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Saturday, June 21, 2025

Interesting giant based module for adnd 1e, made 2014

 https://www.youtube.com/watch?v=y2ocEXTc5Gs&list=LL&index=1&t=302s&pp=gAQBiAQB0gcJCb4JAYcqIYzv

CSM1 - Fog of War is the name of it.  Only 100 print ever made. 

Art looks like 1980, but made around 2012 or 2014. 

Related to Center Stage miniatures.  And .. Pacesetter Games & Simulations in Michigan. By Bill Bars. 

I might try these solo adventures- https://pacesettergames.com/collections/solo-adventures

Pacesettergames.com

https://www.youtube.com/redirect?event=video_description&redir_token=QUFFLUhqbFJoaFNYUHZheFcxcjBZWU80YW84Mzg1bXlDZ3xBQ3Jtc0tubzJ6TUxweGlrRGVEWjVBdzN2YlhqRVp4TGtGbnNJbnhPMGFlMnRsdGF4blk5VWJuTjByOUE0T0pxc3BqcURHZ21NTmpMUDV4c2p0NG9vSWgzNjZ5RnhkdGZhYlhNdlNBZExpT0QzMXA5WXQ4X0NOdw&q=https%3A%2F%2Fpacesettergames.com%2F&v=y2ocEXTc5Gs

Other modules are 

T1 the thing in the valley.

Q1 the screaming temple

Q2 eruptor’s vengeance

Q3 death on signal island

V1 the vampires curse

C1 the circle of fire

I1 grave of green flame

U1 dark eye of the hurricane

Pronounce Drow

 http://www.nerdovore.com/2015/09/the-proper-pronunciation-of-drow.html

Well, I guess I was accidentally right this whole time, originally saying it with a long O sound like snow, grow, etc. 

Personally I will use the idea that different languages/regions inside of dnd say it like that or like the ow/cow way. Keeps it interesting. 

Even Writers for modules… the two guys now at Goodman games… Chris Doyle the bald smiley fellow says it like cow and Rick Maffei the NY accent calm speaker guy says it like snow. Maffei makes it a point in this video I think, “50 greatest classic adventures of all time: adventures 35- 31” on yt, at time maybe time 30:00 or around there. Found it the episode before (39-36) when talking about g3 (against the giants) at time 42:50.

https://www.youtube.com/watch?v=tVMZm0bChVE


Ok not this one:

https://www.youtube.com/watch?v=-yUmwdXI1Ho


Historically-

It is apparently from Scottish then old English, dark elves hiding from the sun, attacking people from under bridges or caves. Root word is Dtrow, related to the word troll. 



Quote from the top blogger link…

Webster's Unabridged Dictionary (1970) states:

"Drow, n., [scot.]." The word is a variant of the Scots term "trow", which itself derives from the Scandinavian word "troll". The original Scottish Gaelic word is pronounced "dtrow" with a soft "dt" sound, and the original pronunciation sounds similar to "troll." The word is also found in Cornish and Welsh, with slight pronunciation differences. The race itself seems based on another dark elf, specifically the Dökkálfar of Norse mythology.

The word dtrow is also found in Old English, suggesting it was an universal word for dark elves on the British Isles


A commenter even claims Gygax said it as drow like snow.  See..

And I asked Gary Gygax at the 1985 Gen Con while signing my 1e Unearthed Arcana, and he pronounced then, as Drow as in grow or throw.

Monday, June 16, 2025

TSR module reviews

 Best damn reviews are by Chris Doyke and Rick Maffei via

Goodman Games (acct) on yt, two episodes

1. “Our top 10 classic adventure modules — talkimg TSR” top 10 classic adventure modules — talkimg TSR https://m.youtube.com/watch?v=GDe1jUH7AmU


2. “Our top 10 … adv series” or something https://www.youtube.com/watch?v=GDe1jUH7AmU

3. Top 50… https://m.youtube.com/watch?v=kK3m2OSTniA



On number 1:

Eye of the Serpent. **good for one dm and one player** Roc puts u on mtn. 

N1 Cult of reptile god  (kinda like village of Hommlet but better).


On number 2:

Against the giants  

Egypt desert themed series  


On num 3,

3.5e had “the red hand of doom” lotsa NPCs  levels 6-12. Their fav WotC 3.5e module. 


NIGHT’s dark Terror  … lvls 2-4. Suoer cool goblins, variety. 



