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

Friday, 7 June 2024

Interview: Cult of the Cave Crickets!

RCK: We are talking today to Jeff Demers and Casey Lynch of Dark Star Adventures, who have just launched the kickstarter for their new adventure, Cult of the Cave Crickets! I understand that this is a Lovecraft-inspired investigation to uncover the fate of a lost expedition. Is that right?

Jeff: Hi Daniel! That's right, our first adventure draws heavily from Lovecraft's works, especially "At the Mountains of Madness" and "The Colour Out of Space." It explores the aftermath of a Shackleton-like research expedition that vanished while investigating a crashed meteor in the frozen foothills at the edge of civilization. The party is tasked with discovering the fate of the expedition through a macabre scavenger hunt, using a handout to track the survivors and the fallen. Playtests show it to be a sizable adventure, taking 8-12 hours to complete over multiple sessions. 

RCK: That sounds pretty cool. I am a big fan of throwing Lovecraft at the gaming table myself. Without giving too much away, can you tell us about it?

Jeff: Absolutely! Without spoiling anything, Cult of the Cave Crickets introduces a race of fungus-worshipping, mutant cave crickets that are fiercely protective of their home.

RCK: Cave crickets have been around in gaming forever, but I can’t think of anything that focused on them before. Definitely points for uniqueness!

Jeff: Thanks! Cave crickets, also known as “Spider Crickets”, truly are nightmare-material. Not only are they just completely alien looking, but they are prolific breeders, terribly invasive, and cannibals by nature. Organizing them into some sort of cult would certainly take a powerful entity, perhaps one from beyond the stars…

RCK: Okay, so cave crickets. What else?

Jeff: We crammed as much cool stuff into this adventure as we could! You'll find three unique locations, ten brand-new enemies, five new magic items, and a bunch of deadly traps and environmental hazards. As a Judge, I love having flexibility in my adventures, so I've included multiple ways to kick off the module and several different endings, ranging from minimally to highly disruptive to the surrounding world.

RCK: Casey, as the artist, can you talk a little about your inspirations?

Casey: Well, my first career was in graphic design and my day job is running my independent pottery business, so I’m pretty new to the world of illustration. But in trying to develop a black & white style in the tradition of OSR art, it was really cool to look at some of the original artists for the AD&D Monster Manuals and Dungeon Masters Guide, like David A. Trampier, Darlene Pekul, and Harry Quinn. As for contemporary artists, I’m obsessed with the pure technical skill of Kiril Tchangov’s work and I aspire to have an ounce of Jez Gordon’s style. 

It’s been a blast dipping my toe into this very deep pool and I can’t wait to do more and get even weirder with it.

RCK: I’ve already mentioned the cover. Is there an interior piece you’d like to share with us?

Casey: Of course! I have two. The first is a portrait of a crikari warrior. The illustration is intentionally loose and rough, to show off their aggressive and alien side! 



The second is the Veil of madness, a magic item hidden within the depths of the caves where the eponymous crickets dwell. Wearing the veil may come with downsides, which I tried to portray in the illustration.


RCK: Very cool! You'll be posting more pieces to your Kickstarter page when they're ready?


Jeff: Yes! All of the art is done, and lots more will be shared on the Kickstarter. Actually, the entire adventure is complete! It’s been written, play tested thoroughly, fully illustrated, and laid out. 

RCK: That's pretty amazing itself. Often, principle work is done, but crowdfunding pays for the art and the layout. At least, that has been my experience.

Jeff: The Kickstarter is the official launch of the adventure, and in celebration we’re reducing the price by 30% for anyone that supports it during that time! 

The adventure will be available in both print and PDF. Anyone choosing to receive a print copy by mail will also receive a download code for a free copy of the PDF. 

We’re super excited to bringing this adventure to the community, and can’t wait to share it with everyone!

RCK: I understand that there is a bit of a romantic connection here too. I have found that the Dungeon Crawl Classics community is very supportive of its members. Allow me to offer my congratulations!

Casey: Haha, yes! We’re getting married on June 22nd. Thanks for your well wishes. We’ve felt very lucky to have each other, as well as the DCC community as a whole, as a support system throughout the tricky process of getting this thing published!

