Showing posts sorted by date for query sandbox. Sort by relevance Show all posts
Showing posts sorted by date for query sandbox. Sort by relevance Show all posts

Saturday, 24 January 2026

Let’s Convert the Monster Manual: Wight, Will-o-(the)-Wisp, Wind Walker, Wolf, and Wolverine

This is the penultimate post before the Monster Manual is completely converted. Let us take a moment to stop and look back. We now have all of the Fiend Folio and almost all of the Monster Manual converted. That is a considerable amount of work.

If you like this material, there are over 500 statblocks in the Cyclopedia of Common Animals. I am currently at work on the Cyclopedia of Common Faeries, as well as a more general monster book. There are a few statblocks in the Preview Version of Deities & Powers of the Middle World, as well as a whole host of other goodies. 

If you like what you see, and you are able (because I know many of us are hurting right now), please consider supporting these efforts. I am trying to build a sandbox setting where other writers and publishers are invited to play. That's why the Cyclopedia of Common Animals offers such generous terms for using its material.  

Anyway, back to the Monster Manual.

These are almost all monsters which I look upon fondly, with the wind walker being the only one which I not only never used, but forgot about entirely! If you have ever used wind walkers to good effect, I would love to hear the tale.

Without further ado:

Wight: Init +0; Atk cold touch +2 melee (XP drain), AC 15; HD 3d12; MV 30’; Act 1d20; SP un-dead, XP drain (Will DC 20 or lose 1d5 XP), create spawn, sunlight vulnerability; SV Fort +5, Ref +0, Will +4; AL C.

Wights are corporeal un-dead creatures which inhabit ancient barrows, catacombs, and similar underground places of internment. Wights attack with a cold touch that permanently drains 1d5 experience points unless a DC 20 Will save succeeds. XP drain does not result in loss of levels, although any lost XP must be made up before new levels can be gained. If XP is reduced below 0, the victim dies and rises as a wight after 1d5 hours.

This version of the wight is largely taken from this post, but this post offers another take:

Major Wight: Init +4; Atk longsword +6 melee (1d8 plus sleep and paralysis) or spell; AC 16; HD 8d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 10 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 10 Will save [1 attempt per round]), fear aura (60’ radius, Will DC 12 or unable to take any action for 1d5 rounds [once per encounter]), reform in 3d3 turns unless banished or otherwise dispelled, spellcasting (+8 bonus to spell check: chill touch, sleep, ventriloquism, and weather control); SV Fort +4, Ref +3, Will +7; AL C.

Lesser Wight: Init +2; Atk longsword +4 melee (1d8 plus sleep and paralysis); AC 16; HD 6d12; MV 30’; Act 1d20; SP Un-dead, sleep and paralysis (Fort DC 5 + damage done or fall into a deep sleep for 3d6 turns; upon waking, target is paralyzed until they succeed in a DC 5 Will save [1 attempt per round]), fear aura (30’ radius, Will DC 8 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +3, Ref +2, Will +5; AL C.

Minor Wight: Init +0; Atk longsword +3 melee (1d8 plus paralysis); AC 16; HD 4d12; MV 30’; Act 1d20; SP Un-dead, paralysis (Fort DC = damage done or paralyzed 1d3 rounds), fear aura (15’ radius, Will DC 6 or unable to take any action for 1d3 rounds [once per encounter]); SV Fort +2, Ref +0, Will +3; AL C.

Either version is likely to cause some level of trepidation for your jaded adventurers!

Will ‘o’ the wisp: Init +0; Atk energy discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’, detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref +8, Will +3; AL C.

These corpse-candles appear as red, green, yellow, or blue lights that misguide the paths of those who they can tempt into following them. Each has the power to entice victims into following it; a DC 15 Will save (+1 for each additional will ‘o’ the wisp beyond the first) is required to resist following the corpse lights for 1d3 turns. Their destination is always some bog, monster, trap, or other dangerous situation. When leading others, they do not move faster than is needed to keep ahead.

Will ‘o’ the wisps can defend themselves with energy discharges, up to a range of 30’. They can become invisible or visible at will by using an Action Die. Finally, a will ‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature caught in this radius must succeed in a DC 20 Will save or become overwhelmed with despondency, taking no actions for 1d3 turns unless directly attacked.

Taken from this post.

Wind Walker: Init +6; Atk wind buffet; AC 13; HD 6d8; MV 40’ or fly 60’; Act special; SP wind buffet (3d6), non-corporeal, naturally invisible, telepathy 50’ range, cannot surprise opponents, spell vulnerabilities; SV Fort +0, Ref +8, Will +4; AL N.

These invisible, non-corporeal creatures are composed of elemental air. They are sometimes encountered among mountain peaks or in the service of storm giants or powerful wizards, but they can also be found in the depths of the earth, where vast cave systems create their own wind.

Wind walkers cannot surprise creatures that can hear, because the sound of great winds always heralds their coming. When they attack, they buffet opponents within 30’ with high winds, rolling a single attack roll against all opponents in range (similar to the attack action of swarms).

Because they are composed of wind, a successful weather control or reversed gust of wind spell does damage to a wind walker equal to the spell check result.

Wolf: See the core rulebook, page 431, for both wolves and dire wolves. These are reproduced in the Cyclopedia of Common Animals, along with giant wolves, giant two-headed wolves, arctic wolves, desert wolves, and red wolves. I have also included some wild canines that aren’t wolves, like the dhole, dingo, coyote, and maned wolf. I did not, however, include a winter wolf, so that appears below.

Winter Wolf: Init +5; Atk horn +6 melee (1d8) or breath weapon; AC 15; HD 4d6; MV 40’; Act 1d20; SP breath weapon (cone of cold, 10’ long with 10’ base, 2d12 damage, Fort DC 25 for half), immunity to cold; SV Fort +5, Ref +3, Will +4; AL L.

Wolverine: See the Cyclopedia of Common Animals for both normal and giant wolverines.

Friday, 1 August 2025

Let’s Convert the Monster Manual: Dinosaurs!

When Gary Gygax compiled the original Monster Manual, he included 28 distinct entries in his “Dinosaurs” section. I have included 42 similar statblocks in the Cyclopedia of Common Animals, but there are still some entries that need conversion!

