Donnerstag, 19. März 2020

Crystal Crypt Of Zhool



Crystal Crypt Of Zhool is a free mid-level Barrowmoor crypt for use with Barrowmaze or as a small set-piece in your campaign or hexcrawl. Stats are given for use with the DCC RPG, but can be easily adapted to your system of choice.

With illustrations by Johannes Stahl! johannesstahl.com

Download it here: CrystalCryptOfZhool.pdf

Mittwoch, 11. Dezember 2019

Nergal's Followers' Crypt


Nergal's Followers' Crypt is a free, micro-sized low-level Barrowmoor crypt for use with Barrowmaze or as a small set-piece in your campaign or hexcrawl. Stats are given for use with the DCC RPG, but can be easily adapted to your system of choice.

Map by Dyson Logos http://www.dysonlogos.com/

Illustration by Johannes Stahl https://www.instagram.com/goblin.inker/

Download it here: NergalsFollowersCrypt.pdf

Mittwoch, 6. Februar 2019

Prisoners of the Gelatinous Dome DCC Conversion


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)

Illustration by joe made this www.instagram.com/joe_made_this/


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)


Freitag, 14. Dezember 2018

Crypt of the Honored Dead


Crypt of the Honored Dead is a free, low-level Barrowmoor crypt for use with Barrowmaze or as a small set-piece in your campaign or hexcrawl. Stats are given for use with the DCC RPG, but can be easily adapted to your system of choice.

Map by Dyson Logos http://www.dysonlogos.com/

Illustrations by Evlyn Moreau https://www.patreon.com/evlynmoreau

Download it here: Crypt_of_the_Honored_Dead.pdf

Mittwoch, 18. Juli 2018

Random Magical Moon Stone Table

This was inspired by a call for submissions for a moon themed RPG zine by Evlyn Moreau.
Roll a d10 once for each column. Optional: roll a new power and drawback each moon phase. 

d10
Form
Power
Drawback
1
Strange rock. Looks blurry when you focus your vision on it, but normal in peripheral vision. Concentrating on this effect makes any observer dizzy and lose 1 hp.
Moon vision, once per night for 6 turns. In addition to night vision, this makes all magical things glow with a pale aura, so it doubles as detect magic.
Slowly turn into moon child. 1 in 6 chance per use that one of the following changes its color to that of the moon: all nails, all hairs, iris, skin.
2
Tooth (has to replace a regular tooth in your mouth)
Summon ancient wolf spirit. It cannot fight or interact with physical world, but it can scout and possibly give advice. Can move through physical objects (e.g. walls). Stays for one task or up to 1 turn, once each moon phase.
Turn into raging werewolf at next midnight after use. Save negates. Lasts for one turn, afterwards totally exhausted for 6 turns, no natural healing during this night.
3
Orb. Has to be licked to use. Tastes like the void between the stars (with a slight aftertaste of cheese).
Polymorph self into bat for 1 turn, once each moon phase.
If not carefully veiled from direct sunlight, take 1 damage per turn.
4
Ring. Cannot be removed without cutting off the finger.
Bless any weapon to deal magical moonlight damage (extra +1d3 damage). Only works at, and once per night, lasts 1 turn.
Moon aura. In darkness, a faint glow of pale light emanating from your body is clearly visible, making hiding extremely difficult.
5
Ioun stone (orbits your head)
Shoot moonlight beam for 2d6 damage, once per night. Unavailable during new moon.
Vision heavily impaired while in direct sunlight (see everything as if in twilight).
6
Marble. Has to be rolled between your palms or put into mouth to use.
Ability to converse with any creature of the night.
1 in 20 chance that it loses its power after each use.
7
Wand. Using it teleports it exactly one turn into the future. This produces a loud popping sound.
Become an ethereal phantom made from moonlight for 1d12 rounds, unaffected by non-magical weapons. Only works at, and once per night.
Using it drains life energy, take 1d4 damage per use (heals normally).
8
Helmet. It is made out of moon rock and looks damn cool.
Levitate upwards in the direction of the moon. Only works if the moon is visible, and only once per night for up to 1 turn.
Owner has to howl at the moon when going outside at night.
9
Crescent ring/buffalo ring (has to be worn as a piercing jewellery in a suitable spot, like ear or septum)
Polymorph self into wolf for 1 turn, once each moon phase.
Become preferred target in fights against wolves and lycanthropes.
10
Bug (yes, a living moon bug made from moon stone). Likes to sit on your shoulder. Sometimes, it makes a melody by rubbing its wings against each other.
Lesser anti-magic shield. Subtracts one point of damage from all magical damage received, and adds +1 for all saves against magic.
Chill of the void. You are constantly feeling a light chill when not near a fire or in sunlight. You suffer 1d6 additional damage from cold-based attacks.

