Tag Archives: RPGs

Dungeon Crawl Classics – Tenth Session

Tenth Session – As we make our way back to civilization, the island hopping and town hopping yields both short and long term plot hooks!

First, Hemp talks to a sentient oak tree on an island that takes a magic sacrifice for info. He feeds it the pirate muder sword and it tells him that the Wizard King in Sewich is behind a plot to replace all the kingdom’s leaders with undead and werewolves and shit and turn the place into Monster Land. This is great as it gives us longer term plans than “murderhobo,” so I’m excited.

Hemp and Old Man Fish decide not to tell anyone about the sacrifice of the sword, on the grounds that Galfred might be upset. Instead, they will feign ignorance, and maybe blame the theft on immigrants.

Then, in the night Old Man Fish sees a mummy on a haunted barge go by. For some demented reason he decides the mummy “might be friendly” and throws more logs onto the fire to attract it. Spoiler alert, the mummy was not friendly, and wanted our souls. We kill it after a hard fight.

Old Man Fish awkwardly apologizes. “Sorry guys, I honestly thought he’d be friendly. Good job on killing it through, everyone.”

It also turns out that the fishing rules are such that we all end up getting hurt or otherwise messed up half the time we try to fish. We had some bad turns in earlier sessions but now we got the message that we don’t just have bad luck, it’s an “on average, fuck you” rule.

Back in Wymoor, Hemp turns his attention to making cool custom matching cloaks for everyone with the various cloths and furs and stuff we’ve collected. He also goes to get some blood to drink as Aphiel’s bow is urging him to. He keeps trying to hook up with Morgan but she’s not having it, so the rest of the party starts planning to marry her off to a random local.

Then we hear that local water pollution is coming from a nearby count’s manor, so he goes right onto the hit list for next time!

Hemp asks if the tax collector if the bay is always this nasty, and is told no, it’s a side effect of some agricultural project by Count Zodra. (Old Man Fish: “With a name like that, he’s totally a vampire. Especially since he’s a count. That’s just basic logic.” Mordecai: “Yeah, the only way to be more obvious is if he was named Chocula.”)

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!

WWII RPG Kickstarter

I don’t usually pass on Kickstarter news but I ran across this one from this Limithron blog post and while this company, Firelock Games, does lots of pirate-era mini games they have a Year Zero engine WWII RPG called War Stories, there’s a kickstarter for the Pacific books right now, and here’s an actual play and a RPG.net review.

WWII RPGs are oddly rare, I have copies of old ones like Behind Enemy Lines, and of course GURPS has everything, and then you get your weird combos like Weird Wars, Achting! Cthulhu, or Godlike – but except for very focused indie games like Night Witches and Grey Ranks you don’t see it much any more, so it’s cool to see a squad focused modern RPG system in the genre!

So if you obsessively watch Band of Brothers, The Pacific, Saving Private Ryan, etc., here’s a great way to roleplay in that setting!