Thursday, 31 January 2013

Everyone Else X: Sepulcher of the Mountain God


Paul Wolfe’s Sepulcher of the Mountain God was the second of the Dungeon Crawl Classics AL Series of adventures for Purple Duck Games, and (I believe) Paul’s first published adventure.  

Now, this is one that I have a hard time writing about for a few reasons.  First off, I playtested it.  Second off, I helped with the editing.  Third off, I have been involved with Paul on other projects, such as In the Prison of the Squid Sorcerer and Angels, Daemons, & Beings Between.  Finally, I have been involved with the publisher on other projects, such as Bone Hoard of the Dancing Horror and Through the Cotillion of Hours.

So, I have some slight bias.  And by "slight", I obviously mean "quite large" or even "too large to fairly review".


Finally, if you are like me, you find yourself needing more 1st level materials for Dungeon Crawl Classics as you lead various groups through various 0-level funnels.  In a persistent game world, you don’t want to simply re-use the same adventure multiple times.  Having more low-level material is definitely a boon.


Basic Fantasy Appreciation Day

http://www.basicfantasy.org/

From the website:



The Basic Fantasy Role-Playing Game is a rules-light game system modeled on the classic RPG rules of the early 1980's. Though based loosely on the d20 SRD v3.5, Basic Fantasy RPG has been written largely from scratch to replicate the look, feel, and mechanics of the early RPG game systems. It is suitable for those who are fans of "old-school" game mechanics. Basic Fantasy RPG is simple enough for children in perhaps second or third grade to play, yet still has enough depth for adults as well.

Basic Fantasy RPG is an Open Source game system, supported by dedicated fans worldwide who have contributed hundreds of pages of rules supplements, adventure modules, and other useful and enjoyable game materials as seen on our downloads page. We'd love for you to join us on our forum where we discuss the game as well as creating new materials for it.

Curious? Take a look at the sample character sheet (click here). Or, read the introduction story, collected from the rulebook.

Back when I thought that writing my own system (D&D Mine, if you would, or Raven Crowking's Fantasy Game if you would not), there were three major influences on my writing:  Labyrinth Lord, OSRIC, and Basic Fantasy.  For some reason, Basic Fantasy doesn't get the attention it richly deserves.

This is a game with a lot going for it.  If I was going to play any published fantasy game, right now, apart from Dungeon Crawl Classics, it may well be Basic Fantasy.  Of course, since the engines of those three influences are relatively close together, you can use adventures and even supplements for one with any of the others with only minor tweaking.  Likewise, the available Basic Fantasy adventures can be used with other game systems, such as Dungeon Crawl Classics.

If you haven't checked out Basic Fantasy yet, please download it and give it a look.  If you like what you see, consider putting a little coin in the coffers by buying a print version.  EDIT:  See comments below; the print version is "at cost"; this is done for love of the game alone!  How can you not support this?  And, finally, if you do check it out based on this recommendation, please leave a comment to let me know!

Thank you, and I hope you enjoy the first annual Basic Fantasy Appreciation Day!  Kudos to Erik Tenkar, over at Tenkar's Tavern for suggesting it!


Wednesday, 30 January 2013

Dungeon Crawl Classics on Hardway Mountain

 My weekly Dungeon Crawl Classics game was switched from Thursday to Tuesday to accommodate a player who, once more, didn’t make it to this week’s game.  Hmmm.  On the other hand, Tuesday also accommodates his roommate, Phil, who is a really great addition to the game.

After finishing off one of the mini-scenarios for In the Prison of the Squid Sorcerer, we introduced Phil’s new party of four 0-level characters.  It is a testament to the strength of the DCC system, by the way, that 0-level characters can contribute to an adventure in a fun way, while other characters in the same adventure are reaching 2nd level.

The group joined a caravan headed east, and then found themselves attacked and carried aloft by a pair of rocs.  (Some funny confusion/conversation about “rocks” and “rocs” ensued.)  The group was deposited in a nest atop Hardway Mountain, and the rocs flew off. 

