Tuesday, December 30, 2025

Converting Dungeon Crawl Classic to Mothership

An oddly specific conversion, but one that didn't quite fit with the rest of the OGL material.

And it's a good thing to mark the end of the year with, having finished all the D20-based OSR/OGL to Mothship systems I own.
I'll start the new year off with Tunnels and Trolls and then I'm done for the project.

HD = Wounds

HP = Health, if HP is under 10, add +1d5+6 (Allowing 1 HD monsters to have between 11-15 Health), add the OSE HD modifier to Health if average not listed. Add or deduct from Health based on the original size. D6: -1, D8: +0, D10: +1, D12: +2. Anything with a HD of d5 or lower dos not adjust Health if it is under 10

If 4 Wounds or higher, deduct 2 Wound and 10 Health for every 3 total Wounds.

If this reduces the new Health total to less than 10, add 10 to the Health. and round up to the nearest 10.

Add the extra Wound

Difficulty Classes in DCC are 2 to 5 points lower than in other OGL games. So an extra 2 points are needed to be added to Combat and Instinct calculations.

Combat = Ascending Attack Bonus +2 + 2 + Any listed modifiers x 5 +15.

Instinct = HD + 2 x 10, becoming HD x 5 after 5 HD, as a percentage

(9-AC/AC-10 for Ascending) round down = AP

Each damage dice converts to a number of dice

1, 2, d3 = 2 flat damage

d4, d5 = d5

d6, d7 = d10

d8, d10, d12 = 2d10

d14, d16 = 3d10

d20, d24 = 4d10

d30 = 1 Wound

If converting multiple dice rises above 4d10, it becomes 1 Wound.

Bonuses to damage are ignored unless they are +2, then up the dice by one per +2 on the chart prior to converting.

If a + Weapons is required to hit the monster, deduct 1d0 from the damage of the Mothership weapon per + required.

Actions remain the same, use judgement for distance of attacks.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

+/-4 or higher situational modifiers convert to [+] and [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


From DCC 66.5 Doom of the Savage Kings

The Hound of Hirot: Init +2; Atk bite +3 melee (1d8) or claw +3 melee (1d4); AC 15; hp 4d12; hp 20; MV 30’ or fly 30’; Act 3d20; SP demon traits, gaseous form, immune to charm effects; SV Fort +4, Ref +4, Will +0; AL C.

W 4

H 20 + 2 (Size d12)

This becomes W2 HP 12

Add the extra wound for W3 HP 12

COM 3+ 2 + 2 x 5 + 15 = 50% Bite 1d8 = 2d10 or Claw 1d4 = 1d5

Act 3d20 = Three actions a round

AC 15 – 10 = AP 5

INS 4 +2 x 10 = 60%

Can move or fly as fast as a person

Demon traits, gaseous form, immune to charm effects need to be looked up

Demon traits just seem to imply the rest of the special abilities from the description, though no doubt renders it weakened to those who consider Chaos unholy in the DCC system.
Gaseous form - "If the hound is reduced to 0 hp, it dissolves into oily black mists and returns to its lair, emerging the following night at full hp."

Immune to charm effects is self-explanatory

 

The result is:


The Hound of Hirot
W3 HP 12

COM 50% Bite 2d10 Gore & Massive or Claw 1d5 Bleeding

INS 60%

Three actions a round

AP 5

Can move or fly as fast as a person

Demonic: A successful THEOLOGY Skill Roll deduces the Hound’s Traits, A successful MYSTICISM Skill Roll deduces the Hounds Stat and a Successful XENOESOTERICISM roll gives [+] to Damage against the Hound.

If the Hound is Reduced to 0 Wounds, it dissolves into oily black mists and returns to its lair, emerging the following night with full Wounds

The Hound cannot be charmed or mentally dominated by any mortal science or magic.

 

 From DCC 67 Sailors on the Starless Sea

 Beastmen: Init +1; Atk spear +0 melee (1d6); AC 12; HD 1d8; hp 3 each; MV 30’; Act 1d20; SV Fort +1, Ref +1, Will -1; AL C.

W 1 + 1 for the extra

HP 3 + 1d5 + 6 (let’s say the average with rounding 9 for a neater 12)

 

Beastmen

W 2 H 12

COM 25% Spear 1d10

INS 30%

AP 2

Saturday, December 27, 2025

4E of the World’s Greatest Roleplaying Game To Mothership Conversion

People frequently think of this is difficult but it’s not.

Take the HP and the Level, take the difference between 24 and the Level and divide the HP by the new Level and then by the monster type to get the HD, rounding up.
Minions are /4, Standards are /2, Elite are, as is and Solo are x2. Health is Bloodied/2. Which then has the Mothership Wound conversion applied to it. If the Monster is from MM1 and MM2, multiple the HP by 0.8 prior to dividing by Level. Bloodied Effects occur when at half Wounds or Less.

Combat is calculated slightly differently as we rely on Level and not HD, (Attack Bonus - Level) x 5 + 30

Divide Damage/2 and convert into d5, d10 and Wounds as according to convertor. Monsters from the MM1 need a damage bonus, so multiply damage before Mothership conversion by 1.5.

Divide AC by 2, rounding down to get the Ascending AC. Deduct 10 to get Mothership effective AP.

If speed is needed, multiple Squares x5 and that’s how many feet they walk, x3 that number for running and divide for metres as needed.

Any attacks that recharge randomly can only be used once per combat encounter. As are any which are explicitly once per encounter.

Traits and Triggering actions are always in effect, but assumed unless specified the monster can do one Standard/Encounter and one Minor action each turn. Skills/2 x10 as a percentage if Instinct isn’t higher.

+4 or higher situational modifiers convert to [+] and likewise do -4 or worse into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this. Special attacks which target Ref need SPD or INT rolls to avoid effects, Will needs FEAR or SAN and For need BODY or STR.


