game was dead in the water. Although my group has managed to get some online gaming in I had to cut short my Vaesen game in February due to my Dad passing away, and I have only recently returned to running a game after this long break.

I also started a new job in November last year and have channeled much of my energy into making that a success, thankfully despite a few hiccups it is moving in the right direction and I am a stones throw from my one year anniversary.

I have recently been asked to help out on a project being produced by another group, and this has reignited my interest in the blog and finishing what I started and getting back into producing something fun.

I hope the wait has been worth it, or at least you get to have some fun with anything I do create. I will be really interested to see if anything matches up to the new creatures included in the official Forbidden Lands bestiary.

Wednesday, 5 August 2020

Kickstarter Launch and Learning

Yesterday the long awaited (by me anyway) kickstarter for Trilemma Adventures: Servants of Memory launched - Click HERE to back it!

With over 250 backers in the first day we blew past most monetary stretch goals in a few hours!

It was a thrilling ride and a real baptism of fire for me as my first kickstarter. I was overjoyed at the level of interest and then a bit of panic set in as I realised we were running out of cool extras for the backers.

It seems that myself and Michael, my partner in this, of Trilemma.com, underestimated the number of people that would want to add the Trilemma Adventures Compendium to their pledge, we had anticipated a good mix of PDF, Soft-cover and Hard-cover versions of the bestiary PDF and that few would also want the compendium.

Boy were we mistaken, and it has left us trying to work out what stretch goals we could put out to keep the campaign alive. I'm sure we will think of something cool. In the meantime if you want to follow along, join the kickstarter HERE




Tuesday, 4 August 2020

Excuses, excuses

I just wanted to drop in and give an update regarding my lack of updates.

My intention with the blog was to do a steady stream of conversions of classic monsters and update with other fun stuff. But after a good start things have slowed considerably mainly due to other commitments.

One of the main things that has taken my time is the ongoing development of the kickstarter book, Trilemma Adventures: Servants of Memory, that launches today. this has taken up much more time than expected, and it has also taken a lot of my brain power to keep re-working through it. I am hoping that as this launches properly it will then free me up to get back to writing on here.

I still aim to work through the classic creatures, and will commit to finishing up the Giant Spider by the end of the weekend. I will then move on to the other missing entries. I also have ideas for a few new spells and want to do some showcasing of other resources available to the Forbidden Lands community.

Anyway, thanks for your patience. Feel free to get in touch if you would like to contribute to the blog or if you have any ideas for what you would like to see me talk about.

Cheers
Craig

Thursday, 9 July 2020

Giant Spider WIP

Giant Spider

The Giant Spider is a mainstay of fantasy fiction, with one of the most famous depictions being Shelob from Lord of the Rings, that very nearly ended the quest for our brave Hobbit. I am sure that some of that depiction will influence my design decisions.

For this beast I have had to change my online source for the 5E spider stats, go here to see what the beast looks like in the current version of D&D - 5E Giant Spider

I will again rely heavily on my conversion formulas found here as a spreadsheet - 5E to Fbl conversion guide.

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.
This is very straightforward, I would just remove the last section as its irrelevant.
  • Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Again, just use as written.  There might be a possibility for an adventurer to make a roll to avoid the webbing?
  • Web Walker. The spider ignores movement restrictions caused by webbing.
I would add this into the Spider Climb ability above.

STEP 10: CONVERT ATTACKS - The Spider has the following attacks listed:

  • Bite. 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.
This one is based off the creatures Strength, so look at the conversion guide for the Base Dice increase in-line with its 5E Strength Attribute of 14, which gives an Base Dice increase of 2, for a total of seven Base Dice and Weapon Damage 1 (as it does less than 20 average damage). In 5E this does piercing damage but it makes sense to have this as a slash wound in Fbl, as a bite can remove limbs like a sword cut. Range is ARM'S LENGTH as it is within 5ft.

This attack also has a paralysing poison included. The potency is devised by taking the saving throw and subtracting 10, to leave a Potency of 1. This seems really low, so I might need to revise my conversion formula to how I work it for Fear attacks, which is saving throw halved?
  • Web (Recharge 5-6). 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).
The Web attack can only be used once every 5 or 6 rounds and ends in the victim being GRAPPLED. The initial attack is based off of the creatures Dexterity, so look across from its DEX of 16 to see what its Base Dice increase is, in this case it’s 2, increasing the attack to seven Base Dice. Range is SHORT and the Webbing has a STRENGTH of 6 ( which is half the STR save of 12).

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.


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...