Health - Exercising still good for you. Reverses 20 years of heart age.

 https://www.goodnewsnetwork.org/2-years-of-exercise-reversed-20-years-of-aging-in-the-heart-longest-ever-randomized-trial-on-exercise-showed/


Broken down, it involved specifically two interval training sessions per week, along with one hour of “base pace,” which focused on a fun activity like low to moderate-intensity sports, cycling, or hiking. At peak training load, participants were training 5–6 hours per week, while during the maintenance period of the latter 14 months, that was dropped to about 4 hours, and included the removal of one of the two interval training sessions.

Health - fish oil gel pills might have toxic gel

 https://www.sciencealert.com/softgel-capsules-draw-concerns-over-toxic-shells-heres-what-to-know

Well of course... these damn gel coverings can't just be a normal simple natural thing that isn't terrible. Why the heck can't they just use normal stuff? 

Bad news:

To make the capsule shell soft and pliable, manufacturers often use plasticisers – chemicals called phthalates. While these help with flexibility and durability, they're also linked to a range of health concerns.

Phthalates are known as endocrine disruptors – substances that can interfere with hormone systems. Studies, particularly in animals, suggest they can affect reproductive development, fertility and hormone balance.


The "good" news is... maybe it's not a ton of exposure compared to typical shit around the house:


One difficulty in assessing phthalate safety is that there isn't just one type. Phthalates are a large family of chemicals, each with different properties and risks. Not all are used in softgels, and many of the highest exposures come from other everyday sources such as vinyl flooring, shower curtains, perfumes and air fresheners.

But while phthalates in softgel capsules may not be the biggest contributor to our overall exposure, they're still worth paying attention to – especially for people who take many supplements daily. 


 

Sunday, June 15, 2025

Dnd Against the Giants again - Comparing 1e and 5e as I find it.

 Btw, chexkmout all these cool alt,hill,giant types. And how did I get a copy of a ststblock with the cool “crushing leap” where the hill giant falls on you prone, and dc17 to escape..acts like a grapple, big dmg.  My version did 6d6+8 or something , but the version on Emptyhexes does 5d10+6, via the HILL GIANT STORKOKK. https://www.emptyhexes.com/monster-mondays/hill-giants

Maybe try alt stone giants here, https://www.emptyhexes.com/monster-mondays/stone-giants

Btw, GREAT writeups https://dungeonofsigns.blogspot.com/2015/12/ogrestrolls-giants-i-actually-like-5e.html

And https://dungeonofsigns.blogspot.com/2017/05/the-oldest-of-old-school-part-iii-g1.html

And cartoon walkthru 

https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEd3IOxeHpxWs4njvcaZJiBdXS6L8eYISPB-TS5mko5zsF8G0K27EtjJ6L-Q1jW8IGmGKhSx6Zzh2ZzWnIgsFZEA_n5bSKeLyn-Uvr2itcFEIDujKwz5fXLBQCDv_neTP9L0nj4j0KgME/s1600/G1-poster-2017-small.jpg-=-=-=-

Btw, i think it leads into Drow and the 3 Underdark modules.

https://nerdsonearth.com/2022/11/against-the-giants-one-of-the-absolute-all-time-best-dd-adventures/

As I look at both the 1e and 5e (in tales of the yawning portal) versions, I will make notes on changes that catch my eye. I'll be running it as close to 1e as possible, but with 5e stats, etc. so let's see how this goes. 

The other first thing to determine is where does the kid start? He's got four 10th level (11th?) chars in 5e after beating Strahd. 

TRIVIA: The word Jarl (ruler of area but under a king, etc.) is related to the English word Earl. 

LEVEL RECOMMENDATIONS for 1e: 

G3 FIREGIANT AREA: A party of 3 or 4 highly experienced characters of 9th or higher level can expect a reasonable chance if they use theirknowledge and cunning to best advantage. No character below 6th level should adventure in the Hall of the Fire Giant King Characters under 9th level should be accompanied by a numberofhigher level characters. The optimum mix depends upon the class of the characters involved. A party of 3 might be as well off as three or four times their number under certain circumstances. This writer still believes that a mixed group with clerics, fighters, magic-users, and thieves - with a dwarf, an elf, and perhaps a halfling or gnome and a ha/f-e/f - will be the most successful overall if their average level is 9th and there are 8 to 10 in the party. Of course, this assumes that each member will be armed with several magic items usefulagainstgiants and fire

DIFFERENCES:

  • In 5e, pg.185, the two white dragons near the end of the frost giant area are both young. In 1e, one of them is Ancient. As usual, 5e expects more fighting so/plus makes them less deadly. 