Let's apply this to the Banderhobb Warder, one of the creepier 4E originals.

Things from the Shadowfell (equal parts alternative world, negative/shadow plane and purgatory) who steal people for their unseen master, either by swallow and regurgitating them or stuff them into a sack.

They teleport into shadows with the writing carved into the midsections, so clearly there is a guiding intelligence.



Banderhobb Warder
Large shadow magical beast
Level 16 Soldier XP 1400

HP 160; Bloodied 80Initiative +16
AC 32, Fortitude 30, Reflex 28, Will 26Perception+15
Speed 6, swim 6Darkvision

Standard Actions

(⚔) Longfinger Claw ✦ At-Will

Attack: Melee 2 (one creature); +21 vs. AC

Hit: 3d8 + 11 damage, and the target is marked until the end of the warder's next turn.

(➶) Lightning Tongue (lightning) ✦ At-Will

Attack: Ranged 5 (one creature); +19 vs. Reflex

Hit: 2d8 + 7 lightning damage, and the target falls prone.

⚔ Longfinger Clutch ✦ At-Will

Attack: Melee 2 (one or two creatures); +21 vs. AC

Hit: 2d8 + 7 damage, and the target is marked until the end of the warder's next turn.

Triggered Actions

⚔ Swallow ✦ At-Will

Trigger: A Large or smaller enemy marked by the warder makes an attack that does not include the warder as a target.

Effect (Immediate Reaction): The warder shifts 3 squares to a space adjacent to the triggering enemy and makes the following attack.

Attack: Melee 1 (the triggering enemy); +19 vs. Fortitude

Hit: The target is removed from play. Until the effect ends, the target takes ongoing 10 damage. The target can take actions as normal and can make melee and close attacks against the warder. The effect ends when the warder drops to 0 hit points or when the warder ends the effect as a free action. When the effect ends, the target appears in an unoccupied space of its choice adjacent to the warder.

No Escape (teleportation) ✦ Encounter

Trigger: An enemy marked by the warder ends its move.

Effect (Immediate Reaction): The warder teleports 10 squares to a space adjacent to the triggering enemy.

Skills Athletics +21
Str 26 (+16)                Dex 23 (+14)                Wis 24 (+15)
Con 24 (+15)                Int 22 (+14)                Cha 11 (+8)

Alignment evil       Languages understands Goblin

Published in Monster Manual 3, page(s) 18, Dungeon Magazine 180.

Level is 16 (it is match for a level 16 player and 5 of them is a statistically bland encounter for a party of 5). HP is 160.

24 and 16 has a difference of 8, 160/8 = 20, Standard monster means 20/2 = 10 HD, HP would be 40

Applying the conversion is:

It's got 10 Wounds to start with. Three goes into 10, 3 times, so the new Wounds are 10 - (2x3) = 4, HP 10

Let's flip that to be W2 HP 20

Combat is (21 or 19 - 16) x 5 + 30 = 5/3 x 5 + 30 = 55% or 45%

Instinct would be 75%, but the amazingly high Athletics is 21/2 x 10 = 100, Always capable of making the move

All attacks are either ranged 2 or 5, so 10 to 25 feet. So, they can hit a Close range due to the horrible long arms.

Longfinger Claw: 3d8+11/2 is 1.5d8+5.5, let's round that down to 1d8+5

1d8 is 2d10. But +5 is two lots of +2, in turn increasing the value to 4d10 and eventually 6d10. Becoming 1 Wound and 2d10 damage.

Lightning Tongue is 2d8+7/2 is 1d8+3.5

2d10 upgraded to 4d10 or 1 Wound

Causes people to be knocked over unless they make a SPD Roll to avoid it

Longfinger Clutch is 2d8+7/2 is 1d8+3.5, which is 4d10 or 1 wound but also Marks target

This then plays into the Banderhobb's Swallow and No Escape actions

Swallow does 10 damage/2 is 5 damage

AC is 32/2 = 16-10 = 6 AP

6 squares is 30 feet per round walking and swimming, about human speed.


Banderhobb

W2(20)

INS 75%, Always passes situations that would require athletic ability

COM All attacks Close Range

Claws 55%, 1W (Gore & Massive), each attack, the Banderhobb either does an addition 2d10 damage or marks a sigil

Lighting Tongue 45%, 1W (Fire & Explosives), causes people to be knocked over unless they make a SPD Roll to avoid it

Once in an encounter, the Banderhobb can teleport through a shadow to Marked target, so long as it is in Close Range (15m to be precise)

Swallow 45%, 5 damage per round on the target's turn

Should the Marked target be within Close Range and ignore the Banderhobb, it moves faster than its bulk suggests, swallowing the target whole. Fitting up to its own body mass in a single gulp and regurgitating at will. Those swallowed can still fight if they can get purchase.

AP6

As fast a a person on land and in the water

Can see in the Dark


UCR Memo

BLUF

We should determine the source of these creatures and moving to aggressively acquire the operation through any means necessary.


Details

Banderhobb are large creatures of the Outer Dark. Abducting targets for whatever master that inscribed the sigils onto them from dimensional rifts made of shadows. Several have been identified by size and ability, though whether they are individuals or types is unknown.

This is both a dire risk to the stability of the Company's operations in the Rim but also an opportunity. These Banderhobbs can perform the same role as a Hatchetman, with greater precision and infiltration ability. Obtaining knowledge and control of these creature should be a top priority for the branch. Specialists and contractors with the right combination of experience and expendability should be hired for this purpose. Leverage can be acquired by producing evidence that Banderhobbs are responsible for missing persons of interest to employees.

Sunday, December 21, 2025

Antarctica Adventure Jam Dungeon 2

Late this week, late two months for the whole thing.
But finally done now.


My second out of hopefully five for my part of the Antarctica Adventure Jam.


