It is difficult to claim that any facet of the jewel that is the Dungeon
Crawl Classics is shinier than any other facet, but there can be little
doubt that patrons shine a bit more brightly for being new, interesting, and
(perhaps) underrepresented in the core rulebook.
Patrons are supernatural beings that are willing to bargain with
mortals, trading magical power for service.
Potential new patrons repeatedly show up in Dungeon Crawl Classics
adventures (both official and third-party publisher adventures), but as of this
writing, none of these adventures include a full write-up for a patron. I have been working on many patrons for the
upcoming Angels, Daemons, and Beings Between sourcebook, and I have
given patrons a lot of consideration in recent months.
It is important to remember that all patrons are unique. When devising new patrons for your home
milieu, consider making changes to how the Patron Bond and Invoke Patron spells work
in relation to that patron. For example,
Yallafial,
Queen of the Birds, has a wavering attention span that varies between
automatic failure when she is invoked to a +6 bonus on the spell check
roll! Likewise, spells do not all have
to be equally useful, nor do they all have to be useful in combat. Flavour is the most important consideration
here; the spells must match the patron.
The core rulebook suggests that every patron has three spells, one
each of levels 1, 2, and 3. This is
certainly a way to go, and is a good way to create most patrons, but you need
not follow this scheme slavishly. Some
patrons may allow more spells; others may allow less. It is easy to imagine a patron with three 1st
level spells in addition to one 2nd and one 3rd level
spell. All the judge need do is make
certain that there is a cost somewhere else to balance out this generosity –
for example, especially harsh spellburn results or patron taint.
If you are considering patrons to be just a “Wizard thing”, you are
selling them short. The core rulebook
discusses using patrons with Wizards and Elves, and gives a nod to other
classes in the text of the Patron Bond spell. In addition it notes that powerful
supernatural beings can affect the Luck of those who aid or oppose them.
Patrons are among the supernatural beings meddling in the affairs of
the world. The judge is well advised to
know what they want, if not how they intend to get it, and use patrons to spur
adventures. Even if no one in the group
has a patron, these supernatural beings are interested in moving PCs and
powerful NPCs like pieces on a multi-dimensional chessboard, seeking to win
advantage against other equally powerful beings.
The relationship between patron and adventurers need not always be
the result of a PC Wizard or Elf seeking out the patron. The patron may well seek out the PCs. Indeed, the patron may direct an NPC Wizard
to cast Patron Bond to tie willing PCs to that patron’s cause, whether
they know the spell or not.
Likewise, PCs may find themselves opposing one potential patron
while unknowingly aiding another in a game whose rules they don’t fully
understand. This sort of action happens
quite often in Appendix N fiction, and is quite appropriate in the DCC rpg.
For more ideas on using patrons in DCC adventures, consider the
following:
The Portal Under the Stars (Joseph
Goodman): core rulebook, pp.
452-456. The entire action of the
adventure, as well as the site itself, may be considered the result of a patron’s
actions long ago.
DCC #68 People of the Pit (Joseph
Goodman): Includes the most fully
developed “patron” outside the core rulebook at this time.
DCC #70 Jewels of the Carnifex
(Harley Stroh): Includes a potential
patron (which must be developed by the judge to be used as such), and the action
of the module revolves around higher supernatural powers.
SC-1 Perils of the Sunken City (Jon
Marr): Excellent use of an interesting
potential patron, and the rivalry between patrons is directly responsible for
the scenario encountered. Again, the
judge must develop the patron(s) involved before they can be used by PCs.
SC-2 The Ooze Pits of Jonas Gralk
(Jon Marr): Again, this module supplies
the judge with the bare bones of two potential patrons, both of which demand
more information, and the action is driven by their interactions with
mortals.
These are certainly not the only DCC adventures to deal with
patrons, but they are adventures that show how it may be done in various ways
and with interesting effect. Frankly, if
Purple
Sorcerer Games ever decided to put out a Sunken City Sourcebook
(with an overview, some adventure hooks, NPCs, and full patron information), I
would snap it up in a heartbeat!
(From Purple Duck Games, look for Paul Wolfe's AL-2 Sepulchre of the Mountain God for two more potential patrons. Somnos, in my own upcoming Through the Cotillion of Hours would also make an excellent patron, although he is not detailed in that form in the module....another task for a future post or product!)
In conclusion, try to remember that patrons are not just for
spellcasters. And try to make your
patrons proactive as well as reactive within the campaign milieu. As Elric’s foe, Theleb K’aarna, learned to
his regret, it is not just casters who drop patrons – patrons also drop casters
who fail in their tasks. And Elric’s not
being bonded to the powers of Law didn’t stop Donblas the Justice-Maker from aiding
him in Nadoskor.
The more fully realized your patrons, the more they influence your
campaign world, and the more that world comes to life. It’s part of the genius of the system, and a very
bright facet among the many bright facets which make Dungeon Crawl Classics my
personal role-playing game of choice.
Thanks for the shout out!
ReplyDeleteAnd I agree -- I've been using patrons for various "shadowy puppetmasters" even back in 1st edition. They are not just for Wizards/Elves...
How do you imagine elves dwellings in tcc? Houses in large trees?Or castles surrounded by forests?
ReplyDeleteThanks
For more on my view re: elves in DCC, you should check out The Revelation of Mulmo (and a new print version of this is coming out soon from Shinobi27) and Stars in the Darkness (Purple Duck Games). Between the two, I think I have tossed in a nod to every story featuring elves in Appendix N.
DeleteThe Curse of the Kingspire was a 4e adventure by Harley Stroh that I converted for Goodman Games. The version of elves described therein is followed up on in Through the Dragonwall (also Goodman Games).
Overall, though, elf dwellings can be nearly as varied as human dwellings.