Sunday, 10 January 2021

Signal Boost

If you are interested in computer games, Vagabond Dog has a Holiday Pack, which may or may not be as exciting as watching the shenanigans going on in Washington D.C., but will almost certainly be more fun and do you less harm!

Also, the creators are good people.



Saturday, 2 January 2021

Journey to the Crypts of Orderly Death

IF YOU NEED A PREGEN AND HAVE NOT RESPONDED TO MY EMAIL, CHECK YOUR SPAM FOLDER!


For the first time ever, I will be running the same adventure more than once at a convention. For the first time ever, I will only be running that same adventure. It is a playtest; first run at Storm Crow Manor before the pandemic, and planned to have run at last Gary Con before 2020 became what it was!

You find yourselves at the Inn of the Twisted Horn, about a mile east of Blacktree Dale, where the road east meets the road to the north. You have been here before, but never has it been so quiet. Even the innkeeper and his daughters are often gone to the pantries, and it is hard to get anyone to take your order.


Saturday, 26 December 2020

Kovacsian Wizard Snowman

Kovacsian Wizard Snowman: Init +4; Atk scratch +0 melee (1d3) or snowball +3 ranged (1d3 cold plus possible Stamina damage) or harmful spell; AC 12; HD 6d8; MV 20’; Act 2d20; SP snowballs, harmful spells, burst, immunity to cold, fire vulnerability, hat; SV Fort +5, Ref –3, Will +8; AL C.


These evil snowmen can hurl snowballs up to 30 feet away, which cause 1d3 points of damage due to intense cold. If the target does not make a DC 10 Fort save, he also suffers 1 point of Stamina damage due to cold. When a snowman is slain, its three snowballs burst into a spray of cold in a 10' radius which causes 1d3 points of temporary Agility damage unless a DC 10 Fort save succeeds.

A Kovacsian Wizard Snowman can also cast spells, and prefers this method of attack. Whenever a Kovacsian Wizard Snowman casts a spell, roll 1d7 to determine the result:

1.    The snowman creates a ball of green energy and hurls it at a foe with a +3 attack bonus. If it hits, it does 2d6 damage and the green energy turns blood red before dissipating (Fort DC 15 for half damage).

2.    A Green Whisp is summoned, and remains for 1d5 rounds before folding in upon itself and vanishing. Green Whisp: Init +4; Atk bite +2 melee (1d5); AC 8; HD 1d3; MV fly 40’; Act 1d20; SP immunity to heat and cold, immunity to non-magical weapons; SV Fort +0, Ref +4, Will +0; AL C.

3.    A Green Whisp is summoned (as above), but it continues to attack the snowman's enemies until slain or otherwise dealt with.

4.    The snowman creates a green portal field and hurls it at an enemy. The enemy must succeed in a DC 15 Reflex save or be captured by the portal and sent elsewhere. The judge may choose where the hapless adventurer is sent, or may roll 1d5: (1) The depths of space, (2) the Meat Planet, (3) Flammable Hospital, (4) on the track of Inferno Road, or (5) a lonely asteroid ruin in the midst of a Dog Storm!

5.    A barrage of 3d3 emerald icicles shoots forth, each of which can target a different foe! They are +3 to hit and do 1d3 damage on a successful strike. 

6.    A great wave of cold washes out from the snowman. All within 30' take 1d12 damage (Fort DC 15 for half).

7.    One target within 30' must succeed on a DC 20 Fort save or take 1d12 points of cold damage each round until the Kovacsian Wizard Snowman is slain. If the unfortunate target should fall to 0 hp before the snowman is defeated, they are transformed into a second Kovacsian Wizard Snowman, which immediately attacks their former allies!

Kovacsian Wiazard Snowmen are vulnerable to fire, taking twice the normal damage from heat-based attacks. A snowman who dies due to fire damage does not burst into a spray of cold, either.