I remember there being a lot of interest in dinosaurs (and prehistory in general) during the 70s. This was driven in part, no doubt, by new discoveries, but also by older films and novels. Stop-motion dinosaurs appeared on the big screen earlier, but these films were being re-discovered on television broadcasts. Classic authors, like Edgar Rice Burroughs and Sir Arthur Conan Doyle, were appearing in new editions due to the popularity of The Lord of the Rings. When I first started playing Holmes Basic (Christmas 1979), I kept a notebook of my own monster stats. Among these were a plethora of dinosaurs.

When I got my hands on The Isle of Dread, I was happy indeed. Not only was the island filled with prehistoric adventure, but it was a fairly large sandbox setting that could hold a multitude of stories. One of my patrons for the first Angels, Daemons, and Beings Between volume includes a patron spell which can bring saurians to “modern” settings, and includes the first version of my dinosaur statblocks for DCC. Discerning readers will note that I took care to keep these in line with what appears in the Cyclopedia. Similarly, The Mysterious Valley (DAMN #1) was written as a tribute to the late Ray Harryhausen, and I tried to keep stats consistent.

I was a little concerned that I would have to revamp the Cyclopedia of Common Animals based on the work done for this post. Going through this list actually makes me feel pretty satisfied with what I included!

Anatosaurus (Trachodon): See the Cyclopedia of Common Animals (Hadrosaur).

Ankylosaurus: See the Cyclopedia of Common Animals.

Antrodemus (AIlosaurus): See the Cyclopedia of Common Animals (Allosaur).

Apatosaurus (Brontosaurus): See the Cyclopedia of Common Animals (Large Sauropod).

Archelon lschyras: See the Cyclopedia of Common Animals.

Brachiosaurus: See the Cyclopedia of Common Animals (Large Sauropod).

Camarasaurus: See the Cyclopedia of Common Animals (Small Sauropod).

Ceratosaurus: See the Cyclopedia of Common Animals (Theropod).

Cetiosaurus: See the Cyclopedia of Common Animals (Large Sauropod).

Dinichtys: See the Cyclopedia of Common Animals.

Diplodocus: See the Cyclopedia of Common Animals (Large Sauropod).

Elasmosaurus: See the Cyclopedia of Common Animals.

Gorgosaurus: See the Cyclopedia of Common Animals (Theropod).

Iguanadon: See the Cyclopedia of Common Animals (Iguanodon).

Lambeosaurus: See the Cyclopedia of Common Animals (Hadrosaur).

Megalosaurus: See the Cyclopedia of Common Animals (Theropod).

Monoclonius: See the Cyclopedia of Common Animals.

Mosasaurus: See the Cyclopedia of Common Animals (Mosasaur).

Paleoscincus: Init -4; Atk spiked tail club +5 melee (2d12); AC 25; HD 7d8; MV 20’; Act 1d20; SP defensive armor (3d4, Ref DC 15 negates); SV Fort +12, Ref -4, Will -4; AL N.

These dinosaurs are related to the ankylosaurus, being 1d7+14 feet long and weighing 1d3+2 tons. Because of the armored spines radiating from their sides, large predators attempting to bite them must make a DC 15 Reflex save or take 3d4 damage, whether the attack succeeds or not. These creatures are sometimes aggressive if intruded upon.

Modern understanding of these saurians is not quite what was imagined when the Monster Manual was written, and this write-up of the “walking dreadnoughts” follows the AD&D 1e write-up. Largely known through fossil teeth, paleoscincus remains somewhat mysterious!


Pentaceratops: Init +2; Atk gore +3 melee (3d8), trample +1 melee (2d6), or bite +0 melee (1d4); AC 17; HD 4d8; MV 40’; Act 1d20; SP Charge (gore at +4 to hit and +3d4 damage, plus trample as a free attack if successful); SV Fort +5, Ref +0, Will -4; AL N.

At 1d3+17 feet long, and weighing 2-3 tons, the pentaceratops is an aggressive herbivore.

Plateosaurus: Init +0; Atk trample +0 melee (2d6) or tail sweep +2 melee (1d6); AC 15; HD 6d8; MV 20’ or 30’; Act 1d20; SP Tail sweep knocks prone unless DC 12 Strength check succeeds; SV Fort +5, Ref -2, Will -4; AL N.

At 1d8+25 feet long and weighing 1d3+7 tons, these dinosaurs can walk upright, reaching heights of 1d4+9 feet. They can move more quickly when on all fours, and are easily panicked.

Plesiosaurus: See the Cyclopedia of Common Animals (Plesiosaur).

Pteranodon: See the Cyclopedia of Common Animals (Pterosaurs) and the core rulebook (Pterodactyl, page 424).

Stegosaurus: See the Cyclopedia of Common Animals.

Styracosaurus: See the Cyclopedia of Common Animals.

Teratosaurus: Init +4; Atk bite +5 melee (3d6) or claw +7 melee (1d3); AC 15; HD 6d8; MV 40’; Act 1d20; SV Fort +6, Ref +4, Will +0; AL N.

Not a true dinosaur, the teratosaurs was a 20-foot-long quadrupedal reptile which hunts on plains or in forests, pursuing any creature which appears to be eatable.

Triceratops: See the Cyclopedia of Common Animals.

Tyrannosaurus Rex: See the Cyclopedia of Common Animals (Tyrannosaur).

The Cyclopedia of Common Animals is available here.

Monday, 10 June 2024

Conversion Crawl Classes 21: Hawkmoon (1): The Twisted Village

If you have never read any of the Hawkmoon novels, the setting is the future (and hopefully alternate) Tragic Millennium, where the Dark Empire of Granbretan (Great Britain) is in the process of conquering what remains of Europe. It is a post-Apocalyptic setting where there is still a fair amount of technology being used, especially by Granbretan. Judges who wish may find Mutant Crawl Classics and/or the Umerica setting useful if they are creating campaigns in the Tragic Millennium. This series of posts will assume the use of Dungeon Crawl Classics, with the goal of converting the material to a usable DCC adventure.

Hawkmoon has a very different take on skills, artifacts, and statistics than Dungeon Crawl Classics or Mutant Crawl Classics. We will need to decide whether or not we want to take things as they are, turn technology into magic, or make other adjustments to move closer to mainline DCC. If you’ve ever read or run Silent Nightfall, you will know that mixing magic and technology doesn’t bother me in the slightest. In addition, I think it is worthwhile to preserve the flavor of the original adventure when converting it.