Dungeon 2 – The Tower From Before

### Any dimensions not stated are assumed to be 10 feet. The ceiling in Rooms 1 to 6 on level 1 are 20 feet high, excluding the vaulting the sides, which rises from 16 feet. Steps leading into Rooms 7 and 8 are ten feet down with 30-foot-high ceilings. All ceilings on level 2 are 20 feet high. Those on level 3 and 4 and 30 feet high and 40 feet high respectively. Unless otherwise stated, all rooms are lightless and made of small yellow brick. All doors are not stuck.

Descriptions in the Before language/writing are labelled BFTXT


## Level 1

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1 Black Widow Spider, if Room 4 and 7 cleared, revert when Level 2, Room 2 cleared)

2 – Reroll (1d6 Giant Geckos on the ceiling if Level 2, Room 2 cleared)

3 – 1d8 Bandits (Nothing if Rooms 4 cleared)

4 – 1d4 Giant Shrews (Nothing if Room 12 cleared)

5 – 2d4 Goblins (Nothing if Room 7 cleared)

6 – 1 Green Slime (mutated pipe cleaner)

1.    A worn staircase winds its way up 30 feet to level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Above the doorframe is 1 Green Slime, which will drop on the first party member to enter.

2.    This room is dusty except or the floor. There is a mural opposite the door. It depicts a regal woman wearing a gold crown and series of overlapping plates, shaped like crescents and bosses like the full moon. In her hand is a still bright sword with a still-bright radiant sun on the pommel and wind along the edge.

Under the tiles of the handle are missing bricks in the wall. Containing the bandits’ treasure 400sp and 60gp.

3.    Long hall with much ruined furniture that crumbles to dust on a touch and dust across the floor. The higher reaches of the walls show Before writing and belong a newer picture of boats. The boats are the kind used by those of the Sunrise Straits. Many gouges and occasion scratches mar the floor and walls from combat practise.

BFTXT: Refreshments and Meals Available Here (Available Here is obscured by the boats)

1.         This room smells of fear and is lit by oil wicks. 11 Bandits prepare to ambush anyone who enters if the alarm in Room 6 is triggered. If the alarm is not triggered, their Leader Hol the Wild F2 and another are watching the door. If they intruders are not the Goblins, somehow gain Initiative or after 1 round of combat, the Bandits disengage and beg assistance to eliminate the Goblins in Room 7 who have placed them in a state of near siege.

They will betray the player characters only if they go up the stairs and come back wounded. They have never ventured up there for the tower is haunted by the old Queen’s ghost. They have 500cp in coins and gems worth: 5 x 10, 5 x 50, 6 x 100, 4 x 500 and 1000gp in a wooden box.

5.    This room is dirty except for a mildly cleared track which winds from the eastern doorway to the battered wooden branches stacked together in the southern door. An old clay pot sits in the corner.

The pot contains 200sp and squeezing of Giant Shrew pheromones. The stink clings to the opener and any group they travel with have doubled chances of wandering monster checks for 1d6 hours.

6.    A long hallway, some condensation on the walls but otherwise dry. The musky scent of mammals and dung. Whatever was once the walls has been scrapped off, whitewashed and that left to decay off the brick. Crossing halfway across the room activates the greeting sensor at human-waist height. Two overlapping voices, one sounds like a local. Alerting every encounter on the level.

BFTXT: Welcome guests to the Universal Pylon/city of New Ogen. Supplying/Capital of the Island with all require pneuma-food/grace of the spirits and ancestors at the behest of your sovereign/s.

7.    This room stinks of animals. If they players have not alerted them, the inhabitants are talking in their high-pitched yet gravelly voices. They are discussing if nests count as beds in a bedroom and therefore if they can make them more structured or must make not maintain them. 36 newer Goblins with the heads of Giant Shrews, nine 2HD Bodyguards with the heads of Killer Bees and Giant Lizards from across the Inner Sea and one 3HD Chief with the head of a short-eared dog.

The chief and bodyguards wear armour made from 10000cp of foreign coins punched through and threaded. In his nest are gems worth 2 x 100gp.

8.     This room is filled with musk and waste of carnivorous animals., increasing towards the door to Room 12. Flyspots blackens the walls, obscuring graffiti of penguins swimming in spiritually protective formations.

9.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 3 Room 8, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

10.   A worn staircase winds its way up 40 feet to Level 2. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls. Halfway up is a scythe trap attached to a thin cord on the tenth step. If stepped on, it swings down for 1d8 damage.

11.   Complex diagrams on Walls from Before showing stylised lines connecting six separate X symbols in four separate squares. One square occurs on the far left and is circled. Two Xs are on the second square. One occurs on the third square and two more on the fourth square.

12.   This room reeks due to the fearful 8 Giant Shrews who hide here away from the Goblins in Room 7. They attack immediately and without fear. Inspection of the mattered nesting material and bodies reveals these are actually not shrews but marsupials, Giant Planigales.


## Level 2

### Rooms 8 to 12 are made of green glass, not yellow brick, these diffuse the light of day.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (1d6 Robber Flies if either Room 2 or 12 cleared)

2 – 1d6 Ghouls, with Ogen tattoos, moving creakily (may only be encountered once, otherwise reroll)

3 – 1d3 Black Widow Spider (Nothing if Room 2 and 9 cleared)

4 – 1d4 Dracolizards (Nothing if Room 12 cleared)

1.     As the staircase rises to the broad landing, there is a windswept and vine-clad balcony. Growing from leaflitter embedded in the brickwork. Thick cobwebs stretch along the walls and ceiling.

2.     Two Giant Black Widow Spiders lair here among their climbing and tripping webs and will descend to ambush once someone steps outside the stairwell.

3.     Rows and rows of crumbled metal holders contain stained outlines of cups and glasses that would have to have been made from plant matter or something like that. Traditional whitewash peels off the walls revealing an elaborate tree motif from the Before Kingdom. A large window lets in the air.

