Saturday, December 28, 2013

LL PBP -- Turn #1

You find an entrance to the undercity!

It's damp and dark down here. The walls are made of stone and the floor is uneven flagstones. The floor is littered with debris. Passages lead off into darkness. You hear a dripping sound in the distance, but it's hard to determine which direction it's coming from.

What do you do?



Thursday, November 28, 2013

AD&D MMI Dinosaurs converted for DCCRPG

Because you can never have enough dinosaurs, right? I converted these with the DCC monster helper that you can find on Jeremy Deram's People them with Monsters DCC resouce page here. I did these a week or so ago and seem to remember it being pretty much a straight conversion with very few liberties taken. But I don't really remember so you never know. And, of course, they're all completely unplaytested.

Ankylosaurus: Init +6; Atk tail lash +6 melee (3d6 + DC12 Fort Sv or knocked prone); AC 20; HD 9d10; MV 30’; Act 1d20; SV Fort +6, Ref +6, Will +3; AL N.

Allosaurus: Init +9; Atk bite +11 melee (6d4) and 2 claw +7 melee (1d4); AC 14; HD 15d10; MV 40’; Act 3d20; SV Fort +9, Ref +9, Will +5; AL N.

Brontosaurus: Init +6; Atk bite +10 melee (3d6) or stomp +10 melee (4d10); AC 14; HD 30d10; MV 20’; Act 1d20; SV Fort +15, Ref +6, Will +6; AL N.

Archelon Ischyros: Init +5; Atk bite +7 melee (3d4); AC 17; HD 7d10; MV 5’ land or 40’ swim; Act 1d20; SV Fort +5, Ref +5, Will +2; AL N.

Brachiosaurus: Init +6; Atk bite +12 melee (5d4) or stomp +12 melee (10d8); AC 15; HD 36d10; MV 20’; Act 1d20; SV Fort +20 Ref +6 Will +6; AL N.

Camarasaurus: Init +6; Atk bite +10 melee (3d4) or stomp +10 melee (3d10); AC 13; HD 20d10; MV 20’; Act 1d20; SV Fort +12, Ref +6, Will +6; AL N.

Ceratosaurus: Init +6; Atk claw +6 melee (1-6) or bite +8 melee (4d4); AC 14; HD 8d10; MV 40’;  Act 3d20; SV Fort +6, Ref +6, Will +2; AL N.

Cetiosaurus: Init +6; Atk bite +12 melee (3d6) or +10 stomp (4d10); AC 12; HD 24d10; MV 20’; Act 1d20; SV Fort +14, Ref +6, Will +6; AL N.

Dinichtys: Init +7; Atk bite +10 melee (4d20); AC 12; HD 10d10; MV 50’; Act 1d20; SP Swallow (Swallows man sized prey whole on 20); SV Fort +7, Ref +7, Will +3; AL N.

Diplodocus: Init +6; Atk bite +13 melee (3d6) or +10 stomp (3d10); AC 13; HD 24d10; MV 20’; Act 1d20; SV Fort +14, Ref +6, Will +6; AL N.

Elasmosaurus: Init +9; Atk bite +14 melee (4d6); AC 12; HD 15d10; MV 40’; Act 1d20; SV Fort +9, Ref +9, Will +5; AL N.

Gorgosaurus: Init +8; Atk claw +9 melee (1d3) or bite +13 melee (7d4); AC 14; HD 13d10; MV 40’; Act 3d20; SV Fort, Ref, Will; AL N.

Iguanadon: Init +5; Atk thumbspike +4 melee (1d3) or tail lash +6 melee (2d4); AC 15; HD 6d10;  MV 35’; Act 3d20; SV Fort +5, Ref +5, Will +2; AL N.

Lambeosaurus: Init +8; Atk +12 bite (2d6); AC 13; HD 12d10; MV 30’; Act 1d20; SV Fort +8, Ref +8, Will +4; AL N.

Megalosaurus: Init +8; Atk +12 bite (3d6); AC 14; HD 12d10; MV 30’; Act 1d20; SV Fort +8, Ref +8, Will +4; AL N.

Monoclonius: Init +6; Atk gore +8 melee (2d8) or trample +6 melee (2d8 dmg & opponent is knocked prone); AC 17 (head & neck), 16 (hide); HD 8d10; MV 20’; Act 1d20; SV Fort +6, Ref +6, Will +2; AL N.

Mosasaurus: Init +8; Atk bite +12 melee (4d8); AC 12; HD 12d10; MV 5’ walk, 35’ swim; Act 1d20; SV Fort +8, Ref +8, Will +4; AL N.

Palaeoscincus: Init +3; Atk spiked tail +9 melee (2d6); AC 22; HD 9d10; MV 10’; Act 1d20; SV Fort +6, Ref +3, Will +3; AL N.

Pentaceratops: Init +6; Atk nose horn +9 melee (1d6) and two gores +12 melee (1d10); AC 17 (head & neck), 13 (hide); HD 12d10; MV 25’; Act 3d20; SP Trample (on a charge, Pentaceratops deals an extra 2d10 damage, DC 15 Ref to avoid);SV Fort +8, Ref +6, Will +4; AL N.