Getting There

The text provides a hook and discusses skill checks that might be needed to shorten the journey to the adventure location. It is probably somewhat worthwhile to consider other hooks that might be dropped later in the campaign if the players do not jump at the first one. I would also strongly urge you to consider what might happen during a 60-mile journey through hilly woodlands infested with mutant animals.

If the NPC providing the hook had some form of “wondrous artifact” said to come from the ruin, the players might be more likely to follow up on the hook. For instance, he could have a butane lighter. Even if the PCs steal it from him, the judge has done little harm to the campaign. Expectation of greater things could easily whet the players’ interests.

Likewise, the judge could create a random encounter list and/or place set encounters en route to the main adventure location. The remains of other ancient buildings (intact or not, and possibly inhabited) act as signposts that the PCs are heading in the right direction. The aforementioned Silent Nightfall has a simple method of creating mutant animals that could be of some use. Likewise, other remains of “the black road” (Point Four in the “Outside the Compound” section) might still remain and help guide the PCs to the main adventure location.

Remember, in a sandbox setting, it is entirely okay for the PCs to miss things, including whole adventure locations. The judge can (and should) place hooks to other adventure sites in every location they create or use. This might draw players’ interest back to the things that they missed, or simply supply a sense of mystery and verisimilitude. Either way is okay.

If you are running a one-shot, on the other hand, it is not only reasonable to narrate the hook and journey as part of the adventure setup – it is in this case recommended. Neither adds anything significant to the adventure as written.

Outside the Compound

There are four areas (or “points”) described outside the compound (the main adventure site). The first two of these provide potential camping/resting spots. The fourth (the black road) is color. The third (the stream) provides a challenge, so I will take a closer look at it. The text of the adventure reads:

Water dragons are carnivorous plants. They somewhat resemble water lilies, but have black flowers and the edges of their floating leaf pads are extremely sharp and coated with an anticoagulant chemical. Water dragons can whip their leaf pads around with lightning speed, but cannot reach more than a half-meter or so from where they are rooted in the river shallows. A successful Biological Lore is needed to recognize these plants and know the danger.

Anyone walking though a mass of water dragons is attacked 1d8 times a round by the plants. Each ford takes two rounds to wade through. An adventurer can try to run, taking one round to get through the ford, but he must also succeed at a DEX x 3 roll or he trips and falls, taking 1d3 more rounds to get up and scramble out of the river, during which time the water dragons flail madly.

Each water dragon attack has a 30% chance of striking home. Any successful attack does 1d3 damage. If the damage penetrates the target’s armor, the anticoagulant causes him to suffer an additional hit point loss each turn until a successful First Aid stops the bleeding.

The adventurers can attack the water dragons if they want. The plants only have a single hit point each and no armor. Any successful attack severs the stalk and sends the plant floating down stream. If the adventurers try to destroy the plants by spreading burning oil or something similar on the water, the plants pull their pads and flower beneath the surface until the stream’s current floats the annoyance away. Each ford has 20-30 separate water dragons. Perhaps some kind of sharp-toothed rake could be improvised to dredge a path through the plants. But the quickest solution is to run through as fast as possible, trusting in your armor to protect you.

If the adventurers are discouraged from using the fords because of the water dragons, they might try to swim a deeper part of the stream. Even here, the shallows are infested with the bothersome plants, but a successful Jump roll will carry the leaper right over the plants into the deeper part of the stream. A successful Swim roll gets the user safely across, and a second successful Jump roll gets him over the far shore’s accumulation of plants.

In DCC terms, we might say:

It takes two rounds to wade through the ford. Water dragons attack once each character 1d8 times each round, -5 melee (1d3 damage). Those hit suffer an additional 1 hp damage per turn until the bleeding is stopped with a DC 7 Intelligence check (remember untrained PCs make this check with 1d10). Characters can run through with a successful DC 12 Reflex save; otherwise they fall and take an additional 1d3 rounds to clear the ford. Away from the fords, the plants can be avoided by a DC 5 Strength or Agility check, a DC 10 Strength check to swim across the stream, and a DC 10 Strength or Agility check to leap out of the stream over the plants on the far side – Armor Check Penalties apply to all these rolls.

The water dragons are too dense for melee attacks to be effective, but an area-affect attack which does 25 hp damage is effective. Floating burning oil on the surface is not, as the plants can simply submerge until the stream’s current floats the oil away.

The attack modifier was based on a 30% chance of hitting an unarmored average person (15+ to hit AC 10), with AC modifiers rather than damage reduction helping to protect better protected PCs. You will notice that I gave no check to recognize the danger. This is in keeping with the general “Make Monsters Mysterious” vibe of DCC. Dangers of all sorts may be mysterious.

Alternatively, the judge could create a potential encounter with water dragons leading to this sight, which would give the PCs a chance to recognize them. If your players are anything like mine, though, the black flowers are probably enough to prompt a cautious approach.

Inside the Compound

There are three things we need to deal with here: (1) the treasure, (2) creature statblocks, and (3) the Bio-Warfare Lab.

In terms of (1), it is probably safe to acknowledge that your PCs will not be ripping out the commodes to install them in their home base. There are, however, a lot of books and some weapons that the PCs may certainly appreciate. I assume that “23s” is the equivalent of 23 sp, and this works in most cases, although you may occasionally wish to raise this to gp value, so that a “gold ring holding a sapphire” is worth 30 gp instead of 30 sp/3 gp.

If a book has a potential to raise a PC’s level in a skill (Chemical Lore, for instance), we can just say that the PC’s die for related skill checks goes up. Untrained is 1d10, and trained is 1d20, so there are three steps in the standard dice chain (d12, d14, d16) we could use. Or we could grant a +1 bonus per +5% otherwise gained. Finally, we could link some of these books to specific spells, possibly with unique Mercurial Magic based off the books themselves.

For weapons, I have no problem with a .38 revolver doing 1d8+2 damage if the rounds misfire half the time and you need to figure out how to clean and oil the weapon before using it. I would suggest an initial DC 20 Intelligence check (on 1d20) to determine what needs to be done, with a cumulative +2 bonus for every week spent examining the weapon.

