Saturday, 8 May 2021

Worthy of Conversion

Because I was asked recently about non-DCC adventures I thought were worthy of conversion to Dungeon Crawl Classics, I thought I would post about it. I have already posted about personal conversions of The Albuquerque Starport from Gamma World, Anomalous Subsurface Environment (including Moktars and Insect Men classes for DCC, Barrowmaze, Stonehell, and Skull Mountain. I have mentioned conversions of classic TSR modules like Eye of the Serpent and Sinister Secret of Saltmarsh. I think that anything can be converted to Dungeon Crawl Classics, and the early TSR modules are prime candidates.

I also think that scenarios written for games like MERP or Stormbringer make excellent choices, because almost by definition they are going to drip Appendix N goodness. Bree with the serial numbers filed off makes a good setting for Nebin Pendlebrook's Perilous Pantry

But let's make this a sale's pitch. Here are 4 current products that I would love to convert to Dungeon Crawl Classics. Feel free to contact the publishers and point them to this blog post! Also, consider getting these adventures and doing your own conversions if they do not!

In no particular order:

The Temple of the Blood Moth

Authors Jacob Butcher and Skerples deliver a wonderful and nasty little adventure in zine format. The original adventure is system-neutral, but refers to creatures that are not included in DCC's core rules. Enough information is provided that an experienced judge can easily fill in the gaps/

The adventure revolves around the titular temple, and includes both elements of magic and super-science, which should be enough to warm the heart of any DCC judge. And blood moths. And an attempt to genetically engineer angels.

A full DCC conversion would be longer than the original, because there is plenty of material herein to base a new patron on. Since the adventure also deals with mutations - more akin to corruption that Mutant Crawl Classics mutations - the judge could certainly gain some new tools to play with!

The publisher is Abrasax Press.

You can get it here!

Castle Xyntillan

Written by Gabor Lux and published by the First Hungarian d20 Society, Castle Xyntillan is an extensive love letter to Tegel Manor and old-school gaming. Oh, and to Clark Ashton Smith's Averoigne stories. This is a large manor, with dungeons beneath, and it is not going to be explored in a single evening. Like the "campaign dungeon" of yore, this is a location that many sessions of play will revolve around. PCs are likely to plan expeditions, go off to do other things, and then come back. Their actions will, of course, affect the setting and how the castle's inhabitants view/treat them.

In addition to fun encounters and some unique inhabitants, a full DCC conversion would include the Malévol family itself as a that could survive, perhaps, until the very last member of the family is both dead and laid to rest! It would be even better to start with a funnel that reveals one or more PCs to be distant relatives of the Malé them a reason to "reclaim" the castle from its current occupants, and resulting in some interesting role-playing opportunities both in the castle itself and in nearby Tours-en-Savoy.

The original was written for Swords & Wizardry. There is a lot of material, so until you are ready to run a game converting on the fly, you may wish to take copious notes before play begins. The PCs have a lot of leeway to explore the area, so you will want to make sure you have a fairly comprehensive idea of how you will do the conversion before introducing the setting.

You can get it here!

Misty Isles of the Eld

Written by Chris Kutalik and Robert Parker for Hydra Cooperative, this adventure uses the Labyrinth Lord rules, and is linked to the Slumbering Ursine Dunes, Fever-Dreaming Marlinko, etc. - all products which rock as they are and would rock even harder using Dungeon Crawl Classics as an engine!

This particular adventure has a warped and wonderful take on elves. Well, on the Eld. It delivers pure Appendix N-style goodness, and the adventure includes even trying to get to the titular islands. The action on the isles is a point-crawl where the actions taken by the PCs can affect later encounters.

Did I mention that there are extra-planar elements as well?

If you are doing a home conversion, consider the possibilities for new spells and patrons that the Misty Isles provides as you read through it. Consider how the existing DCC rules could be used to enhance any attempt to voyage to the isles. Decide whether or not you want the Eld to be represented by elves, or if you want an entirely new race-class to describe them. It is possible to do a low-effort conversion if you want, but this would really be cool with a full conversion. Especially if it included the material from the related titles.

