LotFP - Forgive Us Conversion Document.pdf
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431 KB
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Pobierz
LamentationS
Flame PrincesS
Adventures
Kelvin Green
of the
Forgive Us
notes on “3.PF” conversion
Summary
Ref. #
Notes
9 The Dog & Bastard (EL 3):
For William Hyde, use burglar
(GMG).
16 The Butcher.............................................................................2
22 The Courtyard (EL 5):
For the 5 hungry dogs, use riding
dog (Bestiary).
24 The Vaults
................................................................................3
30 Unexpected visitors
.................................................................4
32 The Brotherhood of Pus:
For William Burnaby, use the
stats for a traveling merchant (GMG). For Crooke, use the
stats for a dealer (GMG). For William Cox, use the stats for
a highwayman (GMG).
38 The Good (and Fictional) People of Ashmanhaugh:
For
Joseph Riley, use the stats for a monster hunter (GMG).
45 Yeah I'm the Taxman
..............................................................8
—
Creating a Mutant Thing..........................................................2
The references are to first edition of
Forgive Us
(ISBN 978-952-5904-56-7).
GMG
= GameMastery Guide
Adventure by Kelvin Green
Conversions by Jukka Särkijärvi
For the Open Gaming License and copyright declaration, see file attachment.
1
Creating a Mutant Thing
“Mutant thing” is an inherited or acquired template that can be added to any living, corporeal
creature (referred to hereafter as the base creature). A mutant thing retains all the base creature's
statistics and special abilities except as noted here.
CR:
Same as the base creature + 1 (minimum 2).
Alignment:
Changes to neutral.
Type:
If applied to a creature of the animal or vermin type, the creature’s type changes to
magical beast . Do not recalculate HD, BAB, or saves.
Senses:
Mutant things gain low-light vision.
Armor Class:
Natural armor improves by +2.
Melee:
A mutant thing gains two tentacle attacks. It loses the ability to use manufactured weapons.
Special Abilities:
A mutant thing gains the grab special attack, and can use it in conjunction
with its tentacle attacks, as well as
Disease (Su)
Mutant contagion: Tentacle—injury ; save Fort DC 11 + Con modifier ; onset
1 hour ; frequency 1 hour ; effect 1d3 Int damage ; cure 1 save. A creature whose Intelligence
is reduced to 0 by mutant contagion becomes a mutant thing itself, applying the mutant thing
template to itself. The change, once begun, takes 1 hour.
Abilities:
Int set at 3, unless already lower.
Languages:
Mutant things cannot speak.
The Butcher (EL 2)
Mutant Thing Riding Dog
CR 2
XP 600
N Medium magical beast (augmented animal)
Init
+2;
Senses
low-light vision, scent; Perception +8
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp
13 (2d8+4)
Fort
+5;
Ref
+5;
Will
+1
OFFENSE
Speed
40 ft.
Melee
bite +3 (1d6+2 plus trip), 2 tentacles −2 (1d4+1 plus disease and grab)
Special Attacks
disease
STATISTICS
Str
15,
Dex
15,
Con
15,
Int
2,
Wis
12,
Cha
6
Base Atk
+1;
CMB
+3 (+7 grappling);
CMD
15 (19 vs. grapple and trip)
2
Feats
Skill Focus (Perception)
Skills
Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking)
SPECIAL ABILITIES
Disease (Su)
Mutant Contagion: Tentacle—injury ; save Fort DC 13 ; onset 1 hour ;
frequency 1 hour ; effect 1d3 Int damage ; cure 1 save. The save DC is Constitution-based.
A creature whose Intelligence is reduced to 0 by mutant contagion becomes a mutant thing
itself, applying the mutant thing template to itself. The change, once begun, takes 1 hour.
The mutant things are creatures of instinct and act only to spread their corruption to others.
They are not too intelligent and when trapped or restrained tend to go into a sort of hibernation
after a few hours of captivity.
The Vaults
Ring of Slumber Undisturbed
Aura
strong enchantment; CL 16th
Slot
ring;
Weight
—
Description:
A ring of clear glass. When activated for its
invisibility
effect, the wearer
must make a DC 17 Will save or be affected by a
deeper slumber
spell in addition to the
invisibility.
