Tag Archives: OSR

Dungeon Crawl Classics – Ninth Session

Ninth Session – We brave the Tower of the Black Pearl to get its… Pearl! A little on the nose but we do get to murder pirates aplenty so there’s that.

This is apparently from a DCC adventure called Tower of the Black Pearl. After Ned decides to mutate himself heavily to become a tentacle-god follower, and Hemp has a not terribly satisfactory conversation with a random chess-playing cyclops, we take a boat to a sunken tower that Mordecai hears has magic that will let him be a fighter/mage.

When we get there, there’s pirates! We fight, and fight, and fight and fight and fight… Fight fight fight, fight fight fight! After some dungeon weirdness (animated statues… Charon taking us downriver…) we find the pirate leader, Savage Quenn, who teams up with us for all of 3 pages of session summary. His attempted betrayal goes poorly because we knew he was gonna do it, so Gallfred Weasel interrupts his evil soliloquy with a backstab.

We clear the dungeon and get the goody, and flee as the dungeon floods. DCC adventures love for the most dangerous part to be “make lots of checks or die to escape the dungeon collapsing.”

Mordecai is very pleased with a pearl that can “allow him to wear armor and use weapons as a fighter, and gives him +1 to saving throws, AC, and attack rolls as an added bonus.”

Hemp tries out the rapier from the pirate captain – it is super cool and powerful, but makes him make DC10 Will saves to not stab random people for kicks. He is not made of Will and fails the first one and murders a captive we found. I decide that random forced thrill-killing isn’t a great upside so he packs the rapier back up.

Dungeon Crawl Classics – Eighth Session

Eighth Session – The Wizard of Oz and his minions, and a priest of the Deathbringer and his minions, compete with us to loot some tombs to find the Blazefire Bow!

Hemp the Weaver, now more the archer, really wants a magic fire bow even if he has to get a little Chaotic in the bargain – I mean, everyone else is getting cool Chaotic patrons to go ham with. So it’s off to some tombs which I just discovered were taken from the DCC adventure “The Black Feather Blade” from Goodman’s Gen Con 15 Program Guide.

We come across a crashed hot air balloon, and boy it took us a while to figure that out as our primitive savages poked at the contraption clearly meant to ‘wicker man’ hapless victims. When we get to the tombs there’s two competing groups also wanting to loot them so we split them up between us and each scamper to a random barrow and get to looting.

We pick a tomb that isn’t dangerous but also just gives us crappy bronze coins, so we have to go try to claim jump. We help the gnome and his boys because we kinda like them and band together with their survivors, splitting loot 50/50.

After some dungeoneering, we find the bow, Hemp picks it up, and is motivated to plug the competing priest of the Deathbringer with one shot. We extract, with loot, magic, and some new buddies!

Dungeon Crawl Classics – Seventh Session

Seventh Session – It’s death or glory in the tentacle pit as we face off against the lead cultist and his pet tentacles. The body count is significant.

The woman we rescued is a hunter. Hemp is thrilled to have a hot bald archer in the group! Of course she is killed shortly thereafter. And then used as an undead as Mordecai. Also, Mordecai finally decides to murder the Lawful priest when no one is watching. Hemp is not thrilled by all of this.

Ned Wimbley also gets downed but we manage to save him.

We finally kill off the rest of the cultists, who are trying to sacrifice yet another woman (ok, like, one’s fine, but this is pushing it). Back to the village, with one survivor to show for it. And a bunch of “potions of tentacle control” that we pull out anytime subsequently in the campaign there is anything that looks like a tentacle – which isn’t that uncommon really!

Dungeon Crawl Classics – Sixth Session

The Tentacle Hole and the Tentacle Prostate

Sixth Session – We murder and/or rescue people from the tentacle cultists’ lair, and Mordecai learns the “control tentacle” spell. Then we descend through the tentacle hole. Hey man, I didn’t write this adventure!!!

There’s a lot of 3D clambering and killing solo cultists involved and tentacled owlbears and demonic toads. It’s a long session of good old fashioned dungeon crawling.

We rescue a Lawful cleric, Berrenon, a bad fit with the rest of the party as the mages are psychotic murderhobos and the rest of us except for Podrick are of a Chaotic bent.

