Tuesday, 30 July 2019

Mathoms Away!

Back in 2013, I started a tradition of giving away a "mathom" every year on my birthday. That tradition ended last year.

This year, I have made all prior mathoms available as "Pay What You Want" products on DriveThruRPG. I have also made my Gary Con 2017 Special available. I hope that I am stepping on no toes by doing this, and they are NOT approved for use with DCC.

You can find them here:

2013
2014
2015
2016
2017
2018
Gary Con 2017

Get them all for free, or buy me a cup of coffee if you wish!


Monday, 22 July 2019

Prince Charming, Reanimator

This is a friendly reminder about the upcoming one shot adventure Prince Charming, Reanimator, at Storm Crow Manor!

This is running from 7 pm to 11 pm on the 1st of August, and includes the same food as the standard DM & Dine experience.

Classic fairy tales are re-imagined with an (un)healthy dose of H.P. Lovecraft! When Prince Hubert Charming seeks to claim the Sleeping Beauty as his latest bride, he conscripts a group of peasants to recover her for him. You are that group of peasants!

Seats are still available.

Register Here or Here!

Tuesday, 16 July 2019

Dungeon Crawl Classics - Patron Finder

Last updated 16 August 2024

It is almost 100% certain that I am missing several patrons already. Links go to listings in the DCC Trove of Treasures, and will be updated accordingly as that blog is updated.

As it stands, though, this page will help you locate patron information for your DCC, MCC, and related games.


Aakaanksha, The Granter of Pleasures
Acceptance, the Root Organ-Fractal
ACHROMA (Ad-Hoc Computer Hierarchy with Recursive Optical Memory AI)
ADEONA (Accelerated Destination Engineering & Orbital Nilspace AI)
Afara
Afgorkon
Agaderathil, the Black Between the Stars
A’goth-Amon, Abyssal Prince
A’KAS
Alboran, the Red King
Alkivasha
The Anti-Sam, Patron of the American Nightmare
Archdloos,The King of Swords
Arioch
The Arm of Vendel Re’Yune
Ar-Mammon, Lord of Hidden Treasures
Ars-Eleeta, Goddess of Technology
Atraz-Azul, Mother of Spiders
Avridar, King of Air, the South Wind, the Sirocco, the King of Storms
Azi Dahaka
Baal Zymymar
The Baba Jedza
Balancyrs, the Changeling Prince
Belshar of the Five Eyes
The Benefactors
The Benighted Pleomorphic Prion from Beyond
“Billy Jack”, An Artificial Intelligence Patron for DCC
Biloop, King of Sealife
B’kakaaw, Queen of Birds
The Black Goat
Blorgamorg, the Chthonic Snail
Bobugbubilz
The Bone Lady
Brinae, Queen of Water, Lady of the Laughing Waters, the River Maiden, the Mistress of Clouds
Buddy O’Burger
Camazotz the Death Bat
Carnifex
Castle Oldskull
Michuval, Angel of War
Midwinter Maker
Mike Fink
Modeca, the Second of Three (Ol’ Blackcloak)
Mog the Spider God
Mog’Malu
Moolineha, Queen of the Hooved
Mordines, the Shadow of Death
Morketh
Mother of Hearts
The Mother of Monsters
The Mother of Shards
Reku, the Light Giver
The Resplendent Aweswine
RIPPER
The Rope, God of Assassins
Saint Nicholas
Ssendam, Lord of Madness
Stagger Lee (a.k.a. Stackalee, Stack-o-Lee, or Stagolee), Patron of Badasses
The Star Child
Stardust the Super Wizard
Supreme Brainskull Commander
The Synod of the Astroliches
Takisaka, the Mother of Serpents
Tamar
Tamarah Pandoramicum
The Three Sisters
Torvak, the Enslaved Ape God
The Trickster
Trisdeus the Tri-God
Tsemobog: The Tongue of Hod
The Twisted One
The Two Faced Horned God, a Patron of Druids and Witches

Sunday, 7 July 2019

Prince Charming, Reanimator, at Storm Crow Manor

If you are in the Toronto area on the 1st of August, my Storm Crow Manor event, Prince Charming, Reanimator, has been moved to that date.

