Syst Emless Support: Jiggles & Wiggles, Gelatinous Cubes Rule!, Is My Contribution To Gamemasters Everywhere

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The gelatinous cube, admittedly one of the silliest monsters in the game, is a fan-favorite beastie because

it is so ridiculous. I’ve personally been a supporter of the gelatinous cube for decades, embracing the
thing’s totally ludicrous concept and design and always happy when the sliggly, wiggly, jiggly creature
appears in an adventure. They dumb, sure, but they’re also completely awesome!

Jiggles & Wiggles, Gelatinous Cubes Rule!, is my contribution to gamemasters everywhere


and offers a selection of ideas directly related to the gelatinous cube and how it might be
used in your next game session. This poster-sized work includes:

• Now what is that damn cube doing? These jiggly cubes might spend a lot of their
time sliggling down the dungeon corridor, but there are times when the gelatinous
cube decides to do more than simply roomba the dungeon floor. Use these ideas
when you want a more memorable gelatinous encounter.
Systemless Support
• What’s inside this jiggly gelatinous cube? On the reverse side of this sheet, I have As a systemless work, Jiggles & Wiggles, Gelatinous Cubes Rule, is designed If you need even more ideas, especially if you dislike the players’ characters and
detailed several ideas for what may be suspended in a gelatinous cube’s jelly-like for use with almost any variation of the classic fantasy dungeoncrawl RPG. wish them harm, I highly recommend checking out some of my other works.
body. No doubt, the more foolish players in your campaign will take the bait and Those games with the core “roll a d20 and hope for the best” mechanic are a They’re somewhere on the internet, maybe, but since these projects are intended
inflict great damage on their characters as they try to retrieve some enticing item perfect fit for the material described in this worthless text, but experienced more as stress-relief than a business, it’s possible that my other creative efforts
or two from within the sliggling monster. GMs will no doubt find it easy to add these ideas to almost any game system are tougher to find than they should be. Sorry about that.
of their choice. (The truly clever gamemasters will even make this work in
Hopefully, you take inspiration from these words and use a few of these ideas to wipe- their next game of Old Maid! But you aren’t that clever, are you?) Follow me on Twitter @philipjreed if you are seeking pointless nonsense.
out the party. After all, the adventurers likely deserve death for some past offense.
Large artwork © Dean Spencer.