Finally, we get to rescue a comely maiden chained to the wall for cultists to sacrifice for a ritual, a standard feature of all 1970s dungeons. Nostalgia +1!

Dungeon Crawl Classics – Fifth Session

Fifth Session – The group is messed up after their first run at the tentacle pit and needs to rest outside the dungeon. And naturally we are beset by gorilla bears and hydras and decide to bail back to town.

My character (Hemp) gets ambushed and hugged by a “gorilla bear” which could well have been fatal, but I maange to break free and decapitate it in a single blow!

Then, a wounded hydra cursed so it can’t regenerate bullies Ned into helping him get healed in the village. We reenter the nameless village from the Christmas adventure. It suddenly has a name, Cartwell, and more info on their fire deity Aphiel. Hemp takes an interest in it, especially when he hears a magic bow artifact may be in a cave across the Great Rift aka Tentacle Pit.

The group decides there’s no real opportunity to help the hydra so we should try to dupe and kill it. Even a non-regenerated hydra is going to be a problem for our level 1 asses. I register my objection and then go help; as the archer I reckon I’ll at least be the last to die.

And last to die I am – Podrick and Ned get wasted round one and then it chases down Old Man Fish and wastes him. I finish shooting its heads dead and we manage to save our downed party members at the cost of permanent STA loss and hideous scarring. We retreat back to Cartwell to lick our wounds (or, in Hemp’s case, a local trader lady).

While we had spent several sessions making fun of this village for not having a name, Hemp starts getting philosophical. A village worshipping a fire god, that’s a pretty Epicurean and transitory thing, he kinda ended up liking it. And while Aphiel is Chaotic, they’re not a bunch of serial killers, they just are the Live Free Or Die types.

We head back to the tentacle pit after recovering to find that the Knights of Lushnia have been killed by skeletons on its lip. We kill the skeletons and recover intel. Podrick starts jonesing to become one of the order.

Then we work our way back into the tentacle pit dungeon, whacking one cultist at a time and finding some secret passages to get us deeper into the complex. We do find some water that drips up to a puddle on the ceiling like that one John Carpenter movie.

More next time!

Dungeon Crawl Classics – Fourth Session

Fourth Session – We hang out with some super stuck up Lawful knights of Lushnia, who are looking to gather up magical artifacts, most notably the Helm of Chistu. After we shake them we go into a tentacle pit full of tentacle cultists, and tentacles. It’s as fun as it sounds. Retreat!!!

Tentacle cultists, when killed, emit little tentacle blobs that come and look for your orifices. That’s not great. But Gallfred Weasel finds a really magical shortsword, Shadeslayer! He will attempt in vain to find goblins to use it against for most of the rest of the campaign.

Apparently tentacle cultists come in color coded danger levels: grey, yellow, and red. Giant tentacles brutalize our heroes (but luckily not me, I was on a work trip) and they withdraw after freeing some peasants who are set up on a big wheel grinding tentacles into goo.

Dungeon Crawl Classics – Third Session

Third Session – We delve deeper into the flying iceberg and disturbingly find child souls trapped in the form of trees. Old school dungeoning proceeds, with monsters, traps, puzzles, inscriptions, weird terrain, and of course a load-bearing boss.

But first we all glory in our copies of the DCC rulebook – it had been out of print for a little while and finally a new batch dropped.

I missed last session but made this one. The fire magic the locals gave us was a huge help, and I enjoyed shooting flaming arrows into everything – which is foreshadowing for Hemp’s later character arc!

When we kill the boss the iceberg starts to fall apart. This is no time to screw around; I remember a Basic D&D adventure where this happened and if you paused one round to loot, you died. We had to spend a bunch of Luck to get away – the wizards could just zoom off but we meat-bags had to do it the hard way.

Apparently this was the DCC 2013 holiday module “The Old God’s Return” which accounts for the Festivus-ness of it all.

The rest of the session is advancement, both plot and character – Old Man Fish gets the ability to heal from the village priest, and Podrick decides to become a Knight of Lushnia (which the rest of us refer to as the Loyal Order of Water Buffaloes since their heraldic sign is a water buffalo), which will also become a long term plot thread. We decide to go to a nearby tentacle cult pit that locals get carried off to.