Prince Hubert Charming, son of the Baron of Westlake, and heir to Westlake Manor, is well known as a cold man, whose watery blue eyes seem to betray no emotion at all. Yet he is a great lover of beauty, as all his wives have proven. The first he found working in the cinders of a woodsman’s cottage. Some say that the girl’s jealous stepsisters threw her down a well to prevent her from becoming the young prince’s bride, but even death did not bar Prince Charming, and she enchanted everyone at the wedding. Her stepsisters were placed in spiked barrels filled with hot coals and dragged through the town until they themselves died.

Whatever process Prince Charming used to revive his bride, it did not last forever. All too soon, the Princess Ella took ill and died.

Charming then found another bride, and there was no doubt in this case that she was dead. She was entombed in a glass coffin guarded by half a dozen or so dwarves. Yet, when Prince Charming injected his magic elixir and kissed her upon the lips, her eyelids fluttered open and she breathed again! The story was told that the new Princess had been in but a deep coma, a sham of death, until a poisoned apple was dislodged by the Prince’s kiss. But folk began to whisper in dread, and none were surprised when it was announced that Princess Snow, like Princess Ella, succumbed to a fatal illness after only a few years of marital bliss.

In all kingdoms there are tales, and in the Barony of Westlake, it is said that the Grimmswood hides the ruins of a long-lost realm. The daughter of its final king, cursed by a malevolent faerie, pricked her finger on a spindle upon her sixteenth birthday, in the blossom of her youth, and died. With her death, the kingdom went to ruin. Few now dare to go far into the Grimmswood, although the riches of the lost kingdom are said to lie unclaimed within. Fear of dark fey magic and even greater evils keep men out.

Or they did so until now. For Prince Hubert Charming of Westlake has determined that the long-dead Princess Beauty is only cursed to sleep away the aeons, and he will have her for his bride. His men rounded up a stable of “volunteers” at the beginning of one early autumn morning, and here you are, with what makeshift arms and equipment you had upon you when you were “volunteered”.

Your mission, the Prince’s Bailiff explains, is to enter the ruined castle, find the place where the “Sleeping” Beauty lies, and bring her forth for Prince Charming to restore with a kiss. Those who choose not to go upon this quest must take their chances with the Prince’s Guard, twenty men strong, and be declared outlaw. Those who choose to hazard their lives within the ruined castle may keep what they find, apart from the sleeping princess, but dare not leave without her.

An adventure combining well-known (and lesser-known) fairy tales with the works of H. P. Lovecraft, for a bit of rollicking fun and danger!

From the reviews:


"I'm a huge fan of DCC and Grimm fairytales. Needless to say this was an amazingly perfect combination." - A Customer

"Every time I run this the players all enjoy it immensely. The familiarity of ther fairy tale is something most people can cling to, but there are some many little twists included that make it enjoyable to play and to run." - Keith M.

And more reviews here!

Monday, 1 July 2019

Beneath the Temple of Doubt!

Tabletop Scotland

Raven Crowking is going to Scotland (Again!) 

And this time I am bringing an adventure!


Beneath the Temple of Doubt


Description:  A fortune of hoarded gold is said to be hidden beneath the ruins of the Temple of Doubt, but none has claimed it yet. To be certain, none has even come back. But few are as powerful as you, and surely the treasures of the Temple are destined to be yours.

Daniel is writing this scenario for the convention.  All players who participate will be added as Playtesters prior to it being published by Purple Duck Games.

Players: 6 Players Max.  4 Spaces Online. 2 Spaces at the convention.


Level 3 DCC. All necessary materials & swag provided!
Saturday 24 August

14:30 - 18:00

Tuesday, 25 June 2019

Titles I Wrote (That I Think are Worth Running)

Jonathan Davis wrote "Hey Daniel, quick question. Of the DCC adventure modules that you've created, could you rattle off your favorite 5-10? If you have time to elaborate you could go into specifics as to why you are making those selections. I know you've posted this around here somewhere but I can't find the exact post. I've got a few dollars burning a hole in my pocket. You've got quite a catalogue and with all the zines and podcast supplements out there, some of this material can be awful obscure!"

Overall, I try to avoid doing things like that because I tend to think that others can judge my work better than I can. The Endzeitgeist reviews are a good place to start. You would probably get a different 10 adventures listed on another day.