You can get it here!

Winter's Daughter

Written by Gavin Norman, Frederick Münch, and Nicholas Montegriffo for Necrotic Gnome, this adventure already has a conversion to 5th Edition D&D by the talented Thilo Graf. It is written for BECMI, and hooks into the Dolmenwood setting.

Everything written for Dolmenwood should be converted to Dungeon Crawl Classics. Everything. And you should be able to get a big shiny hardcover printed on demand. New monsters, races, classes, patrons, the whole nine yards. There is not a single word written for this milieu that would not be awesome in a DCC game.

In this particular case, you have a dungeon to explore, another plane, strange fungi to consume, and a potential patron waiting to be written up. There is also an exploration of the fey that is really sort of awesome - Dolmenwood has, perhaps, the most flavorful version of that realm currently out there.

You can get it here!


If you are a DCC RPG judge looking for some cool stuff, I hope this points you in the right direction. If you publish one of these products, and are interested in talking about doing a conversion, drop me a line!

Tuesday, 4 May 2021

Poorly-Drawn Sea-Horse

Yes, the creature's left arm came out pretty poorly, but this was only a doodle after all! 

The poorly-drawn sea-horse is a hippocephalic proto-humanoid creature inhabiting the epipelagic to mesopelagic zones of the world's seas. Although intelligent, and generally good-willed, they are not tool-users. Both their environment and a lack of fine manipulative appendages has limited them in this regard.

Poorly-drawn sea-horses are sometimes seen cavorting around ships in the same way that dolphins and porpoises do. This is a good omen, and all aboard the ship gain an effective +1 bonus to their Luck for the duration of the voyage.

These poorly-drawn creatures speak the language of horses. They understand the speech of whales, and sometimes (1 in 7 chance) the languages of sailors passing through their seas. They know many secrets of the currents and tides, and of the shallower parts of the ocean. They know where islands might be found, and they know where ships lay wrecked, if those wrecks are not too deep.

Fully 1 in 7 poorly-drawn sea-horse is an accomplished magician, and knows 1d5 of the following spells (determined randomly):

1. Animal summoning

2. Breathe life

3. Detect magic

4. Dispel magic

5. Forget

6. Invisibility

7. Lightning bolt

8. Water breathing

Poorly-drawn sea-horse magicians cast spells with a +1d8 bonus.

Poorly-drawn sea-horse: Init +1; Atk ram +2 melee (1d5) or bite +0 melee (1d6); AC 12; HD 2d8; MV 10' or swim 60’; Act 1d20; SP amphibious, lucky omen; SV Fort +2, Ref +3, Will +1; AL N.

Poorly-drawn sea-horse magician: Init +3; Atk ram +3 melee (1d5) or bite +1 melee (1d6) or spell; AC 14; HD 4d8; MV 10' or swim 60’; Act 2d20; SP amphibious, lucky omen, spellcasting; SV Fort +3, Ref +4, Will +5; AL N.

Sunday, 25 April 2021

Album Posts & Comic Posts

Last updated 25 April 2021

Posts Based on Albums/Album Covers

The Death Dealer


Canadian Content


The Fatal Feast - Mutant Crawl Classics!


Tales From the Thousand Lakes

No Safety in Dancing

The Death Cart

Happy Helloween!

Helloween Night

The Time of the Oath

Helloween: Straight Out of Hell

Helloween: Better Than Raw

Riot: Narita

Testimony of the Ancients

Journey to the Sandsea

Crimson Renegade

Home at Last

Mystery of Illusion

(At this count, 20 posts)

Posts Based on Comic Panels

The Giant Hand

Then a Huge Croco-Tiger Charges Up....

The Flaming Head Again!!

Aieeeeee! The teeth!

Good Heavens! It's Raining Tiny Dead Monsters!

You Look Perfectly Normal to Us!

Yes -- It's Bitner, Your Dead Partner

How the West was...Weird!