DnD Treasure hauling via wands of teleport

 https://rpg.stackexchange.com/questions/5880/rules-on-treasure-carrying

Best answers were

A. Give em a teleport wand that only teleports treasure type stuff (things not for bag of holding)

B. Once in a while, hard to carry big treasure (wont fit bag holding… maybe too big for tport wand)… make it part of challenge to avoid monsters aka increases difficulty to move sneaky or get away from fight or perform. 

Saturday, June 14, 2025

Elric books - what order to read

 

This says start with ELRIC OF MELNIBONE

https://rossonl.wordpress.com/2016/04/22/how-to-read-the-elric-saga-publication-order-vs-chronology-ii/

And this guy also says start there, his list is at time 8:40


https://m.youtube.com/watch?v=RMnm-519sdo&pp=ygUlb3V0bGF3IGJvb2tzZWxsZXIgZWxyaWMgZm9yIGJlZmlubmVycw%3D%3D


Wikip has sort option of chronological or published 

https://en.m.wikipedia.org/wiki/Michael_Moorcock_bibliography#Elric_of_Melnibon%C3%A9

Books vs D&D- The House on the Borderland

 The Night Land

The house on the Borderland (w h Hogson) —> sounds like D&D’s famous “Keep on the Borderlands “ … and i am just now realizing… Little House on the Prairie. Heh  

Zothique (Clark Ashton)

… about humans in super distant future  

The Dying Earth - Jack Vance. 

Thundarr the Barbarian.


See yt guy: “Limnal Spaces” “shadow of the Torturer”… reviews books. https://m.youtube.com/watch?v=K-T_7e6bFA0&pp=ygUkTGltbmFsIHNwcWNlcyBzaGFkb3cgb2YgdGhlIHRvcnR1cmVy


Thursday, June 12, 2025

Dcc swarm crit table S

 By Raven crow king

Table S for swarms. 

Im watching yt goodman games “chexk prnalties and stat recovery— rules as written


Good stuff. Like

On a 2, swarm gets under your feet and trips u if fail Dc 10 reflex. 



Tuesday, June 10, 2025

This soloTTRPG set of links sounds pretty dang fun actually

Yeah, this just sounds fun:

https://deathtrap-games.blogspot.com/2025/06/the-solo-roleplayers-network.html


Same guy who impressed me with: https://deathtrap-games.blogspot.com/2024/02/lets-talk-adventures-dcc-68-people-of.html

Words - Reckless vs. Reckon, anger vs. danger

I love how anger rhymes with danger.

And why doesn’t the dictionary give the pronunciation as “danj-rous” at least as optional? “Dane-jer-ous” works too but you know….

We can’t find a J+R word officially. But Dragon “jragun” and Graduation “gra ju a tion” and Schedule “sked-jule” are fun words… two with the jr sound. 

—-

I've thought before that maybe Reckless was related to Reckon, but apparently not. Read up on some really well-written and funny stuff here on those words plus rack, wrack, wreck, etc. 

 https://sesquiotic.com/2025/02/18/reckless-wreck-wrack-rack-reckon/

"By the way, reckon comes from an old Germanic word for calculating. If you’ve ever been to a restaurant in Germany or Austria, you probably know that die Rechnung is the bill, and if Rechnung seems similar to reckoning, it is; they’re parallel descendants of the same original morphemes."


Monday, June 9, 2025

DCC Sailors on the Starless Sea, Results so far (nearly done with main path)

 It's been a fun ride! DCC is so satisfying so quickly... I think in 2.5 sessions we got from the beginning to practically the very end (not including the new side-quest with the vine horror creation dungeon, which we accidentally skipped but maybe can do on the way out). 


I was Judge/DM, my 1st time doing a DCC as a Judge (btw, spoilers ahead, don't read if you would play as a player character!):

The kid was controlling 16 PCs. It's a lot, but at level 0 you have basically no special abilities so manageable with 4 characters per init roll, etc. 

He did not trust the road to the old keep at all, since there were so many dangerous things happening in the village (ppl missing, abducted, whatever). So he went off trail, approached through the woods. This bypassed the 2 vinehorrors on the road. He got near the keep, avoided the front door still not trusting the obvious entrance, so went around left. It lead him to the "avalanche" area... was this way actually safer?! He had one dwarf, eventually rolled to try to figure out best way/safety aspect of the rocks... low roll, just knows what all of them knew... it's potentially dangerous. But the kid on his own had already decided to use a 50 ft rope and grappling hook to try to get up there. Rolled well enough, got it hooked on a huge rock about 3/4 of the way up. When he tugged on it very hard to test it's safety levels, bam, the rock tumbled and started a landslide/avalanche... very dangerous if you are standing on the rocks at the bottom. Half the party was far enough away no biggie, half were amongst the rubble and would need to move quick to get outta there. The dwarf was the one guy who got stuck and was killed, we figured he felt responsible for the others and was pushing folks out of the way till the last second then died heroically saving his friends. 