Without further ado, then, and in no particular order:

1. Stars in the Darkness

Published by Purple Duck Games, this adventure looks at the ancestors of the elves, blurs the line between what is real and what is not, and deals with cosmic themes. A lot of the adventure was based off of what the map (Kristian Richards) suggested to me. The Mormurg in this adventure are partially based off of the morlocks in H.G. Wells' The Time Machine. There are nods to Margaret St. Clair, Michael Moorcock, Robert E. Howard, and H. Rider Haggard if you can find them. This adventure makes use of the Luck mechanic from the core rules as a motivating force, tying the PCs into the cosmic forces of the stars. Temporary Luck is used as well, which I believe is a clear precursor to the (far superior) Fleeting Luck rules used in DCC Lankhmar.

2. Silent Nightfall

The creepy setting and creatures in this adventure has been mentioned on the Sanctum Secorum podcast several times. The adventure introduced demi-patrons, which are independently expanded by Paul Wolfe in the expanded edition of Angels, Daemons, & Beings Between. When this adventure came out, there were not many crossovers using fantasy and science fiction material in Dungeon Crawl Classics, but Silent Nightfall could have been written for Mutant Crawl Classics or the upcoming DCC Empire of the East. The direct inspirations were Fred Saberhagen and Sterling Lanier. Within the adventure you get a simply mutation system, sample creatures, and an organization dedicated to the collection and use of ancient technological artifacts. But it is the Shaft Crawler that really makes me happy with this one....a creature designed to make over-reliance on spells as dangerous as the game as the foundational literature implies it is!

3. Goblins of the Faerie Woods

A funnel with two five-level goblin classes, this adventure just has a lot of weird fairy tale fun bits in it. It also has a lot of encounters where, even if you do end up fighting, you will probably do a fair bit of role-playing first. The goblin classes are rewrites of bits I wrote for goblins when I was going to do my own fantasy heartbreaker, and I think that they are flavorful enough to merit play. The adventure rewrites goblins into a more folkloric, less "weak, dumb humanoid" creature.

Goblins of the Faerie Woods is also useful as an adjunct to the FT Series of adventures (Prince Charming, Reanimator, etc.), both as the means to introduce new characters and for its treatment of the Faerie Woods and its denizens. Influences move away from standard Appendix N fare for George MacDonald, Alan Garner, and Christina Rossetti as primary influences.

4. Ashes and Wormwood

This is a Crawljammer adventure published in two parts: The Weird Worm-Ways of Saturn and The Vault of Ash. It is an adventure heavily influenced by the work of Clark Ashton Smith, with a few nods to other authors, such as Edgar Rice Burroughs and Jack Vance, thrown in for good measure. The first part is predominately setup and hexcrawl, while the second part is a dungeon delve where Tsathoggua and the Worm God both make appearances.

This one gets my vote for a few reasons. One is the constraints that the Crawljammer setting puts on Saturn - normally ships can't land there, it is inhabited by primitive ape men, and there are giant worms (clearly a nod to Beetlejuice). There are also few direct Appendix N references to Saturn that I could find, apart from the redoubtable Clark Ashton Smith's mentioning that the worship of Tsathoggua began there...and H.P. Lovecraft's alien cats from Saturn.

Each volume includes a new class, as well as an adventure that is somewhat epic in scope. The setup allows the judge to introduce a long-term villain that the PCs are unlikely to be able to sort immediately. Saturn is given a worm-heavy, but not worm-exclusive ecology. There is a time restraint. There are strange gravitational effects. There are several ape man villages to encounter, and not necessarily as foes.

5. The Dread God Al-Khazadar

I recommend that you actually read the DCC Trove of Treasures entry on this one. That the adventure works, and is epic in scope, makes me somewhat sad that it doesn't get more table play. Or, at least, that I don't hear about it.

In addition to the obvious Robert E. Howard and Edgar Rice Burroughs influences, there is a definite nod in here to Andre Norton. The planet Madkeen was intended to be something like ERB's Amtor (Venus) in that literally anything could be there beyond the areas in the initial adventure. The idea that the PCs could gain love interests, and then have to leave them behind to return to their own world (in order to save both worlds) is a definite nod to the ending of A Princess of Mars.

I would love to see more adventures set on Madkeen.

