Create, rewrite, audit, or balance Forbidden Lands 2E human adversaries, beasts, monsters, demons, enemy forces, bosses, legends, lore clues, encounters, attacks, weaknesses, and harvestable resources. Use whenever a bestiary entry or adversary-driven sandbox situation must be mechanically native, tactically deep, discoverable, fair, evocative, and ready to run.
التثبيت
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
Create, rewrite, audit, or balance Forbidden Lands 2E human adversaries, beasts, monsters, demons, enemy forces, bosses, legends, lore clues, encounters, attacks, weaknesses, and harvestable resources. Use whenever a bestiary entry or adversary-driven sandbox situation must be mechanically native, tactically deep, discoverable, fair, evocative, and ready to run.
Forbidden Lands Bestiary
Build monsters as situations with bodies, behaviors, signs, counterplay, and
consequences. A monster is not only a combat statblock. It changes travel,
settlement behavior, local knowledge, resource value, and player decisions.
Establish Authority
Read the relevant bestiary text in 01-corebook/ and any region source.
Search for the creature, its abilities, materials, and related legends across
the manuscript.
Load forbidden-lands-lore for setting facts.
Load forbidden-lands-writing-voice for finished prose.
Load forbidden-lands-design and forbidden-lands-synergy-analysis when
changing mechanics rather than only presentation.
Do not import assumptions from first edition or generic fantasy when this
manuscript establishes a different rule or identity.
Route the Task
Need
Reference
Complete mechanical construction and audit
references/monster-design-engine.md
Existing attack, defense, condition, structure, and weakness patterns
references/monster-mechanics-taxonomy.md
Reusable experimental mechanisms and dangerous pairings
references/new-rules-repository.md
Human, beast, monster, and demon roles; position, intent, objectives, and tactical composition
references/tactical-adversary-architecture.md
Boss phases, linked attack-table states, telegraphs, stored-power attacks, reactions, anatomy, and Strength-band dice
references/boss-phases-intent-and-attrition.md
Minions, bands, troops, formations, orders, morale, and mass attacks
references/minions-troops-and-command.md
Three-stage clues and hidden-weakness spoiler control
references/lore-roll-rules.md
Encounter situations, dilemmas, aftermath, and anti-tropes
references/random-encounter-design-rules.md
Corpus-based section length floors and targets
references/entry-size-calibration.md
Harvest grammar, potency, rarity, effects, and consequences
references/resources-design-guide.md
References are design tools. Verify numeric and terminology claims against the
current manuscript before publication.
Define the Monster Contract
Before drafting, answer:
First sign: What evidence reaches the adventurers before the monster?
Threat identity: What pressure does it create that another monster does not?
Body logic: How do anatomy, curse, appetite, intelligence, or habitat
explain its rules?
Behavior: What does it want when it is not fighting?
Escalation: What makes the situation worse?
Counterplay: What can players learn, prepare, manipulate, or sacrifice?
Aftermath: What changes if it survives, dies, moves, feeds, bargains, or is
exploited?
Sandbox role: Which routes, settlements, factions, resources, or customs
does its existence affect?
Reject designs whose identity is only higher damage, Armor Rating, or immunity.
Mechanical Construction
Choose one primary engine
Examples:
relentless pursuit
area denial
grapple and relocation
fear and separation
changing terrain
regeneration with a discoverable interruption
host, anchor, or site dependence
social taboo or bargain
resource predation
Secondary mechanics should reinforce the primary engine. Avoid six unrelated
spectacles.
Choose tactical architecture only when needed
For an ordinary monster, the primary engine and six attacks are sufficient. For
a set piece, coordinated force, or recurring enemy, select one additional
architecture:
intent and setup across rounds
damage-state or phase change
linked attack tables for changing stances, bodies, or behavior states
command, formation, or troop scale
targetable anatomy or anchors
objective pressure
category-specific hunt, doctrine, manifestation, or morale logic
Use the tactical references for costs, tells, counterplay, and bookkeeping
limits. Do not stack the full allowances of several modules onto one enemy.
Players need not know exact statistics, but they must be able to learn useful
behavior. Necessary weaknesses require multiple clues and observable
confirmation.
Test combat roles
Across six Monster Attacks, vary purpose:
direct pressure
movement or positioning
multi-target danger
condition or resource pressure
escalation or battlefield change
signature climax, vulnerability, or behavior
Not every attack must deal damage. Every result must change a decision.
If an attack gathers power, mark its target or geometry and let setup consume
real tempo. If an attack moves to another state table, resolve it fully before
changing the active table for the next attack. If current Strength changes
attack access, place core behavior on low results and intact-body or
formation-dependent behavior on high results.
Preserve agency
Hard control needs a limit, warning, escape, resistance, rescue decision, or
changed role. Count how many meaningful turns a target loses. A spectacular
effect that removes a player for most of a session is usually poor design.
Scale honestly
Compare:
attack dice and damage
number of targets
Armor Rating and immunities
action denial
range and mobility
regeneration and return conditions
probability and duration of conditions
information needed for counterplay
party resources consumed
Area attacks should usually be lighter per target. Rare defenses require clearer
weaknesses. Large monsters should dominate space and priorities, not merely
inflate numbers.
Sandbox Ecology
Give the monster a place in the living world:
prey, food, or magical sustenance
territory and migration
breeding, spawning, binding, or creation
signs left in weather, animals, corpses, tools, or custom
people who fear, worship, hunt, hide, feed, or profit from it
goods and routes it makes scarce or valuable
what fills the vacuum if it is removed
Ecology must generate choices, not a lecture. Convert background into tracks,
prices, taboos, patrols, offerings, damaged infrastructure, and rumors.
