Posts Tagged ‘ DCC ’

Bullywugs for DCC/MCC

More than two centuries ago, stars fell from the night sky, bringing with them the Ancient Ones, conquerors who commanded terrible technologies. Wars raged for decades. Cities fell. Alien energies burned forests and reduced grasslands to dust. Little by little, Oerth’s defenders turned back the blood-dimmed tide. The stellar invader’s defenses failed, and they either retreated back to the stars or vanished into the Nether Gloom.

A few weeks ago, I started running a sporadic DCC/MCC mashup set in a post-apocalyptic World of Greyhawk. The funnel adventure took place in the Hommlet on a dark, stormy night during which a mob of bullywugs attacked the village. Below are the stats for the bullywugs and two mutant forms of bullywug. Enjoy!

Bullywug

Bullywugs, vicious humanoid frog-men, primitive and violent, live in wetlands and rainforests, venturing forth to raid and kill. These creatures are given to religious mania, and charismatic leaders find bullywugs useful servants. This is especially true among followers of Wastri the Hopping Prophet.

Bullywugs speak their own language. Leaders often speak one or two other languages as well. It is rumored that perverse matings of bullywugs and humans produce degenerate humans afflicted by froggish features and behaviors.

#APP 10d8 (20% in lair); Init +1; Atk as weapon +1 melee or tongue spike +2 ranged (1d4 plus poison); AC 11 + armor; HD 1d8+1; MV 20 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +2, Ref +2; Will -1; AL C.

Camouflage: Skin coloration varies from light to dark shades of gray, green, or brown. If motionless, a bullywug is 75% like to be unseen.

Jump: A bullywug’s jump clears a vertical distance equal to half the horizontal distance. With a standing jump, a bullywug can leap 15 feet straight up.

Tongue Spike: Range 20 ft. with no range modifers. Fort SV DC 10 or paralyzed for 1d5 melee rounds.

Armor & Weapons: Bullywugs seldom wear armor heavier than leather or use shields. They prefer spears.

For every 10 bullywugs: 1 bullywug with 9 hit points.
For every 10 bullywugs: A cumulative 10% chance of a tribal shaman with 3+3 hit dice who has the abilities of a 3rd-level Cleric.
For every 20 bullywugs: 1d5-1 tad-things and 1d3-1 bull bullywug.
For every 30 bullwugs: 1 leader with 2+2 HD and at least 10 hit points.
If 60 or more bullywugs: 1 great chief with 4+4 HD and at least 16 hit points. A great chief has an effective STR bonus of +2.

Bullywug, Bull

A bull bullywug (sometimes called bullywug ogres) grows to greater size and strength than normal for even the healthiest bullywugs. Normal bullywugs fear these mutant bullywugs, and bullywug chiefs reward bulls with special privileges. Bulls have all the abilities of normal bullywugs.

#APP 1d3-1 per 20 bullywugs; Init +0; Atk as weapon +5 melee (+3 damage) or tongue spike +3 ranged (1d6 plus poison); AC 12 + armor; HD 4d10+8; MV 30 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +4, Ref +2; Will +2; AL C.

Bullywug, Tad-Thing

Tad-things are not immature bullywugs as many assume. They are a strange bullywug mutation. A tad-thing has a ball-like body roughly the size of a grapefruit. A half dozen or so sinuous tentacles grow from the body, which is split by a sphincter-like mouth full of sharp teeth. Bullywug raiders often carry buckets holding water and 1d3 tad-things. Bullywugs throw the tad-things as a ranged weapon with range increments of 10/20/30.

#APP 1d5-1 per 20 bullywugs; Init +2; Atk tentacles +1 melee (1d4 plus blood drain); AC 12; HD 2d6; MV 10 ft., 10 ft. climb, 30 ft. swim; Act 1d20; SP blood drain (automatic 1d4 damage after bite), tentacles (10-ft. reach), zombification; SV Fort +0, Ref +2; Will +0; AL C.