6. Icon of the Blood Goddess

One of two adventures I wrote for In the Prison of the Squid Sorcerer, this adventure is designed to be played in parts, over the course of (and between) several other adventures. Often, players will want to resolve things as they arise, and are unwilling to simply let sleeping threats lie. Well, in this case, they don't have that option. The escalation moves from creepy to threatening, and the final encounter makes use of the Magic Here and Magic There section from the core rulebook, as well as being something that I am deeply happy with.

7. Danger in the Deep!

Published by Purple Duck Games, this adventure gives you a cave experience that I enjoyed writing, and which I enjoy running. There are also intentional tie-ins to other adventures that I have written: The Crimson Void and The Tribe of Ogg and the Gift of Suss. The adventure supplies you with plenty of things to talk to, plenty of things to fight, and, I hope, plenty of other dangers.

The original title was going to be Cold Stone and Running Water, which refer to two magic items that can be found in the caves, as well as the nature of the caves themselves. There is a full patron write-up for Gul, the Old Darkness. Also, snailtaur potion masters!

8. The Imperishable Sorceress

Originally published in the DCC RPG/Xcrawl Free RPG Day 2013 book, and republished in Chaos Rising, this is the first adventure I wrote for Goodman Games. I really love the cold passages with their fossil ammonites and piscine phantoms - those were the first images that the adventure was built upon, and they hold my imagination as much now as they did when I was writing this one.

There are a lot of Appendix N references (which are described in the links above), but what really makes the adventure work are the choices that the PCs are confronted with. Will they trust Ivrian the Unkind? Will they steal her body? How will they react to Nightraker? Which exit will they choose? Will they take pity on the bound demon?

Oh, and at level 1 you are going to hit 0 hit points at least once. How about a treasure that keeps you from losing a stat point when you do?

9. The Mysterious Valley

Largely written as a tribute to the late, great Ray Harryhausen, this can be found in D.A.M.N. #1 Winter 2017. Although this can be used as a straight adventure, it was intended as an adventure setting....a place the judge could slot other adventures into while the PCs explored. As far as I know, this is the first product like that for Dungeon Crawl Classics. There are a lot of set pieces which, while requiring the judge to develop them, should play out well for characters from low to mid-high levels. I'd love to hear how anyone used this material.

10. The Tribe of Ogg and the Gift of Suss

It's a free caveman funnel that riffs on Edgar Rice Burroughs, Manly Wade Welman, Andre Norton, H.P. Lovecraft, and Robert E. Howard. What's not to like? How about I throw in a new class? How about a Mercurial Magic table for stone age characters?


Thursday, 13 June 2019

More on Free RPG Day

Thanks to the good folks at the Sanctum Secorum podcast, I will have some additional materials to give away for people who play in my games at the Sword & Board this Saturday!

To be specific, this is The Tribe of Ogg and the Trials of Moss (as well as supporting materials) - an authorized sequel to my own The Tribe of Ogg and the Gift of Suss, written by the prolific and talented Bob Brinkman!

I will have 10 copies to give away during the first event, and an additional 10 copies to give away during the second. Once they are gone, they are gone! 

This is, of course, in addition to the regular Road Crew swag that Goodman Games has so kindly provided!

For more information on my events, see this post. The Facebook event listing is here. Here's hoping to see you there!


Thursday, 23 May 2019

More on Save DCs!


In a response to a Facebook post, Jay Davis said:
 "Saves vs spell effects are one thing I have issue with... although many spells allow a save the DC is the spell check result which will routinely be over 20."

I thought that this was worth addressing.

If you look at the DCC core rulebook, on page 432, you will find:

As noted previously, “monsters break the rules”—and that applies to men as well. When sending your players to face a magician or warrior, you need not spend the time to create a complicated leveled-up player character according to the class rules. Make it fast and make it interesting!

And, on page 383:

Spellcasters in particular, whether human or monstrous in nature, should have powers that are unavailable to the players. This does not mean fully defined spells of the same sort learned by the characters. This means a unique power of some kind that would provide a plot hook, leading the player characters to seek out the wizard character and attempt to enlist his services, either as a an ally, hireling, or hostage. On the next page is a table of inspiration, but note that these powers should not be spells. The NPC should be able to use these powers with predictability and accuracy in a way that player characters cannot. It is left up to you to flesh out these ideas, which can apply to any wizard, sorcerer, shaman, witch, warlock, acolyte, priest, cult leader, or other such figure.