Jeff:
Publishing our first adventure just as we get married has been a crazy experience! When it rains it pours, and we'll be walking down the aisle just a few days before the Kickstarter launches. Thanks to everyone that has been messaging us with congratulations, we love every one of you!

RCK: Good luck with the wedding, good luck with the Kickstarter, and may both be the start of a wonderful future! 

In the hollow depths beneath the earth, where light is forgotten and sanity wavers, lies a terror beyond mortal comprehension!

Cult of the Cave Crickets invites you to descend into a labyrinth of darkness, where mutated insects skitter and fungal abominations writhe. Unravel the mystery of a fallen star and a missing research expedition over two to three sessions of intense gameplay. This is not a mere adventure—it is a journey into madness, a confrontation with the unknowable, and a test of your very sanity.

Dare you enter the subterranean abyss and confront the Cult of the Cave Crickets? 



Friday, 31 May 2024

The Scrivenry

8:00 tonight, Goodman Games Official Twitch Channel, where we talk about Context, Choice, and Consequences. 

Be there, or be a flattened cube!

Link to Episode!Link to Episode!

Please Note: Edited for time change!

Second edit to add episode link.

Thursday, 2 May 2024

The Owlman

Based on this post from Reddit (artist unknown).

The fellow we are seeing, based on the size of the rabbit, is about halfling-sized. Nothing in the illustration suggests any special ability, apart from perhaps an ability to withstand the cold, and perhaps some skill at poaching. He appears to be armed with a long stick with a rabbit skull bound to it…so maybe he has some supernatural ability after all.

Let’s see….


Owlman: Init +0; Atk staff +0 melee (1d4) or uncanny sight (Will DC 15); AC 12; HD 1d6; MV 20’; Act 1d20; SP uncanny sight, reduce cold damage by 2 points per die; SV Fort +2, Ref +0, Will +2; AL N.

An owlman’s uncanny sight allows it to fix any being with its stare. Targets must succeed in a DC 15 Will save or be unable to move, mesmerized by the owlman until 1d3 rounds after it ceases staring. An owlman may only stare at one target at a time. Each round an owlman stares at the same target, it learns something about them. Roll 1d7: (1) name, (2) class, (3) level, (4) occupation, (5) alignment, (6) insight into previous history, (7) a secret that the target would rather not have revealed.

Owlmen use their uncanny sight both to escape unwanted attention and to learn about those around them. Because of what their uncanny sight reveals, adventurers may seek an owlman enclave to learn about potential foes. This is a double-edged sword, as the owlmen may learn the adventurers’ own secrets and pass them on to others. In exchange for their knowledge, owlmen often demand a price of service – usually removing some danger to themselves and their kin.

Ship’s Doctor

From this Facebook post:

What the hell happened to the ships doctor out on the high seas? My RED TIDE campaign is going off the rails all day long…and I LOVE IT!

I have my ideas, but how would YOU stat this abomination?


So, here we go!

When writing these statistics, I wanted to create a fun (and potentially terrifying!) opponent who could remain in a fight for some time. It was also my goal to make a creature that required some thought to defeat, under the assumption that players would be shown the illustration (or have it described to them). Because there is a 2-in-7 chance of something good coming out of the syringe attack, I left some uses in it to tempt the PCs into experimenting on themselves…or accidentally enhancing enemies! Even in the event that the ship’s doctor escapes into the briny deep, the judge can have it drop its weapons as it goes overboard…

Ship’s Doctor: Init +0; Atk tentacle +4 melee (1d3) or bone saw +2 melee (1d4+2) or bite +1 melee (1d6) or syringe +0 melee (injection); AC 10; HD 4d6; hp 16; MV 20’ or swim 30’; Act 3d20; SP injection, regenerate 1d6/round, limited wings, variable crits, brain vulnerability; SV Fort +3, Ref +3, Will +4; AL C.

Was it magic or science that changed our old sawbones? Or was it some unholy mixture of the two? Whatever caused the ship’s doctor to transform, the crew can at least agree that it was no change for the better….

Injection: If the ship’s doctor hits a foe with his syringe, he automatically injects some fluid into the target, with variable results. Roll 1d7: 

(1) Sedative: Victim drops to bottom of initiative count, and must succeed in a DC 15 Fort save or fall unconscious for 1d3 minutes. 