Zombification: A humanoid creature killed by a tad-thing rises as a 1-HD zombie in 1d5 rounds (DCC 431).

July 30th, 2024  in RPG No Comments »

Shipwreck Island

My Ludi Fabularum game club continues for another school year, this time running during the lunch/recess period, which lets more students play more often and keeps me from having to stay after school. Win, win. So far, I’ve got more than a dozen middle school lads divided into two groups playing an old-school hexcrawl using Castles & Crusades and several TSR D&D and AD&D modules along with a dash of Dungeon Crawl Classics. The picture below is the slowly expanding campaign map.

And here’s action so far:

Star. The shipwrecked adventurers swam to shore, ending up on the cold beach. To the northwest, they could see ice-capped mountains behind a vast forest. To the east? Nothing but rolling, grassy hills dotted with small woods.

1. To the Forest. The adventurers traveled to the forest to seek shelter from the icy wind and the coming night. They encountered a frogbold raiding party. After a fierce but brief battle, the adventurers won the fight. Several surviving frogbold’s fled deeper into the forest. The adventurers rescued several sprites who had been captured by the frogbolds.

2. A Home Away From. The sprites led the adventurers to Brú na Bóinne, a magically hidden fort home to a community of friendly sprites ruled by the aloof Queen Titania. This fort now serves as the adventurers’ home base.

3. The Mad Hermit. The adventurers split into two teams that set out to explore Shipwreck Island. They hope to find a way off the island. One of the teams traveled north through the forest, where they found savage, dwarf-like creatures that had caught a mountain lion. The adventurers freed the mountain lion, which fled, and then defeated the dwarf-like creatures. They tracked the mountain lion to the tree-home of Phosterius and his shape-shifting daughter Susuarana. Phosterius told the adventurers that a way home might be found in lost Quasqueton, which lies somewhere to the west near the sea cliffs.

Group two meets tomorrow for the first of three consecutive sessions of gameplay. I’ve no idea to where group two’s PCs will travel other than they’re not heading out to look for the Mad Hermit.

September 7th, 2023  in RPG No Comments »

Spider-Deer for DCC!

“Spider-Deer! Spider-Deer! Its fleshy antlers causing fear!”

The spider-deer is a cunning, malevolent predator, usually solitary but during mating seasons large numbers of aggressive males competing for females could be encountered. These creatures stand about five feet high at the shoulder. Their hairless flesh is spottled darker on the back, head, and haunches than on the legs and belly. They move quickly, and seldom fail to attack creatures that appear weak, injured, or elfish.

Init +4; Atk bite +1 melee (1d4 plus poison), gore +5 melee (2d5 plus grab), or web +5 ranged (entangled); AC 15; HD 5d10; MV 40′, climb 30′; Act 2d20; SP immune to charm and fear, weird glow; SV Fort +5, Ref +5, Will +2; AL C.

Entangle: Roll the spider-deer’s action die plus HD opposed by defender’s action die plus the higher of AGI or STR modifier. If the spider-deer wins, the defender is grappled and pinned. The original roll is the DC to escape from the webbing.

Grab: The gored victim man-sized or smaller is grabbed by the spider-deer’s fleshy antlers. The spider-deer’s attack roll is the DC to break free from the grab. A spider-deer gets a +4 bonus on bite attacks against a grabbed target.

Poison: DC 13 Fort save or 1d4+1 Dex. Fail by 5 or more causes paralysis for 2d3 hours. Paralyzed victims are conscience but can take no actions, move, or speak.

Weird Glow: Spider-deer’s glow in the target when agitated. The glow sheds light in a 20-foot radius. Each spider-deer’s glow might also have a special effect. Roll 1d5.

1-2: No special effect.
3: The spider-deer is invisible to creatures with infravision that are within the glow’s radius.
4: The spider-deer is displaced. Ranged attacks suffer a -4 attack roll penalty. Melee attacks suffer a -2 attack roll penalty. Spells that specifically target the spider-deer suffer a -2 spell check penalty.
5: The spider-deer’s glow is charged and regularly emits electrical arcs. Once per round, 1d3 random targets within 20 feet are shocked for 1d8 points of damage. A DC 13 REF saves halves the damage. A target wearing metal armor suffers a -4 saving throw penalty.