Creation
Magic Items
ring of invisibility
Mutant Thing Thieves
CR 3
XP 800
N Medium humanoid (human)
Init
+3;
Senses
low-light vision; Perception +9
DEFENSE
AC
18, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 dodge, +2 natural)
hp
16 (3d8+3)
Fort
+2;
Ref
+6;
Will
+1
Defensive Abilities
evasion, trap sense +1
OFFENSE
Speed
30 ft.
Melee
2 tentacles +3 (1d4+1 plus disease and grab)
3
Special Attacks
disease, sneak attack +1d6
STATISTICS
Str
13,
Dex
17,
Con
12,
Int
3,
Wis
10,
Cha
8
Base Atk
+2; CMB +3 (+7 grappling); CMD 16 (20 vs. grapple)
Feats
Dodge, Skill Focus (Perception), Stealthy
Skills
Acrobatics +9, Bluff +5, Climb +7, Escape Artist +11, Perception +9 (+10 to find
traps), Stealth +11
Languages
Common (cannot speak)
SQ
rogue talent (fast stealth), trapfinding +1
Gear
leather armor, random items of gear that the mutant things have not dropped, such as
daggers, saps, coin pouches with 1d6 sp, or thieves’ tools. One of the mutant things used
to be the treasurer Clay and carries the safe key (The Potter, p. 15) in a coat pocket.
SPECIAL ABILITIES
Disease (Su)
Mutant Contagion: Tentacle—injury ; save Fort DC 12 ; onset 1 hour ;
frequency 1 hour ; effect 1d3 Int damage ; cure 1 save. The save DC is Constitution-based.
A creature whose Intelligence is reduced to 0 by mutant contagion becomes a mutant thing
itself in a Carpenteresque shower of gore, applying the mutant thing template. The change,
once begun, takes 1 round.
Unexpected Visitors (EL 7)
Aggarwal
XP 800
Male human cavalier (APG) 4
LN Medium humanoid (human)
Init
+3;
Senses
Perception +0
DEFENSE
AC
18, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 dodge, +1 shield)
hp
34 (4d10+12)
Fort
+8,
Ref
+4,
Will
+0
OFFENSE
Speed
30 ft.
Melee
mwk rapier +8 (1d6+2/18-20) or lance +6 (1d8+3/x3)
Ranged
mwk composite shortbow +8 (1d6+2/x3)
Special Attacks
cavalier’s charge, challenge 2/day (allies gain +2 to hit foe)
4
TACTICS
Before Combat
Aggarwal drinks his
potion of bull’s strength.
During Combat
Aggarwal uses
tactician
to grant Fieldhouse his
Precise Strike
and charges
into battle.
Morale
Aggarwal fights to the death.
STATISTICS
Str
14,
Dex
16,
Con
14,
Int
12,
Wis
8,
Cha
11
Base Atk
+4; CMB +6; CMD 20
Feats
Dodge, Great Fortitude, Precise StrikeAPG, Weapon Finesse
Skills
Acrobatics +7, Climb +7, Handle Animal +7, Intimidate +7, Ride +10, Swim +7
Languages
Common, +1 other
SQ
aid allies, dragon’s skills, expert trainer, mount (Kragodan), order of the dragon, ride
mount, tactician 1/day (Precise Strike)
Combat Gear
potion of bull’s strength, potion of cure moderate wounds,
alchemist’s fire, 2
tanglefoot bags;
Other Gear
masterwork rapier, masterwork composite shortbow (+2 Str
bonus), 20 arrows, masterwork buckler, masterwork studded leather armor, backpack, 89 sp
Kragodan
Horse animal companion
N Large animal
Init
+2;
Senses
low-light vision, scent ; Perception +5
DEFENSE
AC
22, touch 12, flat-footed 19 (+4 armor, +2 Dex, +1 dodge, +6 natural, −1 size)
hp
30 (4d8+12)
Fort
+9,
Ref
+6,
Will
+2
Defensive Abilities
evasion
OFFENSE
Speed
50 ft.
Melee
bite +7 (1d4+5/x2) and 2 hooves +7 (1d6+5/x2)
Space
10 ft.; Reach 5 ft.
STATISTICS
Str
20,
Dex
14,
Con
17,
Int
2,
Wis
12,
Cha
6
Base Atk
+3; CMB +9; CMD 22
Feats
Dodge, Great Fortitude
Skills
Acrobatics +4, Climb +7, Perception +5, Swim +7
SQ
tricks (combat riding, stay, work)
Gear
chain barding, riding saddle
5
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