1 Oozing and flowing to completely fill a circular 6 Playing a bone flute that is lodged within its 11 Stripping the rotten flesh from a giant worm that, 15 Trying to find a way across a collapsed bridge
chamber that is roughly 10-feet in diameter. The bizarre form. By flexing its jiggly mass of wiggly if the smell is to be trusted, died several weeks in the dungeon. The cube stretches out, hoping
“cube” is knee-high when spread this thin, and ooze, the cube has accidentally stumbled across a ago. The cube has started at the worm’s head and to reach the opposite side, and then falls into
some of the larger objects stuck inside the thing method of pushing enough of the stale air of the has, so far, managed to wiggle roughly half of the the chasm. Will the heroes climb down to see
are protruding from the top, making them far dungeon through the flute to play a melancholy way down the worm’s gargantuan corpse. what goodies may be contained within the
more tempting and possibly luring the party into dirge. The thing’s a musical prodigy! sliggly monster, or will they ignore the cube and
a truly bad situation. 12 Completely destroying the books in a large continue on their way?
7 Pushing upward against a trap door in the ceiling. bookcase. The cube managed to knock the
2 Engulfing a trapped goblin who is screaming The cube has sliggled its way onto a wooden table bookcase onto its back and has oozed into every 16 Struggling to engulf a stone statue that is much,
and begging for help. The goblin’s left and right and is stretching up as its disgusting, oozing form shelf, distorting itself so it looks more like a much too large for the cube to completely
Of course, the jiggly beast might simply legs are both ensnared in the cube’s acidic form, pushes down against the table. It almost looks rectangular blob of ooze than a cube. If the heroes envelop. The statue, a dozen feet tall and hacked
block the entrance to the next room in the small goblin swinging wildly with a dagger like a stretchy pillar. The question is, will the can lure the monster from its current activity, from a block of stone, is of a wizardly sort with
the dungeon, filling the entire width of and the thing in an attempt to stop the inevitable table collapse below the cube’s weight before the they may salvage as many as 1d6 books: 1. A spellbook tucked under one arm and a wand
a key passage and frustrating the PCs. capture of its entire body. monster smashes the trap door open and slimes slim, traveling spellbook made of leather and pointing upward to threaten some unseen foe.
It’s a classic gelatinous cube move, but its way into the room above? metal parchment pages. It contains 3d43 low- The cube will never be able to fit the entire statue
classics are classic because they work. 3 Pressing its bulk against a wooden door, seeking level spells. 2. The journal of Arja Kanerva, an within its wiggly form, but the thing is far too
to smash the door open and get at whatever is 8 Swallowing (and, at the same time, completely inexperienced merchant who made the mistake stupid to realize this and will keep trying . . . until
on the other side. Roll 1d6: 1. A wounded troll filling) the head of a red dragon, stripping the of visiting the wrong dungeon. The journal may something tastier comes along. The intruding
is holding the door closed, desperately seeking fleshy bits from the dead monster’s skull. (Both be of value to the woman’s relatives, but it is (to adventurers are tastier than a statue, right? Of
something to bar the door so that it can escape inside and outside!) Heroes looking too close at be honest) quite dull. 3. A bard’s book of songs. course they are!
into the dungeon. 2. A commoner who made the scene must make a successful Constitution The parchment pages, several quite weathered
the mistake of exploring a little too deep in the check or lose their latest meal; watching as a and battered, contain 4d6 songs and poems as 17 Flattened itself as much as possible, until it is
dungeon. The unfortunate wanderer will thank gelatinous cube forces its way through the eye selected by the GM. 4. A dry, boring accountant’s only a few inches thick and spread across a 30-ft
the PCs repeatedly if they save him. 3. Another sockets, nostrils, and mouth of a dragon so that it book, complete with the ancient records of some chamber. The dark room makes it difficult to
cube, also trying to destroy the door. The two are can dissolve the dragon’s squishy innards is quite long-gone family. The book is so old that it might spot the bizarre trap; all heroes must make a
mindless foes, each trying to consume everything a disgusting experience and is not recommended. be valuable as a relic to a scholar who enjoys successful Perception check or fail to notice the
in sight. 4. A large trunk, heavy with fine robes history. 5. A thick, beaten spellbook that is far, far patient cube. What happens when an adventurer
and capes. Nothing magical, but all very attractive 9 Filling a giant suit of plate armor, the ooze too big to easily move. All of the writing within accidentally steps on an ooze-covered floor in the
and valuable to someone. 5. A wounded fighter monster’s form expanded to fill every limb of is almost illegible it is so tiny; anyone attempting dungeon? Nothing good.
of less experience than the heroes, and absolutely the armor. The giant’s skeletal remains are still to study the 2d3 spells detailed in the book will
ready to join forces . . . for now. 6. Two children within the armor; just how long has this cube require two to three times the usual time because 18 Scouring the dungeon passage, its thick, oozy
who grew angry with their parents and are been walking around the dungeon in this armor? of how tough it is to read the book. 6. The ranger form stripping all dust, stones, bugs, and other
running away from home. They very much wish Worse still, the thing has figured out how to Jochen Laufer’s book detailing the mimic. Laufer, tiny objects from the area. The cube is so packed
to return to their parents and forget this day. manipulate the dead giant’s skeletal fingers and dead for centuries, spent decades studying the with fine particles that its body appears cloudy.
Jiggles & Wiggles, Glatinous Cubes Rule! writing, layout, the monstrosity is raising a giant axe to strike the mimic and this small tome grants any who read
and design copyright © 2021 Philip Reed. Some art by 4 Carefully working its way down a spiral staircase, nearest member of the party. the work (requiring twelve hours and a successful 19 Absorbing the remains of a competing cube.
J.M. Woiak and Heather Shinn of the STINKYGOBLIN. the thing filling the entire width of the stairs and Intelligence check) a +1 bonus to attacks and Unfortunately, the other cube was infected; it is
Some artwork © 2021 Dean Spencer, used with making it impossible for anyone to get by without 10 Camped inside a subterranean well. The cube has damage when engaged in combat with a mimic. now only a matter of time until this cube is an
permission. All rights reserved. Some artwork copyright stepping in the destructive ooze. reshaped its body to perfectly fill the cylindrical undead hazard roaming the dungeon’s halls.
Daniel F. Walthall, used with permission. Some art © well, gripping the stone sides of the well as it uses 13 Trying to escape a pit. The sides of the 30-ft deep
Jacob E. Blackmon, used under license. Some art © 5 Slipping through a crack in the floor into the the dungeon feature as protection from others. pit are slick with hazardous slimes, making it 20 Thrusting crude, thick pseudopods of ooze
erivaldo fernandes, used under license. Some art © Luigi room below. If the PCs are in the same room as If the adventurers get too close to the well, the difficult for the cube to shimmy its way up. through the bars of a locked cell. Inside, the cell’s
Castellani, used under license. the cube, they can see the objects inside it are cube extends a gloopy and wiggly pseudopod occupants – two orc corpses, stripped of their
Publisher’s Choice Quality Stock Art © Rick Hershey being separate from the cube as it squishes its way that lashes out to strike the unfortunate hero. The 14 Ejecting and reclaiming the skeletal remains of flesh – make no move to protect themselves
/ Fat Goblin Games. Some graphics and artwork © through to the below chamber. If in the room in monster is content to sit in this well for a very an armored knight. Every few minutes, the cube from their attacker. The cube is so focused on the
Irina Solatges and Nsandr, used under license from which the cube is now entering, they see only a long time, but the movement of the heroes may squishes and squiggles its body, dumping the bodies in the cell that the heroes gain the upper
Shutterstock.com thick sheet of gelatinous, shimmering goo. It will reawaken its desire to feed on more than the bugs knight’s body on the dungeon floor and then hand and may sneak attack the monster.
take the cube 3d4 minutes to regain its shape. and rodents that get too close to the well. immediately moving to envelop the corpse again.
Swords, shields, rings, helmets, gemstones, and much more may be found in the jigging innards of the gelatinous cube. Of course,