Nonetheless, there is very little in this adventure for DCC characters to scavenge. The judge may wish to include a few generic odds and ends which the PCs may recover and find some use for. Crawling Under a Broken Moon, Umerica, and (to a lesser extent) Mutant Crawl Classics have random tables that might be of some use here. The judge may also simply turn out their own pockets or look around their own homes for inspiration. Pencils, pens, a manual coffee grinder, tweezers, fingernail clips, and a grater are all items within my immediate surroundings as I write this, for instance. Items like paper clips, a stapler, and bull clips are more valuable in a world where they are no longer easily purchasable.

 Creature Statblocks

This adventure includes handwolves, sabrecats, and a group of five mutants as primary opponents.

Handwolves are mutants descended from domesticated dogs, whose forepaws have become manipulative appendages like hands. They are able to walk on their hind legs and wield weapons. Providing statistics for these creatures should not be hard; simply modify the wolf statblock from the core rulebook like so:

Wolf, common: Init +3; Atk bite +2 melee (1d4); AC 12; HD 1d6; MV 40’; Act 1d20; SV Fort +3, Ref +2, Will +1; AL L.

Handwolf: Init +3; Atk bite +2 melee (1d4) or by weapon +3 melee (by weapon); AC 12; HD 1d6; MV 40’ or 20’ on hind legs; Act 1d20; SV Fort +3, Ref +2, Will +1; AL N.

If you wish your handwolves to be more dangerous, you could modify the dire wolf statblock instead:

Dire Handwolf: Init +5; Atk bite +6 melee (1d6+2) or be weapon +7 melee (by weapon+2); AC 14; HD 2d6; MV 40’ or 20’ on hind legs; Act 1d20; SV Fort +4, Ref +4, Will +3; AL N.

You will note that I made the use of weapons slightly advantageous to the creatures. I penalized movement on their hind legs, and I shifted alignment from lawful to neutral because only three handwolves are present in the scenario, suggesting that they may be less apt to form packs than their canine forebears.

Likewise, the five mutants can be built off of the bandit statblock, with modifications for the weapons, armor, and mutations given in the text. I am also going to modify hit dice to better represent what is seen in the text, and to reflect the mutants’ position as the primary antagonists in the adventure.

Bandit: Init +2; Atk scimitar +2 melee (1d8+1) or javelin +3 missile fire (1d6); AC 15; HD 1d8; MV 20’; Act 1d20; SV Fort +2, Ref +2, Will +0; AL C.

“Orlo’s skin is tough and leathery, and covered with great calloused lumps, giving him 1d6-1 points of armor, but greatly reducing his DEX. He wears leather armor in addition to his tough skin. He does not have enough DEX to use his poleaxe, so the damage he does is halved.”

In DCC, your Agility doesn’t have to meet any threshold to use a polearm, but we want to keep the “tough but clumsy” flavor. He takes 2 points less damage from any attack, and his leather armor doesn’t fit any normal humanoid. Here is our Orlo:

Orlo: Init +0; Atk polearm +0 melee (1d10); AC 14; HD 2d8; hp 12; MV 20’; Act 1d20; SP DR 2; SV Fort +4, Ref +0, Will +0; AL C.

“Uvas is a giant, over 2.5 meters tall (nearly 9 feet). He has not stopped growing since he was 13 years old. Someday, he will grow too big, and his legs will snap.” Ulvas is given a CHA (Personality) of 4 and a CON (Stamina ) of 21, as well as an 18 STR (Strength), reflected below:

Uvas: Init +1; Atk spear +5 melee (1d8+3) or short bow +3 ranged (1d6); AC 11; HD 3d8+18; hp 37; MV 30’; Act 1d20; SV Fort +9, Ref +1, Will -2; AL C.

“Egrinn’s skin is slate-blue, with large raised purple blemishes. She has no other mutations. Her mutations did not manifest themselves until after puberty, and she remembers her former life well. If adventurers could somehow offer her a reasonable chance to rejoin human society, she’d leap at it. She wears chain armor.” She is also listed as having “Ambush 72%, Cut Purse 72%, Dodge 55%” so I am going to give her some thief-like skills. Her low Will save is based off of a listed CHA (Personality) of 2.

Egrinn: Init +1; Atk cudgel +2 melee (1d4+1) or short bow +3 missile fire (1d6); AC 16; HD 2d8; hp 14; MV 20’; Act 1d20; SP stealth +7, Pick Pockets +7; SV Fort +2, Ref +4, Will -4; AL C.

“Zharge has extremely delicate bones. Any damage that penetrates his half-plate armor is doubled.” Because DCC doesn’t use armor as damage resistance under most circumstances, it is far easier to lower Zharge’s hit points that double damage every time he is hurt.

Zharge: Init +0; Atk warhammer +3 melee (1d10+1); AC 17; HD 2d8-4; hp 10; MV 20’; Act 1d20; SV Fort +0, Ref +2, Will +0; AL C.

“Igoa has a third eye in the left-middle of her forehead, and her left arm ends in a whip of gristle and skin. She wears crudely sewn-together leather armor.” For some reason, that whip doesn’t do anything to Igoa’s stats in the original adventure, but we will fix that. I gave her an extra action die so that she can use the gristle-whip in addition to another attack:

Igoa: Init +2; Atk cudgel +1 melee (1d4) or gristle-whip +2 melee (1d3) or thrown rock +2 ranged (1d3); AC 12; HD 2d8+8; hp 20; MV 30’; Act 2d20; SV Fort +2, Ref +2, Will +0; AL C.

In Hawkmoon, each creature in a group is given its own statblock. In the case of the five mutants, above, this allows each individual to have its own flavor and abilities. In the case of near-homogenous creatures, like the three handwolves described above, or the four sabrecats we are going to look at below, this doesn’t add enough in DCC to make the effort worthwhile.

Sabrecats “are descended from wildcats and have grown somewhat. Their forepaws have been transformed into knife-sharp scythes of bone, and they rear onto their hind legs to fight. If the adventurers can get away from the cats into the open, they can easily outrun the sabrecats, whose ground movement is impeded by their enormous fighting claws, though they can still climb just fine.”

Init: The four sample sabrecats have DEX 15 to 21, and Dexterity corresponds to Agility in DCC. I am inclined to average this out at a +2 bonus.

