Converting original D&D and Mystara monsters

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AC9 said:
A group of 50 flitterlings can create a song that has the same effect as a charm monster spell on one opponent. Additional groups of flitterlings can attempt to charm other creatures, but two groups cannot attempt to charm the same one. Flitterling groups are also able to create a song which has the same effect as a fear spell. Both songs have a range of 60 feet and flitterlings are able to use each song once per day.
DMR2 said:
A group of 50 flitterlings can create a song that works like a charm monster spell on one opponent. Additional groups of flitterlings can attempt to charm other creatures, but two groups cannot attempt to charm the same one. Flitterling groups are also able to create a song which has the same effect as a cause fear spell. Both songs have a range of 60 feet. Flitterlings are able to use each song once per day.

we can probably list these songs as two separate abilities, or we can make one ability that says they can choose one spell or the other.

Flitterlings are so closely linked with their home that they will die in 1-6 days if any irreparable damage is done to it.

this can probably be merged with the dependency, below.

AC9 said:
Eating a mushroom has a magical effect according to its colour. The numbers of mushrooms in a typical ring and the effects of each colour are listed below:

No. Colour Effects
5-8 Blue - acts as a neutralise poison spell
5-8 Red - acts as a haste spell for 1 turn
3-6 Yellow - acts as a clairvoyance spell for 1 turn
7-12 Green - acts as a cure light wounds spell
40-60 Orange - acts as a nourishing meal; three will provide sustenance for one character for one day
DMR2 said:
Eating a mushroom has a magical effect according to its color. The numbers of mushrooms in a typical ring and the effects of each color are listed below:

No. Color Effects
5-8 Blue Acts as a neutralize poison spell
5-8 Red Acts as a haste spell for 1 turn
3-6 Yellow Acts as a clairvoyance spell for 1 turn
7-12 Green Acts as a cure light wounds spell
40-60 Orange Acts as a nourishing meal; three will provide sustenance for one character for one day

whoah, magic mushrooms dude! :cool:

AC9 said:
The rings are vital to the flitterlings' existence and picking more than half of any particular kind kills the ring and causes the flitterlings to sicken and die in 1-6 days.
DMR2 said:
The rings are vital to the flitterlings' existence. Picking more than half of any particular kind kills the ring and causes the flitterlings to sicken and die in 1-6 days.

this could work something like the dryad’s tree dependency.
 

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BOZ said:
we can probably list these songs as two separate abilities, or we can make one ability that says they can choose one spell or the other.
I'd do them as separate abilities. Perhaps bardic music can serve as a template?

BOZ said:
this can probably be merged with the dependency, below.
Agreed.

BOZ said:
whoah, magic mushrooms dude! :cool:
Trippy! This looks pretty easy, as none of these spells are obsolete in 3E (for a change). Just change "1 turn" to 10 rounds, and we should be good to go.

BOZ said:
this could work something like the dryad’s tree dependency.
Good idea! :D
 

Shade said:
I'd do them as separate abilities. Perhaps bardic music can serve as a template?

Maybe so, but I’m not sure how to implement it. Here are some starting points:

Charm Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a charm monster spell (save DC X) on one creature within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Fear Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a cause fear spell (save DC X) within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Trippy! This looks pretty easy, as none of these spells are obsolete in 3E (for a change). Just change "1 turn" to 10 rounds, and we should be good to go.

how bout:

Magic Mushrooms: The mushrooms grown by flitterlings cause various magical effects when consumed, as determined by the color of the mushroom, as follows. Each ring typically has 1d4+4 blue mushrooms (neutralize poison), 1d4+4 red mushrooms (haste, duration 1 minute), 1d4+2 yellow mushrooms (clairvoyance/clairaudience, duration 1 minute), 1d6+6 green mushrooms (cure light wounds, caster level X), and (how the hell does 40-60 break down into dice?) orange mushrooms (goodberries???). The ring of mushrooms is killed if more than half of any one kind of mushroom is picked before they regrow.

Mushroom Dependent? (Su): Each flitterling is mystically bound to its home and the ring of mushrooms that surrounds it. If the ring of mushrooms is killed, or if any irreparable damage is done to the home, every flitterling linked to it will sicken and die within 1d6 days. A flitterling’s home does not radiate magic, but the mushrooms do.
 

BOZ said:
Maybe so, but I’m not sure how to implement it. Here are some starting points:

Charm Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a charm monster spell (save DC X) on one creature within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Fear Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a cause fear spell (save DC X) within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.
Actually, that should cover it well.

BOZ said:
Magic Mushrooms: The mushrooms grown by flitterlings cause various magical effects when consumed, as determined by the color of the mushroom, as follows. Each ring typically has 1d4+4 blue mushrooms (neutralize poison), 1d4+4 red mushrooms (haste, duration 1 minute), 1d4+2 yellow mushrooms (clairvoyance/clairaudience, duration 1 minute), 1d6+6 green mushrooms (cure light wounds, caster level X), and (how the hell does 40-60 break down into dice?) orange mushrooms (goodberries???). The ring of mushrooms is killed if more than half of any one kind of mushroom is picked before they regrow.
40-60 is tough to determine. You could use [(1d3+3) x10], but that doesn't account for numbers other than 40, 50, or 60. You could also use 1d20+39, or, more elegantly, 1d20+40 and be only one off from the original range.

orange mushroom = goodberries is a great idea!

BOZ said:
Mushroom Dependent? (Su): Each flitterling is mystically bound to its home and the ring of mushrooms that surrounds it. If the ring of mushrooms is killed, or if any irreparable damage is done to the home, every flitterling linked to it will sicken and die within 1d6 days. A flitterling’s home does not radiate magic, but the mushrooms do.
Looks good. That name is fine.
 

Screw it; 1d20+40 sounds the best to me. Who cares if it is 41-60 instead of 40-60. ;)

Do those song attacks look good compared to other group-oriented attacks? Not unwieldy or leave too many gaps?
 

They aren't unwieldy, and I think they cover what needs covering, except that they probably need a caster level.

If somebody really wants exactly 40 mushrooms, they can just declare that they want 40 mushrooms. Call it "rule 40". :heh:
 


"Downsizing" the size Tiny grig to diminutive gives us ability scores as follows.

Grig: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14

-2 Str, +4 Dex

Str 3, Dex 22, Con 13, Int 12, Wis X, Cha X

A nixie has similar Intelligence, so we could borrow its mental ability scores (Int 12, Wis 13, Cha 18).

Giving us a final stat block of Str 3, Dex 22, Con 13, Int 12, Wis 13, Cha 18.

Whaddya think?
 

Sounds about right on the mental stats.

The physical stats… we are going with Fine, since each flitterling is, according to the source, “about one-quarter of an inch tall,” which of course is very very teensy. :) maybe each fey is as big as one of these letters. ;)
 

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