Some of you may be familiar with UK5: Eye of the Serpent, and can envision the module given a DCC twist.  It is remarkable how easy it is to convert the old TSR modules – generally, it involves flipping the AC, deciding what attack bonuses and saves should be applicable, and in the case of some monsters, upping hit points.  In this case, a +10 hp bonus is generally sufficient when needed.

The highlight of the game was when the characters found a glowing egg guarded by an ice demon.  First off, when the demon was killed/shattered, one of the PCs decided to collect some of the ice shards in a vial.  You never know when demon water might be useful….and, in DCC, it actually might be!  The freezing PCs dragged the egg out of the pool that was keeping it cool (and thus preventing its hatching).  The egg, being warm, gave them a chance to heat up….but it also hatched out a creature they first thought was a dragon.

Now, in the module, if this creature hatches, it immediately attacks.  But DCC has a strong vibe of letting the PCs try crazy things right from the get-go.  And, naturally, one PC attempts to befriend the creature by feeding it.  It eats six days’ worth of rations, and some canned meat, and nearly doubles its size.  The creature is described as having insect-like compound eyes (they cannot tell easily what it is thinking) and wings that form a cobra-like hood around its head when upset, rather than allowing flight.  There are several rolls to train this thing, all of which (through rolling or spending Luck) are very high.  Sometimes it pays to have a “halfling keeper of the hounds” in the party!

At the same time, as the evening winds down, they discover that the creature dislikes heat, that its back can now glow cherry-red from its own internal heat, and that they are not altogether certain how this strange alliance will end.

Fun times.  What a great game DCC is!

A COUPLE OF EDITS:

(1) Lots of fun with folks jumping into icy water to attempt to recover treasure.  I made use of Fort saves to avoid temporary Stamina damage, both from normal exposure, and moreso from leaping in the water.  The bonfire-like heat of the hatchling mentioned above was used to remove these penalties.  The basic set of DCs (5/10/15/20) works amazingly well for quick adjudication.

(2) The module suggests that you determine, as the DM, what pathways are open, based upon what encounters you wish the PCs to have.  I suggest that you determine, as the judge, what the DCs and consequences are of some pathways, rather than having them be "closed".  Of course, this is based upon my idea that you should avoid railroading players.

(3) Based on the idea that you should avoid railroading players, I let them know upfront that the rocs were a set-up; they would not be instantly killed.  I could have run this differently, but I thought that the players would enjoy the adventure, despite the inherent railroadiness of its set-up.  So far, this has proved to be an accurate prediction!



Tuesday, 22 January 2013

WotC Opens the Vaults

If you haven't heard yet (and I cannot actually believe that you haven't heard), Wizards of the Coast has made a slew of older edition materials available again.

Therefore, some open comments to Wizards of the Coast:

Well, good on ya, WotC!  You have made yourself relevant to many gamers once more, gamers you had previously lost.  I even appreciate what you are trying to do with D&D Next (i.e., 5e), although Joseph Goodman has already taken your place in the "go-to game" department with Dungeon Crawl Classics.

I am old enough to have picked up most of the TSR modules in print, Lo! these many years agone, and I don't really need electronic versions of them now.

So how can you get some of my hard-earned gaming dollars?

I note that there is an intention to include new material with an A1-4 compilation.  Have you considered expanding B4: The Lost City?  I1:  Dwellers of the Forbidden City?  I would buy those.  Have you considered writing new adventures for classic editions, or (better) taking submissions for the same?  Pick authors that are known and trusted, particularly through the OSR movement, and I would be giving you more of my money.  A good adventure can be adapted to any rule system.

But, even if you do not do these things, and even if I already have all the older TSR materials that I currently want - thank you for doing this.  It's good for other people, and it is good for those just getting into the hobby.  It is good for us all.

This is a big step toward restoring my faith in you.  Keep it up.



Tuesday, 15 January 2013

Patron Project GO!

Angels, Daemons,& Beings Between is now live on DriveThruRPG.  And on RPG Now.

I cannot tell you how proud I am of the work the team did, or how happy I am with the responses we've received from supporters so far.


