Beyond the Mountains and The Wall DCC
Here lies the beginning of my conversion of The Bronze Lands setting book to DCC. If you want any actual context as to what this is click here, it's free. This will be an irregularly posted part of my blog as I do the conversion two areas at a time until I eventually get to the unfinished Luke Gearing Monster document.
Beyond the Mountains
Ancient Serpent, The
Init: -14 upon waking, +3 once fully warmed; Atk: Tail Sweep +16 Melee (4d30 + See special), Swallow +14 (See Special) ; Crit M/d30; AC 26 (natural armor); HD 20d20; MV 150’; Act 2d20 + 1d30 + 1d20; SP Impenetrable Scales; SV Fort +30, Ref +15, Will +4; AL N
Tail Sweep: Due to the large size of the serpent it can target any number of creatures it wishes within 150’ of it.
Swallow: The target must make a Ref save against the Serpent’s attack roll. A successful save allows the target to stay stuck in the Serpent’s mouth. Every round thereafter the victim must make an opposed Strength check (the Serpent is treated as having a +12 Strength Bonus), on a failed save they are crushed and eaten. If the victim succeeds by 5+ they can break free.
Impenetrable Scales: The Ancient Serpent’s scales are incredibly tough, even the finest bronze cannot piece them. It naturally resists 12 Points of damage with every blow. If a bladed weapon deals 7+ damage in a single blow it shatters.
The Wall
Black-maned Lion
Init: +6; Atk: Claw +5 Melee (1d6+1 + see special) Bite +5 Melee (1d8); Crit M/d12; AC 13 (agility); HD 6d8; MV 60’; Act 1d20 + 1d14; SP XX: SV Fort +4, Ref +7, Will +2; AL N
Claw: If the lion deals 7+ damage with a Claw attack they additionally knock the victim back 1d16 feet.
Dogs of Lirsu, Day
Init: +3; Atk: +2 Melee Bite (1d6); Crit M/d6; AC 11 (fur); HD 1d8; MV 50’; Act 1d20; SV Fort +3, Ref +2, Will +0; AL N
Hidden: During the day they gain a +5 Bonus to stealth related checks.
Dogs of Lirsu, Mastiff
Init: +3; Atk: +2 Melee Bite (1d6 + see special); Crit M/d8; AC 11 (fur); HD 2d8; MV 50’; Act 1d20; SV Fort +3, Ref +2, Will +2; AL N
Bite: If a Mastiff bites for 6+ damage it locks down and will not let go until it is dead. For every mastiff latched on to the victim they suffer a -2d penalty to all actions. If either party wants to move they must make an opposed strength check, able to move half their normal movement on a successful check. The mastiffs are treated as having a +1 Strength bonus for each dog latched on.
Flint-Teeth
Init: +0; Atk: Jagged Gnashing +7 Melee (1d6 + bleed); Crit U/d10; AC 13 (agility); HD 5d8; MV 30’; Act 1d20 + 1d12; SP Undead Traits: SV Fort +4, Ref +5, Will +7; AL C
Undead Traits: Entirely immune to paralysis, mind affecting spells, cold damage, critical hits, and non-magical weapons.
Bleed: Every successful attack from a Flint-Tooth causes the victim to lose 1 HP per round until banaged or healed via Magic. Reverting bleeding via lay on hands requires 1 HD per point of Bleed.
Wallfolk
Init: +1; Atk: Spear +0 melee (1d8-1), Javelin +1 Missile (1d-6) or Club +0 Melee (1d4-1); Crit III/d6; AC 11 (Shield); HD 1d8; MV 30’; Act 1d20; SV Fort +1, Ref +0, Will +3; AL L
P’Tain
Init: +3; Atk: Sword +4 melee (1d6); Crit III/d8; AC 14 (scale); HD 3d12; MV 30’; Act 1d20; SV Fort +3, Ref +2, Will +5; AL C
Wild Horses
Init: +3; Atk: Bite +2 Melee (1d5), Kick +3 Melee (1d10); Crit M/; AC 10; HD 3d10; MV 70’; Act XX; SP Trample; SV Fort +2, Ref +2, Will +1; AL C
Trample: If a Wild Wild Horse can freely move over a smaller creature, inflicting 2d4 damage (DC 14 Ref Save to avoid).
Yellow Wolves
Init: +5; Atk: Bite +3 melee (1d4+2); Crit M/d8; AC 10; HD 2d8; MV 60’; Act 1d20; SV Fort +1, Ref +3, Will +1; AL L
Wolf King
Init: +5; Atk: Bite +3 melee (1d12+4); Crit M/d12; AC 10; HD 6d12; MV 90’; Act 1d24; SP Command; SV Fort +5, Ref +6, Will +3; AL L
Command: While in the presence of a Wolf King the Yellow Wolves the yellow wolves never fail Morale checks.
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