The hat of a Kovacsian Wizard Snowman can be removed with a successful Mighty Deed. This causes the snowman to slow down (a cumulative –2 to initiative count each round), and its magic becomes less powerful (roll at -1d on the dice chain per round to determine spell effects, so 1d6 on the 1st round, 1d5 on the 2nd round, 1d4 on the 3rd round, and 1d3 on the 4th round; the snowman cannot thereafter cast spells unless it recovers its hat). The snowman ceases to be animated when its initiative count reaches 0, unless it can recover its hat. Placing the hat back upon its head restores the snowman to its original initiative count. A Kovacsian Wizard Snowman is not “slain” if it stops moving because of losing its hat, and does not burst.

(This creature is based off of the evil snowmen in The Perils of the Cinder Claws and the awesome artwork of the fantastic Doug Kovacs, which is used here with love but without permission.)

Friday, 25 December 2020

Killer Christmas Tree

 

Killer Christmas Tree: Init +4; Atk spinning slam +5 melee (2d6); AC 14; HD 2d8; MV 20’; Act 1d20; SP camouflage (surprise 2 in 3), festive music, can destroy intervening objects, construct (immune to poisons, mind-affecting, paralysis, etc.), vulnerability (x2 damage) to sonic attacks; SV Fort +4, Ref +4, Will +0; AL N.


Saturday, 5 December 2020

Frodo, Bilbo, Conan, and Aragorn

 

A lot of the advice I write is for Game Masters, because I spend a considerable amount of my gaming time on that side of the screen. The other night, though, I was thinking about Sword & Sorcery characters, Appendix N, and the Fabulous Baggins Boys.

Frodo is a character fleeing from danger and into greater danger. He does take responsibility for his choices, but he is largely reactive to the greater forces acting on and around him. He loves to talk about adventure with his uncle, but his greatest achievement is his willingness to sacrifice himself. Interesting to read, yes. Interesting to play? Probably considerably less so. 

Conversely, Bilbo, while initially a reluctant adventurer, really takes to it once he has decided his course. He tries to pick the troll's pockets due to a sense of professional pride. Once he has escaped the goblins, he really does consider going back under the Misty Mountains to look for his party. And, of course, he ends up having plans of his own - eventually becoming the driving force of the narrative (at least until the Battle of Five Armies). If you don't know what I am talking about here, forget the movies and read the book.

Frodo is driven by the pressures of the narrative. Bilbo takes the pressures of the narrative, and bends them to meet his personal goals. The closest that Frodo comes to this is when he chooses to accept Golum's aid - and, in the movies, this is played as though Frodo is a patsy to the wily Smeagol, whereas in the novel, he knows exactly what he is doing.

It is completely okay to play a reluctant hero. Both Frodo and Bilbo are examples of that trope, but unless you want the GM to continually drive your character's decisions, it is better to model a PC off of Bilbo than Frodo. Don't allow the needs of the Valar to move you; allow your own goals and dreams to determine what you do. 

It is important to have goals. 

Robert E. Howard's Conan is a fantastic example of a character who drives his own fate. Even when others hire him, or attempt to manipulate him, Conan always has his own goals. There is more than one Conan story where a fundamental source of tension occurs because Conan's goals are not those the people around him want them to be - even is their coin is in his pocket!

It might not be obvious the first time one reads The Lord of the Rings - and they changed it in the movies! - but Aragorn is not a reluctant hero. He is, in fact, eager to sit on the throne of Gondor. Only when he is king can he wed Arwen, who he has loved for decades. The need to thwart Sauron is an impediment to his goals. Once he is able to finally act on them, he never loses sight of either the need to defeat Sauron or his hopes for the throne and marriage thereafter.

In game terms, a PC like Frodo is reacting to whatever the GM throws at him, whereas a Conan is actively forcing the GM to react to what he does. And an Aragorn or a Bilbo is actively trying to turn the narrative toward the direction he desires.