Large artwork © Dean Spencer.


spotting a potential prize inside one of these dungeon crawlers is far, far simpler than claiming said items from the acidic prison
that holds them. When it comes time to describe a gelatinous cube to the players, you may choose to roll one d6 and a single d30
and consult the below table to determine what is inside the monster’s wiggling and jiggling form.

Of course, you may be one of those totally cube-happy gamemasters who throws so many
of these jiggly beasties into your campaign that you need more choices than I’ve included
with this worthless paper. You do know that you can always turn to the equipment list
in the rules and either select or randomly roll to find more things to put inside the guts
of a gelatinous cube, right? It’s true! Any list in any book is a random table, so long as
you pick up a few dice, roll them, and then start counting. I know, counting is the worst,
but it really is a simple way to greatly expand your choices. And if you do something
particularly dumb, such as roll d100 on a list that is clearly only a few dozen items long,
then just return to the top of the list when you reach the bottom and continue counting
down. Eventually, you’ll reach the number rolled.

Or, just do what most of us do and choose something. Or not. What do I care?

d6 Result – 1-3 d6 Result – 4-5 d6 Result – 6

1 3d6 copper coins and a common arrowhead. 1 Roll on the table at right. (Worthless things.) 1 Roll on the table at far right. (Valuable things.)

2 A dagger in relatively decent condition. 2 A slim, wicked dagger made entirely of bone. 2 4d6 gold pieces, a small gold ring, and a tiny ruby.