Giant Walking Eye...Relays What It Sees

Rex Finds the Beast's Wind-Pipe

Mammoth Mummy Emerges From Its Museum

Monster Moth Picks its Victims from Open Fields

Titan Electric Eel Steaks Out of Ocean Depths

(At this count, 14 posts)

Titan Electric Eel Streaks Out of Ocean Depths

Titan Electric Eel: Init +5; Atk slam +14 melee (2d30) or bite +12 melee (5d8 and swallow whole) or twin lightning bolts +16 ranged (4d24 plus melt and burn)AC 26; HD 20d20+40; MV 40’ or swim 100'; Act 3d20; SP immune to electricity, hull point damage, swallow whole, melt, burn, death throes; SV Fort +20, Ref +12, Will +14; AL C.

The titan electric eel is a horrible and, thankfully, extremely rare monster that haunts warm seas in the worlds of Dungeon Crawl Classics and Terra A.D. If using a naval combat system using hull points (or their equivalent), the titan electric eel does damage to ships (and similar) using hull points.

Should the creature strike a human-sized opponent with its bite attack, it automatically swallows them whole. This does 5d8 damage to the swallowed creature on the eel's initiative each round, but the interior of the creature is so vast that the swallowed victim's attacks are not otherwise impeded. This damage is wholly from digestive acids, so creatures immune to such attacks may pass through the titan electric eel uninjured in a matter of 4d6 days if they cannot cut themselves out sooner.

The twin lightning bolts that streak from the titan electric eel do massive damage, and cause metal to melt and flammable materials to burn. Living beings struck by these attacks must succeed in a DC 10 Reflex save to avoid catching fire. If they are wearing metal armor or have metal weapons, a DC 15 Reflex save is required to avoid having these melt into uselessness. A character wearing metal armor when it melts takes 1d12 damage for each point of AC bonus the armor provides. Chainmail, for instance, would cause 5d12 damage.

Finally, if a titan electric eel is actually slain, its death throes cause it to thrash about, creating enormous waves that have a chance of capsizing even the largest of ocean-going vessels. Every vessel in the area takes 2d20 hull points of damage, potentially being capsized or destroyed. If not using a hull point system, there is a 75% chance for the largest of vessels being destroyed, and the odds become worse from there, until a dinghy or canoe-like vessel has a 99% chance of destruction.

There is a good chance that even a high-level party will face a TPK if they face one of these malevolent creatures. Even if they somehow slay the titan electric eel, being wrecked at sea is almost certainly a death sentence. Perhaps there is an island or a coast nearby which they can reach....  After a while, there will certainly be sharks.

Thanks to James Mishler for providing the image. The Monster Museum was a common entry in the Gold Key comics of the past. They had a "Gold Key Kids Club," and part of it was a "Draw Your Own Monster" entry, which was only for the subscriber copies. They were also used multiple times in multiple titles, but this image (along with the Giant Walking Eye, the Mammoth Mummy, and the Monster Moth) appeared in The Lone Ranger #9 and probably other Gold Key issues.

If you use this creature in your game - or, really, any of the ones posted here - please drop me a line and let me know how it went! If you have any other interesting images that you would like stats supplied for - including work of your own! - please send them along. I will try to get to most of them, in any event!

Alternative Attack

With thanks to Aaron Talley, there are titan electric eels whose lightning bolts are also "lightening" bolts (see the spelling on the image). These reduce the weight of objects and creatures struck by 10 lbs. per point of damage done, possibly resulting in a negative weight. This effect lasts for 1d4 rounds. An object or creature with a negative weight "falls" 30' upwards each round. Once the effect wears off, normal gravity asserts itself and normal falling damage applies.

Saturday, 24 April 2021

Seeking These Titles

As you probably know, I also write the DCC Trove of Treasures

In a (probably vain) attempt to be complete, I need to obtain a few items. I would prefer to gain them physically, but pdf copies will work. If you know where I can obtain any of these, please pass it on!

Demon Cult Classics

Dismal Cubicle Crawl Obtained!