The door to Room 4 has a ceremonial skull painted on it.

4.         This long room is completely obscured to about neck or head height by blast shadows separating the room into a richer yellow where something blocked it. Occasionally the negative of an arm or hand can be seen peaking out up from the colour. A mass of bronze and bones of some bird seem to occupy the far end where the wall shifts from brick to green glass.

After the party enter, 24 Wraiths (Antarctica Bestiary) emerge from the negatives. Each hit from a Wraith causes a -1 to all rolls on a hit and reduces total HP by 1. The effects of each hit are recovered sequentially every 24 hours.

5.     There is a lever on the wall but is otherwise empty and dusty. Pulling it causes the doors to Room 4 and 6 to lock and the whole room to rise as an elevator to occupy Level 3, Room 4. The elevator position then locks for 1d6x10 turns.

6.     This room is also filled with person-sized colour negatives. But at crouching level. In the polar-west corner is a net of silver wires that form the approximation of a pair of hands and wrists worth 200sp. The tiniest scrap of green cloth is visible on some of the bands. They are grasping a clay pot, containing a Potion of Clairaudience.

7.     The red-brick room is filled with stone-like pipes, broken and at odd angles to the wall. The floor has only a couple of negatives of fallen shapes. Everything is covered in a layer of green dust.

Entering the room causes the powered chemical dust to rise and everyone present must make a Save vs Poison or die.

8.     A tall yet narrow cylinder made of glass is central to the room and a spiral stair rising beyond.

The stairs wind up 30 feet to Level 3, Room 6. Observing the interior wall shows there is some 10 feet of brick between each level, if broken this reveals a network of stout pillars serving as climate controls.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing the machine or pressing/pulling the gems (but not touching) causes the battery to discharge. Save vs Spells or a flash or light blinds everyone looking for 1d8 turns.

         Recoverable after the discharge by smashing the cylinder is 100sp of wire and gems worth 2 x 100gp and 2 x 500gp.

9.     This room has glass that is almost completely shrouded in web. Among the dark is a Giant Black Widow Spider, avoiding its mates in Room 2 and ambushing any who come inside.

10.   A whitewashed wall depicts three icons arrayed in a line. A stylised hall and boat, a stone structure with the sun above it, and the tall tower in green and yellow. They are united by a line that with 1 turns deduction, goes pole-polar east. Making it obviously Ogen 300-555, the ruined fort 302-559 and the tower 303-559.

11.   There is a cool draft here from the away end. Amid the discoloured glass that gives the room a greenish glow, there is a single unspoilt door. The brickwork is clean and the frame bears repeating Before words.

         BFTXT: Exterior turret, for emergencies and observations only. Do Not Jump.

         The door is an illusion, part of the old glamour of the Before Kingdom. Really there is a 30 foot drop for 3d6 damage.

12.   The floor here is glass, the walls here are glass and there is at the away end, a lope as if the wall was melting outwards to form a ramp or protrusion. Everything is covered in leaf-litter and mouldy bones.

         Nesting here are 5 Dracolizards, nesting on the polar-west side. The farthest two polar nests have a 500gp gem each, partly bitten.

         The door to Room 7 has a ceremonial skull painted on it.

## Level 3

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn.

1 – Reroll (2d6 Hobgobins with deer or panther heads, if a route from Level 1 is opened up)

2 – Tarantella (Nothing if Rooms 3 cleared)

3 – 1d6 Crystal Living Statues with oversized hands (may only be encountered once, otherwise reroll)

4 – 1d6 starving-looking Gargoyles in stone form (may only be encountered once, otherwise reroll)

1.         A series of four worn robes hang on multiple hooks. Each is nearly decayed through. But if removed delicately appear to be all-concealing hooded roes with gloves with a metal and wood facemask the covers the whole face. Banded with faded red triangles.

Of the tatters, 1000sp in wire can be removed from the gloves. 500gp in the lining of the hood and facemasks. And integrated into the redder robes is Jewellery worth: 800gp, 1200gp, 1400gp and 1500gp

2.         Dusty but otherwise empty room, a brick bench and shapes visible through the glass wall. The glass is fogged and distorted. A broken stump of a metal lever is on the wall which otherwise has a crease down the middle. To causes the sliding Wall to open to Room 1. It requires either replacing the lever with a stout pole by removing the original with a Pick Lock roll. Or leveraging the crease with a tool and a combine STR of 30.

3.     Brick rubble is heaped into three mounds and bound with web. The wind moans through a large break in the tower’s side. The thick glass worn smooth. These are shelters for 3 Tarantella, who otherwise crawl down the side of thew tower via the great break. They attempt to ambush entering easier meals.

4.     An empty shaft descends some 20 feet to a hatch in a semi-wooded floor that leads to Level 2, Room 5. If the elevator has been activated and risen to Level 3 and is not locked. Pulling the leaver will lower the elevator and then it will lock in position below for 1d6x10 turns.

5.     Vault of glass with a brick wall on the south side. Many broken objects on the floor that look like star maps made of interlocking glass tubing. Making noise or exploring the room, causes a chunk of solid glass to fall and shatter. Onto the third or last row if there is no third row, of the ascending characters, dealing 1d10 damage.

6.     This hall is empty. Various brick benches have been broken to dust and debris and a faded and incomplete attempt at whitewashing was made on the walls around the entrances. There is a crude drawing of a skull on the north-eastern door.

7.     Red brick room with large stone vat with many semi- vegetable and semi-stone pipes running to and from it. Much of the wall surface is worn smooth as if having gone runny and rehardened. That was where the Ochre Jelly dissolved the attempt to plaster the room.

         The Ochre Jelly is not in the vat; it lives in the pipes as a thin mass and will emerge from underside of the piping to attack, 1 turn after the players enter or if they attack it first.