Patrons, more than just mere supernatural benefactors, are schemers whose plots set the world in motion. They are beings who amuse, enthrall, and terrify the mortals who dare to bargain with them.

You, dear reader, will find thirteen fully developed patrons to use for the Dungeon Crawl Classics RPG.

This product includes 40 new spells, monstrous minions, and new spell burn and Patron taint tables to use in your DCC games.

If you purchase this book, please be so good as to let me know what you think of it!

Video Review

Sunday, 6 January 2013

Excellent Post Alert

http://dreamsinthelichhouse.blogspot.ca/2013/01/what-is-osr-gaming-about-anyway.html

Talking about what the OSR is about....a blog post I am in full agreement with.

(And which is, therefore, suspect!)

Monday, 31 December 2012

DCC House Rule: Character Age


Young/Adult:     No modifiers to stats as rolled
Mature:             –(1d3-1) Str/Agi/Sta, +(1d3-1) Int
Old:                   –(1d3-1) Str/Agi/Sta, +(1d4-2) Int*
Venerable:        –(1d3-1) Str/Agi/Sta, –(1d3-2) Int/Per**
Ancient:            –1d3 Str/Agi/Sta, –(1d3-1) Int, Per

* If a “1” is rolled on the 4-sided die, a -1 penalty occurs.
** If a “1” is rolled on the 3-sided die, a +1 bonus is gained.  Congratulations!   You've aged well.

Note that each modifier is rolled separately.  For example, an old character rolls 1d3-1 for Strength, a separate 1d3-1 for Agility, and a third 1d3-1 for Stamina.

Saturday, 22 December 2012

My Date With the Cinder Claws


Thursday night was the final gaming night before Christmas, and I ran The Thing in the Chimney for a table of six, two of whom were new gamers, and for whom TTITC was their “zero-level funnel”.  The other characters were the newly-levelled survivors from Fallen Tempesta in my home game….an online version of this adventure is being played out here.

The game started with the characters in the Great Hall, and then almost immediately split up.  Some went to the wood growing at one of the hall, some took the passage to the kitchen, and some stayed in the Great Hall to look around.

There was actually a surprising amount of party-splitting in this adventure, and it had interesting repercussions to game play.  I was surprised and pleased to note that the players immediately began to make a map, and they were not at all confused by the way the Cinder Claws’ home worked….they caught on mighty quick.  I suppose I should not have been surprised, though, as they have been steadily developing in the mapping department.

The characters decided not to disturb the cooks in the kitchen.  One of them stole a couple of cookies, to see if there would be a reaction, but there was none.  They then proceeded through both alternate doors, splitting the party up further. 

One group investigated the reindeer stables, but passed on quickly.  A shovel was taken here, that was later put to good use.

Meanwhile, another part of the group discovered the tinsel on the trees, and became aware of the large double-doors.  Throwing caution to the wind, the entered the wood, and met with the tinsel spiders.  One of the other groups came out of the reindeer area and was able to render aid…they fought 3 out of 5 spiders without any real incident.  They fought the other two when they tried to push the door open….and one of the characters, a halfling, got silver glop stuck on his left hand.

They pushed the door open, discovered the wasteland outside, and realized that they could not close it.  Ah, well, spiders don’t like cold.

Needless to say, players began having characters in the scrying chamber check the list to see if they were Naughty or Nice.  This led to one of the PCs (a thief whose occupation was “counterfeiter”) trying to change what the list said, to no avail.  They also, predictably, made attempts to steal the list, and the snow globe.  They were so focused on these items, though, that they ignored or forgot about the rubies on the snow globe stand.

They found the sleigh, and one character took the cindercrop.  Exploration of the enormous red velvet bag was not very thorough, and it was left behind.  The players originally thought that the double doors in the sleigh room and the Great Hall must connect.  Now they are not so sure, because of the events in the Great Hall, and they are considering not opening them.

Dealing with the fruitcake was relatively easy for them, as one of the PCs had previously gained the ability to create strong pheromones once per day, which were used to counteract the fruitcake’s lure.  Throwing the ancient, evil desert into the fireplace, they discovered the empty stockings for the first time.