3 A small metal shield. The leather straps are gone. 3 A chain and clasp attached to scraps of a cape. 3 A metal staff topped with a yellow opal.
5d6 worthless things stuck inside a gelatinous cube.
5 • Two links of chain, far too little to be of any value or use.
4 The right hand of an iron golem. 4 An elven skull, a black sapphire in one eye socket. 4 Two magic arrows (+2), both in perfect shape. 6 • A rusted horseshoe. It is best if we don’t think about how the horseshoe got there.
7 • A partially-digested crossbow. All of the metal bits are there, and some wood parts remain.
5 A small gold bar, worth roughly 20 gold coins. 5 A wooden torch, somehow unharmed. 5 Enchanted leather armor +1, immune to acid. 8 • The lower jaw of a goblinoid of some sort. The teeth are crumbling and horribly discolored.
9 • 3d3 gold coins. If retrieved, it is immediately obvious that the coins are actually painted coppers.
6 4d4 silver coins and a silver bracelet. 6 2d3 scales of a red dragon, each worth 10d6 gold. 6 A two-handed sword with a glowing blade. 10 • A broken gauntlet. Twisted and battered, the gauntlet may have been valuable once. Now it is trash.
11 • A shattered short sword. The weapon’s blade is snapped into 2d4 pieces.
7 A padlock and, surprisingly, the lock’s key. 7 A copper cauldron, large enough to hold a dwarf. 7 A partially-dissolved leather pouch with 3d6 gold. 12 • Large metal bands and scraps of wood. A clever hero will recognize this as the remains of a barrel.
13 • A bronze cup covered in large scratches and banged to hell.
8 A ring made of silver and gold. 8 A small mirror, the wooden handle eaten away. 8 The metal hinges of a door. Where is the door? 14 • The remains of a small treasure chest. Those who make a successful Perception test identify the chest as a mimic’s corpse.
15 • A complete skeleton wearing scraps of clothing, damaged boots, and a suit of chainmail far beyond repair.
9 6d6 copper coins and an empty potion vial. 9 A perfectly preserved suit of chainmail. 9 A metal anvil, so heavy it is being left behind. 16 • Three bone dice. Each is cracked, shattered, or broken in some way that makes them unusable.
17 • A glass eye. If recovered, the item is chipped and cracked; using this would certainly cause the wearer pain.
10 A glass jar with a metal lid, filled with holy water. 10 3d4 platinum coins and a silver chalice. 10 A pair of magic gloves (+1 to Dexterity tests). 18 • 2d3 large nails. Unfortunately, each is so badly bent that trying to hammer them straight will break each one.
19 • The skull of a giant, partially sticking out of the top of the cube. It will take decades for the cube to fully consume this.
20 • Three wicked teeth, two copper coins, and a short sword. Of course, the short sword snaps in two if it is recovered.
11 A gold holy symbol, design chosen by the GM. 11 A chainmail coif, stained with blood. 11 A ring of protection. (Roll 1d4: 1-3. +1. 4. +2.)
21 • The remains of what was once a spellbook. Most of the pages are gone, the cover is mostly dissolved, and the metal lock is broken.
22 • A brass horn, twisted and mangled to the point that it is little more than trash.
12 A sealed and ready-to-use healing potion. 12 3d3 throwing knives, each one in excellent shape. 12 A metal scroll case with a single arcane scroll. 23 • All that is left of a wizard. Unfortunately, that means broken bones and a shattered metal wand.
24 • Half of what was once a metal door. The jagged, broken edge protruding from the top of the cube.
13 A tiny music box in perfect condition. 13 A magic helmet. (Roll 1d4: 1-3. +1. 4. +2.) 13 An animated skeleton, trying to escape the cube. 25 • Two stone tablets, each a sign warning of unknown dangers.
26 • An open vial, likely a valuable potion long ago. Now, unfortunately, it is little more than a worthless tube of glass.
14 A ceremonial dagger, made of platinum. 14 A magic short sword. (Roll 1d4: 1-3. +1. 4. +2.) 14 A silver statue of a knight, just over 2-ft tall. 27 • 3d4 lockpicks, all of which have been chewed on by some unknown beast long before they found their way here.
28 • A heavy stone, roughly the size of an adventurer’s backpack.
15 A shattered, wooden frame and ruined canvas. 15 A suit of banded mail, slowly coming apart. 15 A bone map case and a map of this dungeon. 29 • A thick tree branch that is slowly being dissolved by the cube’s nasty, acid-like guts.
30 • Surprise! There’s actually something good in this damned cube. Roll on the below table.
16 A platinum buckle and the remains of a belt. 16 A slim spellbook inside a locked, metal case. 16 A silver sickle blade. (There is no handle.)

17 A grappling hook in excellent condition. 17 Silver earrings, each decorated with rubies. 17 3d4 silver coins, 2d6 gold coins, and a tooth.

18 A metal skullcap, scarred and battered. 18 4d6 swords protruding from the cube’s sides. 18 A ring of wisdom. (Roll 1d4: 1-3. +1. 4. +2.)

