This is an original Labyrinth Lord adventure by Jeff Sparks, and published by Faster Monkey Games. I used it in my home Dungeon Crawl Classics campaign, setting Wolford to the south and east of Helix (from Barrowmaze) and south and west of Stonehell. From this you may (correctly) gather that both Barrowmaze and Stonehell are part of the campaign setting. Not too far away are the ruins where Sir Amoral the Misbegotten may be found. Slightly more distant, the pass of The Black Goat.
In addition to trying to sell you on the usefulness of these items for your own DCC game, I am going to include some of the conversion stats I used when running Skull Mountain at home.
Monsters
Here are some monster examples, given DCC stats. These are cut&pasted from my conversion notes....they are exactly as I used them in play. Obviously, you will get more out of these if you actually have the adventure in question.
Bone Golem:
Init +3; Atk femur bone (as club) +4 melee (1d4+1); AC 18; HD 8d12; hp 40; MV
30’; Act 4d20; SP infravision 60’, immune to electricity, fire, cold, or
mind-affecting attacks; SV Fort +12, Ref +8, Will +10; AL N.
This golem has four arms, each of which can wield a weapon. It can
attack up to two characters at a time.
Darkling Acolyte:
Init -2; Atk claws +2 melee (1d3) or obsidian sword +0 melee (1d7) or harmful
spell (see below); AC 14; HD 1d8; MV 30’ or climb 30’; Act 1d20; SP obsidian
sword shatters on natural 1 or 20, harmful spells; SV Fort +2, Ref +2, Will +5;
AL C.
Darkling acolytes can cast minor harmful spells, which typically manifest
as threads of purple smoke which invade the lungs and cause choking. Each
darkling acolyte can cast two harmful spells per day, each of which causes
1d6+1 damage at a range of 50’ (DC 14 Fort save for half damage).
Darkling Captain:
Init +4; Atk claws +5 melee (1d3+2) or obsidian sword +8 melee (1d8+2 plus
shock); AC 20; HD 4d8+4; hp 26; MV 30’ or climb 30’; Act 1d20; SP shock (Wasserblitzen); SV Fort +7, Ref +4, Will
+6; AL C.
Wields Wasserblitzen (+1
Chaotic long sword: Int 10; Communication: Simple urges; Bane: Water Elementals
[Painful wound; +1d4 damage]; Power 1: Detect traps within 2d4 x 10’; Power 2:
Shock blade. Inflict an additional 1d4 electrical damage with every strike,
doubled to 2d4 if opponent wears metal armour, is in water, or is composed of
metal (such as a golem or living statue).
Entrance Guardian:
Init +0; Atk stone fist +4 melee (1d6+3) or lava stream +2 ranged (2d6); AC 18;
HD 5d10+10; hp 42; MV 10’; Act 2d20; SP DR 5/magic, immune to mind-affecting,
not alive, regenerate 3 hp/round in archway, 5 lava streams before recharge; SV
Fort +10, Ref +0, Will +0; AL N.
The entrance guardian can shoot lava from its mouth, like a breath
weapon, five times before its reservoir is depleted. It regenerates at a rate
of 3 hp per round while resting in the archway. This also replenishes its lava
at a rate of one “breath” per five rounds.
Giant Frog:
Init +2; Atk bite +0 melee (1d3) or tongue +2 ranged (snare); AC 10; HD 1d8; MV
30’ or leap 50’ or swim 60’; Act 1d20; SP swallow prey on natural 19-20; SV
Fort +0, Ref +3, Will +0; AL N.
Prey snagged by a giant frog’s tongue must succeed on a DC 10
Strength check or be pulled 5’ closer each round (Strength DC 20 escapes,
tongue is AC 15 with 5 hp). Prey swallowed by a giant frog take 1d3 damage at
the beginning of each round and cannot attack unless they already have a dagger
in hand (and then as -2d on the dice chain).
Giant Gecko: Init +0; Atk bite +5 melee (2d3); AC 15; HD 2d8; MV
40’ or climb 40’; Act 1d20; SP camouflage (+5); SV Fort +2, Ref -2, Will -2; AL
N. 5’ long.
Giant Sturgeon: Init +0; Atk bite +6 melee (2d10); AC 20; HD 10d8+10;
MV swim 50’; Act 1d20; SP swallow; SV Fort +10, Ref +4, Will +3; AL N. Up to
30’ long.
A giant sturgeon swallows prey whole on a natural 18-20. Swallowed
prey take 2d6 damage each round, and must succeed in a DC 15 Reflex save to
attack from inside at -2d on the dice chain (but vs. AC 13).
Giant Tuarara:
Init -3; Atk bite +5 melee (3d4); AC 17; HD 3d8; MV 40’ or climb 20’; Act 1d20;
SP camouflage (+10); SV Fort +2, Ref -2, Will -2; AL N. 8’ long.
Grey Worm:
Init +0; Atk bite +3 melee (1d8); AC 14; HD 6d8+6; MV 10’ or burrow 30’; Act
1d20; SP swallow whole, sense creatures 60’; SV Fort +7, Ref +3, Will +0; AL N.
30’ long.
A grey worm swallows prey whole on an 19-20. Swallowed prey suffers 1d8
damage each round, and can only attack with a readied dagger at -1d on the dice
chain.
Kalrak the Darkling High Priest:
Init +1; Atk claws +5 melee (1d3+1) or obsidian dagger +6
melee (1d4+2); AC 19; HD 6d8+4; hp 24; MV 30’ or climb 30’; Act 1d20+1d14; SP
magic obsidian dagger, spells; SV Fort +7, Ref +5, Will +7; AL C.
Obsidian Dagger: +1 Dagger; Alignment: Chaotic; Intelligence: 1; Communication:
None.