(2) Poison: Victim takes 1d6 damage, and must succeed in a DC 12 Fort save or take an additional 2d6 damage. 

(3) Mutagen: Victim must succeed in a DC 15 Will save or undergo corruption. Roll 1d10, modified by Luck: (3 or less) greater corruption, (4-8) major corruption, or (9+) minor corruption. 

(4) Petrifying Agent: Victim takes 1d3 Agility damage and must succeed on a DC 10 Fort save or be turned to stone. 

(5) Hallucinogen: Victim takes 1d3 Personality damage and must succeed in a DC 15 Will save or their next 1d5 actions affect random targets. (The victim can no longer tell who is who with any certainty). Attacks against the ship’s doctor’s brain which affect other targets instead do normal damage. 

(6) Medicine: Target is healed 1d6 damage. 

(7) Performance Enhancer: Target gains a permanent +1 bonus to one random statistic (other than Luck). The statistic cannot be raised higher than 20, with any additional bonuses being lost. Abilities grant a +3 bonus at 19, and +4 at 20. Wizards and elves gain a bonus spell if their Intelligence is increased to 20 (+3 bonus spells total).

Should the ship’s doctor be destroyed, the syringe still works for 1d5 doses before running dry.

Regenerate 1d6/round: The ship’s doctor regenerates 1d6 hp per round, even after being reduced to 0 hp, and as damage is healed, lost body parts regrow. The ship’s doctor can spend one (or more) action dice to regenerate an additional 1d6 damage per action die.

Limited wings: This abomination cannot fly, but its wings are useful enough to prevent any falling damage, allowing the ship’s doctor to leap from crow’s nest or spar to attack.

Variable crits: When using bone saw or syringe, the ship’s doctor crits using 1d10 on Table III. When attacking with his bite or tentacles, he uses 1d10 on Table M.

Brain vulnerability: A successful mighty deed (or attack with a -1d shift for PCs without a deed die) can target the ship’ doctor’s brain in a jar. These attacks cause no damage, but if a single attack with a blunt weapon caused 12+ points of damage, the jar shatters. This instantly kills the ship’s doctor, and halts the creature’s regenerative abilities.

 

Saturday, 23 March 2024

Cyclopedia of Common Animals

I have completed through Volume L on my Patreon, and expect to have finished the alphabet before the year is out. I have compiled statistics for over 300 (mostly common) animals. Many are not necessarily combat encounters, but are included for completeness, because they might be in the possession of 0-level characters, and/or because they might be the subject of animal summoning spells.

Some first appeared in this blog or in other sources, but having them compiled this way is useful.

A lot of venomous creatures are included, with more to come. I have taken into account how a thief might acquire various venoms for their own use, when appropriate, and have included extra hazards when they make sense.

Right now I have the following statblocks: 

Aardvark

Aardwolf

Adder

African Elephant

Agouti

Alligator

Alligator Gar

Allosaur

Alpaca

Ammonite Swarm (5’ radius swarm of six-inch-long ammonites)

Ammonite swarm (10’ Radius swarm of foot-long ammonites)

Ammonite (Small)

Ammonite (Medium)

Ammonite (Large)

Ammonite (Huge)

Anaconda

Anaconda (Giant)

Anteater

Antelope

Ape (Small)

Ape (Large)

Arctic Fox

Arctic Fox (Silverfrost)

Arctic Hare

Arctic Wolf

Archaeopteryx

Archaeopteryx Swarm

Armadillo

Armadillo (Giant)

Asiatic Elephant

Asp

Aurochs (Bull)

Aurochs (Cow)

Axolotl

Axolotl (Giant)