Atk: Again, we are dealing with four separate ranges, but I think 1d6 as a baseline for their claw attacks works, as it is analogous to a short sword. The cats can also bite, so we’ll make that 1d3 damage is it is not their primary attack. I think that +3 to hit works for the claws, and +1 for the bite.

AC: The monster has Parry 48-59% and 2 points of Armor. Assuming the armor is for thick fur, let’s make it AC 13 (+2 for Agility, and +1 for the fur).

HD: Hit points are listed as 5, 12, 13, and 14. HD 2d8 allows for this range.

MV: If the PCs can easily outrun the sabrecats in an open area, let’s give them MV 10’. Since climbing is unimpeded, we can add a 20’ climb speed as well.

Act: Because we want the sabrecats to be able to use both claws, we give them 2d20. We could raise that to 3d20 to allow for a bite each round, but I don’t see them biting instead of clawing. If a claw is damaged (due to a critical hit or mighty deed), the creature can start using its teeth.

SP: There are no indications of special abilities.

SV: Looking at the listed DEX and CON for these creatures can give us an idea as to how Reflex and Fortitude saves should be converted. We’ve already granted +2 to Initiative, and I am inclined to raise Reflex save modifiers to +4. Fortitude is a matter of Stamina (CON), which seems to average to a +1 bonus. That fur might help to, so we can say +2. We don’t have any real guidance for Will, and I see no reason to go higher than +0. Fort +2, Ref +4, Will +0.

AL: As normal (albeit mutated) animals, Neutral is appropriate.

Crit: Following the table on page 385 of the core rulebook, we get a result of M/1d8.

Put altogether, our statblock looks like this:

Sabrecat: Init +2; Atk claw +3 melee (1d6) or bite +0 melee (1d3); AC 13; HD 2d8; MV 10’ or climb 20’; Act 2d20; SV Fort +2, Ref +4, Will +0; AL N; Crit M/1d8.

Bio-Warfare Lab

If this vial is broken, everyone within the room will die of super-pneumonia in 2d10 hours. If any of the outside doors or windows are opened, the disease will escape and eventually wipe out all human life within fifty kilometers (before the rulers of Bavaria and Shekia quarantine the entire region, preventing all entry upon pain of death).

If you are going to use this adventure in DCC, you need to realize that the PCs may well take the vial, and not open it until reaching some more populated area. If this happens, my recommendation would be to just roll with it.

In terms of game mechanics, there is no save to prevent infection if you are present when the vial is opened. Later, allow a DC 20 Fort save each time to contagion is encountered to avoid contracting it. Every hour, an infected person is allowed a DC 15 Fort save to avoid 1d3 damage to Strength, Agility, and Stamina (determine each point randomly), with death occurring at 0 Strength or Stamina. Even if the disease is cured by magic, the victim remains susceptible to future infection. At the judge’s secretion, a neutralize poison or disease spell with a result of 34+ may destroy the released super-pneumonia while it is still contained (either by the vial or within the Bio-Warfare lab).

It takes an hour for the first symptoms to manifest, so if the PCs have opened the vial, the disease has probably escaped before they are aware of it.


Next: Hawkmoon: The Chatillon Caverns

Tuesday, 4 April 2023

Conversion Crawl Classes 4: Holmes Blue Box: Zenopus’ Tower

If The Keep on the Borderlands was the first module I ever owned, it was the blue box version of Dungeons & Dragons put together by Dr. J. Eric Holmes that introduced me to the hobby. I had purchased it as a Christmas gift for my younger brother in 1979, and on Christmas Day I both ran and played in the very first sessions of this amazing game. It was not long after that I was filling notebooks with monster stats based on myths, legends, paleontology, zoology, and fiction. I felt somewhat validated when I finally got my hands on the 1st Edition Monster Manual and discovered that my guesses where not wholly off-base!

In the back of the rulebook was a completed sample level for the dungeons below Zenopus’ Tower, using a lettered key (rather than numbers), running from A to S2, with E denoting empty rooms, RT denoting Rat Tunnels, and neither P nor Q being used. The sample adventure still listed 18 separate areas to explore. This is significantly smaller than The Keep on the Borderlands, so we should be able to discuss the adventure in a single post.

Some Bookkeeping First

I was sent a PM on Facebook, asking what level I would convert The Keep on the Borderlands for. It is my general position that I am converting material to place in a sandbox game, so the actual level doesn’t matter. The players decide when their characters tackle the material, not I. The same is true for the dungeons below Zenopus’ Tower – I am converting material which is present, without consideration of the PCs who might encounter it.

But, for a moment, let us consider otherwise. Let’s imagine that Wizards of the Coast, for some reason, hired me to do published DCC conversions of this material. In this case, the target level for The Keep on the Borderlands would be levels 1 to 3, acknowledging that the adventure has enough material in it to keep players occupied for more than a single level. The sample dungeon below Zenopus’ Tower would be pitched as a level 1 adventure, possibly with subsequent new material which pushed the bounds up several levels as the PCs delved deeper.

In general, if your conversion is close to the original, for modules in the D&D family, and especially adventures published during the TSR era, you can assume that DCC characters are roughly equivalent to twice the listed level. In this way, a module written for 1st-2nd level AD&D characters is appropriate for 1st level DCC characters, and a module for 14th level D&D characters converts well to 7th level DCC characters. 

This is not a hard-and-fast rule – I have heard of both Steading of the Hill Giant Chief (AD&D level 9+) and Tomb of Horrors (AD&D level 10-14) being run as DCC funnels. DCC is infinitely malleable. Do whatever best matches the needs of your campaign and your players!

Exploring the Sample Dungeon

The story of the dungeon is relatively generic, but also relatively flavorful. Dr. Holmes wrote that:

100 years ago the sorcerer Zenopus built a tower on the low hills overlooking Portown. The tower was close to the sea cliff west of the town and, appropriately, next door to the graveyard.

Rumor has it that the magician made extensive cellars and tunnels underneath the tower. The town is located on the ruins of a much older city of doubtful history and Zenopus was said to excavate in his cellars in search of ancient treasures.

