I don’t rant too much about Kickstarters unless it’s something that I’m really excited about. And this is one of them.
I absolutely love the Crawling Under a Broken Moon zines for DCC and getting updated versions of something of the stuff as well as some new stuff is just outright awesome. The only negative thing I can think of is that it doesn’t come out at the same time as Mutant Crawl Classics because I am so kitbashing those and already have a plan to start running MCC as soon as I can get my hands on it.
But anyway check the Kickstarter.
I don’t always post session summaries but this one had some good moments worth sharing. This was a by-the-seat-of-my-pants session. There were a few ideas in my head but I wanted things just to happen and see where the dice and the characters end up. The most valuable tools for this session were (of course) Vornheim, the Drunken Debauchery Table from Astonishing Swordsmen & Sorcerers of Hyperborea , Rory’s Story Cubes, and my own warped imagination.
The player characters finally have made it to the Great City of Garnax. Here’s the highlights.
The city is named after the Great Wizard Garnax who hasn’t been seen in over a century. His tower still floats over the city. The Shadow District is the poor section town and is in the shadow of the tower. The wealthy used to live there until someone mentioned that bad things might happen if the tower’s magic goes crazy and the whole thing falls out of the sky.
They learn the best place to buy “interesting” items is the Night Market. It’s where the normal market square is just at night. The Night Market is run by woman named Lady Vasha.
The Thieves’ Guild has a strong presence in the city. It is ran by the Halflings. They don’t crap from anybody.
The fighter with demonic intelligent magic sword is visited by an artisan who was commissioned to make a custom scabbard. The scabbard is fine work of art inscribed with demonic runes that say, “I’m with stupid.” The fighter later goes on to anger the commander of the city guard.
The Thief (who for some reason) was in charge of the party loot looses a bunch of gold in a back alley cockfight.
The party rescues Lady Cleopatra of Thrawl who has the disturbing habit of collect finger nails and then carving miniature portraits of herself in them. The party deals with some thugs and is later rewarded by the Halflings for taken out unsanctioned persons.
The wizard finds a mysterious map and a bakery on the sight of the an old alchemy lab that had a “minor” alchemical accident. The bakery makes low grade bread for the local jail and asylum.
At the Night Marker things get interesting. The dwarf tries to buy and sell recipes at the potions shop without any luck. The party doesn’t buy any potions. They don’t even pick up any in the “Discount Grab Bag Bin”. The party finally is granted an audience with Lady Vasha. After some initial haggling and a little divination on the side. Lady Vasha offers to hire them to find the Keys to the Tower of Garnax. She explains that many a skilled adventurer (and thief) has attempted to enter the tower and have never returned. She knows of powerful wizards who have attempted to gain entry. They too have been fatally unsuccessful. Her research has lead to believe there are “keys” needed to enter the tower. She wants to the PC’s to get her those keys. She sends them off to a blind elf cartographer who makes magical maps via spirit writing for a map to the location of the keys.
She brokers a little side deal with the party’s wizard. She can get grid of that corruption. The wizard jumps at the chance. (Yes, I played fast and loose with rules as written but it was fun). The good news. The PC wizard learned two new spells. Patron Bond and Invoke Patron. That patron of course is Sezrekan. And the corruption. Oh that was replaced with Patron Taint.
And where are the Keys to the Tower of Garnax….
Last session I threw this little beastie at the party at the finale of Doom of The Savage King. I stuck in the Jarl’s head. So here you go terrorize the PC’s with the Octobrain.
Octobrains are mysterious and ancient race bound to the forces of Chaos. They appear as a writhing mass of tentacles with the a brain at the center. Octobrains move by using their tentacles spring, usually towards a new host.
Init: +4; AC; 12; HD: 2d6; HP: 7; MV: 15’ (jumping); ACT: 1d20; SC: Fort: +1; Ref: +3; Will: +4
Atk: Face Hug: Make DC 3d6 Ref Save to avoid or it starts face hugging. On the following rounds make opposed Str Check against Octobrain (+2). If successful then the Octobrain has been removed. If fail then the Octobrain has pried open the character’s mouth, oozed inside their skull and begins absorbing the victim’s brain. The victim 1d5 Int damage each round. When the character reaches 0 Int then the character is dead and the Octobrain is in control and can access all of the dead character’s abilities. Attacks against a face-hugging Octobrain do half damage to the character it is attached to.
PSI Shriek (once per day) 30 foot radius centered on the Octobrain. Take 2d4 damage. DC 12 Will Save for half.
Brain Bolt: One Target, 30 feet, DC:12 Will Save or take 1d4+1 damage.
Because it’s Dungeon Crawl Classics thing to do. So after a few sessions and many PC deaths here’s the motley crew of murder hobos.
Wedge: A warrior with a demon-possessed sword, a magical beserker cloak and a low Will Save. Yeah, things will end well with that one.
Gorgon: Shaman turned thief. If you ain’t sneaking, back stabbing, and looting the placer. You ain’t having fun.
Elle The Cleric of Cthulhu: Maybe I’ll heal you tomorrow, Cthulhu willing.
Boulder The Dwarf: He ain’t that great at fighting or much else but he’s really good at not getting himself killed.
And one more. Either a cleric but probably a wizard. Not sure, the player didn’t make it to the last game.
And yep they’re murder hobos. The finale of Doom of the Savage King: Set the Jarl’s house on fire and kill every body who runs out. Good plan except when people start running into a burning building during the fight to loot the place. We ended the session with the PC’s hightailing out of town and off to their misadventure.
I’ve still been able to keep swinging away at my DCC campaign at the FLGS and a few things came to mind about some things that I’ve really grown to like about the game.
Dungeon Crawl Classics is an awesome game. It’s solid and simple. While some disagree whether it truly is an OSR game, it’s close enough in feel and mechanics for me. Sure there’s page flipping when a spell is cast or there’s a crit or a fumble but these times are where the game really shines. In the sales blurb for a lot of games, there’s a plug that reads something like “the rules don’t interfere with the game”. You know things like not having the Walk and Chew Gum Feat (looking at you 3.x/Pathfinder). The rules for DCC don’t interfere with the game. They participate. It’s like having an extra GM and/or player at the table. Let me explain.
One of the player’s characters became a cleric. The character is Neutral. So I said of hand, “You could be a cleric of Cthulhu.” And the player jumped at the chance. Through the adventure (We’re playing Doom of the Savage King) The Elf went down. The cleric got there in time heal but nope. Disapproval. Later the dwarf was injured. Lay on hands. Nope. Disapproval. Again, heal the dwarf. Cthulhu says, “Hell no!” Disapproval. We get the point. Cthulhu doesn’t like demihumans. So here’s the setting house rule. Demihumans count as opposed alignment for clerics of Cthulhu. The rules helped add something interesting to the game.
While I’m on a little rant about there’s another one I’ve been using (lifted from Lamentations of the Flame Princess). No Weapon Proficiencies. Now I might add a penalty if a halfling tries to swing around a great sword. And I haven’t even mentioned this to players. Just letting them use whatever weapon they want. Fighters are already way better at fighting so it really doesn’t make any difference. Plus it makes for a neat story when it’s the Magic-User who takes out the big bad with a crit while wielding a hand axe. Yep, that happened last game session. It was a good thing too. The fighter couldn’t make the game. The dwarf couldn’t hit anything. And that Wizard was out of spells. That little quirk of fate made that fight just a little more memorable.
Remember folks. Have Fun. Roll Dice. Kill Monsters. Take Their Stuff.