Aye-aye

Babirusa

Baboon

Bactrian Camel

Badger

Dire Badger

Giant Badger

Bald Eagle

Baleen Whale

Banana Spider

Giant Banana Spider

Banded Krait

Bandicoot

Barracuda

Giant Barracuda

Bed Bugs

Bedbug Swarm

Bee Swarm

Bengal Tiger

Bighorn Sheep

Bison

Black Bear

Black Mamba

Black Rhinoceros

Black Widow Spider

Blister Beetle

Blister Beetle Swarm

Bloodhound

Blowfly

Blue Whale

Blue-Ringed Octopus

Giant Blue-Ringed Octopus 

Boa Constrictor

Bobcat

Bongo

Bonobo

Boomslang

Border Collie

Bornean Orangutan

Carnivorous Orangutan

Borneo Elephant

Bottlenose Dolphin

Box Jellyfish

Brown Bear

Buffalo

Bull Shark

Bulldog

Bullmastiff

Bush Viper

Bushmaster

Buzzard

Caiman 

Camel Spider Swarm

Large Camel Spider

Giant Camel Spider

Capybara

Boreal Caribou

Woodland Caribou

Barrens Caribou

Cat

Cave Bear

Giant Cave Bear

Cave Lion

Chamois

Cheetah

Chicken

Giant Chicken

Chihuahua

Chimpanzee

Chinchilla

Chipmunk

Cinnamon Bear

Clouded Leopard

Coati

Cobra

Cockatoo

Coconut Crab Swarm

Colossal Squid

Comb Jellyfish Swarm

Condor

Cone Snail

Giant Cone Snail

Conger Eel

Giant Conger Eel

Copperhead

Coral Snake

Cormorant

Cottonmouth

Cougar

Cow

Coyote

Crane

Crocodile

Giant Crocodile

Legendary Crocodile

Death Adder

Deer

Desert Tortoise

Giant Desert Tortoise

Legendary Desert Tortoise

Desert Wolf

Dhole

Dik-Dik

Dingo

Dire Wolf

Dodo

Giant Dodo

Dog

Dolphin

Donkey

Mammoth Donkey

Miniature Donkey

Duck

Dugong

Carnivorous Dugong

Dwarf Crocodile

Echidna

Egret

Eland

Electric Catfish

Giant Electric Catfish

Electric Eel

Elephant Bird

Elephant Seal Bull

Elephant Seal Cow

Elk

Emperor Penguin

Albino Emperor Penguin

Emu

Falcon

Fallow deer

Fennec

Fennec (Goldenfire)

Fer-de-lance

Ferret

Giant Ferret

Fin Whale

Fisher

Flamingo

Giant Flamingo

Fleas

Flea Swarm

Giant Flea

Flounder

Flying Lemur

Flying Snake

Flying Squirrel

Flying Squirrel Swarm

Fossa

Fox

Fruit Bat

Giant Fruit Bat

Fur Seal

Gaboon Viper

Galapagos Tortoise

Gar

Gazelle

Gharial

Giant Clam

Giant Panda

Gibbon

Gila Monster

Giant Gila Monster

Giraffe

Gnats

Gnat Swarm 

Goat

GOAT Goat

Goblin Shark

Goblin Shark (Large)

Golden Eagle

Giant Golden Eagle

Golden Lion Tamarin

Goose

Gorilla

Goshawk

Great Horned Owl

Greater Horned Owl

Greatest Horned Owl

Great White Shark

Great White Shark (Large)

Green Mamba

Grey Seal Bull

Grey Seal Cow

Greyhound

Griffon Vulture

Grizzly Bear

Grouper

Giant Grouper

Hammerhead Shark (Small)

Hammerhead Shark (Medium)

Hammerhead Shark (Large)

Harbor Porpoise

Harbor Seal

Hare

Harp Seal

Harpy Eagle

Hawk

Hedgehog

Giant Hedgehog

Heron

Hippopotamus

Giant Hippopotamus

Honey Badger

Hornet Swarm

Horse

Light Warhorse

Heavy Warhorse

Draft Horse

Humpback Whale

Hyena

Hyenadon

Ibex

Ibis

Giant Ibis

Ibis Swarm

Iguana

Giant Iguana

Impala

Indian Rhinoceros

Irish Elk Buck

Irish Elk Doe

Jack Jumper Ant Swarm

Jackal

Chaos Jackal

Jaguar

Jellyfish Swarm

Kangaroo

Goliath Kangaroo

Carnivorous Kangaroo

Kermode Bear

Kestrel

Killer Whale

King Cobra

King Crab

King Penguin

Kinkajou

Kite

Kiwi

Koala

Drop Bear

Kodiak Bear

Komodo Dragon

Krait

Kudu

Lamprey Swarm

Giant Lamprey

Leatherback Sea Turtle

Leech Swarm

Giant Leech

Colossal Leech

Lemon Shark

Lemur

Giant Lemur

Great Lemur

Leopard Seal

Leopard Shark

Leopard

Liger

Lion

Lioness

Lion’s Mane Jellyfish

Lizard Swarm

Llama

Loris

Lynx

Giant Lynx

Sunday, 17 March 2024

A Plethora of Mimics

From this Facebook post:

So, I’m wanting to do a box of fish sticks mimic for my RED TIDE campaign and I’m wondering what Daniel J. Bishop would have up his sleeve here? I’m thinking there will be sizes: freezer box, case of freezer boxes (pictured), a pallet of cases and a shipping container of pallets.