Freitag, 13. Juli 2018

Barrowmoor Random Encounter Table

This is my Barrowmaze random encounter table for travelling the Barrowmoor. All page numbers refer to the Barrowmaze Complete edition by Greg Gillespie. I advise preparing one or more swamp crypts for encounter #7 by using the Barrow Mound Random Crypt Generator starting on page 245.

Random Encounter Roll:

Roll 1d6 once per 4 hours of travelling (once between Helix and the Barrowmaze):
1-3: roll on Random Encounter table below
4-6: no encounter

Random Encounter Table (d8):

1. Signs: roll on the Barrowmoor Random Encounter Table (p.240), but only encounter signs (d6):
   1-2: that the monsters were there or
   3-4: are nearby (possible encounter depending on party decisions), or
   5-6: find dead monsters
2. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
3. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
4. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
5. Wandering monsters: roll on the Barrowmoor Random Encounter Table (p.240)*
6. Stray Barrowmaze monsters: roll on the Barrow Mounds random encounter table (p.28), with half the number appearing (round up)
7. On strange paths: stumble upon swamp crypt (if travelling with a competent guide, swamp conditions caused a short detour)
8. Lost (ignore if travelling with a competent guide**): add one hour of travel time and check again (random encounter roll d6, if 1-3, roll on this table again with a +1, this is cumulative; if 4-6: back on track)
9. Rolling 9 or higher: found the Barrowmaze, but enter at unusual location, 1d4: 1=N, 2=E, 3=S, 4=W; roll d40 for hex on N/S, or d22 for W/E)

*If part of the journey is happening during the night, roll 1d4 to see at which hour of travel the encounter occurs. If occuring at night, add +1 on the Barrowmoor Random Encounter Table for each hour after dark (or before dawn).

**If one of the characters or a henchman guides the party, let them roll INT DC15. If successful, ignore this encounter (back on track after a 20 minute detour).

Donnerstag, 3. November 2016

Xorn for DCC

A Xorn conversion for the DCC RPG. Guest art by +Ray Otus! Check out his complete inktober art collection at https://plus.google.com/u/0/collection/8RNTkB.


Artwork by Ray Otus

Xorn: Init +0; Atk slam +7 melee (1d3) or bite +7 (6d4); AC 21; HD 7d8+7; MV 30’ or burrow 30’; Act 4d20; SP camouflage, stone meld, immunity to fire and cold, resistance to electricity and edged weapons, all-around vision, smell precious metals 20’; SV Fort +7, Ref +4, Will +5; AL N.

A Xorn can use three slam and one bite attacks per round and fight up to three opponents at the same time. 

It can use camouflage to blend into stone backgrounds, gaining +5 to hide attempts. In combat, it is more likely to meld into any stone surface, then move and attack from somewhere else 1d3 rounds later, thereby gaining surprise (top of initiative order). 

While passing through stone, it can be damaged by a Shatter spell as if it was an inanimate object, and a Transmute Earth spell with a spellcheck result of 20+ on the stone area it passes through will destroy it; a successful lower result will expel it from the stone and turn its body into mud, which prevents it from merging with stone and lowers its AC to 12 for 1d6 rounds while it reforms its structure to stone.

Xorns are immune against any kind of fire and cold and get a Fort save against electrical attacks, negating all damage if successful and taking half damage if failing. They always take only half damage from edged weapons.