August 10th, 2023  in RPG No Comments »

The Fachan for DCC

From out of the fogs enshrouding the Scottish highlands hops the fearsome fachan!

“He held a very thick iron flail-club in his skinny hand, and twenty chains out of it, and fifty apples on each chain of them, and a venomous spell on each great apple of them, and a girdle of the skins of deer and roebuck around the thing that was his body, and one eye in the forehead of his black-faced countenance, and one bare, hard, very hairy hand coming out of his chest, and one veiny, thick-soled leg supporting him and a close, firm, dark blue mantle of twisted hard-thick feathers, protecting his body, and surely he was more like unto devil than to man” (Popular Tales of the West Highlands, Vol. IV, John F. Campbell).

The average fachan stands about nine feet tall.

Fachan: Init +1; Atk flail +5 melee (1d6+4) and fear gaze; AC 14; HD 6d10; MV 30′; Act 2d20; SP fear gaze, incredible balance; SV Fort +3, Ref +3, Will +1; AL C.

Fear Gaze: Once per round, a fachan may use one of its action dice to cast scare with a +6 caster bonus. On a critical failure, the fachan loses its fear gaze ability for one day and is struck blind for 1d5 rounds.

Incredible Balance: A fachan always makes saving throws against being tripped or knocked off balance. It ignores fumble and critical hit results that result in being tripped or knocked off balance.

May 29th, 2023  in RPG No Comments »

Titanic Cephalopod for DCC

Today is the first day of my summer vacation, and so it’s time to hit the beach and witness the destruction wrought by Ray Harryhausen’s giant octopus, the true star of 1955’s atomic mutant monster classic It Came from Beneath the Sea.

Cephalopod, Titanic

A titanic cephalopod staggers the imagination. Its tentacles stretch more than 300 feet. Its mantle is 30 yards across. Its massive beak can crush boulders. The monster’s weight is incalculable. Strange energies imbue its invertebrate body with the strength and durability needed for its form to withstand its own mass. Perhaps worst of all, a titanic cephalopod can survive for a few hours on land, and it possesses an uncanny degree of problem-solving ability.

Init -2; Atk tentacle +20 melee (2d10) and beak +25 melee (4d12); AC 25; HD 20d12; MV crawl 40′ or swim 80′; Act 8d20; SP crush, regeneration, swallow whole; SV Fort +21, Ref +11, Will +11; AL N.

A titantic cephalopod regenerates 2d12 points of damage at the end of each round, including the round it’s killed. If reduced to a number of negative hit points so great that it cannot regenerate to at least 1 hit point in a single round, a titanic cephalopod dies. Wounds inflicted to its interior anatomy regenerate before other wounds.

A titantic cephalopod is so large that it cannot effectively deploy its tentacles or beak attacks against creatures giant-sized or smaller. On land against such prey, it simply shifts a portion of its massive bulk to crush its targets. This attack affects a 45-foot radius within 100 feet of a titantic cephalopod, inflicting 10d12 points of damage to affected creatures, each of whom may attempt a DC 30 Fort save for half damage. In water, a titanic cephalopod sucks in thousands of gallons of water, affecting a 60-foot-wide, 40-foot-long cone. Creatures in the cone that fail a DC 30 Ref save are swallowed whole. A titantic cephalopod’s digestive enzymes rapidly dissolve soft tissues, inflicting 2d7 points of damage per round. It might be possible to quickly hack one’s way out of the monster’s digestive cecum to less toxic parts of its interior anatomy.

Tales claim that sailors swallowed whole by a titanic cephalopod have survived by living within the beast’s non-digestive organs, there encountering strange marine creatures, survivors of lost vessels, et cetera. The truth of these tales is suspect.

May 24th, 2023  in RPG No Comments »