8.     A clean yet barren room. Not a spot of dust in a large circle and a minuscule coating elsewhere. Red bricks on the walls. Looping Before text covers the walls. Stepping into the circle of no dust causes the entity to be teleported to Level 1 Room 9, instantaneously and without warning.

         BTXT: Rapid Ascent System, Stand Clear of Circle When In Use, Be Aware of Circle When Not in Use.

9.     This room smells of leather, metal oil and fur. All the brick benches and desks have been overturned against the door to the north. In the dark, a snuffling.

Kiskan, 1 Wererat, is cautious in his camp. He will appear as human if he judges the party to be dangerous or await an ambush if he believes them to be mere bandits he can slay. He fears blatant displays of magical powers. If nearing defeat he will attempt to bargain by telling foes how to get up the stairs in Room 10 without setting off the trap. He comes from beyond the Sunrise Straits and will merely say he is not from the island.

He is wearing Chainmail +2 and equipped with a Warhammer +2 and Shield +1. He otherwise has 1000sp in scrapped wiring and 4000cp in copper tablets he has plundered from ruins in his bags.

10.   Staircase rises up 10 feet to level 4 Room 11. Kiskan has affix a scythe trap to the centre step to strike anyone coming up or down without his foreknowledge. Trap does 1d8 damage, Save vs Petrification to avoid.

## Level 4

### All rooms are made of green glass, which diffuses the light of day in those rooms.

### Random encounters occur on a roll of 1 in 6 per turn. If no encounters possible, roll on the previous floor’s table and double the numbers.

1 – Reroll (1d3 Caecilia if device in Room 9 is activated)

2 – 2 Cockatrices (Nothing if Rooms 8 cleared)

3 – 4d8 Bandits of a different gang/warband (Only if a clear path is established through rooms to level 1, if slain, 4d4 Goblins with dog, lizard and bird heads, otherwise reroll)

4 – 1d6 Blink Dogs (may only be encountered once, otherwise reroll)

1.     The glass here is still crystal clear and can be detected as magic. Focusing through the outward glass walls shows everything on the island is clearer and visible here. All settlements, dungeons and stone tablets are readily discernible.

2.     Hidden room has a series of stands made of clear glass, forked at the end of the tines to hold various clothing which has fallen apart into strands on the floor. The jewellery remains hanging.

Whatever garments here have disintegrated, but there is 2,000sp and 1,200gp in metallic threads. Jewellery in the shape of penguins and petrels encircling a green tower worth: 2 x 600, 700, 900 and 1,300gp.

3.         Glass walls scratched into opaqueness. Groves in the floor and the sound of a keen note, but no footsteps. The wall to the west has a herringbone pattern of almost removed red and yellow. Against the north wall is a blast-shadow human outline.

Here wanders what was once a man. As much as a man of Before can be compared to the latter days. Erratically light and dark-hued mesh covers the 1 Wight (Cursed Chainmail -1, AC 6), and a thin metal mace (Mace +3) drags from a chain in its hand. It will begin to speak if it notices a foe and then automatically attacks. Cold, high and thin in Before, demanding the internal light from the Titian-begotten animal people.

Upon destruction, the wight evaporates taking the interior lining of the armour with it. The mesh remains as a suit of scoured bright but still cursed mail. The mace remains magical. Has two thin sheets of bronze in the pocket, spell scrolls in BFTXT.

BFTXT: Material Interactions; Floating Disc, Wall of Stone, Polymorph Others, Telekinesis, Fireball

BFTXT: Today’s Experiment; Massmorph x 2, Detect Magic (mu), Floating Disc, Read Languages

Examining the western wall allows for a Secret Door roll to figure out there is a crack that can be pried open with a lever to access Room 2.

4.     Dust renders the glass surfaces opaque, a lump on the floor reveal itself to be the bronze handle of a tool that has no shaft or head. A staircase rises to the celling ten feet above.

5.     Ten crumbled skeletons in disintegrated metal mesh lie in rows. Hands crossed over their crests. Powdered furniture is stacked against the walls. Dust coats the walls.

6.     A befouled room of scratches and dried guano. The northern door to Room 4 has a humanoid handprint on it. Pressing a humanoid hand into it opens the door.

7.     Room with a red and blue painted pattern on the north door, but otherwise empty except for a stone or brick stool, knocked over and an apparatus of glass and jewels against the east wall. There is a small gleam of light coming from it.

There is a 1 in 6 chance, rising once per round used, to cause the door to Room 3 to open and the door to Room 10 to close.

Inside are silver wires and on the outside are gems the connect to the wires within. Smashing or tinkering with the powered machine the machine causes the battery to discharge. Save vs Spells or die from the battery current surging through.

Recoverable after the discharge by smashing the machine is 1,100sp and 600gp of wire and gems worth 3 x 100gp and 500gp.

8.     This room smells of dust and feathers and reptile. The dim glow of the glass walls shows a network of scratched circles and dust suspended. The sort of clucking that comes from something large and deep.

Here lair 3 Cockatrices. They nest in a set of claw-carved magical circles, which forestalls time and preserves them. If not already alerted, their Avialae heads swivel with an unstoppable slowness and then time speeds up as they leap. Searching their mounds of dust and preserved work cloth brings up nothing.

9.     There is a door at the far end in the north wall, but otherwise empty except for a few moulding crates. The vegetable matter construction staining the floor. There is a red line painted around the border of the floor and a red circle around a lever set in the up position. BFTXT on the wall above the lever.

         BFTXT: Cargo and sample delivery system. Please stand away from central point.

         Pulling the lever causes a deep groaning and then nothing. The round after that, the floor gives way into the half-opened cargo chute. Causing everything in the room not inside the circle to slide to Level 1 Room 7.