Escape From Catastrophe Island

Flammable Hospital

Hobbs & Friends Zine

Pamphlet Crawl Classics #1: The Black Wastes Obtained

Punjar 50,000

Monster Moth Picks its Victims from Open Fields

Monster Moth: Init +0; Atk snatch +7 melee (no damage) or bite +4 melee (2d8)AC 16; HD 4d16+8; MV 10’ or fly 60'; Act 1d20; SP snatch, drop; SV Fort +4, Ref +8, Will +4; AL C.

The monster moth is rare creature suitable for both DCC and MCC campaign milieus. It prefers open areas, such as fields and plains, where it is able to detect prey. Although not particularly stealthy, the monster moth can fly faster than most humanoids can run, which again makes open fields a suitable hunting ground for the creatures.

A monster moth attacks first with a snatch attack, which allows it to grab a creature and bear it aloft when it is next able to move. The victim can use an Action Die to attempt a DC 15 Strength or Agility check to break free, but once aloft normal falling damage applies. The monster moth then bears its victim to some remote location to devour it privately. If the victim fails a Luck check, the monster moth begins its feast by dropping the victim 1d6 x 10', with appropriate falling damage, both to take the fight out of the creature and to tenderize its prey.

The monster moth itself is an unholy amalgam of an enormous humanoid and a colossal moth, and it is both intelligent and malign. It might have been created by a mad scientist of the Ancients, mutation, a wizard's presumptuous experiments, or even a rain of tiny dead monsters.

Thanks to James Mishler, I learned that the Monster Museum was a common entry in the Gold Key comics of the past. They had a "Gold Key Kids Club," and part of it was a "Draw Your Own Monster" entry, which was only for the subscriber copies. They were also used multiple times in multiple titles, but this image (along with the Giant Walking Eye and the Mammoth Mummy) appeared in The Lone Ranger #9 and probably other Gold Key issues.

Discerning readers will note that I gave the monster moth only 4 HD, but made them d16s, with a +8 bonus. This gives the creature a range of hit points between 12 and 72, with an average of 40 hp. That works for the creature in the illustration, to my mind at least, without allowing it the massive critical effects that higher Hit Dice would grant. This is intentional, as a snatch attack could still result in a critical hit, and I didn't want that attack to result in a PC death. There are still some nasty critical effects that could occur, but nothing out of line with how I envisioned the creature. This blog post has more information on my rationale for creature design.

If you use this creature in your game - or, really, any of the ones posted here - please drop me a line and let me know how it went!

Friday, 23 April 2021

Mammoth Mummy Emerges From Its Museum

Thanks to James Mishler, I learned that the Monster Museum was a common entry in the Gold Key comics of the past. They had a "Gold Key Kids Club," and part of it was a "Draw Your Own Monster" entry, which was only for the subscriber copies. They were also used multiple times in multiple titles, but this image (along with the Giant Walking Eye) appeared in The Lone Ranger #9 and probably others.

So, that's all kind of exciting. Thank you, James, for tracking this down!

Here we have a Mammoth Mummy. Let's assume that this mummy is roughly the size of a hill giant and stat it up from there!

Mammoth Mummy : Init -1; Atk fist +8 melee
(1d8+8) or choke +8 melee (1d6/2d6/3d6/etc.) or hurled object +6 ranged (1d8+6, range 100’);
AC 14; HD 14d12+14; hp 99; MV 30’; Act 1d24; SP un-dead, infravision, crit on 20-24, damage reduction 7, vulnerable to fire; SV Fort +12, Ref +5, Will +16; AL C.

Most mummies are ponderous and slow, but the Mammoth Mummy is not. It stands at 12’ tall and weights 700 lbs., its shriveled flesh being lighter than that of a living creature of its size. Unlike normal mummies, the Mammoth Mummy does not carry the dreaded mummy rot. 

Indeed, left on its own, it will merely haunt the city streets at night, returning to its museum home during the day.

(In a DCC game, this will be a private museum, but in an MCC game, it may be a museum of the Ancients, and the city the Mammoth Mummy haunts may be no more than a ruin.)