In DCC, it is assumed that the rules are designed for defining what Player Characters are (at least in a basic way), but not to limit what Non-Player Characters should be.  For the average human spellcaster that the PCs encounter, save DCs are fairly low: DC 11 for the Acolyte, DC 13 for the Friar, and DC 12 for the Magician. A Witch’s curse ability requires a higher save – DC 16 – but she also gains normal spells with a +8 to the spell check, which makes these formidable on a level that low-level PCs cannot easily match.

From the foregoing we can glean two important design principles in DCC:

(1) By the time the PCs have attained 3rd level, they are better than almost everyone around them.  Page 359 of the core rules puts third level characters at “1 in 1,000”. The average spell check for the PCs will be 15, assuming a roll of 11, +3 bonus for level, and a +1 bonus based off of ability scores. This last bonus is not guaranteed, but it is this writer’s experience that players often choose classes which complement their funnel survivor’s best statistics. This is not always true…an Elf, for instance, may have a penalty to Intelligence but still cast spells.

(2) PC magic is less predictable than the magic used by many NPCs, but it can be awesomely powerful.

Dungeon Crawl Classics urges the judge to let the dice fall where they may. Rather than being invested in an encounter playing out in a particular way, the game design wants you to invest in what actually happens at the table. If the PCs take out your “Boss Monster” with a natural 20 on a spell check and 5 points of spellburn, that is what is supposed to happen.  Likewise, if the Warrior crits and slays the Black Beast of Aaaagh at the top of the first combat round, so be it. Likewise if the Thief backstabs the Emerald Enchanter. Or the Cleric banishes Smaug back to the Lonely Mountain.

You are intended to invest in the process of play rather than any given outcome.

PCs slinging powerful magics might still give the poor judge pause, but there are some things the harried master of games may do. Be careful about using these too much. The idea should not be to make the Wizard, Elf, or Cleric useless, but to provide instances when the player’s “go to” tactics aren’t optimal. You are trying to create an interesting context to spur creative choices and outcomes. You are not trying to gimp the characters for being too powerful. Remember that, sooner or later, the dice will always go sour on the players. You will crit, or they will fumble. You don’t have to set it up so that they lose.

  • High Save Modifiers:  A huge monster may have a +15 Fort save, and a fast monster may have a +15 Reflex save. Used sparingly, and with dice rolled in the open, this can provide a great table moment when the thing saves with a natural roll of “5”. But if the monster still fails, let it. Great gaming memories form around such occurrences.
  • Immunities: Some monsters just cannot be affected by particular types of spells. Some might be immune to magic altogether.  Likewise, some monsters might be immune (or partially immune) to critical effects and/or specific Mighty Deeds.
  • Reduction: Some locations, and the vicinity of some beings, might lower spell check results (but not necessarily the roll itself, so that spells are not lost), or cause spells to be cast with a reduced die type. This might affect only Cleric or Wizard spells, or it might only affect a certain subset of spells (mind-affecting, fire magic, etc.).

  • Stranger Things: Some monsters might be even worse. They reflect spells targeting them back at the caster. They absorb the magic energy and become stronger. They steal spells cast in their vicinity from the caster’s mind. The rules of magic change around them.


The rules also contain spell duels, and it is inconceivable that these rules were not intended to be used. Even if they were not, many DCC modules contain statted up spellcasters which are certainly capable of making the same kind of high spell checks that the PCs are. Even without those adventures, there is the aforementioned Witch. Both Demons and Dragons can do the same.

Suddenly, it is the PCs facing those incredibly high saves! What to do then?

The best answer is to roll the dice in the open, and let the chips fall where they may. Most spell checks will not be optimal. Once you have hit level 1, 0 hp doesn’t mean that you are dead. PCs can spend Luck (and a Halfling will be a major boon here). If the party contains a Wizard, Cleric, or Elf, an attempt at spell dueling may reduce the potency of an enemy spell (or eliminate it altogether).

Ultimately, though, there is a reason that the peasantry fears magic. It can be potent indeed. Rather than reducing that potency, make certain that the players see how magic is feared and respected by the commoners they encounter.

As a last pro tip, if you are having that NPC sling a magic missile with the force of a nuclear weapon, and there is no good reason not to, target the Thief and tell him what the save DC is. A Thief’s ability to use a Luck Die means that she has the best chance of actually making one of those gargantuan saves.