Dungeon Crawl Classics – Second Session

Second Session – Our new first level party goes from Weebrook to an unnamed ville that is all about a fire god. Naturally, they get attacked by a flying iceberg, which has a bunch of “tontuu” aboard, which if you guessed are humanoid tauntauns, you’d be right! Except they steal child souls instead of keeping you warm on a chilly Hoth night.

Sadly I wasn’t here for this game, so can’t report on how the rest of the guys felt about their first level one escapades in DCC. But, they survived, which is good in DCC! And the power of animal summoning is introduced – when individuals aren’t that bad ass and get one attack, the abilty to soak attacks, position, and add actions to the action economy is nice.

You can tell from the early part of the session that much of the character development is quest-based. Old Man Fish the ranger wants to get some clerical healing? OK, go do an adventure that’ll get you that! Very different from the entitlement-based powerups of modern D&D.

Here’s the flying iceberg map – classic DCC, they like their maps being both sketchy and not 3d-realistic, but also works of art!

Dungeon Crawl Classics – First Session

First Session – We start with a brace of level 0 characters each, and giant ants attack a wedding and eat half of them! We end up with a set of surviving level 1 characters – Bruce plays Gallfred Weasel the guild beggar (thief), Tim plays Ned Wimbly the beekeeper (wizard), Chris plays Old Man Fish the locksmith (thief), Patrick plays Podrick the squire (warrior), Matt plays Mordecai the gravedigger (wizard), and I play Hemp the weaver (warrior).

One of the cool things about DCC is you start with randomly generated level zero characters – in other words, normal yokels – and they go through an adventure where they get winnowed down to the survivors you pick your actual character from!

First, we generated 4 random characters each using the super helpful Purple Sorcerer DCC character generation online tool and picked three to put into “the funnel.”

Here’s my four! A jester, a dwarven chest-maker, a miller-baker, and a weaver. Yes, they’re all kind of trash – you don’t get high stats in DCC, you get 3d6 down the line! I pick Happy the Jester, Hot Pie the Baker, and Hemp the Weaver as a personality of 3 does *not* suit my playstyle.

We start the game with three zero level characters for each of us at a wedding that goes bad quickly. Hot Pie gets decapitated by a giant ant in the very first combat. I start to favor the jester, as he has no ability penalties and is a great justification to tell jokes all the time.

Happy asks, “What do you get when you have a room full of dwarfish cheerleaders?”
Nobody knows.
“A full set of teeth!”
The dwarfs do not laugh.
Happy explains, “When you’re dealing with dwarfs, the jokes just write themselves!”

We go to a haunted winery, where both of my PCs end up surviving. I decide to go to level 1 with choosing Hemp the Weaver as an archer type, mainly because Bruce really really really wants to be the party thief with Gallfred Weasel, and I’m a team player. Not enough of a team player to decide to play a cleric, but then again apparently none of us are. OLD SCHOOL!!!

We all had fun. The game system is super easy. You don’t succeed at stuff nearly as much as modern D&D since you kinda suck and have low stats, but you get to try anything and don’t get told “oh there’s no rules for that you can’t do it,” so you are more effective overall if you use your brain, which is frankly how it should be.

Dungeon Crawl Classics – World of Iriolus Campaign

We’re lucky enough to have a gaming group that meets weekly; while on alternating weeks I run my Reavers Pathfinder campaign, fellow GM Paul has started a Dungeon Crawl Classics (or “DCC,” for those in the know) campaign in his homebrew World of Iriolus!

Check out the map he made with Campaign Cartographer!

For those of you not familiar with DCC (by Goodman Games), it’s an old school renaissance (OSR) game, which is code for “like old style Dungeons & Dragons, not this newfangled super complicated stuff from Y2K on”.

There are many OSR games, but DCC in particular has a weird flair to it, with a little bit of “airbrushed van art” look and a Warhammer “beware the forces of Chaos and magic will melt your face eventually” conceit. And, they’ve published rafts of adventures for it – like old school D&D, it’s not about book after book of new character options, it’s about book after book of adventures, which all have weird stuff that can be used to mutate your character in an in game way.

I’ll put the session summaries on the World of Iriolus page and blog them up in more detail as usual!