They also discovered that tinsel spider glop cannot be removed by clerical healing. 

Most of the characters return to the Great Hall, where they decide to split up and explore the remaining two archways – half the party heads to the sweatshop, while the other half heads to the guard room.  At the guard room, four elf spears are cast into the front line, and the first character is slain.

At this point, all hell finally breaks loose.  The PCs headed towards the guard room flee, with six elf guards behind them.  The PCs in the sweatshop pass through the green door, and arrive in the guard room behind the other six guards.  Two snowmen are back in the hall where the door has been left open.  In the general melee that follows, one character is killed when a snowman throws a snowball at him, gets a critical hit, shatters the character’s forearm, and does enough damage to down him.  When the other PCs turn over the body, it is too late.

I rule that, due to the distraction of the other characters, the PCs coming through the green door get surprise.  Between two locations, elves, and snowmen, a great deal of fun is to be had.  Someone shouted “knock off their hats!” right away, but no one heeded this advice.  The PCs are battered and bruised, but ultimately victorious.

(As a side note:  The PC whose forearm was broken, and who subsequently died, was a cleric who pushed his luck, had to roll 5d4 for disapproval, and then was found (thus far) to be pretty much a man of the world.  This was the “worst” disapproval rolled at my table yet, or the “best”, depending upon your point of view, but it really reinforced my enjoyment of the system.)

Of course, being players, they had to open the other double doors (giving the sleigh access to outside), and fought the snowman with the ukulele.  I played Burl Ives singing Silver and Gold and Perry Como singing Winter Wonderland to simulate the snowman’s singing.  “Wait a minute….is the snowman really singing that?!?”  “Yes.”

At this point, the night was getting late, and I was ready to fill their stockings.  However, because they kept splitting the party, and there were always folks in the Great Hall, there was no chance for the Cinder Claws to come immediately.  One of the players tried to put the fire out with the snow, but the fire was too great for what she could do with the shovel.  So, she decided to take coals from the fire and burn the wood down instead.  With the resultant smoke and heat, the group scattered out of the Great Hall, and I was able to stage the final encounter.

(That was a pleasantly unexpected action for a player to think of.)

The hands were very effective.  The long, flexible arms were great.  That the Cinder Claws was strong they already knew from the doors; that he was stronger than eight people trying to keep his arm from going back up the chimney was a new, and perhaps frightening, revelation.

When the Cinder Claws actually appeared, though, Fate takes a hand, and the dice roll very hot for the players.  There are a number of critical hits as the Claws pulls itself from the chimney, resulting in its being severely damaged by the beginning of the first round.  It lets out a Ho Ho Ho! and two icicles fall.  The players like that it has a chance of being hit by this.  One PC is hit and killed by falling ice.  And then the PCs remaining lay into the Cinder Claws, and he retreats back up the chimney in a bloody mess.

But that first round has a terrible cost for one PC.  Using my “Slippery Slope of Arcane Doom” house rule, one character tries to learn magic shield on the fly.  He succeeds, but his Mercurial Magic is unfortunate – each time the spell is cast, someone he knows dies.  The Tempesta start includes everyone (apart from the party) in the PCs’ homeland being slain….and the PCs are now on another plane of existence from where they began in any event.  The magic, I rule, utilizes the life force of someone you know to grant the bonus – and one of the PCs dies. 

That’s about it.  They grab their stockings, and flee through the portal.  Luckily, they remember to take their moon rover with them.

But that’s another story.

I am thinking of doing another one for next year:  Revenge of the Cinder Claws.  What do you think?

(BTW, if you like bygrinstow's illustration of a sugar plum faerie, above, please drop by his blog and tell him so!)

Monday, 17 December 2012

The Thing in the Chimney


With special thanks to Bygrinstow for illustrations, and to Joseph Goodman for okaying an un-licensed adventure, I proudly present something to ruin the holidays for you forever:

The Thing in the Chimney

Completely bookmarked.  Crappy hand-drawn maps at no extra cost.

Best of all?

FREE!