Fifty years ago, on a cold wintry night, the wizard's tower was suddenly engulfed in green flame. Several of his human servants escaped the holocaust, saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower. Needless to say the tower stood vacant for a while after this, but then the neighbors and the night watchmen complained that ghostly blue lights appeared in the windows at night, that ghastly screams could be heard emanating from the tower at all hours, and goblin figures could be seen dancing on the tower roof in the moonlight. Finally the authorities had a catapult rolled through the streets of the town and the tower was battered to rubble. This stopped the hauntings but the townsfolk continue to shun the ruins. The entrance to the old dungeons can be easily located as a flight of broad stone steps leading down into darkness, but the few adventurous souls who have descended into crypts below the ruin have either reported only empty stone corridors or have failed to return at all.

Other magic-users have moved into the town but the site of the old tower remains abandoned. Whispered tales are told of fabulous treasure and unspeakable monsters in the underground passages below the hilltop, and the story tellers are always careful to point out that the reputed dungeons lie in close proximity to the foundations of the older, prehuman city, to the graveyard, and to the sea.

Portown is a small but busy city linking the caravan routes from the south to the merchant ships that dare the pirate-infested waters of the Northern Sea. Humans and non-humans from all over the globe meet here. At the Green Dragon Inn, the players of the game gather their characters for an assault on the fabulous passages beneath the ruined Wizard's tower.

As with The Keep on the Borderlands, most of the creatures encountered in the dungeon – goblins, giant rats, skeletons, and the like, are already found in the DCC core rulebook. While these creatures require no actual work to convert, some of them – the goblins and the skeletons, for instance – do require some consideration from the judge to determine just who they are and why they are there. We also really want to think about how to make these monsters mysterious, or create variations especially in the un-dead encountered.

Well, we know that the goblins were seen dancing on the tower roof in the moonlight before the tower was destroyed, so we could certainly characterize them with some form of moon worship. If you have Sisters of the Moon Furnace (from the Goodman Games 2017 Gen Con Program Book) and/or Moon-Slaves of the Cannibal Kingdom you could probably tie lore from those adventures into these goblins. They could have been servants of Zenopus, creatures which came up from below, or new residents to the Tower and dungeons following Zenopus’ apparent death. Going with the moon connection, I would make them new residents. This also allows a larger goblin enclave to be located outside the dungeons themselves.

The various human characters in the dungeon (magic-user, fighters, and pirates) can all be created quickly and easily either from modifying the examples on pages 432-434 of the core rulebook, or by using the upper level character generator from Purple Sorcerer. Keeping in mind the general 2-to-1 rule for converting levels, the 4th level magic-user in Holmes’ dungeon would be a 2nd level DCC wizard – and one which must have access to the charm person spell! Alternatively, pirate statistics could be gleaned from Tower of the Black Pearl (itself a conversion from 3e).

Dealing With Statblocks

When you get this early in the game’s history, there are no statblocks. Instead, you have something like this:

There is a giant crab concealed under the sand on the south beach. It will attack anything that moves on either beach. It runs 60 feet in 1 turn, in armor class 3 (plate mail), and takes 2 hit dice (8 hit points). It strikes with its giant claws one at a time as fast as a man.

Let’s consider what that might look like in DCC terms:

Init: The crab is described as striking “as fast as a man”, so it is neither exceptionally fast or slow in that regard. I would say +0 is appropriate.

Atk: The crab attacks with giant claws. We’re not really sure how big this crab is, but I am thinking that 1d6 damage is probably appropriate, with a +1 bonus to hit. This is based on it being a 2 Hit Die creature that I am picturing as about the size of a Galapagos tortoise.

AC: Original D&D, and by extension the Holmes edit, uses descending AC, whereas DCC uses ascending. The easiest conversion is 20 subtract the given AC, which grants an AC of 17. We are told that the creature’s AC is equal to plate mail, which grants a +8 bonus in DCC, for AC 18. Either is fine, but PCs are a bit more powerful in DCC, so I am going to choose to go with AC 18.

HD: The creature is described as having 2 Hit Dice. I started with this version of the game, and I think that monster Hit Dice were 8-sided (“For each monster listed we give the move in feet per turn and the hit dice, which indicates how tough the creature is and how many experience points it is going to be worth” isn’t so helpful here, and as a quick search of the book didn’t answer it, I am going with my gut). 2d8 seems reasonable for Hit Dice to me, remembering how our average rutabaga farmer has 1d4.

Hp: The original creature had 8 hp. Because of the Deed Die, a DCC warrior has a slightly higher damage output at 1st level (2 hp average) than in original D&D. I am going to increase our crab’s hit points to 10 as a result. This isn’t entirely necessary; 8 hp would work very well, and would still have the 1-3 hits (average 2) that the original version set up.

MV: The crab is said to move 60’ a turn, which makes it seem fast until you realize that humans move at 120’ per turn in this version of the game. We will give this crab a 20’ speed. We could add a swim speed if we wanted, but we don’t need to.

Act: Does “It strikes with its giant claws one at a time as fast as a man” mean that it attacks with one claw each round, or that the claws are each separate attacks which take place in the same round? Left without a clear answer, I will go the way that makes the crab more dangerous in combat and give it 2d20 for Action Dice.

SP: There are no special abilities described here, but we should always keep in mind what might be cool…and also that special abilities don’t have to favor the monster. In this case, I think we should add a vulnerability to being flipped on its back. If flipped on its back (Mighty Deed 3+), the crab has a reduced AC 14 and cannot attack until it spends an action on a successful DC 10 Reflex save to right itself again.

SV: The shell is likely to help with Fort saves, so I am going to give the crab Fort +4 (half its armor bonus). It doesn’t seem very fast or agile, so Ref +0. As a crab, it has no great intellect or sense of self. I give it Will -2.

AL: The crab is obviously N.

Crit: Following the table on page 385 of the core rulebook, we get a result of M/1d8.

Put altogether, our DCC giant crab statblock looks like this:

Giant Crab: Init +0; Atk giant claw +1 melee (1d6); AC 18; HD 2d8; hp 10; MV 20’; Act 2d20; SP If flipped on its back (Mighty Deed 3+), the crab has a reduced AC 14 and cannot attack until it spends an action on a successful DC 10 Reflex save to right itself again; SV Fort +4, Ref +0, Will -2; AL N; Crit M/1d8.

As another example of statblock conversion, consider Lemunda the Lovely in Area M. She is described thusly:

Lemunda is a good fighter in her own right and carries a concealed dagger in her girdle, but right now she is bound and gagged. She is lying in the bottom of the second boat, not the one occupied by the pirates. Her family would be very grateful to get her back.