10.   The room is dark and smells of wax. The glass has been coated in a hardened purple slime and scattered glass shards. An enormous Rhagodessa rests on a bed of hardened slime. Purple bioluminescence delaying the weight of time.

If it detects foes prior to their entrance, it creeps to the floor and covers itself in flakes in order to ambush food.

11.   A long gallery with a waist-high brick wall some ten feet into the room. A set of bronze discs mark a gap in the middle. There is clear glass from the walls to the ceiling. Through it the hall reveals the occasion blast shadow of plants and the bars of a cage, now fallen into glass shards on the floor and dried specks of purple discolouring. There are three doors along the north side. The eastern one has a seal on the bottom of purple wax.

Looking at the broken cage shows many tiny insect-sized shadows covering the wall behind the broken cage and even some large scorpions and spiders previously crawling on branches.

Passing through the disc does nothing, the esoterica the detector was built to sense, no longer exists aboveground.

The alarm is triggered by a glowing panel on the north wall. Six glass gems need to be pressed in order (6th, 1st, 2nd, 3rd, 5th and 4th) within 1 round of entering. As the security system has completed endless cycles without a lockup. Otherwise, everything on the floor is alerted to the present of intruders with a short and petering out wail (the Star Wars whooping noise).

Tuesday, December 9, 2025

Miscellaneous Grab Bag Part 4

The whole reason I came up with the Miscellaneous Grab Bag posts was that I had lost the document I wanted to post, the conversion from Old World of Darkness (Vampires the Masquerade etc) to Cyberpounk 2020. In contrast to the White World Magazine article World of Future Darkness which only converted the other way. And I recall it being really tricky because they are fundamentally different ways of seeing character abilities. So I cannot say this is any good or even complete. Especially with regards to trying to convert a -1 to difficulty or a +1 to number of dice.

A lot of the more specific stuff I reversed out of the article and so pertain only to Vampire Disciplines.


Anything form of external bonus like magic or gear that reduces the TN is treated differently if it is a passive or active roll, the most obvious example being rolling to spot a clue vs rolling to spot an enemy.

Passive rolls have every -3 TN convert to a +2 Bonus, round down. Active rolls have every -1 TN convert to a +1 Bonus.

Things that increase or decrease the dice pool become a bonus/penalty of +/-1 per dice increased or decreased. Although the math holds that it is really a +/-1.5 per dice, but rough rounding is done.

Auto-successes convert to bonuses 1:1

For WoD’s use of total Successes as a threshold, every 2 over the 2020 Target Number counts as an additional success. IE. If 1 Success converts as rolling a 15, rolling 17 counts as 2 Successes when determining effects.


Humanity Index = Humanity (Conscious + Self Control) x 10

Skills are Skill Dots x 2. This does mean that skills will be higher than normal, but that should balance out the Stats being about 1 less than they should be according to Listen Up You Primitive Screwheads.

Special Power resources are spent as normal. The Resource Backgrounds gives the following: 1 dot = 2K, 2 = 5K, 3 = 10K, 4 = 20K, 5 = 50K.

WoD Base Damage – 3 = D6 rolled for damage + 2 (If Base Damage is under 5) or + 0 (if Base Damage is over 5). Natural weapons convert into 2020 damage as Base Damage x 2 in D6s + BT Mod.

For living things, 1 Soak = 4 SP. Artificial things have Damage Boxes x 5 SDP and Soak Roll x 5 SP.

Lethal damage is normal damage. If something is converted to Bashing Damage (not started as) the BT Modifier is doubled, meaning it becomes mostly chip damage. Aggravated Damage ignores the BT modifier completely.

If Healing time is reduced by 1 Line, that means +1 Healed per day.

VtM Disciplines
Celerity is like Boostware/Speedware, it adds Initiative per dot, and very 2 dotes + 1 to MA when active. (Varies by edition).

Auspex doesn’t help Cyberaudio/Cyberoptics. But does affect Aura Perception, smell touch and taste.

Dominate does not affect Cybernetically-stored memory, even if the organic part is.

Fortitude and Potence don’t work on Cyberlimbs.


Stormtroopers (Number Appearing)

I've played both Edge of the Empire and WEG D6 Star Wars. And something that's struck me is that in both rulesets, Stormtroopers can get very dangerous very quickly, even if the narrative tends to treat them as mooks. Something that became more of a thing as Disney reached for that nostalgia market.

A lot of details of Star Wars organisation came from WEG D6, whose writers tended to try and treat the in universe material as a hard scifi setting. Albeit hard like Battletech or Star Trek. Where the Empire naturally had millions of Stormtroopers and 1,000s of ships. And really the heroes needed the Force to even stand against this.

And that didn't sit right with me until I figured out that Star Wars should run on pulp rules. A narrative where does escalate swiftly from filler to fight, put where they should rarely get above filler. Couple that with Star Wars tendency to treat planets small places, and the following guide was developed.

Stormtroopers appears as four or less (speedbump if done well), 10 (mild danger), 20+ (risky) or Too Many. For inexperienced players or more lethal systems, I would halve these.

For narrative purposes:

2 or 4 guys guard a door that needs guarding/a checkpoint of mild inconvenience (1 guy is wasteful pomp) or harass some peaceful farmers.

1 squad (10 guys) guard a strategic checkpoint or a boring village.

1 Platoon (50) guard a structure or a boring town.

1 company (200) guard a big/important piece of infrastructure or a city.

1 battalion (800) guards a region/city feeling rebellious or a planet of boring people.

1 Regiment (1600) garrisons a vital military installation or is the force arrayed against an insurrection.

1 legion (12,800) controls a planet in the grip of active war or is the might of the Empire concentrated and leaving themselves vulnerable elsewhere.


