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A Mark of the Odd Sword & Sorcery Dungeon Crawling RPG · By Matheus Henrique Morais, LFA

Converted DCC Adventures

A topic by LFA created Dec 05, 2023 Views: 243 Replies: 1
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Developer (1 edit)

These are some of my converted notes from DCC modules I played with SAB. Some I got to play just once and might not be as balanced as it should be, but it is important to note I usually use the adventures as guidelines to a plot and go with it during play, adjusting it as necessary.

Skill Checks and Saves

DCC uses Difficulty Class (DC) in a lot of situations to adjudicate success. I usually cut most of these rolls based on SAB’s Position rule, but when need:

  •  Saves: I just pick what makes most sense between BODY, MIND and LUCK and ask for a pure Save, with no other modifiers based on the DC. If that doesn't please you, you could apply Disadvantage or use a rule on Difficulty like Solar Blades & Cosmic Spells, adding a range to failure. Convert multiple sequential rolls into a single one with higher risk.
  • Skill Check: I use the rules on the Gamemaster’s Handbook (Time, Capability and Materials), this gets rid of a lot of rolls to complete something in DCC. Just keep things going if it makes sense. What matters to me is how much time the PCs are willing to spend to get a task completed. The more prepared they are, the faster they go through an obstacle. I also give as much information as I’m allowed to, remembering the Game Master principle in the book: Players do not need to roll dice to learn about their circumstances. Tell them and let them decide what to do.
  • Knowledge based on background or class: In some modules, pieces of knowledge are given based on the character’s background or class. I tend to follow these as well, but I focus more on the kind of information it is. So something a wizard could know, would also be given to anyone with a grimoire or a magical background. If the knowledge is hard to get or secret, give them a lead on what it could be or what type of help they need to seek for.

Attribute Score Change

I’m testing permanent attributes change — HP, BODY, MIND and LUCK  —  to be only on +1 or -1 modifiers. You could keep this rule just for HP and allow the others to be more swingy. 

Monsters

If you have time, using the Player’s and GM’s Guide is enough to convert any monster and make them different and fun. Before creating a new one from scratch, I check in the Cairn’s list if there is one I could use.

If converting on the fly, for me these works just fine:

  • HP: 1 HD = 1 HP or DCC HP/3 (Max 18).
  • Armor:  AC 0-11 = 0 | 12-14 = 1 | 15-18 = 2 | 18+ = 3
  • Attacks: Attack damage die without modifiers (closest higher not zocchi die, ex. d5 becomes a d6. max damage die is d12). If they have two or more attacks, add +DX as bônus damage. If they have more than 2 actions, add blast.
  • Attributes: Start at base 10 and add/subtract the modifier (Max 18). BODY = Fort or Ref. MIND = Will.
  • SP: Adapt as necessary.


Adventures

Developer (3 edits)

SHADOW OF THE BEAKMEN [SPOILERS]

Played with a party of 2 and 3 people (plus saved man-at-arms). Both were cautious and got to the dungeon’s final room. Facing the final boss and detachment scale Beakmen groups might be tough.


Common Opponents and Relics

Greenstone Lance (d8+d6, 1 Charge)
A shiny alien spear capable of controlling crocodiles and powering magic.
- The lance is super sharp, but also fragile. It ignores Armor, but shatters when killing a foe.
- The wielder can telepathically command a Nearby crocodile that fails a MIND Save to follow its orders. The Save is made each dawn.
- The shard at the tip can be destroyed to boost a single spell, adding +1d to the roll. Roll this as a separate die. It does not add Fatigue on a result of 4-6 and also causes no Mishap if it shows the same number as another casting die. 

Croc Knight: 3 HP; 2 AR; 12B, 9M;  Greenstone Lance (d8+d6, ignores Armor);
A beaked knight riding a giant crocodile.
- Controls their crocodile using the lance.
- Critical Damage: Uses a Hunting Pole to trap and capture the target.  

Giant Crocodile: 5 HP; 2 AR; 12B, 8M; Bite (d10);
A large four-legged reptilian creature.
- If freed from the lance’s spell, just wants to return to the waters.
- Critical Damage: Rips off the bitten limb. 

Beakmen: 1 HP; 11B, 7M; Claw (d6);
Once a living human, threw in terrible pits. Now transformed into a beaked alien humanoid.


PLAYER START

Man-at-Arms: 3 HP; 11B, 8M; Spear (d8);
- While the village is being attacked, they don't fail Moral checks.


AREA A – THE BATTLE

Peasant: 1 HP; 9B, 8M; Fists (d4);

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


AREA B – THE LAKESHORE

Beakmen (23): Transform them into Detachment Scale.

The Master (Astral Shadow): 1 HP; 12B, 18M; Black bolt (d6);
A squat green man.
- Can fly as its movement.
- Immune to non-magical weapons.
- Counterspell: Once per day, The Master can try to counter a Nearby Casting Spell. They roll the same Power as the original spell and if its SUM is higher than the other caster’s [SUM], the spell is countered.


Area 1-1—The Mired Cavern

If the PCs don’t have a Greenstone Shard, use time as the main obstacle to check for surprise from the troop on 1–2. A thief with the right tools, or a character with a powerful weapon could try a Save to avoid being surprised on opening the portals really quick.


