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Showing posts with the label bronze age

The Dreaming Lake & Vuludh and its Surrounds

  The Dreaming Lake Chimera To create a chimera roll to determine how many d10 HD it has. Roll 1d8, dice explode. A chimera hasas follows. An initiative bonus equal to HD-3 A 1d20 action die for every two heads, and a 1d14 for each tail it has. It begins with Atk Bite HD+3 Melee (2d4), Claw HD+2 Melee (1d6), Tail Attack HD+1 Melee (1d5) on tier 1 (2 heads, 1 Tail) but for every tier above that it gains +2 to all attack rolls and +1d to all damage dice. 40’ movement. It begins with Fort +4, Ref +2, Will +2 at tier 1, but for every tier above that it gains +3 Fort, +2 Ref, and +1 Will. Saves forced by the chimera are DC 7+HD. Result 1-4 2 Heads, 1 Tail 5-7 2 Heads, 2 Tails 8-10 3 Heads, 2 Tails 11-13 3 Heads, 3 Tails 14-16 4 Heads, 3 Tails 17-19 4 Heads, 4 Tails 20-22 5 Heads, 4 Tails 23-32 5 Heads, 5 Tails 33+ Ever shifting as if all results. 1d20 Heads Baboon: The chimera knows the languages of man. Bear: The chimera’s...

When the North Wind Blows Through the Valley, A Game Played in the Valley, and the Valley of the Golden Bull

- Lots of valleys in this one. I decided to do three this time because the first two were so slim. when the north wind blows through the valley Landsquid, Feral Will be described in the future Monsters.MD conversion. Magpie-faced Init: +3; Atk: As Weapon +2; Crit III/1d6; AC 11 (agility); HD 1d10; MV 30’; Act 1d20; SP Shiny Lover; SV Fort +1, Ref +1, Will +3; AL L Shiny Lover: A Magpie-faced has a 80% chance of picking pockets successfully. It will either steal 1d30 golden coins or a trinket, judge’s choice. The creature on the hill Init: +0; Atk: Gore +8 melee (1d10+4); Crit M/d16; AC 14 (thick fur); HD 10d10; MV 40’; Act 1d24 + 1d20; SP Protective Wind, The Amber Dream; SV Fort +6, Ref +4, Will +6; AL L Protective Wind: Missile attacks made against the creature are made with a -2d penalty. A fumble against the creature means the projectile flies straight and true back towards the attacker, inflicting maximum damage on top of whatever else even occurs...

Armor of the Bay

  Warriors need to have their innards protected. The best way to do that is to wear armor. Here are the common armors in the Birini region. Cotton Unprocessed cotton between fabric, creating a very soft armor that dampens impacts and is hard to pierce. BX 6[13], 50 GP, 100cn DCC +3, -1, –,d6,50 GP Lamellar, Porcelain Pieces of Thrion ceramic overlapping each other creating a hard yet flexible set of armor. BX 4[15], 50 GP, 440cn DCC +4, -3, -5’, d12, 50 GP Leather Hardened animal hide (typically cow but occasionally mammoth) a cheap and solid way to protect the innards. BX: 7[12], 20 GP, 200cn DCC +2, -1,–, d8, 20GP Plate Solid bronze, typically they are made somewhat decoratively, showing gleaming metal abs, cod pieces, other features the warrior wishes to accentuate.  BX 2[17], 500GP, 500cn DCC +7, -7, -10’,1d12, 500GP Scale Small bronze plates overlapping like the protective scales of a serpent...

Oludammi, and the Griffon's Territory

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Oludammi, the Back-End of the Ass Animal Aspirant, Crocodile Will be described in the future Monsters.MD conversion. Barbarians Will be described in the future Monsters.MD conversion. Death-Cleric Rukh-Vile Init: +2; Atk: Staff +2 Melee (1d4); Crit III/1d10; AC 10; HD 3d8; MV 30’; Act 1d20; SP Magic, Grisly Demise: SV Fort +1, Ref +1, Will +2; AL L Magic: Rukh-Vile can cast the spells Ray of Enfeeblement, Curse, and Spider Web with a result always being 16. There is a 4% chance that it fails with any single cast but may drain the life of any allied barbarian to make sure the spell succeeds. Grisly Demise: Upon death the ground beneath Rukh-Vile opens up, and a serpent of terrible black flames drags him to an underworld unseen.  All ignitable things within 5’ catch fire. The fire deals 1d6 damage each round and naturally extinguishes on a roll of a 1. Keep in mind these are dry grasslands. Ghoul Init: +2; Atk: Claw +3 Melee (1d3+Paralys...

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...

Bronze Age DCC Occupations

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This is mostly based on southeastern europe, northern africa, and asia minor but with small aspects of bronze age china mixed in. I play with a house rule where You roll an additional d10 to determine what you are, with 1-7 being human, 8 being dwarf, 9 being elf, 10 being halfling.   A link to a pdf download can be found here.