 A collated timeline of Eriador for The One Ring 2E/The Lord of the Rings Roleplaying Game (5E-based)


The One Ring 2E Eriador Timeline

2960

Hobbit Tales/First Start Set Box - A Conspiracy Most Cracked, Expert Treasure Hunters, Most Excellent Fireworks, Involuntary Postmen, To Soothe a Savage Beast

 

2965

All the Rulebook issues - Combe, Archet, The Barrow Downs (constant) and The South Downs. The Star of the Mist

MORIA - The Present Day of the sourcebook

Black Númenóreans - STRANGERS IN LOND DAER

Saruman The Patron - THE MESSENGER (Leads to Summons to Isengard.)

Dunland Raiders - SMOKE RISES OVER ISENGARD (Leads to Outlaws on the Road.)

Hands of the White Wizard – Earliest Time for The Beast of Dunland

Hands of the White Wizard – Earliest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Earliest Time for The Disaster of the Gladden Fields

Morlhoss Against the Elves - A WHISPER IN THE WIND

Arblaud vs Dwarves - ARBLAUD’S HOMECOMING

Cauthlin vs Rivendell - THE RETURN OF THE WEASEL-SPIRIT

Tales From the Lone Lands – Earliest Time for A Troll-hole, if Ever There Was One, Messing About in Boats, Kings of Little Kingdoms, Not to Strike Without Need, Wonder of the Northern World and The Quest of Amon Guruthos

 

2966

Black Númenóreans - THE FISHER CHILD

Saruman The Patron - SUMMONS TO ISENGARD (Leads to Spying on the Shire.)

Dunland Raiders - OUTLAWS ON THE ROAD (Leads to The Burning of Minhiriath.)

Cauthlin vs Rivendell - THE SIEGE OF WAILINGHOLE

 

2967

Black Númenóreans - DARK BARGAINS (Leads to Scouts in Minhiriath.)

Saruman The Patron - AMBUSHING THE BLACK NÚMENÓREANS (Leads to Mission to Angmar.)

Morlhoss Against the Elves - RAGE OF THE STONE-GIANTS

Arblaud vs Dwarves - INCIDENT AT THE FORD (SPRING)

Arblaud vs Dwarves - A NEW LADY IN THE NORTH

Arblaud vs Dwarves - THE BATTLE OF IOREITHEL

 

2968

Black Númenóreans - SCOUTS IN MINHIRIATH (Leads to The Wooing of Tharbad.)

Black Númenóreans - THE TREASURES OF OLD

Saruman The Patron - SPYING ON THE SHIRE

Saruman The Patron - THE LORE OF EREGION (Leads to Into Moria.)

Dunland Raiders - THE BURNING OF MINHIRIATH

Morlhoss Against the Elves - THE RISE OF THE ELF-HUNTER

Arblaud vs Dwarves - THE GREAT COUNCIL OF MITHLOND

Arblaud vs Dwarves - THE OATH OF THE DWARVES

 

2969

Black Númenóreans - JOURNEY TO ANGMAR (Leads to Rites in the Barrow-downs.)

Saruman The Patron - MISSION TO ANGMAR

 

2970

Black Númenóreans - THE WOOING OF THARBAD (Leads to The Kathuphazgân Moves Inland.)

Black Númenóreans - BLOOD IN SWANFLEET

Dunland Raiders - THE IRON BARGAIN (Leads to Raid on Lond Daer.)

Hands of the White Wizard – Latest Time with modifications for The Beast of Dunland

(Vila is age 10 in The Beast of Dunland and must grow into a “capable but Cruel young woman” by either T.A. 2972/2975, where the Kathuphazgân arrives in Lond Daer in the modified scenario. Or fulfils its purpose to discovers Rivendell if not stopped)

Morlhoss Against the Elves - THE HOWLING OF WOLVES

Cauthlin vs Rivendell - THE WAYLAYING OF THE EVENSTAR

Arblaud vs Dwarves - THE CROWNING OF THE NORTHERN QUEEN

 

2971

Black Númenóreans - RITES IN THE BARROW-DOWNS (Leads to The Fall of Lond Daer.)

Hands of the White Wizard – Latest Time for The Beast of Dunland

Hands of the White Wizard – Latest Time with modifications for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with modifications for The Disaster of the Gladden Fields

Cauthlin vs Rivendell - A TRAP IS TRIGGERED

Tales From the Lone-Lands – Latest Time for Messing About in Boats

 

2972

Black Númenóreans - THE FALL OF LOND DAER (Leads to The Kathuphazgân Moves Inland.)

Saruman The Patron - INTO MORIA

Dunland Raiders - RAID ON LOND DAER (Leads to Across the Brandywine.)

Hands of the White Wizard – Latest Time for The Sea-Prince of the Shore

Hands of the White Wizard – Latest Time with for The Disaster of the Gladden Fields

Hands of the White Wizard – Earliest Time with modifications for There Let Them Lie Until the End

Cauthlin vs Rivendell - NO PLACE IS SAFE ANY MORE

Arblaud vs Dwarves - A MEETING OF MOTHER AND DAUGHTER

 

2973

Black Númenóreans - THE KATHUPHAZGÂN MOVES INLAND (Leads to Scouts in the Trollshaws.)

Hands of the White Wizard – Presumed Earliest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - TROLLS ABROAD (Winter)

Cauthlin vs Rivendell - THE COMING OF THE SHADOW OF DEATH

Cauthlin vs Rivendell - CONFRONTATION AT THE BLACK LAKE

 

2974

Black Númenóreans - THIS IS NO PLACE OF HONOUR

Black Númenóreans - SCOUTS IN THE TROLLSHAWS

Dunland Raiders - ACROSS THE BRANDYWINE (Leads to The Assault on the Dwarf-hold.)