These will be starting life in Captain Morgan’s fish processing plant and then be shipped through out the land for their chain restaurants.  I’m having a blast making this stuff and I hope others are digging the process.

Have a suggestion? Let her rip in comments!

So, here we go!

Box of Fish Sticks-Sized Mimic: Init (always last); Atk pseudopod +2 melee (1 plus sticky); AC 12; HD 1d6; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 15 to break free); SV Fort +4, Ref -2, Will -6; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a box of Captain Morgan’s frozen fish sticks. A suspicious character may see through the disguise with a DC 16 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 15 Strength check, granting the mimic a +2 bonus to future attacks. Weapons which strike the mimic also become stuck, taking a -2d shift to damage, unless pulled free or the mimic is slain. A weapon stuck to a mimic stuck to a PC is useless until either the PC or weapon is freed.

Case of Freezer Boxes-Sized Mimic: Init (always last); Atk pseudopod +4 melee (1d4 plus sticky) or bite +2 melee (1d8); AC 10; HD 2d8; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 19 to break free); SV Fort +6, Ref -4, Will -4; AL N.

These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a case of Captain Morgan’s fish freezer boxes. A suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 19 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Pallet of Cases-Sized Mimic: Init (always last); Atk pseudopod +6 melee (1d6 plus sticky) or bite +4 melee (1d10); AC 10; HD 4d8; MV 5’; Act 3d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 21 to break free); SV Fort +8, Ref -6, Will -2; AL N.

These creatures are made of primordial slime, which has enough intelligence to be able to reshape itself into an object or group of objects which appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a case of Captain Morgan’s fish freezer boxes. A suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 21 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.

Shipping Container-Sized Mimic: Init -4; Atk pseudopod +10 melee (1d8 plus sticky) or bite +6 melee (1d12); AC 10; HD 8d8; MV 5’; Act 5d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 24 to break free); SV Fort +10, Ref -8, Will +0; AL N.

These mimics are intelligent enough to speak, and can reshape themselves into reasonably complex objects or groups of continuous objects. Shape, texture, and colors are reproduced well enough that even a suspicious character may see through the disguise with a DC 22 Intelligence check. The mimic otherwise gains surprise automatically.

Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 24 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free. Unlike lesser mimics, mimics of this size can choose to release creatures or objects, or suppress their natural stickiness to lure creatures into a false sense of security – possibly getting creatures to enter the “shipping container” before the doors slam closed and the creatures attack!

Because these mimics possess a low intelligence, there is a chance of parlaying with them.

 

Sunday, 3 March 2024

Preserving Statblocks

I’ve done a few statblocks away from this blog, including some on the Goodman Games website. I am not reproducing those here, because that was paid content, but I did try to include some gameable material in each of the “Real Life Adventures” posts I wrote. You can find them here: Scotland and Orkney, Gilmorton Cove, Algonquin Park, and Halburton Canopy Walk and Wolf Centre. The first and last of these have statblocks which may be of interest to you.

I’ve also done statblocks as part of other posts, for the sheer fun of it. I am reproducing them below in case the original posts go to 404 Error heaven.

Atali’s Brothers

If you go back and read some of the Howard stories from when Conan was younger, such as Rogues in the House or The Tower of the Elephant, you can actually see a progression from a less-powerful and canny warrior to the Conan who can survive crucifixion and recover enough to take on a demon a month later.

In The Frost Giant's Daughter, we see Conan after all of his nearby companions have died in battle - clearly just after the 0-level funnel and having a first solo adventure at level 1. In DCC terms, this adventure might actually have been part of the 0-level funnel (PCs level as soon as they reach the needed XP), and consists of Conan failing his saves against the Frost Giant's Daughter's “allure” ability, making some Fort saves to avoid being too tired by the time he meets the frost giants, and fighting the same. His last Vanahiem combatant might have occurred at level 1 or at level 0; what occurs in the story is possible in both cases in the DCC rules. If Conan has an 18 Stamina, he has a maximum of 7 hp at level 0 and 22 hp at level 1 (minimums of 4 and 10).

