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Running “Lovely Jade Necropolis” in DCC.

I’m back with yet another opportunity to steal my prep! This time, I am planning on running Joseph R. Lewis’s latest adventure, “Lovely Jade Necropolis,” in Dungeon Crawl Classics.

For those of you not familiar with the work of Joseph, I suggest that you check out his other work, in particular “Nightmare Over Ragged Hollow,” which is a favorite of mine. So when he began promoting an all-new adventure, I jumped on it. And while I plan on running it in Shadowdark later, the first opportunity I will have to run it is at my local weekly DCC road crew. Luckily, Joseph has adopted a format where the monsters for three different systems (Shadowdark, OSR, and Cairn) are all listed in the back of the book, and the adventure is written in a really system-neutral way. So I thought, why not adapt the monsters for DCC and give it a go?

Dungeon Crawl Classics Guide to Lovely Jade Necropolis

GEMS & TRINKETS: 50g.
TRAP/HAZARD: 1d6 damage. 
UNDEAD: Repelled by salt. Holy Water deals 1d12. Immune to charm, sleep, poison, etc. 
FEY: Repelled by sunlight. True Iron deals 1d12. The word “Sanvellir” has a 1/3 chance to stun them for 1 round. Immune to charm and sleep. 

Drake
Init
+2; Atk claw +4 melee (1d8) or breath; AC 15; HD 5 (22 hp); MV 30'; Act 2d20; SP breath (fire, ice, etc., 30' line, damage equal to drake’s current hit points, DC 15 Fort save for half damage) 2/day; SV Fort +4, Ref +4, Will +4; AL N  

Elf Knight (Fey) 
Init +3; Atk spear +3 (1d8) and vines; AC 15; HD 4 (18 hp); MV 40'; Act 1d20; SP vines (snare a target within 20' who is unable to move, DC 12 Strength to break free), mothwing sash (teleport up to 50 feet) 2/day; SV Fort +1, Ref +4, Will +4; AL N

Goblin Assassin (Fey)
Init
+2; Atk short sword +2 melee (1d6 + poison) or hurl dust; AC 12; HD 2 (9hp); MV 20'; Act 1d20; SP hurl dust (all characters within a 10' must save DC 12 Fort or be blinded for 1d4 turns); SV Fort +0, Ref +3, Will +3; AL C
Poison: DC 12 Fort save or a Pixie SWARM (FEY) erupts from your mouth in 1d4 hours. 

Hag (Fey)
Init
+3; Atk claw +6 melee (1d8) or magic; AC 14; HD 6 (27hp); MV 20'; Act 1d20; SP baffle (all characters within 30' must save DC 12 Will or all allies look like the hag for 1d4 rounds), horrify (all characters within 30' must save DC 12 Fort or be blinded and deafened by trickles of blood for 1d4 rounds), charm (one character within 30' must save DC 15 Will or be enthralled for 1d4 rounds); SV Fort +2, Ref +5, Will +5; AL C

Horror (Undead)
Init +2; Atk strike +3 melee (1d8) and miasma; AC 14; HD 4 (18hp); MV 40'; Act 1d20; SP miasma (all adjacent characters must DC 12 Will or lose 1d3 Strength); SV Fort +1, Ref +1, Will +4; AL C

Hyena
Init +2; Atk bite +3 melee (1d6) or laugh; AC 11; HD 3 (13hp); MV 60'; Act 2d20; SP laugh (All targets within hearing range must save DC 12 Will or flee for one round); SV Fort +3, Ref +3, Will +1; AL N

Necromancer
Init
+2; Atk sword +3 melee (1d8) and magic; AC 15; HD 6 (27hp); MV 20'; Act 2d20; SP summon undead (4 ZOMBIES or 1 HORROR) 2/day, bone storm (effects all targets within 30', save DC 15 Ref or 1d8 damage), bone puppet (affects one target within 40', save DC 15 Will or make one attack on an ally), SV Fort +2, Ref +5, Will +5; AL C

Swarm
Init
+3; Atk bite +3 melee (1d6); AC 13; HD 3 (13hp); MV 20'; Act 2d20; SV Fort +1, Ref +3, Will +1; AL N

Troll (Fey)
Init +2; Atk fist +4 melee (1d6) and swat; AC 12; HD 5 (22hp); MV 40'; Act 2d20; SP swat (one target must save DC 15 Ref or knocked back 30' and 1d8 damage), healing (regains 3hp each turn unless harmed by fire); SV Fort +1, Ref +4, Will +4; AL C

Zenobia (Fey)
Init
+3; Atk spear +2 melee (1d8) and two magic; AC 15; HD 7 (31hp); MV 20', Act 1d20; SP vines (snare a target within 20' who is unable to move, DC 12 Strength to break free), mothwing sash (teleport up to 50 feet), horrify (all characters within 30' must save DC 12 Fort or be blinded and deafened by trickles of blood for 1d4 rounds), charm (one character within 30' must save DC 15 Will or be enthralled for 1d4 rounds), healing (regain 1d8 hp); SV Fort +2, Ref +5, Will +5; AL N

Zombie (Undead)
Init
-2; Atk short sword +2 melee (1d6); AC 8; HD 2 (9hp); MV 20', Act 1d20; SP undying (when killed, 1/6 chance to revive with full hp); SV Fort +0, Ref +0, Will +3; AL C

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