I am well aware that demons, devils, and dragons are useful
when devising adventures, but they are less interesting to convert than the
monsters remaining in the original
Monster Manual. Part of this is
simply because there are procedural ways to generate demons and dragons in
DCC, so conversion is largely using
these methods and tweaking the results to better match the original vision.
We are now about a third of the way through the monster
content of this book. If that doesn’t seem like much to you, allow me to say
that it seems like a lot to me.
I never used a dragon turtle in 1e, but I have used the 3e
version when playtesting my own fantasy heartbreaker before settling on DCC. The DCC dragon generator allows for “turtle-like” dragons and steam
breath weapons, but I am going to build my version from scratch, using the Cyclopedia
of Common Animals turtles as a basis. Again, I have my eye on an
eventual monster book.
I have used the 1e
dryad, but AD&D’s wargaming
roots show here with a creature that is a bit off to me. It is difficult to
articulate exactly why, because the Monster Manual dryad isn’t really a
fighter. I have included similar beings in Through the Dragonwall, and beings
with a similar effect in The Revelation of Mulmo, and my goal
here is to rewrite them in order to create a more fey version. In fact, though,
my version is more deadly, so maybe I am completely off-base here.
Dwarves are, of course, to be found in the core rulebook,
but there is no “Men and Magicians” type listing for them, so we will try to
fix that here.
Dragon
Turtle: Init +0; Atk bite +7 melee (1d12) or breath weapon; AC 17;
HD 7d8+28; MV 10’ or swim 70’; Act 1d20; SP breath weapon (3/day, 60’ cone of steam
with 20’ base, 3d8 damage, Fort DC 15 for half), capsize; SV Fort +12, Ref +0, Will +7;
AL N.
Dragon turtles are highly evolved, and intelligent,
reptiles, which usually inhabit desolate coastal regions but sometimes are
found in large lakes. Although they prefer warm seas, they can be found in
colder waters because they have their own internal heat. Some sages speculate
that dragon turtles are, in fact, descended from dragons, and it is true that
they have some draconic tendencies. Like dragons, dragon turtles collect and
hoard treasure. Often this comes from wrecked ships, but a dragon turtle
sometimes demands a toll for passage in its waters, and it has the ability to
capsize even small merchant vessels (20% chance) if its demands are not met,
and correspondingly smaller vessels are likewise easier for the creature to
overturn.
Not every dragon turtle is the same. Roll 1d14:
1-7 No special
abilities.
8 Dragon
turtle can cast spells as a level 1d3 cleric.
9-10 Dragon turtle can cast spells as a level
1d5 wizard, and may be a source of spell knowledge for the spells it can cast.
11 Dragon turtle is bigger, gaining 2d4
additional Hit Dice. For every full 2 Hit Dice it increases, its attack rolls
and saves gain a +1 bonus. For every 3 full Hit Dice it increases, its AC gains
a +2 bonus. For every 4 full Hit Dice it increases, it gains another die of
damage for its bite and breath weapon, and the save DC against its breath
weapon is increased by +2.
12 Dragon turtle has legs like a
snapping turtle rather than flippers like a sea turtle. Its land movement
increases by +1d3 x 10’, but its swim speed decreases by the same amount.
13 Dragon turtle can pull in its limbs
and eject steam from its shell, allowing it to fly with a move speed of 1d6 x
10’.
14 Roll twice and keep both results.
Dragonne: Init +3;
Atk claw +6 melee (1d6+5) or bite +3 melee (1d8+3); AC 17; HD 9d8; MV 40’ or
fly 60’; Act 3d20; SP roar; SV Fort +7, Ref +4, Will +4; AL N.
A gigantic lion with dragon-like scales and wings, a
dragonne can use an action die to roar. All within 120’ must succeed in a DC 15
Will save or be weakened, suffering a -1d3 penalty to all Strength-based
checks, melee attacks, and melee damage. Creatures within 30’ must also succeed
in a DC 15 Fort save or be deafened for 2d6 hours.
