Sep 262016

Yes. I am a bit of kick when it comes to Dungeon Crawl Classics. I may a little late coming to this show but it’s been on in the back of my mind ever since my grubby little grognard fingers got a hold of it. Since then there’s been a lot of third party and DIY stuff come. Too much for me to keep up with. So there is chance that some else has already done this or something similar. With all that said, here’s a few house rules for the World of Zoong.
If a player has more than one 0-level character survive to make 1st level then only one of the characters advances. The other remains at 0 Level as a hireling of the leveled character.

At 1st level: Roll up 4 more 0-Level Characters as normal.
Beyond 1st Level: Roll up a new character with enough XP to be at mid-point of the next lowest level or if the player still has that original hireling advance that character as with rolling up a new one. Character still rolls occupation, starting money etc as normal. And advances the appropriate level.
Rolling Ability Scores for leveled characters:
1. Roll 1d6 in order.
2. Roll 6d6 arrange to player’s liking.
3. Roll 1d6 in order.
Clerics and Wizards: There is a chance these characters can start with disapproval/corruption. Roll 1d20. If the number is less than or equal to the character’s level then the character has disapproval/corruption. Clerics roll on the Disapproval table as normal using the number rolled on the d20. Wizards roll a number times on the Corruption Tables equal to the number rolled on the d20. (Roll 1d6: 1 to 3: Minor; 4-5 Major; 6: Greater)

Special Rules for Spell Casters:
Clerics: Beginning spells and when new spells are learned, they are determined randomly at the whim of the gods. A cleric may attempt to change one spell each day when they pray. The character makes a spell check. DC: 10+The Spell’s Level. If successful, the player may choose a replacement spell. On a failure, the cleric automatically gains disapproval equal to the spell’s level and the spell remains.
Changing Spells on the Fly: A cleric may attempt to call on their gods divine favor for spell that they need right now. The cleric attempts a spell check at 10+twice the spell’s level. If successful the spell is changed but the cleric gains Disapproval equal to the spell’s level. If the roll is a failure then the cleric gains disapproval equal to twice the spell’s level and roll immediately roll on the Disapproval Table as if the character had rolled the highest number possible on a spell check that triggers Disapproval.
Random Spells (for both clerics and wizards): When a character is rolling for random spells and rolls a duplicate result, they may select a spell of their choosing.

That’s it for now. There’s more on the way.

Print Friendly
Sep 212016

I keep talking about my upcoming Dungeon Crawl Classics game, so I figured I’d go ahead and create a little page for it here at the old blog. Welcome to the World of Zoong.
With all the other projects (plus a day job that’s really keeping me busy), I’m going to do what I can before things get rolling. But that’s not a problem. My very first campaign world didn’t even have any notes. It was Keep on the Borderlands and just run with whatever the players wanted and what modules I wanted to run after that. Of course, for this one, we’re doing Sailors of the Starless Sea as starting point.
As a bonus, I mentioned to the players that DCC turns things up to 11. Do they want it turned up to 12? It was hearty, “Hell’s Yeah!” Metal Gods, Crawljammer, and Broken Moon. Here we come. To sum up where I’m going to head with demi-humans just see this post. That’s right sexy alien elves, hillbilly dwarves, and mobster halflngs.
Then of course there’s my own wild imagination and my own grognard feeling of nostalgia. If this image brings back memories then you gain 3 Grognard Points.

Print Friendly
Sep 122016

Gearing up to run a little DCC Campaign at the FLGS and being the constant tinkerer that I am, I had to do a couple more classes. The first up. The Barbarian.
First, there are already some really cool Barbarian classes out there for Dungeon Crawl Classics but each didn’t exactly do what I had envisioned. So put together one of my own. Now this is the bleeding beta version and I’m open to suggestions and comments. So read and let me know what you think. Thanks
The Barbarian Version 1

Print Friendly
Sep 072016

Lightning Snakes are being composed of pure electricity. An uncaring creature birthed from elemental fury and arcane power. The Lightning Snake appears as a gigantic (30 feet long) writhing lightning bolt with serpentine features.

Hit Dice: 4
Armor Class: 4[15]
Attacks: Bite (1d6+2 electrical damage) or Lightning Strike (see below)
Saving Throw: 13
Special: Immune to Electricity, Poison and Diseases. Requires magic weapon to hit. Shocking!
Move: 12
Alignment: Neutral
Challenge Level/XP: 6/400

Lightning Strike: Instead of attacking the lightning snake may move around its opponents. Each being along it’s path takes 3d6 electrical damage. Characters may attempt a Saving Throw for half damage. Characters wearing metal armor have a -4 penalty to this saving throw. There is catch for the Lightning Snake. It cannot cross over it’s own body while doing this. If that happens then the snake “grounds” out. The creature explodes with a massive discharge of electricity causing 4d6 damage to all with 10 feet of any part of the snake. Save for half damage as above with the penalty for metal armor.

Shocking: When a character succeeds with a melee attack with an unarmed attack or with a weapon made of metal that character takes 1d4 electrical damage. No Save.

Print Friendly