Lemunda the Lovely:

S10 I14 W12 C15 D12 C17 Level 2, Hit Dice 2

If we consider that a 2nd level fighter in D&D is roughly equivalent to a 1st level DCC warrior, we can jump into the Purple Sorcerer Upper Level Character Generator to determine her full stats. Strength (10) and Intelligence (14) translate directly. Wisdom (12) and Charisma (17) are averaged for Personality (round up to 15). Constitution (15) becomes Stamina. Dexterity (12) becomes Agility. We roll 3d6 for Luck and get an 8. Well, she has been captured by pirates, so that is at least a little unlucky!

No matter what occupation comes up, we are going to replace it with Noble because the text tells us that Lemunda’s “father is a powerful lord in the city above”. I also decided that Lemunda should be Lawful based on context. We know that she is armed with a dagger hidden in her belt (which is the meaning of “girdle” in this context if you are confused as I was at 13 reading this for the first time).

Using the generator, we are able to plug these stats in to create:

Lawful Warrior (1st level)

Occupation: Noble (changed from Jester)

Strength: 10 (0)

Agility: 12 (0)

Stamina: 15 (+1)

Personality: 15 (+1)

Intelligence: 14 (+1)

Luck: 8 (-1)

 

HP: 7; Speed: 30; Init: 1

Ref: 1; Fort: 2; Will: 0

 

Base Attack Mod: d3

Attack Dice: 1d20; Crit Die/Table: 1d12/III

Main Weapon: Dagger melee d3 (dmg 1d4+deed)

Secondary Weapon:

 

AC: (10) (Unarmored (+0) Check penalty (0) Fumble die (d4))

Lucky sign: Resisted temptation (Willpower saving throws) (-1)

Languages: Common, Bugbear

 

Warrior trait: Lucky weapon - choose one weapon that you apply your luck mod to

Or, in a more regular statblock format:

Lemunda the Lovely (level 1 warrior): Init +1; Atk dagger +1d3 melee (1d4+Deed Die); AC 10; HD 1d12+3; hp 7; MV 30’; Act 1d20; SP Deed Die (1d3), unlucky weapon; SV Fort +2, Ref +1, Will +0; AL L; Crit III/1d12. Str 10, Agi 12, Sta 15 (+1), Per 15 (+1), Int 14 (+1), Luck 8 (-1).

A Note on Area RT

RT— Rat tunnels. They are only 3 feet in diameter, round and dug through the soft earth of the cemetery. A man could crawl through them, but it should be hard for him to fight (a -2 from his attack die roll). A halfling or dwarf would be at no particular disadvantage. Every 100 feet there is a 50% chance of meeting a rat, every 200 feet a 50% chance of coming on 5 gold pieces. The tunnels form an endless maze and there is no end to the rats. The tunnels intersect the dungeons at the northernmost corridor and at room N. Rats are described under room N

It’s pretty hard not to read this as an homage to The Graveyard Rats by Henry Kuttner (and given a film adaptation in Guillermo del Toro's Cabinet of Curiosities.

DCC judges may wish to use the dice chain to penalize humans fighting here (-1d for attack rolls, damage, and spell checks), with a 50% chance of meeting 1d3 giant rats every 6 rounds, and a 50% chance of finding 1d5 gp every 200’. Getting lost is easy – an Intelligence check is required to find one’s way out (DC 10 + 1 for every 200’ travelled in the maze); halflings gain a +1d bonus and dwarves gain a +2d bonus to this check. The judge should allow lost characters to eventually emerge at some other point connected to the rat tunnels if they survive. This may include new areas devised by the judge, graves or charnel pits in the Portown cemetery, and/or lower dungeon levels.



Next: Basic D&D: Palace of the Silver Princess.

Wednesday, 22 March 2023

Conversion Crawl Classes 2: Basic D&D: The Keep on the Borderlands (2)

Adventures Outside the Keep

In the first part of this series, we looked at the Keep itself. In this part, we look at the wilderness around the Keep. If you own a copy of this adventure, you should probably take a moment to examine the wilderness map. Although drawn using a square (as opposed to hexagonal) grid, this map has an incredible sense of actual geography and place. It is, in my opinion, one of the best scale outdoor maps produced for the game.

The outdoor area includes four encounter areas, the “Caves of the Unknown”, and a potentially friendly talking magpie to help guide the PCs. Because this is such a well-beloved and iconic module, there are already materials you can use which pay homage to these encounters. Although they are now hard to find, Brave Halfling put out The Treacherous Cobtraps which maps to the spider encounter, The Vile Worm which maps to the hermit, and The Ruins of Ramat which kind-of sort-of maps to the mound of the lizard men. The DCC version of Into the Demon Idol and the Anaconda-Man mound in Jungle Tomb of the Mummy Bride (part of Dread Orchid, starting on page 92) may also help flesh out the lizard men if you do not want to do the work yourself. As far as I know, no DCC adventure currently maps directly to the bandit camp.

If you wanted to use prewritten DCC stats, there are stats for lizardmen in the core rulebook, and the DCC Annual Vol 1 can help you create giant spider statistics. Giant spiders of various types have also appeared in many DCC adventures, so there is a real range you could choose from. Bandits appear in the core rulebook as well, so statting the bandit camp in DCC terms should be simple enough.

The DCC core rulebook does offer tables for variety in humanoids (on p. 380), and using these offers a simple way to make “normal” lizardmen seem strange and unpredictable. For instance, I rolled a 7 on Table 9-1, making these lizardmen navy blue. Table 9-2 yields an 8, arming these lizardmen with two-handed swords and battleaxes. Since they are primitive, I will assume wooden swords set with teeth and stone axes. Table 9-3 comes up 10, indicating that these lizardmen have three eyes. Table 9-4 is again a 10, so they are scared of the dark (or light). Their coloration indicates nocturnal camouflage, so I will make them afraid to venture out during daylight hours.

It is hardly necessary to roll on each of these tables, and the judge should feel very much encouraged to come up with their own unique traits, but one can hopefully see how much additional flavor can be added in this way.

I rather like the idea of the friendly magpie, which has a sort of fairy tale quality to it. In the original module, the magpie existed to provide context for players trying to locate the Caves of Chaos, and to keep PCs in the frame of the original work. The Keep on the Borderlands was intended to start new DMs with a mini-sandbox setting, and the magpie (or similar) served to warn players when they were crossing the boundaries of that sandbox. Of course, as the DM was expected to add to the world as their experience grew, so too is the DCC judge advised that expanding the borders – rather than forcing players to stay within the lines – is the better option.