The other special abilities are very much like those of standard mummies, save they are written on a larger scale! The Mammoth Mummy has been known to stop at taverns during its nightly haunts, and although it has no money, it is peaceful enough if served. It's name is Ptahhotep, and it knows many things about the world as it once was (in ancient or Ancient times, depending upon the game). 

The Mammoth Mummy can be used as a quest giver, a source of information that the PCs can use to Quest For It, a curiosity, an opponent, or even a rescuer coming out of the dark night and the fog. Visited in the museum, Ptahhotep is unmoving unless threatened or attacked.

Thursday, 22 April 2021

Rex Finds the Beast's Wind-Pipe

The Beast: Init +3; Atk bite +5 melee (1d6+2); AC 12; HD 2d6; MV 30’; Act 1d20; SP +5 stealth, swallow small creature whole; SV Fort +1, Ref +1, Will +1; AL N.

The so-called Beast is just a goofy-looking critter with a single tooth that is no longer than a short sword. It is intelligent, and not particularly malevolent. It is, instead, good at sneaking around settled areas looking for livestock to feed on. 

If it succeeds in an attack roll by more than 4 points, the Beast can make an opposed Strength check (vs. +2) to swallow a creature no larger than a halfling whole. Swallowed creatures have a -2d penalty to any rolls, and can only use small weapons already to hand or spells. Swallowed creatures take 1d6 damage each round. If the Beast is damaged while a creature is swallowed, the swallowed creature normally takes half damage.

Rex the Strangler: Init +1; Atk by weapon +4 melee (by weapon+2) or grasp +4 melee (choke); AC 11; HD 3d12+6; hp 25; MV 30’; Act 1d20; SP choke; SV Fort +4, Ref +2, Will +2; AL L.

Rex the Strangler will certainly use weapons, but his grasp attack is feared throughout the land. When Rex succeeds with a grasp attack, he grips his opponent's windpipe and begins to choke it to death. Each round of choking (including the first) requires a Fort save. When the first Fort save fails, the opponent is unconscious. When the third Fort save fails, the opponent dies. The initial DC is 10, but the save DC increases by +4 for every additional round Rex the Strangler maintains his grip.

Escaping Rex's mighty grip requires either an opposed Strength check (vs. +4) of a Mighty Deed result of 5+. Rex is not that strong overall, but his wrists and iron-muscled fingers are superhumanly powerful.

Luckily, Rex the Strangler practices his art only upon those creatures that he views - correctly or not - as real threats to his community!

Tuesday, 20 April 2021

Giant Walking Eye...Relays What It Sees

Giant Walking Eye: Init +0; Atk bite +3 melee (2d6); AC 15; HD 4d12; MV 40’; Act 1d20; SP relay to body; SV Fort +4, Ref -2, Will +8; AL C.

The Giant Walking Eye roams the world of Terra A.D. (or DCC), as a gigantic red thing a good 8' tall. It relays all that it sees to the rest of its body, which hides in a nearby cave. It can transmit up to 5 miles, but usually stays much closer to the rest of it.

If the Giant Walking Eye sees something that interests it, it can summon the rest of its body. If it is attacked, its body is either automatically summoned or warned, depending upon the nature of the attacker. If the attacker is weak enough to do the Giant Walking Eye no lasting harm, it is often simply consumed.

Body of the Giant Walking Eye: Init -5; Atk grasp +8 melee (2d12 plus grab) or swat +9 melee (3d12) or kick +10 melee (4d12); AC 25; HD 10d20; MV 80’; Act 2d24; SP crit as giant on 20-24; SV Fort +14, Ref -8, Will +8; AL C.

If the eye itself is an 8' tall thing, imagine the size of the creature it belongs to. Even when you take into account that the actual "eye" portion is only about 4' in diameter, and that it is a great goggly-eyed thing, the monster itself is easily over 80' tall....and that eye is really large in proportion to its body! In fact, those stats are extremely generous to the PCs who might encounter this thing. It could easily be much, much worse.

Also, it has two eyes, and the other one is probably around here somewhere.

Also, there is probably also a giant wandering nose....with a disgusting special attack!