Tag Archives: barf

Dungeon Crawl Classics – Fifteenth Session

The Emerald Enchanter's tower

Fifteenth Session – The Wizard of Oz sends us to a dungeon full of barfing cats. Film at 11!

After we extract from the Yoda hole where we slew the Hound of Hirot, Morgan is better! Well, mostly, she’s not in a coma any more but her eyes are washed out and she’s interested in wizardry.

We then move to one of Ned’s quests, and head to the Tower of the Emerald Enchanter – a namedrop from DCC69 The Emerald Enchanter, but I don’t think the adventure is from there because we don’t fight him, we cozy up to him to get a quest so Ned can get a familiar. As he’s an evil wizard and we have two evil wizards in our party, everyone gets along famously.

He sends us to the “Vault of Necros the Grotesque” to get a box. Which must be doused in Lawful blood, but he doesn’t share that with anyone but Ned. So off we go!

After some random encounters on the trail (as usual, no goblins, which is driving Gallfred Weasel and his goblin-killing magic sword insane), we go down into a cave that has an infinite staircase going down. Awesome.

tirgrefrabs, aka barf tigers

The first enemy we encounter says a lot about the adventure author’s home life – hairless vomiting cats named “tirgefrabs” which Tim immediately understands is “barf tiger” lightly scrambled. They do indeed barf on us, which is terrifyingly effective (-2 STR and -3 STA for Gallfred! Holy crap!)

We finally manage to kill them. The stairs are indeed semi infinite, we go down them for an entire day and have to camp. Next day – more tirgefrabs. At least we see these ahead of time, though they beeline to Gallfred and vomit in his mount.

As “tirgefrab” is pretty good as a Google search term goes, I’m happy to report this adventure, Elzemon and the Blood-Drinking Box, is from the DCC Free RPG Day 2014 product.

Anyway, we make it to the bottom and there’s a guano mound surrounded by sulfurous vats and a bunch of weird stuff; an invisible quasit nearly knocks Gallfred to his death. It becomes visible briefly when it does, and Ned’s magic missiles (50% change to mutate him unfortunately, 50% chance to absolutely murderize their target) take care of it.