In our case, we will ignore the border-warning function of the friendly magpie and concentrate on the direction-giving aspect. It is advisable to make patrons active in the campaign setting, so perhaps our magpie is an agent of some power which opposes the evil temple in the Caves of Chaos. Going with the fairy tale theme, we again turn to Angels, Daemons, & Beings Between Vol 2: Elfland Edition and make the magpie an agent of Sintar, the Knower. This ties very well with the advisor in part 1, to whom we can now add eventual knowledge of any interactions the party has with the friendly magpies of the forest.

The Cave of the Unknown was intended for the DM to expand, and there is nothing there to convert. The judge may place a pre-written adventure there if desired, or create something new. The first OAR book from Goodman Games places module B1: In Search of the Unknown in this location. This is a conversion to 5th Edition Dungeons & Dragons, though it may be a useful reference for a judge comfortable with converting material from that system.

For a closer look at conversion, I am going to focus on the encounter with the mad hermit. First off, while the mound of the lizard men might be inspired by the horibs in Edgar Rice BurroughsPellucidar, and the spiders might be inspired by the spiders of Mirkwood in The Hobbit, I am not aware of any potential literary source for the mad hermit (although there may be one).

The treasure possessed by the hermit is also worth looking at when considering conversion. In the module, he has 31 gp, 164 sp, a potion of invisibility, a dagger +1, and a ring of protection +1. All in all, I am inclined to leave most of this intact. The ring of protection I would remove, and the dagger +1 would get a full DCC write-up. Rather than determine the statistics for the dagger randomly, I would give it a special purpose of “drink the blood of the innocent”, and a power to grant an animal companion of up to 4 Hit Dice. The needs of the dagger to drink blood forced the hermit away from human society, when he initially sought to contest the weapon’s will, and possession of the frustrated dagger subsequently drove him mad. This creates an interesting choice for the players if their characters defeat the hermit – use the dagger or not? And, if not, what do they do with it?

Mad Hermit: Init +2; Atk +1 dagger +4 melee (1d4+3) or backstab +8 melee (1d10+3 plus automatic crit); AC 12; HD 3d6; hp 15; MV 30'; Act 1d20; SP +6 sneak silently, +4 hide in shadows, backstab; SV Fort +3, Ref +3, Will +4, AL C; Crit III/1d8.

The hermit’s animal companion is a mountain lion. This gives a good opportunity to look at conversion from Basic D&D to DCC. This post talks about statblocks for DCC and gives us some reference for conversion. The mountain lion is described in the module thus:

Mountain Lion: AC 6, HD 3 + 2, hp 15, #AT 3, D I-3 / 1-3 / 1-6, MV (50’) Save F 2, ML 8. (This creature will always attack first in each round. If it leaps down upon an opponent, it gains +2 to hit on each of its attacks that combat round. Usually it will first attack by jumping, and then it will stay on the ground and fight normally. If it is not engaged in combat during any round, however, it will take the opportunity to leap into a tree and then spring down on the next round.)

Breaking down the creature into a DCC statblock:

Init: The mountain lion is probably faster than a normal human, so I would tend to consider a +3 or +4 bonus here. Let’s say +4.

Atk: The mountain lion attacks with claws and bite. Claws do less damage, but are more likely to hit. Damage is already reasonable, so let’s say +2 to hit with the bite and +3 to hit with the claws.

AC: Basic D&D uses descending AC, and DCC uses ascending. The easiest conversion is 20 subtract the given AC, which grants an AC of 14. This seems fine to me, but in some cases it is worth adjusting an easy conversion up or down to better meet your vision of a creature.

HD: The listed HD is 3 + 2, which is indicated 3d8+2 in Basic D&D. This seems a little low to me, so I am going to give it two bonus hit points per die, or 3d8+6 hp. Our mountain lion will have slightly more hit points than its Basic D&D counterpart, but by not increasing its Hit Dice we keep its crit range to 1d8 on Table M rather than 1d10.

Hp: The original creature had 15 hp. We increased that by +4 (due to the Hit Die change), so our converted mountain lion has 19 hp.

MV: The original 50’ is fine, but if this thing is going to climb trees, we might as well add a 20’ climb speed.

Act: The original had three attacks, so 3d20 seems appropriate. However, we could choose to give the creature 2d20 and add a special ability to grant a third attack. This gives the judge an interesting choice: Use the higher-damage bite attack, or hope to hit with both claws and gain a free attack? That both the players and judge may have different tactics round-to-round helps bring combats alive, so I will choose the second option.

SP: Special abilities for our mountain lion include +10 stealth (to grant it a surprise round when first encountered, but to take into account that PCs will be watching for it if it and/or the hermit survive the encounter), +2 to attack rolls when leaping from above, and a free bite attack if both claws hit.

SV: A 2nd-level warrior has +1 to Fort and Ref, but this seems a bit low for our creature. The +0 to Will seems about right, though, given that the Basic D&D version has a Morale of 8 (in Basic D&D, a Morale check is made by rolling 2d6, and if the number is greater than the creature’s Morale score, it either flees or surrenders; in DCC this is a DC 10 Will save). Our mountain lion is also thrall to the +1 dagger, and so probably doesn’t have the highest Will save in the world anyway. Putting this together we will say Fort +3 (+1, with an additional +2 for Stamina, following our decision on Hit Dice), Ref +5 (+1, with an additional +4 for Agility, following our decision on Initiative), Will +0.

AL: As a normal animal without any strong pack tendencies, the mountain lion is N.

Crit: Following the table on page 385 of the core rulebook, we get a result of M/1d8.

Put altogether, our DCC mountain lion statblock looks like this:

Mountain Lion: Init +4; Atk claw +3 melee (1d3) or bite +2 melee (1d6), AC 14; HD 3d8+6; hp 19; MV 50’ or climb 20’; Act 2d20; SP +10 stealth, +2 to attack rolls when leaping from above, free bite attack if both claws hit; SV Fort +3, Ref +5, Will +0; AL N; Crit M/1d8.

Next: The Keep on the Borderlands (3): The Caves of Chaos