Cauthlin vs Rivendell - 2974: THE FORGING OF THE BLACK BLADE

 

2975

Black Númenóreans - THE DISCOVERY OF RIVENDELL

Black Númenóreans -  HONOUR AMONG THIEVES

Dunland Raiders - THE ASSAULT ON THE DWARF-HOLD

Hands of the White Wizard – Presumed Latest Time for There Let Them Lie Until the End

Morlhoss Against the Elves - ATTACK ON WHITETHORN HAY

Arblaud vs Dwarves - THE SIEGE OF THE NORTHERN QUEEN

 

2977

Morlhoss Against the Elves - ATTACK ON DWARFERRY

 

2978

Morlhoss Against the Elves - THE ROBBERS OF THE BIRCHWOOD

Morlhoss Against the Elves - SHADOWS OF THE DARK WHISPER

 

2979

Morlhoss Against the Elves - THE WAR CRIES OF WOLVES AND GOBLINS (Spring)

 

2980

MORIA - Aragorn enters Moria by the East-gate

Morlhoss Against the Elves - PRISONER OF MORLHOSS

 

2982

Morlhoss Against the Elves - FAELOTH’S LAST ROAD

 

2989

MORIA - Balin’s expedition

Hands of the White Wizard – Latest time for There Let Them Lie Until the End

 

2994

MORIA - Recorded Death of Balin in the Book of Mazarbul.

Hands of the White Wizard - The Quest of Moria

 

3000

Hands of the White Wizard - The Ithil-stone

 

3018

MORIA - The creature Gollum enters Moria to hide from the Elves and the forces of Sauron.

 

3019

MORIA - The Fellowship of the Ring passes through Moria. Gandalf the Grey destroys Durin’s Bridge and slays the Balrog.

 

24 Landmarks that can be explored or are tied to events. So, they either get to be inserted anytime or at the appropriate year. Although some occasions only are for their destruction or change. So perhaps introducing them beforehand is better.

 

If a player was a Man and started in TA 2,965 at age 18 and then married and had a child at age 20 in TA 2,967 to keep the generations a nice, neat number.
Assuming he didn’t die on his adventures, nor his children. His son could take over adventuring in TA 2,985 and he would be 40 in TA 2,987 and 72 when the War of the Ring ended in TA 3,019. His grandson could take over adventuring in 3005 and be 32 at Sauron’s defeat. Though any Eriador character would be dealing with Ruffians in the Shire into TA 3,020.

Now some of the events are more descriptions of bigger changes than actual scenarios, but TOR 2E presume a certain amount of improvisation with the Tales of Years chapters.

It could easily be that this character can do 4 adventures a year for 5 years, then slow down by 1 every 5 years until stopping in the blank gap after TA 2,980, then his son takes over. Seeing any Landmarks and adventures that the father didn’t do. Leaving enough time for any TOR 2E Book/war content to be done by the grandson.

Wednesday, December 3, 2025

3E/5E of the World’s Greatest Roleplaying Game to Mothership Conversion

 This one was a little trickier, as later editions tend to have lots of special abilities and multi-attacks.
I did an adaption of one monster of each edition. The 3E one was much harder due to the innate magical effects and spells.


Divide Total HP/10, then round to whole number, Instinct remains (x10%) then determine HP by multiplying by x 4.5 and rounding. Then add or deduct from Health based on the original size. D6: -5, D8: +0, D10: +5, D12: +10. Apply the OSE to Mothership Wound and Health Converter.

Applying the AC to AP converter using the Ascending AC.

Actions remain the same, use judgement for distance of attacks.

Divide Damage/2 and convert into d5, d10 and Wounds as according to converter.

In the unlikely event you need to calculate speed, original speed for a walk, x 3 for a run, converting to meters if required.

Any attacks that recharge randomly can only be used once per combat encounter.

Relevant Skills are converted and compared to Instinct, same process as converting Attack Bonuses, if the converted skill is higher than the Instinct, they can use that percentage when doing those actions otherwise use Instinct if Skill is lower.

Advantages/+4 or higher situational modifiers convert to [+] and likewise do Disadvantages into [-].

Magic Resistance applies to magic, paranormal or psychic powers as they occur.

DC inflicted by the monster requires a Save from the player with [-] if the monsters original Wounds are higher than the players, though environmental circumstances can change this.


Gnoll Fang of Yeenoghu

5E MM p.163

W3 HP 12

INS 70%

COM 50%, Teeth and Claws 1d10 (Gore & Massive) Attacks 3 times, one of those with its bite.

Those bitten must make BODY Save or take an additional 1d10 from bacterial infection

When the Gnoll inflicts a final Wound, it moves to another target within Nearby range and bites another target.

AP 4

As fast as a person


Nightmare

3E SRD (https://www.d20srd.org/srd/monsters/nightmare.htm)

W3 HP 13

INS 50%

COM 70% Kick; 1d10 (Blunt Force) +1 (Fire & Explosives)

45% Bite; 1d5 (Bleeding)

If it doesn’t move, it can bite as well as kick twice.

Hooves set combustible materials alight.

AP 14

Sees in the dark

As it fights, it exhales sulphurous smoke from its nostrils. Imposing [-] on all rolls including the BODY Save to resist its effects on the eyes and lungs. It conceals the Nightmare within the cloud.

Faster than a person (26m per round), can fly fast than that (30m per round)

Can carry a person if somehow tamed or appeased, WILDERNESS SURVIVAL roll required to do anything while mounted.

If possible, maximum load up to 136kg before [-] on rolls, half speed above 272kg and limit at 408kg.

Why communicate with this thing/Special abilities

If one communes with the Nightmare for 30 minutes, it may transport itself and ten others to distant realities and places as a physical copy there. But is unable to bring objects back to the original body, which lies in a state of unawakening suspended animation. It is possible to be left behind.

The Nightmare may also make itself and 6 others invisible and incorporeal, travelling through physical matter in any direction at half speed for 20 minutes. Everything in normal reality looks grey and insubstantial. If within an object when the time elapses, the materialised being takes 1d10 damage for every 2 metres it is shunted towards an open space.