Encounter Construction
Create situations, not mandatory fights. Each encounter needs:
an existing local arrangement
a concrete physical bind
incompatible interests
time, terrain, weather, or social pressure
at least two viable interventions
an aftermath that matters
The monster may be threat, symptom, enforcer, witness, territory fact, or moral
accelerant. It should not automatically be the only problem or the obvious
target.
Do not protect a prepared solution. Players may fight, flee, observe, bargain,
feed, trap, redirect, expose, exploit, or leave.
Lore and Discovery
Use three levels:
Public knowledge: identity, sign, habit, or danger.
Useful hint: partial evidence that suggests preparation or experiment.
Directional lore: stronger clue framed through witnessed behavior,
tradition, material trace, or story.
Do not state mechanics in Lore Roll prose. If a hidden weakness is necessary for
normal victory, row 2 must hint at it and row 3 must point more strongly without
giving rules text.
Distribute essential information across lore, encounters, environmental signs,
survivors, failed attempts, and the creature's reactions. One failed roll must
not make the monster an unknowable wall.
Resources
Harvestable resources must arise from specific physiology or supernatural
behavior. Begin with the harvest procedure, then state uses, limits, duration,
and consequences.
Prefer:
narrow Artifact Dice
Potency or Virulence effects
unique tools, lures, wards, reagents, and transformations
one-use effects that create a decision
social, ecological, factional, or bodily costs
Avoid generic +1 bonuses, interchangeable monster parts, unlimited repeatable
healing, and effects that erase another profession's niche. Preserve canonical
potion ingredients where the manuscript establishes them.
Entry Structure
Use the manuscript's established order unless the target chapter differs:
### Monster Name
one-sentence physical vignette
statblock
#### Monster Attacks with six results, or an explicit no-attacks rule
GM-facing description
#### Lore Roll with three graduated rows
at least two #### Random Encounter: Title situations when the format calls
for encounters
RESOURCES block
legend, when the creature shapes regional memory
Use references/entry-size-calibration.md as a diagnostic. Length is evidence of coverage,
not a substitute for quality. Do not pad an entry to meet an average.
New Entry Workflow
Write the monster contract.
Select a structure model and one primary engine.
Search the taxonomy for overlap and native precedents.
If needed, choose one tactical architecture and state its cost, tell, and
counterplay.
Draft signs, behavior, morale or appetite, and counterplay before numeric
attacks.
Set attributes, Armor Rating, movement, and special abilities.
Draft six attacks by function, a justified wider Strength-band table, or a
small linked network of state tables whose transitions are explicit.
Write Lore Roll clues that teach the same counterplay.
Add two encounter situations with different pressures.
Derive resources from the creature's body and campaign relationships.
Decide whether it warrants a legend.
Run mechanical, player-agency, lore, voice, sandbox, and handling audits.
Rewrite Workflow
Identify which parts are actually in scope.
Preserve established identity and rules unless change is authorized.
List current weaknesses: repetition, opaque counterplay, generic ecology,
scripted encounters, unusable resources, voice drift, or imbalance.
Revise the smallest coherent set of connected parts.
Recheck every clue and encounter if the weakness or behavior changed.
Recheck resources if physiology or abilities changed.
Compare before and after at scene and campaign scale.
Do not quietly alter statblocks while rewriting prose.
Audit Matrix
Rate each clean, watch, or revise:
Lens
Question
Identity
Is the monster recognizable through behavior and rules?
Native grammar
Does it use established verbs and scales?
Telegraphing
Can players notice danger before full punishment?
Counterplay
Can choices and preparation change the encounter?
Agency
Do control and immunity preserve participation?
Variety
Do attacks create different decisions?
Time
Do setup, phase, and cooldown rules create answerable windows?
State tables
Are the active state, transition timing, tells, and destination tables unambiguous?
Organization
Do numbers create formation, morale, or objective play rather than excess turns?
State
Do injury and disruption change behavior where the fiction demands it?
Balance
Does power match access, clarity, and frequency?
Ecology
Does the monster alter a real place or practice?
Sandbox value
Can it produce several situations and outcomes?
Lore
Do clues invite deduction without withholding necessities?
Resources
Are rewards unique, bounded, and consequential?
Voice
Does the text sound concrete, restrained, and setting-native?
Usability
Can the GM find and run the rule quickly?
Final Quality Gate
The first sign and core threat are clear.
Anatomy, curse, appetite, or habitat explains the mechanics.
Six attacks have distinct tactical or fictional jobs.
Any phase, troop, intent, reaction, or attrition rule has one clear state
marker and a visible fictional cause.
Linked attack tables change genuine capabilities, resolve transitions
after the current attack, and never smuggle in extra actions.
Setup attacks spend tempo, declare useful information, and have practical
counterplay.
Human, beast, monster, and demon behavior arises from the correct kind of
intelligence, body, organization, appetite, or metaphysical dependency.
The strongest control effect preserves meaningful participation.
Necessary counterplay is discoverable through several paths.
Encounters support more than fight or flee.
Ecology creates routes, customs, scarcity, or faction behavior.
Resources are unique and cannot be farmed into a broken loop.
Removal of the monster changes the local situation.
Lore, mechanics, encounters, resources, and legend tell the same truth.
Terms, tables, headings, and formatting match the manuscript.