Dryad: Init +2;
Atk staff +1 melee (1d4) or short bow +3 ranged (1d6); AC 13; HD 2d6; MV 30’;
Act 2d20; SP linked tree, tree walking, charm; SV Fort +2, Ref +5, Will +2;
AL N.
All trees have spirits residing within them, but not all of
these spirits can manifest themselves in the Fields We Know. Dryads, or
hamadryads, are female spirits which reside within, and are linked to, oak
trees. Not all oaks contain dryads, but any living oak tree might, and these
beings are respected and feared by the common folk.
Oak trees hate humankind, and will revenge their slain kith
if they can. Dryads can pass into and out of their tree at will, and can emerge
from or travel via any oak tree within 100 yards of their linked tree. This
linkage is so great that, should a dryad be forced to travel more than 300
yards from her linked tree, both she and the oak will wither and die in 1d6
weeks unless she returns. Likewise, if either the dryad is slain or the oak
tree cut down, the other will wither and die in 1d6 days.
Dryads defend their trees with flint-tipped arrows and oaken
staves, but they are seldom seen by groups of folk unless their trees are
threatened. Solitary folk who speak with a dryad are
charmed by the creature (as
charm
person, result 18-19) unless they succeed in a DC 15 Will save. These
people are sometimes taken as lovers, disappearing from the lands we know for
some time, but more often they are used as agents to protect or avenge the
woodlands who are able to travel further than the dryads dare.
If a charmed
person is taken as a lover, roll 1d7 + Luck modifier to determine how long they
remain in the dryad’s abode:
1 or less The
lover never returns.
2-3 1d4
centuries in the Fields We Know, and the
lover ages 1d4 decades in the process.
4 1d4
years.
5 1d4
days.
6 1d4
hours in the Fields We Know, but for the
lover 1d4 years has passed.
7 1d4
hours.
8 or more 1d4
hours, and the dryad grants their lover some boon or gift
(per judge).
Dwarven
Commoner: Init +0; Atk staff +0 melee (1d4); AC 10; HD 1d4; MV 20’;
Act 1d20; SP 60’ infravision; SV Fort +0, Ref +0, Will +0; AL L.
Dwarven
Miner: Init +0; Atk pick +0 melee (1d6); AC 10; HD 1d6; MV 20’; Act
1d20; SP 60’ infravision; SV Fort +1, Ref +0, Will +0; AL L.
Dwarven
Smith: Init +2; Atk hammer +2 melee (1d4+2); AC 10; HD 3d6; MV 20’;
Act 1d20; SP 60’ infravision; SV Fort +2, Ref +1, Will +0; AL L.
Dwarven
Master Smith: Init +3; Atk hammer +4 melee (1d4+3); AC 12; HD 6d6; MV 20’;
Act 1d20; SP magic item creation, 60’ infravision; SV Fort +4, Ref +2, Will +4;
AL L.
Dwarven master smiths are able to create magical armor,
weapons, and metalwork as though they had the appropriate spells.
Dwarven
Warrior: Init +0; Atk hand axe +2 melee (1d6+2) and shield bash +2
melee (1d3+2); AC 16; HD 1d10; MV 15’; Act 1d20 + 1d14; SP shield bash uses
1d14 action die; 60’ infravision; SV Fort +1, Ref +1, Will +1; AL L.
The average dwarven warrior wears chainmail and shield, and
is armed with a hand axe.
Dwarven
Lord: Init +2; Atk battleaxe +3 melee (1d10+3); AC 15; HD 3d10; MV
15’; Act 1d20; SP 60’ infravision; SV Fort +2, Ref +1, Will +1; AL L.
Dwarven
King: Init +2; Atk short sword +3 melee (1d6+3); AC 15; HD 5d10;
MV 15’; Act 1d20; SP 60’ infravision; SV Fort +3, Ref +1, Will +3; AL L.
These statistics may be used to represent average dwarves.
If the judge wishes to differentiate mountain dwarves from those from mere
hilly regions, they may allow mountain dwarves a +1 bonus to Fort saves and +1
hp per Hit Die.