Area 1-3—Brood Chamber

Inside the egg sacs: MIND Save each Turn or lose d4 MIND.

Pool Trap: BODY Save. If it detonates, don’t call for a Save to halve it, just cause 3d6 (using highest die only) directly into the target's BODY.  

Beakmen Pupae (20): 1 HP; 9B, 5M; Claw (d4);
Once a living human, threw in terrible pits. Now transformed into a beaked alien humanoid.

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


Area 1-4—The Weaver

  • Scry damage deals d12 to MIND (no Save to halve it).

The Weaver Magic Items and Relics:

Demonweb Rope, 100’ - Cannot be severed or torn by mundane means

Demonweb Short Cloak (+1 Armor)
A custom-made sticky cloak.
- Once a day grants Advantage to a BODY Save.
- If the wearer dies using the cloak, they are soaked and transported by webs, becoming a spider servant under the Weaver’s control for many years before having their soul freed. The cloak is sent as a gift to a  close family member, friend or lover. 

Demonweb Gloves (3 Charges)
A completely white pair of gloves.
- Spend 1 Charge to make Trivial a Save related to open locks, disable traps or handle poison.
- When the Charges are depleted, the glove becomes sticky and impossible to remove. Tasks related to dexterity and reflexes suffer Disadvantage, but those that require strength receive Advantage. 
- Recharge: The Weaver will soon appear into the wearer’s life and ask for a small risk favor. Complete the task to recharge the glove.


Weaver Demon: 12 HP; 1 AR; 15B, 18M; Claws (d6, blast);
A wicked creature happy to bestow gifts for a price.
- Demon traits.
- Immune to non-magical weapons or natural attacks from creatures of 3 HP or less,  half damage from fire/acid/cold/electricity/gas.
- Critical Damage: The target gets pinned by a web strand. 


Area 1-5—The Warlord & the Beast

Sneaking: Check for thiefs or halflings who have the sneaking special abilities. As for the group LUCK Save, I’d ask it only for the character with the lowest Attribute value. If they do something smart, no Save is required.

Treasure: Don’t ask for a LUCK save, but each mound takes 1 Turn to be inspected (each player can get to one at a time). 


Beakman Warlord: 6 HP; 2 AR; 13B, 16M;  Battleaxe (d10) or Greenstone Javelin (d8, ignores Armor);
An old beaked knight, one with their giant crocodile.
- Controls their crocodile without the lance.
- Last Grap: If they fail a Critical Damage Save, they grapple a Close target and jump into the pool.
- Critical Damage: Knocks the target into the pool. 

Giant Crocodile (Ancient): 7 HP; 2 AR; 13B, 16M; Bite (d10);
An intelligent large four-legged reptilian creature.
- Fights for its master until they die.
- Critical Damage: Drown the target and rips off the bitten limb. 


Area 1-6—Flooded Passageway

  • Attempting to swim the passageway, unaided, requires a BODY Check (heavy armor implies Disadvantage). On a failed check, the character begins to drown (taking d6 Damage) succumbing to panic and losing sense of direction. On the next Round, the character can make a MIND or LUCK Save (whichever is the highest) to escape the passageways, on a failed check the character passes out and dies drowned if they don’t receive any help within 1 minute.  


Area 1-7—The Moon Pools

You can follow my Attribute Score change rule or use it as written from the adventure.

Deal d12+d12 Damage from a second try on the pools.


Area 1-8—Beakmen Pods

Sneaking: Check for thiefs or halflings who have the sneaking special abilities. As for the group LUCK Save, I’d ask it only for the character with the lowest Attribute value. If they do something smart, no Save is required.

Pool Trap: BODY Save. If it detonates, don’t call for a Save to halve it, just cause 3d6 (using highest die only) directly into the target's BODY.  

If the party faces a group of 10 or more Beakman, transform them into Detachment Scale.


Area 1-9—Master of Shadows

Destroying the Lantern: The easiest way to defeat an astral shadow is to shatter its lens on the magic lantern. The lantern has 8 faces in all, each set with a lens depicting a monstrous beast. Any attack succeeding dealing 5 or more points of damage instantly shatters a lens, dismissing the shadow.

Transporting the lantern is difficult and would need at least 3 characters with free hands (6 Slots, bulky). 

Astral Shadows (lion, griffin, ogre, dragon, giant, spider, snake, devil): 1 HP; 13B, 18M; Melee (d6+);
Magical forms projected from a lantern.
- Immune to non-magical weapons and spells that require a MIND Save.
- If the lens projecting a shadow is destroyed, that shadow vanishes and stops attacking until it is restored.
- Magical Lantern: Each Round the lantern is spinned, the shadows’ attack is increased by one step (d6>d8>d10>d12). If the lantern stops, the Damage die resets to d6.  

The Master: 9 HP; 12B, 18M; Black bolt (d6);
A squat green man.
- Command Astral Shadows: The Master can forego its movement of the Round to stop spinning the lantern and replace all broken lens. The shadows all defend The Master to the best of their ability and with no fear of death.  
- Counterspell: Once per Round, The Master can forego its movement to try to counter a Nearby Casting Spell. They roll the same Power as the original spell and if its SUM is higher than the other caster’s [SUM], the spell is countered.