Gold Ring of Protection +2: If worn by a Lawful creature, does 1d3
Agility damage per round for 1d5 rounds as it burns away. It cannot be removed
without a Remove Curse spell.
Spells: (Spell Check: d20+7): Blessing,
Darkness, Detect Evil, Detect Magic,
Resist Cold or Heat, Second Sight, Word of Command, Binding,
Curse, Divine Symbol, Snake Charm,
Wood Wyrding, Bolt from the Blue, Remove
Curse, True Name.
Razemeth the Avatar, average-sized
purple dragon: Init +11; Atk claw (x2) +12 melee (1d8); bite +12
melee (1d12); tail slap +12 melee (1d20); AC 21; HD 11d12 (82 hp); MV 50; Act
attacks 4d20, spells 1d20; SP Amphibious; SV Fort +11, Ref +15, Will +11; Al C.
Breath Weapon: Type (Smoke); no damage but remains for 1d6 rounds,
conceals); Shape (Cloud, radius 1d3 x 10’, aimed up to 90’ away).
Level 1 Spells (1d20+4): Choking
Cloud
Special: Change shape (1/day, darkling female); Detection (at will,
gems within 100’); Darkness (at will, 30’ radius area within 100’).
Rhadogessa: Init +5; Atk bite +2 melee (2d5 plus poison) or leg +6 melee
(0 plus pull); AC 15; HD 4d8; MV 50’ or climb 20’; Act 1d20; SP poisonous bite
(Fort DC 15 or 1d7 per round until save succeeds), pull (Strength DC 15 or
pulls to mandibles and gains free bite at +6 bonus next round), infravision 80’;
SV Fort +4, Ref +2, Will +2; AL N.
Salamander:
Init +6; Atk claw +5 melee (1d4) or bite +3 melee (1d8); AC 18; HD 8d8; hp 32;
MV 30’; Act 3d20; SP heat (1d8 each round to all within 20’; Fort DC 12 for
half), cold vulnerability (+1d12 per die of damage), immunities (fire,
non-magical weapons, sleep, and charm); SV Fort +3, Ref +12, Will +8; AL C.
Terko Cooper:
Init +5; Atk scimitar +6 melee (dmg 1d8+3) or javelin +7 missile fire (1d6) or
harmful spell (see below); AC 17; HD 3d8; MV 20’; Act 1d20; SP harmful spell; SV
Fort +4, Ref +4, Will +2; AL C.
Cooper can cast three harmful spells per day, each of which causes
2d7+2 damage at a range of 100’ (DC 15 Will save for half damage).
Items
The Mask of Terror: This helmet-like mask of strange, dark metal encloses the entire
head in the hideous likeness of a horned, reptilian fiend, including slavering
fangs and glittering red eyes. The mask radiates magic and evil. As disturbing
as its normal appearance is, it also carries an enchantment:
Once a day, the wearer can cause the mask’s face to become utterly
terrifying. Creatures within 30' who see the mask must succeed in a DC 15 Will
save or flee in panic for 2d6 rounds, or cower in fear if flight is impossible.
Any attack on a panicked creature ends the effect. Mindless monsters and those
immune to gaze attacks are unaffected by the mask.
Caltrops: These nasty little objects are generally available in larger
settlements, especially where horses are common. A five-pound bag of caltrops
costs 5 gp and contains approximately 100 of the spiked metal balls. When
scattered on the ground, they slow or discourage pursuit over a 10' x 10' area.
Anyone walking through must slow to 5' per round or make a DC 10 Agility check
to avoid stepping on them. Caltrops do 1d3 points of Agility damage slow movement
by 5’ per point of Agility damage until the damage is healed.
Wormstriker: +1 Lawful Long sword (Int 6, communicates via simple urges). Bane: Dragons (Beacon of fury; sword attempts to persuade everyone that it can communicate with to attack the bane under any circumstances [ego check for wielder and potentially others]). Power: Detect secret doors within 1d6 x 10’.
Rod of Striking: As staff, +2d12 damage on critical in addition to other effects (uses a charge, 8 charges; shatters when last charge used for 1d12 damage to all within 10’ [including wielder, Ref DC 10 half]); black wood.
Location-Based Changes to Mesh with DCC
Here I deal with some things that are given Labyrinth Lord statistics, or I am adjusting treasure. Not every change I made is listed, but I give a few rooms simply to allow other judges to compare the original with the changes I made:
Area 3-2: Potion of Extra-Healing
heals up to 3 HD and has 5 doses. Potion
of Super-Heroism grants 3d8 temporary hit points and a 1d5 Deed Die (or +2d
on the Dice Chain for warriors and dwarves) for 2d6 rounds.
Area 6-1: 1 point of temporary Stamina damage per round due to heat (Fort DC
10 each round negates); requires 5 minutes of rest to recover. IN THE LAVA:
Intense heat causes 1d3 Stamina damage each round (no save).
Area T-7: No magic spear or potion.
Area U-8: Greenstar's cloak is well-made, but has no magical properties.
Area U-10: Each potion heals 1d8+3 damage. Scroll is written in code. When
properly deciphered the scroll can be read but not until then. Int DC 15 or
Read Languages DC 10; each attempt takes 1 turn. The caster uses her own spell
check result.
Area U-13: Each potion requires a DC 10 Fort save. On a success, it heals 2d12
damage per dose (2 doses each); on a failure it causes 1d3 Strength and Agility
damage due to muscle cramps. This damage heals at the rate of 1 point per hour.
Conclusion
Skull Mountain is an excellent adventure, which can be converted fairly easily to DCC. You should either buy it and convert it yourself, or you should kindly ask Faster Monkey Games to put out a DCC version. In fact, if the author wants to do the conversion himself, I'll send him my notes.