Razor Coast Kickstarter

Bethany Razor Works It

Bethany Razor Works It

Razor Coast, the mega-adventure by Paizo fan favorite author Nick Logue, has had a long and checkered past. But Frog God Games has it now and is running a Kickstarter to get it out the door finally! It’s in Pathfinder, but they also have Frank Mentzer (Red Box, fools!) himself working on delivering it for Swords & Wizardry too at the same time.

Razor Coast is set on an untamed coastline, with home base being a colonial power’s city and it surrounding plantations. Just on the land you have slavery, hostile natives, crocodile men, volcanoes, and monster-infested jungle to contend with. But Razor Coast, like Skull & Shackles, has a strong nautical component too.  Ply the waves and fight pirates, or be a pirate and fight the navy – plus weresharks and sahuagin and other demented denizens of the deep! (You can get a sneak preview of the maps for RC on Sean MacDonald’s site!) It wouldn’t be Nick Logue if it didn’t reveal the worst side of human nature and end up in various shrieking bloodbaths.

Pele, Goddess of Fire and Wrack

Pele, Goddess of Fire and Wrack

The good news is that the content is pretty much all done.  I was a volunteer editor originally and still am; this adventure (and all the related Indulgences and extras and whatnot) are in the can and just being fine-tuned.  I just finished another round of editing the various Indulgences to make them even better. So there’s not much standing between this and release, unlike other Kickstarters that are being done completely from scratch.

Yes, it’s pricey.  The hardback level is $110, but you are getting a huge tome and a lot of extras for that.  Lou Agresta explains the value and all what you get on the Paizo boards if you’re interested. FGG uses a very high quality textbook printer, made in the USA, so you are paying more but get a book that won’t fall apart and whose binding isn’t mixed with the tears of child laborers. Check out the higher Kickstarter levels too, they have sweet ship models and other cool swag. They’re 2/3 of their way to goal with 19 days left, now’s the time to get in on it! If you preordered back in the day from Sinister, they’ll honor that preorder, so no worries there. You can pledge some to get other bennies though.

Dajobas, Devourer of Worlds

Dajobas, Devourer of Worlds

I’m going to be running Razor Coast as part of my Pathfinder pirate campaign (“Reavers on the Seas of Fate“) soon! Actually, I already ran one of the Indulgences that were available back originally to kick off the campaign, and you can read the extended session summary here to get a feel for the kind of adventure we’re looking at!  (Well… I did zazz it up a bit myself.) I’ll be setting it south of the Shackles with Port Shaw as a Sargavan expansion port.

Do note that you don’t have to be  a pirate for Razor Coast, unlike with Skull & Shackles – it works for good parties as well. In fact, it starts at level 5 (and goes up through 12+), you could capture and impress your PCs with the first chapter of Skull & Shackles and if they end up being goody-goody and don’t want to go pirate, they could flee to Port Shaw and slot right into Razor Coast!  I actually used the first two chapters of Second Darkness to start my Reavers campaign and went pirate from there, out to Azlant and now to the Razor!

Maybe my PCs will see you there… Kickstart now to become on of their many victims!

Reaper Kickstarter Or OSR Manifesto?

In an interesting move that’s almost a political statement, the Reaper minis kickstarter that’s going crazy ($2.5M, 13,590 backers) is giving away a Swords & Wizardry PDF with the big set of rewards now.

The weird thing about that is that the Swords & Wizardry PDF is already available for free.  So this is less a giveaway and more a promotion.  And it’s likely to be a successful promotion; I don’t know how many people have downloaded Swords & Wizardry ever but I think another 13,500 is a very significant percentage of that number.

I think it’s interesting that a minis company would push something like that basically for no real business benefit (they are selling Pathfinder branded minis, so some giveaway there wouldn’t have been as much of a surprise – or heck, it’s 3e/4e that have pushed miniature use in general a lot more than earlier D&D did, but the financial give-back from any OSR promotion is likely to be in the “maybe it’ll buy a latte” range).  I know some of it’s just personal interest, here in central/north Texas there’s a lot of OSR going on, but one can’t help but reflect during the D&D Next playtest what the implications of a lot of new blood getting their hands on the old rules might mean.  Positive things I hope; Next is starting to bloat during playtest from Basic to 4e very quickly, perhaps people will get a taste of a more stripped down ruleset and realize they don’t need all those layers of rules for fun.

My verdict – ballsy, interesting, good on you guys!