Plateosaurus: Init +4; Atk bite +6 melee (2d8); AC 14; HD 8d10; Act 1d20; MV 30’; SV Fort +6, Ref +4, Will +3;AL N.

Plesiosaurus: Init +10; Atk bite +20 melee (5d4) or 2 forelimbs +15 melee (2d6 each); AC 12; HD 20d10; MV 40’; Act 1d20 or 3d20 in water; SV Fort +12, Ref +12, Will +6; AL N.

Pteranodon: Init +3; Atk bite or beak spear +3 melee (2d4); AC 12; HD 3d12; Act 1d20; MV 10’ walk or fly 50’; SV Fort +3, Ref +3, Will +1; AL N.

Stegosaurus: Init +8; Atk tail spikes +18 melee (5d4); AC 17; HD 18d10; Act 1d20; MV 15’; SV Fort +11, Ref +10, Will +8; AL N.

Styracosaurus: Init +6; Atk gore +10 melee (2d8); AC 17 head/ 15 body; HD 10d10; Act 1d20; MV 15’; SP charge (when charging, Styracosaurus gores and does an additional 2d8 damage from trample, DC 15 to avoid) and Quick Defense (when a successful attack is made on a styracosaurus, there is a 50% chance styracosaurus makes an attack as an immediate reaction, striking with 1d3 of its head frills, +7 melee, 1d6 damage for each frill); SV Fort +7, Ref +5, Will +5; AL N.

Teratosaurus: Init +7; Atk 2 claws +7 melee (1d3 ea) and bite +10 melee (3d6); AC 14; HD 10d10; Act 3d20; MV 40’; SV Fort +7, Ref +7, Will +3; AL N.

Triceratops: Init +10; Atk 1 nose horn +10 melee (1d8) and 2 great horns +16 melee (1d12 each); AC 17 head / 13 body; HD 16d10; Act 3d20; MV 20’; SP charge (on a charge, in addition to taking all three horn attacks from the triceratops, the victim is also trampled for an additional 2d12 damage, DC 18 to avoid); SV Fort +10, Ref +7, Will +7; AL N.

Tyrannosaurus Rex: Init +11; Atk 2 claws +13 melee (1d6 ea) and bite +18 melee (5d8); AC 14; HD 18d10; Act 3d20; MV 40’; SV Fort +11, Ref +11, Will +6; AL N.


Friday, November 22, 2013

Test Post with NPCs

Prospero: Water Carrier (Slaver’s Hold) AC 10; HP 4; Str 10/0; Ag 10/0; Sta 11/0; Per 13/+1; Int 7/-1; Luck 16/+2; SV Fort +0, Ref +0, Will +1; Atk Shiv +0(1d4); Lucky Roll: Wild Child (Spd. ea. +1 = +5’); Lang: Common; Equip: 31 cp; Waterskin, 10’ pole. AL N.

Minoc: Wine Seller (Bazaar of the Gods); AC 10; HP 1; Str 12/+0; Ag 9/+0; Sta 7/-1; Per 7/-1; Int 17/+2; Luck 13/+1; SB Fort _1, Ref +0, Will -1; Atk Dagger +0 (1d4+1); Lucky Roll: Path of the Bear (melee dmg rolls); Lang: Common; Equip 34 cp, wineskin, small sack, AL N.

Ziroonderel: Barber (Old City) AC 9; HP 4; Str 10; Ag 9; Sta 11; Per 10; Int 13/+1; Luck 7/-1; SV Fort +0, Ref +0, Will +0; Atk Broken Razor +0 (1d4); Lucky Roll: Charmed house (AC); Lang: Common; Equip: 21cp, needle & thread, hand-sized mirror; AL N.

Tutothmes: Swineherd (Old City); AC 9; HP 3; Str 7/-1; Ag 8/-1; Sta 15/+1; Per 10; Int 8/-1; Luck 10; SV Fort +1; Ref -1, Will +0; Atk Poker -1(1d4-1); Lucky roll: Wild Child (Spd, ea +1 =5’); Lang: Common; Equip: 28 cp, hog, backpack, AL N.

Anuradhapura: Elf Refugee (Northside); AC 11; HP 3; Str 12; Ag 13/+1; Sta 10; Per 10; Int 13/+1; Luck 17/+2; SV Fort +0, Ref +1, Will +0; Atk Staff +0 (1d4) Lucky Roll: Born under the loom (Skill checks, including thief); Lang Common, elf; Equip: 46 cp, cutting from home tree, holy water (1 vial); AL C.

Oth: Barbarian Refugee (Slaver’s Hold); AC 10; HP 3; Str 10; Ag 11; Sta 11; Per 14/+1; Int 10; Luck 13/+1; SV Fort +0, Ref +0, Will +1; Atk Battleaxe +0 (1d10+1); Lucky Roll: Path of the bear (melee dmg); Lang: Common; Equip: 39 cp; horned helm, 50’ rope; AL N

Beloso: Gravedigger (Smoke); AC 9; HP 2; Str 13/+1; Ag 8/-1; Sta 9, Per 10, Int 9, Luck 12; SV Fort +0, Ref -1, Will +0, Atk Shoverl +1 (1d4+1); Lucky roll: path of the bear (melee dmg); Lang: Common; Equip: 14cp, holy skull, backpack, AL N.