The uncovered the entrance to the tomb of you know who. Getting down in there, the fire trap at the door blasted out and I think killed one of their party immediately. Feeling the cold air, stuck a hand in and in pain withdrew it, realizing it was not a normal cold. Based on the drawing in the module, it seemed like the body was near enough the door that he could prod it with the 10 foot pole. The unnaturally cold forming frost on the pole immediately, but while they stood outside the door no person took damage. He poked around very carefully, finally with 2 or 3 poles was able to knock the big axe from the body's hands, onto the ground. With the grappling hook + rope + poles finally retrieved the axe. Nice, weapons are so precious at level 0, and this one extends your crit range by 1. Then he tried using similar tactics to get the armor, but rolled poorly a few times and ended up destroying sections of the armor... finally gave up on it and moved on (didn't want someone to die in the cold for armor). 

Moving carefully into the grounds of hte keep, I gave him some hints about the well (somebody almost died looking in, watch out!) and using rope + it's pulley as a winch + crowbars to open up the secret cache. Got healing powder x10 (Sage and Wizard Apprentice and Parstip farmer spelled it and figured out it was something good), a long bow (don't roll a 1, or the thing kills you with like a 1d4+1 or something nuts, lol how the hell would that happen, kinda extreme, I think I'll do 1HP of dmg max), and something else maybe a sword. 

Inspected the also super deadly top right Sinkhole... he got the premonition of hollow underneath and stayed clear and safe per the module's advice. 

All this time, I'd sometimes have him roll to see if he spotted the two Portcullis beastmen up on the battlements who were still lurking and probably spying on them. I couldn't tell by the way the keep map was drawn how the heck they or anybody is supposed to get up there from the outside, ah ha -> logically in days long gone, there were surely wooden steps, etc. The kid didn't spot the beastmen for a very very long time, not until he was about to go into the bottom right tower door, but before we talk about that, back to the courtyard:

So yeah, he went around to the right (east?) side and saw the one standing building with all the demonic gargoyles, etc. Opened the door, retrieved a couple of items far from the black pool + statue, being ultra careful the whole time. Noticed there were more loot items he wanted right next to the pool. Still not trusting anything, sent in the goose (the kid really hates for animals to die, but this is DCC, he sucked it up). The goose walked in, prodded by a 10 foot pole... whoosh, the Tar Ooze came alive and swatted at it! Rolled ultra low, the goose got the heck out of there alive! The party was all keyed up, so they nuked it from afar before it could do any actual damage. For fun, it burst into flames a couple of times on the ground (I had NO idea this would foreshadow the final boss, but we'll talk about that a little later), but nobody and no goose was harmed. He got the loot and got out. 

Next would be the tower door, bottom right. Finally spotted just a tiny glimpse of something with fur and snarling up top as the beastmen ran into the tower to warn their friends and prepare for a fight. Tried the door, locked. He got a weird feeling, and once again decided to go the long route. He went back southwest (?bottom left on map) to inspect things. Using the ever-important grappling hook + rope, managed to scramble up the left/west side and get on top of things. Walked over, to the bottom right on the map to go inside the tower. OK, this isn't the standard play per the module, so would the beastman-leader get the jump on them? I figured maybe he'd just go first on init to make it somewhere in the middle, no surprise round. Interestingly though, leader+bird-beastman were on one side of the doorway waiting, while the other 4(?) were on the right side. The party went in ready to fight, leader-beastman got a hit and a kill right off the bat... but beyond that the party did great and was able to kill more and when the beastmen ran due to their leader falling he picked off all but one which ran off the map. 

The scene was grisly, blood and hides and human hides all over. He was not in the mood to search for loot, kept moving (saved him from a RotGrub attack and likely 1 more fatality). 

Carefully down the stairs, even the gold on the steps making the party leery. Found the empty loot room... what's up with that? 

Further down, got one glowing skull but wasn't in the mood to swim in murky water especially after seeing the tentacle creature on the wall mosaics. Will he find this super powerful magic ring in the other hidden room?? Meanwhile, I'm reading ahead and trying to figure out how the HECK is he going to survive the leviathan and 25 beastmen + the boss all at once. I think he needs this ring. So as he goes further in... the black sea underground! 