19 A large bell, as big as a dwarf! 19 A skeleton key that opens doors in this dungeon. 19 Gauntlets of strength. (Roll 1d4: 1-3. +1. 4. +2.)

20 The ubiquitous 10-foot pole, made of metal. 20 A wooden goblin marionette, mostly dissolved. 20 A gold door knocker shaped like a dragon’s head.

21 A small metal cage, the skeleton of a bird inside. 21 3d6 silver coins and 6d6 gold coins. 21 A magic cape that grants the wearer nightvision.

22 A copper bowl, decorated with small gemstones. 22 The horn of a unicorn. 22 A sword made from the horn of a defeated devil. 3d6 valuable things stuck inside a gelatinous cube.
23 A copper funnel and 3d4 silver coins. 23 The skeletal remains of a bear. 23 A magic key that unlocks most mundane locks. 3 • A metal scroll case, stoppered and containing a single scroll of the GM’s choice.
4 • An empty bag of holding. The item’s enchantment has kept it safe from the cube’s acid.
24 A gravestone, the writing worn away by time. 24 A metal flask holding two tears of a black dragon. 24 6d6 platinum coins and a magic ring of tongues. 5 • A perfectly sealed and ready-for-use vial containing a magic potion of the GM’s choice.
6 • A silver crown with seven emeralds. A socket for an eighth stone is empty; the missing emerald is visible elsewhere within the cube’s wiggly form.
25 A metal flask. Unfortunately, it is empty. 25 An amulet of protection. (Roll 1d4: 1-3. +1. 4. +2.) 25 Magic boots that adapt to fit the wearer’s feet. 7 • A magical ring of spell storing. The ring holds two arcane spells of the GM’s choice, both of which are instantly known by any wizard or sorcerer who slips on the ring.
8 • The remains of a mandolin. Fortunately, the instrument’s magic strings – granting a +1 bonus to music checks when the strings are used on a working instrument – are in perfect shape.
26 The remains of a wooden box and 3d4 brass nails. 26 A magic knife. (Roll 1d6: 1-3. +1. 4-5. +2. 6. +3) 26 A magic rope; anchors without need of a grapple. 9 • A magic scabbard that re-sizes to hold any one-handed sword. The sword gains a +1 bonus to damage on the first attack made with it after it has been sheathed for 24-hours.
10 • 2d20 gold coins, 4d20 silver coins, and an ornate dagger worth roughly 20 gold.
27 3d6 copper coins and a plain, boring bracelet. 27 A ring of levitation. 27 A gold chain and a star-shaped, silver amulet. 11 • A slim spellbook (2d3 random spells) wrapped in thick leathers. The cube’s acidic innards are slowly dissolving the protective leathers, but so far the spellbook is unharmed.
12 • A magic shield, glowing within the cube so brightly that it makes the jiggle monster shine with an eerie, unnatural brilliance that illuminates the immediate area. Creepy.
28 A gold candlestick. 28 5d6 platinum coins inside a small metal box. 28 A ring of intelligence. (Roll 1d4: 1-3. +1. 4. +2.) 13 • Three bone dice, enchanted centuries ago by a trickster-mage. When rolled, so long as the command phrase “curse fate” is whispered, the dice land exactly as the roller wishes.
14 • 7d6+10 gold coins, one of which is magical and will automatically return to the owner’s coin purse if the coin’s owner whispers “return to me” as the coin is spent.
29 A crystal ball, slightly nicked and scratched. 29 A necklace of continual light. 29 A magic cloak of invisibility. 15 • A chunk of onyx skillfully carved into the shape of a single chess piece, a knight. The object glows midnight blue when in the presence of one with royal blood.
16 • The skull of a minotaur. The horns would be worth quite a bit to a powerful wizard or art-collecting noble.
17 • A bone map case, holding the remains of a map of the GM’s choice. Is there enough there for the PCs to follow?
30 Roll on the table at right. (Worthless things.) 30 Roll on the table at far right. (Valuable things.) 30 Roll twice on d6 result 1-3 at far left.
18 • 5d6 gold coins, 2d4 platinum coins, and an intact healing potion just waiting to be used.

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