Have goals. It makes the game more interesting for everyone involved. And, if you have goals, the GM can use those goals as adventure hooks, making a game far more personal for your character (and, by extension, you). It doesn't even matter if your goals sometime conflict with those of your party members - that tension will add spice to the game so long as it remains in the game, and we all try to remember that everyone is there to have fun. 

If you want to make the game more fun, have goals. Be prepared to add goals. Be prepared to turn the game to meet your needs. Take possession of it. Just don't do so to make it worse for the other people at the table. And be prepared to meet a particularly grisly or heroic fate if your goals demand it.

"Quest For It" is the beating heart of Dungeon Crawl Classics. Really, it is the beating heart of role-playing games. Quest for something


Friday, 27 November 2020

How to Read Your Character Sheet

I created a simple pdf for an event I am running on December 4th. It is intended to make a Purple Sorcerer Index-Card style 0-level character sheet comprehensible to someone who has never played DCC...or even a role-playing game...before.

Then I thought, "Hey! Someone else might be able to use this!"

So I put it here

Enjoy!

Saturday, 21 November 2020

DCC Choker, Darkmantle, and Roper

From a request on Reddit.

Choker

Choker: Init +4; Atk tentacle +6 melee (1d3+3); AC 17; HD 3d8; MV 20’ or climb 10'; Act 2d20; SP infravision 60', reach, hiding, throttle; SV Fort +2,Ref +5, Will +4; AL C.

This halfling-sized creature can reach creatures up to 10' away with their elastic tentacles. They tend to attack from hiding, often clinging to ceilings, gaining a +6 bonus to any stealth-based check. They are enormously strong (+3 bonus to opposed Strength checks), and can throttle creatures once they are successfully hit. Throttled creatures cannot speak, and take automatic damage each round unless they succeed in an opposed Strength check to get free.

Darkmantle

Darkmantle: Init +2; Atk grab +3 melee (0); AC 15; HD 2d8+2; MV 20’ or fly 30'; Act 1d20; SP infravision 30', camoflage, cling, automatic bite (1d4+1); SV Fort +5,Ref +3, Will +0; AL N.

These creatures camouflage themselves among stalactites, gaining a +10 bonus to hide. Their initial attack is to cling to their victim's head, automatically blinding them. The tentacles of the darkmantle wrap around their victim, requiring a DC 20 Strength check to remove. Worse, the victim takes 1/2 damage from any successful attack targeting the darkmantle. While clinging to a victim, the darkmantle can automatically bite with its parrot-like beak for 1d4+1 damage each round (no attack roll is necessary).

Roper

Roper: Init +2; Atk tentacle +8 melee (2d6) or bite +10 melee (3d10); AC 20; HD 5d10+10; MV 10’; Act 6d20; SP infravision 120', reach, surprise, constrict, draw; SV Fort +10,Ref +3, Will +14; AL C.

These creatures can reach up to 50' away with their tentacles, surprising foes fully 50% of the time due to their stalagmite-like appearance (before they move). A creature so struck is held by the creature, who can use an Action Die to automatically cause constriction damage (2d6) or draw the victim 1d3 x 10' closer (opposed Strength check vs.+4 negates). The creature can only bite victims drawn adjacent to it. 

10% of ropers have a special ability. Roll 1d7: 

1. Stony Carapace: +4 bonus to AC.

2. Spellcasting: The roper has the spell abilities equal to a level 1d3 wizard.

3. Extendable Mouth: The roper can bite victims up to 10' away. If this is rolled again, the range is extended by +5'.

4. Better Camouflage: The roper has a +10% chance to surprise.

5. Stronger: The roper gains a +1d5 bonus to opposed Strength checks. Each of its attacks has its damage increased by the same amount.

6. Increased Hit Dice: The roper gains +1d3 Hit Dice. For every full 3 HD, it gains a +1 bonus to all attack rolls, a +1 bonus to Fort saves, a +2 bonus to Will saves, and a -2 penalty to Ref saves.