Wednesday, 22 May 2019

Saving Throw DCs in DCC

Okay, this is a crosspost from a thread on the Goodman Games Forums, because I thought it might be of some value to readers here. It related to setting saving throw DCs when converting materials from other systems (in this case, Barrowmaze).

I wrote:
For saves, use the "average man" standard, where the average man is a schlub in a 0-level funnel:
DC 5: The character succeeds 80% of the time.
DC 10: The character succeeds 55% of the time.
DC 15: The character succeeds 30% of the time.
DC 20: The character succeeds 5% of the time.
Assuming that a natural 20 always succeeds, DCs over 20 represent cases where even a more powerful being has a reduced chance of success. A character with a +2 bonus to Fort saves has a 15% chance of making DC 20, but only a 5% chance of making DC 22....the same as the peasant.
In general, if a failed save results in killing the character outright, or removing them from play, a lower save DC is often appropriate. 
If a failed save results in a change to the status quo that promotes more interesting play, a higher save DC is often appropriate.
IOW, the DC reflects, in part, whether or not you want the save to succeed or fail more often. If you have a way to telegraph the effect, and the level of danger, a high DC can also increase table tension. If there is a way to avoid having to make the save, or to alter the odds of the roll, so much the better.
Remember that save bonuses in DCC don't inflate like they do in some games - a 10th level warrior has a +6 bonus to Fort saves, and nothing else that high. It is barely possible to get up to +12 with an 18 Stamina, an 18 starting Luck, and the right birth augur. The odds are good that you will never see such a thing fairly rolled. You don't have to make save DCs excessive to make them work.
Expansion:

It might seem wrong to include "insignificant" DCs (such as DC 5) for skill checks, or even saves, in the game. Don't fall for that argument.

For DCC, skill checks are made with a 1d20 if you are "trained" and 1d10 if you are not. It should be obvious that there is a significant chance of failure for a DC 5 check using 1d10.

In addition, if penalties for armor apply, DC 5 might be something simple for the unarmored wizard, but difficult indeed for the warrior wearing platemail. The DC reflects the nature of the task in this case, such as climbing a rough wall or swimming across a relatively modest pool. This in turn helps make the armor you choose to wear into an interesting choice, because there are direct and obvious consequences apart from just how hard you are to hit in combat.

As a saving throw, a DC 5 might represent a small chance of something very, very bad happening to you. For instance, if you were fighting a skeleton and each time it hit you there was a DC 5 Will save to avoid permanently losing 1d24 XP....which would become hp for the monster....that save is significant. Even if it doesn't result in a PC losing a level, the lost XP deficit must be "made up" before the PC can progress any further. If those bonus hp are permanent until used, there is an "in story" reason to inflate the skeleton's hit points, thus making it likely that the PCs will require multiple saves - the un-dead creature has a pool of extra vitality it has stolen from others.

Dungeon Crawl Classics has a reputation for being deadly, but remember that your goal is neither to kill characters nor to preserve them. It is, instead, to provide the players with an interesting set of choices, within an interesting context, and then following to see where their choices lead them.

EDIT: As a bonus, when the DC really is 18 or higher, the players know that the shit has hit the fan. Keeping those DCs down means that, when you do not, it has a serious impact at the table.

SECOND EDIT: Consider an Agility check of DC 1. Characters without a penalty do not even need to roll, as they cannot fail. Those burdened by armor, or with low Agility scores (as a result of Spellburn, perhaps?) do need to roll. The chance of failure might be slim (max 15% if just due to low Agility), but the effects could be dire.

And what if this was a check that was required on the way into an encounter where a PC Spellburns the hell out of her Wizard or Elf? What was inconsequential before may well become consequential. Conversely, these minor difficulties reaching an encounter area may limit how much Spellburn the player is willing to accrue.

It has been claimed that "the encounter" is the unit of play for role-playing games, but hopefully this example shows how encounters bleed into each other. A DC 5 Strength check, a DC 2 Agility check, and a DC 4 Stamina check leading to the dragon's lair might seem insignificant, but these things are not really four separate encounters. They are part of an organic whole...in this case, a whole that greatly hampers armor-wearers and Spellburners (if they have to leave via the same route).