This
is a DCC conversion for Jeff
Call's
excellent one-page dungeon Prisoners
of the Gelatinous Dome! Get it here: gelatinousdome.tumblr.com
(direct link to download page)
You can download a one-page PDF with all the stats here:
These
stats are recommended for a party of 4 to 6 first level DCC
characters or a mix of level ones and zeroes.
For 5+ characters,
consider adding an additional member to all group encounters (cooks,
thieves, gelmen). Roll on the encounter table (2 in 6) for all rooms
without enemies or when noisy (use every encounter only once, except
gelmen; I didn't care for the vampires, so you have to stat them
yourself if you wanna use them). Don't forget to roll for room
dissolution if they stay in one place for too long.
Remember also that some of the encounters, like the gregarious ochre jelly or the out-of-luck thieves don't have to result in combat if the players act clever.
|
OVO, GELMEN OVERLORD Artwork by joe made this |
GREGARIOUS
OCHRE JELLY:
Init +2; Atk pseudopod +3 (2d6); AC 11; HD 4d10; MV 10’; Act 1d20;
SP divides into 1d4+1 2HD jellies when cut or electrocuted (1d6 dmg);
SV Fort +2, Ref +0, Will +1; AL N.
DESPERATE
COOKS:
Init +0; Atk knife +1 melee (1d4); AC 10; HD 1d6; MV 10’; Act 1d20;
SP none; SV Fort +0, Ref +0, Will +1; AL N.
INSANE
WEREWOLF:
Init +5; Atk bite/claw/claw +4 melee (1d8/1d4/1d4); AC 14; HD 3d6; MV
40’; Act 1d20+2d16; SP lycanthropy (infectious if half max hp are
lost and Fort vs DC16 fails); SV Fort +4, Ref +4, Will +3; AL L.
SENTIENT
BLACK PUDDING:
Init +0; Atk pseudopod +7 melee (3d8); AC 13; HD 10d10; MV 20’; Act
1d20; SP can only be harmed by fire, a 2HD (1d8dmg) part splits off
when cut; SV Fort +3, Ref +3, Will +3; AL N.
HEIST-GONE-BAD-THIEF:
Init +2; Atk longsword +2 melee (1d8+1); AC 11; HD 1d8; MV 30’; Act
1d20; SP thief skills as a lvl 1 neutral thief -1; SV Fort +2, Ref
+2, Will +0; AL N.
ANGRY
JADE BEAR:
Init +3; Atk bite/claw/claw +2 melee (1d6+1); AC 14; HD 4d10; MV 30’;
Act 1d20+2d16; SP reverts to jade statue worth 5d6x10 gp, if both
claw attacks hit 1d6+1 extra crushing damage; SV Fort +1, Ref +1,
Will +1; AL N.
LESSER
GELMEN GUARDS:
Init +1; Atk touch +3 melee (1d4 plus Fort vs. DC14 or paralyzed); AC
12; HD 1d6; MV 30’; Act 1d20; SP undead-like traits, paralyzation
2d4 rounds, infravision 100’, silent, immune to crits; SV Fort +1,
Ref +0, Will +0; AL C.
GREATER
GELMEN GUARDS:
Init +1; Atk touch +3 melee (1d4 plus Fort vs. DC14 or paralyzed); AC
12; HD 2d6; MV 30’; Act 1d20; SP undead-like traits, paralyzation
2d4 rounds, infravision 100’, silent, immune to crits; SV Fort +2,
Ref +0, Will +0; AL C.
OVO,
GELMEN OVERLORD:
Init +3; Atk magic staff +3 melee (1d10 plus Fort vs. DC15 or
permanently lose 1 point of a random physical attribute) or touch +3
melee (1d4 plus Fort vs. DC14 or paralyzed); AC 13; HD 3d10; MV 30’;
Act 1d20; SP undead-like traits, paralyzation 2d4 rounds, infravision
100’, silent, immune to crits; SV Fort +3, Ref +1, Will +3; AL C.
Trigonon’s
Magic Staff:
Control
Trigonon’s Ooze:
able to control all ooze in the dome
Paralysis
Cloud:
6’ radius cloud of ooze bubbles in a 10’ range, roll d10+10,
everybody in the cloud makes Fort save vs. result or gets paralyzed
for 2d4 rounds
Convert
Matter to Energy:
attacking as staff does 1d10 plus Fort vs. DC15 or permanently lose 1
point of a random physical attribute (curable by Restore
Vitality)
Wand
of Teleportation: 3
charges; for every try, roll INT check (or spellcheck if caster) vs:
Location
in view:
DC2, minor corruption on crit fail
Familiar
location:
DC5 or minor corruption, crit fail: major corruption
Known
location:
DC10 or major corruption, crit fail: greater corruption
Seen
once:
DC15 or major corruption, crit fail: greater corruption
Lasso
of Charm Person:
AGI
check to hit, then d20 spellcheck for Charm Person (lasts only as long as they're lassoed)