7. Roll twice and keep both results. This result can occur any number of times.

Sunday, 8 November 2020

Animal Summoning and Monster Summoning

Okay, the first thing to notice about Animal Summoning and Monster Summoning is that the PC must have a bit of the creature to be summoned. What does that mean in practical terms? If the judge doesn't have stats, the creature cannot be summoned.

Having stats means that the judge knows what the HD type is. The player may not know how many HD a creature encountered is, and thus might either waste a casting or receive a weaker version of a creature, as the judge decides. I would, personally, go with a weaker version. Weaker versions might use a smaller Hit Die, have fewer attacks, have a smaller attack bonus, use a smaller die for damage, etc. They may, or may not, have the special abilities of the base creature.

(Example: Having shaved off the toenail of an elephant, our caster gains a 1 HD version of the same. This might be an elephant calf without tusks or the ability to trample that an adult has - or, if the judge is kind, it might be a "glass canon" adult with 5 hp!)

(Note that this can go the other way - a 5 HD chicken might be large enough to ride, with a devastating peck attack!)

When the player starts collecting animal/monster parts for these spells, the wise judge starts collecting these stats into a printable document to have at hand when the spells are cast.

As a player, be prepared to roll with what the judge tells you was summoned. Magic is unknowable, and there may be factors at play that you are not aware of. This is explicit in the judge's advice in the core rules - the judge is encouraged to have locations that skew the results of some or all spells.

As a judge, be prepared to expand on what the caster rolls. DCC monster stats are not difficult to modify - here is a post on understanding the stat block - and getting a giant chicken, a dog storm, or dozens of tiny hippos are all results that can be memorable in play. The goal is not to "gimp" the spell result, but to make the spell result fun for all involved, even when it fails. Maybe we see a spectral rhino that never quite manifests, or what looks like an inside-out lion appears like a transporter accident in Star Trek. You don't have to do that all the time, but once in a while is fun.

Best of luck!

Another cross-post from Reddit.


Making the World Dangerous and Mysterious

There are two parts to this - dangerous and mysterious.

Dangerous includes running into monsters - but it should also include running into people, dealing with the weather, natural hazards, and things like that. If you read any of the foundational literature from Appendix N, consider taking notes about things that happen when the characters travel. You can recast these as you need.

Mysterious includes special locations, such as standing stones that indicate a nexus of ley lines boosting certain types of magic, cavernous pits or chasms that lead who-knows-where, and lonely ruined castles on hilltops like rotting teeth. Basically, consider a lot of things that might be good or bad, and sprinkle them around. Each of these might lead into an adventure. Or they might be places the PCs return to at some point - the standing stones, for instance, when they want to cast some particular spell.

Both dangers and mysteries provide opportunities to create context for your players' decisions. If they are confronted by patrolling henchmen of the Evil Baron, that is both a danger, and something that allows them to learn about the Evil Baron. If they discover a waterfall into a vast chasm, which they have no reasonable means to descend, they might be able to link that to a river flowing out of a cavern later in their travels.

Remember, too, that an encounter need not mean combat. A cyclops might be waiting at a crossroads because it foresaw the party's arrival in a vision. It might offer to restore one of more PCs' lost Stamina once the recover some item it prizes from a nearby adventure location the cyclops is to large to fit into. Or, perhaps, the cyclops merely says "The Fates have decreed that you shall succeed in this endeavor, or no one."

And it doesn't mean they have to fight the cyclops if they say No. Who knows? Maybe the Fates decreed that they would succeed a year from now? Or ten years?

Also, there are other people in the world. Everyone the PCs meet knows stories of forest demons and hidden valleys where a fortune in jewels are to be had for the taking. Or stories of Elfland, both wondrous and grim. Some of these stories are true. Some have been distorted through long telling. Some are false. And some, whether or not the teller knows it, merely lead the gullible into a monster's gullet.

Give the players things to think about. Imply dangers that are not necessarily met...this time, at least. Let the occasional danger manifest. Suddenly, the world is both as dangerous and as mysterious as you could want!

Cross-posted from reddit.