Perhaps not coincidentally, The Keep on the Borderlands
is the first module I owned, so it seems appropriate to begin with here.
Areas of
the Keep
Pages 432-434 of the core rulebook come in handy when
populating the Keep. Another thing to keep in mind is that we already know what
the average inhabitant of the Keep area looks like – 0-level characters are
easily generated. In this case, we choose the occupation to match the
description, and we are only concerned about significant statistics. We want to
know if someone has a Strength of 15 or an Intelligence of 7, but otherwise we
are using base peasant stats: AC 10, 2 hp, no bonus to attacks or saves.
The Keep has a number of magic items described within it. Are
any of these truly memorable? If not, feel free to make them mundane gear. If
so, give them the full DCC treatment. A good example of this is the snake staff
possessed by the curate in Area 17. In DCC terms we might word it thusly:
Staff of the Serpent: Strikes as a +1 weapon. On command, a Lawful cleric (or similar) may command it to turn into a snake, which immediately attempts to wrap around a target within 30’ and hold it in place (Reflex DC 15 negates). A held target is completely helpless and unable to take any action that requires free movement. While in serpent form, the staff is AC 15 and has 30 hp. All damage is healed when it is restored to staff form (requiring contact from the user), but if the snake staff is reduced to 0 hp in serpent form it is destroyed, turning instantly back to a broken piece of wood.
Using the tools in the core rulebook, we can make the priest
and acolytes in Area 7 (b) statistically into a friar and acolytes of chaotic
alignment. We can also use friar stats for the curate in Area 17, but bump him
up to 4 Hit Dice and grant him the ability to heal 4/day instead of 2.
The chaotic priest can have his harmful spells take on the
appearance of cause light wounds
without any mechanical changes. His scroll can be of paralysis, and we can use the tables on pages 373-374 of the core rulebook to make it fit better with
the DCC aesthetic. A roll of 35 on Table 8-11 lets us know that the caster must
use their own spell check, and a roll of 8 on Table 8-12 tells us that it is
sealed with wax, and stamped with the sigil of a powerful demon. We can
actually create a demon that is automatically summoned if a lawful character
breaks the seal, using the tables on pages 401-404 of the core rulebook, or use
the random demon generator
on the Purple Sorcerer website to create one for us. To demonstrate, I am
going to use the Purple Sorcerer generator, and then create a final statblock
from it. The generator supplied this:
Hyena, Lizard Demon (Type 2)
Init +3; Atk Sting +9 melee (1d6+2)
or Kick +9 melee (1d6+4) ; AC 17; HD 8d12 (45hp); MV 40' or fly 20'; Act 2d20;
SP Spells (Mind Purge, Gust of Wind | spell check mod: 8) +8; Drain blood +8,
Drain blood +8 Target Save 17, demon traits; SV Fort +6, Ref +7, Will +7, AL C.
Traits: Plant-like, Wings, Armored
Standard Type 2 Demon Features
Communication: Speech, ESP (read
minds but not converse)
Abilities: Infravision, darkness
(+8 check)
Immunities: Immune to non-magical
weapons or natural attacks from creatures of 3 HD or less; half-damage from
fire, acid, cold, electricity, gas
Projection: Can teleport back to
native plane or any point on same plane, as long as not bound or otherwise
summoned
Crit Threat Range: 19-20
A more standard statblock/write-up might look like:
Hyenasaur (type II demon): Init +3; Atk sting +9 melee (1d6+2
plus blood drain) or kick +9 melee (1d6+4); AC 17; HD 8d12; hp 45; MV 40’ or fly
20’; Act 2d20; SP spells (+8 to spell check: darkness, gust of wind, mind purge), blood drain (Fort DC 17 or
1d8 damage), immune to non-magical weapons, half damage (fire, electricity,
cold, gas) demon traits, crit 19-20; SV Fort +6, Ref +7, Will +7; AL C.
This demon looks like an upright
lizard crossed with a hyena, its body covered with bark-like plates and its fur
having the texture of grass. Instead of biting, it stings with its tongue,
which also drains blood unless a DC 17 Fort save is successful. Its powerful
hind legs can deliver savage, eviscerating kicks. Leaf-like wings grow from its
back, allowing it slow and limited flight.
The hyenasaur has 60’ infravision
and communicates by speech. It can read minds, but is not able to converse
telepathically. Unless otherwise bound, it can teleport back to its native
plane or any point on same plane using an action die.
We will also have to decide on the main worship in the Keep.
Justicia is often a good choice, but given the nature of the place, Gorhan
might be more appropriate. The chaotic priest and acolytes in Area 7 (b) may
worship the Hidden Lord, which makes their use of secret infiltration more
appropriate.
We should also rewrite some of the values of jewelry and
available coinage. Area 7 (a)’s jewel merchant, for example, can have his 200
pp reduced to 200 gp, and his 100 gp reduced to 100 sp without too much of a
problem. The value of his necklace, bracelet, and earrings can be reduced to
10% of their list value, but we can leave the hidden gems in his belt as they
are.
Looking at the Loan Bank (Area 11), I don’t have any problem
with the values of various items, but the man-at-arms can be bumped up to the
statistics on page 434 of the core rulebook. The 2nd-level
magic-user can either be treated as a magician (pages 433-434 of the core
rulebook) or we could roll him up (and, again Purple Sorcerer makes
this easy). If using the Purple Sorcerer generator, under “Style” select “Upper
Level Text” so that you can cut and paste your information easily. Pasting in
Notepad removes formatting, so I usually drop material in a Notepad before
recopying to Word. You will still have to put the results into a standard DCC
statblock if you want one.
For Areas 26-27, I would make the scribe into a friar, the
advisor into a 2nd-level elf, and the castellan into a 4th-level warrior. The elf needs an appropriate patron, possibly Sintar (the Knower)
from Angels,
Daemons, & Being Between Volume 2: Elfland Edition. These
characters have some magic items listed which might be worth keeping. In
particular, I would consider rolling up a magic sword for the castellan. And,
yet again, Purple Sorcerer
provides a tool for that.
The Keep itself is written to easily slot into any campaign
world, so at the very least major characters need to be given names and some
form of identity. While we have not covered every area of the Keep, we have hopefully covered enough to make conversion of this part of the module easier.
If you want more information on using NPCs in DCC, you could go here and here.
Next: The
Keep on the Borderlands (2): Adventures Outside the Keep.
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