If we assume Conan is a level 1 warrior with an 18 Strength, using a weapon that does 1d8 damage, we know that he can do 8 + 3 + 3 (Deed Die), or 14 points of damage on a non-critical hit, or an average damage of 10 on a hit. Conan was born on a battlefield, so his Luck affects his damage rolls; he might be able to do as much as 17 points on a hit, if he was so lucky as to gain 3 "18"s in his initial rolls, but I am going to say he only gains +1.

As a result, we can stat these creatures out easily enough:

Atali's Brothers: Init -2; Atk axe +5 melee (1d10+4); AC 13; HD 2d10; hp 10 each; MV 30’; Act 1d24; SP crit on 20-24 as giant; SV Fort +5, Ref +0, Will +6; AL C.

(And that, thank Crom, is a complete statblock in this system.)

Cyclopean Deep One Pugilist

Cyclopean Deep One Pugilist: Init +2 Atk fist +4 melee (1d3+3 subdual); AC 16; HD 5d8+10; hp 35; MV 20’ or swim 40’; Act 2d20; SP See future; SV Fort +5, Ref +4, Will +4; AL C.

The Cyclopean Deep One pugilist has but a single eye, yet that eye can see into multiple potential futures simultaneously, allowing the pugilist to choose the best possible future. His hit points, attack modifier, and saves all reflect this. If somehow blinded, these each suffer a -2 penalty, in addition to normal penalties for blindness. In the event of a successful Mighty Deed, the Deep One pugilist should be granted a saving throw (DC equal to attack roll with all modifiers) to avoid being blinded (representing its ability to avoid unpleasant futures, unless all futures are unpleasant).

The Cyclopean Deep One pugilist beats captured land-dwelling slaves to a bloody pulp in the arenas of the Deep Ones to stave off boredom on the long nights of winter.

Friday, 1 March 2024

The Dreaded Grebnenorc

Grebnenorc: Init +0; Atk claw +4 melee (1d6) or bite +2 melee (1d3 plus venom); AC 14; HD 6d6; MV 20’; Act 4d20; SP venom (1d3 Stamina damage plus Fort DC 16 or additional 1d3 Agility damage), slowing aura (100’ radius, -4 to initiative and -10’ to move speeds), cannot be surprised, immune to mind-affecting, amphibious; SV Fort +7; Ref +3; Will +0; AL C.

The dreaded grebnenorc is a creation of those forces beyond the ken of mortal minds which lie dreaming in dead cities below the deepest oceans. They are formed by merging lost (but not dead) sailors, eels, crabs, and other unsavory things of the depths into fused beings of horror. Although the dead, dreaming minds which create them are beyond the petty concerns of Law and Chaos, once they are created they naturally gravitate toward the service of those chaotic deep-sea beings which oppose the conquest of the surface oceans by land species. In short, these beings hate us.

Grebnenorc (singular and plural) are completely amphibious, and are able to survive away from the ocean for extended times. They radiate a slowing aura, which affects the movement and initiative rolls of all creatures within 100’ except themselves – the judge can determine that slowed flying or swimming is not fast enough to be successful, within context. Their bites are venomous, regardless of which mouths are used, but the venom cannot successfully be harvested from the creatures. They are immune to mind-affecting magic and abilities and cannot normally be surprised due to the plethora of eyes studding their vile forms. Grebnenorc are always facing other creatures, even when surrounded, due to their amalgamated structure.

These creatures not only guard the palaces of sinister submarine entities, but they are sent to infiltrate docks and ports, or are sent to destroy the shrines of human-friendly oceanic deities. Luckily, grebnenorc are not built for swimming – they can only walk along the sea floor – so ships are in no danger from them when not at port. A grebnenorc can potentially (and laboriously) climb an anchor chain, but it has no particular skill at doing so. Indeed, its body proves a hindrance to such activities rather than an asset.

(Illustration by Noble Hardesty, used with permission. You can check out more of the artist's work here!)