Before I can give any real hints to the secret room with the ring, he is in awe over this Starless Sea under the earth, the standing stone, the dragon-headed ship slowly approaching. Practically got chills. Describing the scene, the standing stone, he was like WAIT, I'VE SEEN THIS! Pointing to the handout picture of the hallway murals/mosaics. Yep, there is something very bad in that water. 

Ok, fast forward to he inspects the minor stream, finds the room, finds the RING! Nice.

Back to the standing stone... two of his guys are looking at the swirling runes, one loses his mind and immediately attacks his nearby friend! Luckily he misses, the others restrain him till he regains his senses. Dropping his weapon he frantically warns not to look at the stone or you'll go mad like he did! 

The mercenary of the group, unphased, wants to head up the found stairs on the stone to see what is up top. Spots the candle. Another guy joins him, they light the candle and the boat draws near. All this while he had been thinking the boat is loaded with enemies and is a trap(?). Gets all the worked out, everybody boards, moves along the water. 

Creeped out, the party sits atop the ghostly ship, the oars once again moving of their own accord. Then the water moves strangely, something is under the water, something big. One tentacle then another shoots forth, grabbing the stern of the ship! Almost immediately the kid puts 2+ 2 together and realizes it's a sacrifice it wants, based on the hallway mosaics. He knows what he must do, sadly sending the goose once again to save human lives, the tentacle lashes out and in the blink of an eye pulls the goose under. The boat is released, and their journey continues. 

I think at this point he is only down 3 or 4 guys. 

The island draws near, the ziggurat looms. A vile ritual of some sort is happening (so like the kid's Gnoll scenario he made on his own a few weeks back for the one shot). The end game is near, but there is a horde of beastmen around the island. How in the heck? He spots the "demon" up top... it's only and effigy but he doesn't know. Then he realizes the ring could do major damage if he spell burns and luck burns like crazy. OK, time to do it!

With some found robes as disguises (hopefully they'll work long enough?), he approaches quietly from behind. The beastmen are too distracted, they don't care or notice. The sage is wearing the ring... he gets within range, summoning forth all his might and soul (then carefully calculated math in case the kid only rolls a 2, and he DOES roll a 2 OMG close call), he uses the once daily Scorching Ray to Max effect! Booom - Whooosh... flames engulf 20 of the 22 beastmen down low, then the ray itself hits the demon effigy, it explodes in an only slightly suspicious way. It seems the heroes have won, or have they? 

Finally the party regroups and prepares to rush up the ziggurat, seeing the 3 shaman pushing the weakened and chained villagers to the summit. The 2 remaining beastmen, somehow only taking 1 HP  of damage (we rolled separate dmg rolls 11 times for the 22 monsters for the scorching ray burst) retreat up the ziggurat to join with the remaining monsters. 

In a cool reveal, the hidden miniboss shaman holds high the head and armor of the damaged effigy. He is yelling at the shaman in beast language to hurry up and get the sacrifices up there. The kid realizes he can't catch them but has to try. Some long range weapon attacks, some luck burning to hoist halflings up 10 feet to skip a level on the ziggurat, some drinking of the Black Lotus Oil to get 10ish temp HP and attach the grappling hook+rope to allow others to skip a level... he even takes out one of the beastmen shaman with some ranged attacks, but is it enough?! Can he make it up there?! Can he at least kill the miniboss shaman at the top!? 

The 3 shaman + humans arrive at the summit, the miniboss throws in the effigy and the fire roars then dies down darkening the cavern... and the humans are pushed in... but only 4 of the 7... the other humans are fighting back, holding the linked chain and it's not quite over just yet. But the shaman and miniboss will surely push them all in within moments. The kid makes some final ranged attack against the miniboss shaman... scores a hit... but alas, he falls face first into the pit and with the added weight and the 2 remaining shaman pushing them, all the humans are yanked into the pit. The ritual is complete!

A demon-beastman-chaoslord emerges... he jumps down unerringly two levels to attack one of the halflings dead. Now half the party is halfway up the ziggurat, the other half is spread across the bottom and some nearer the ship. Kid decides to try another spell from the ring, magic missile... can't take any chances. Spell burn, luck burn, bam, the demon drops! Oh wait, weirdly it turns into magma leaving the armor and weapon, but we'll get back to that later. 

The last 2 beastmen were dispatched, the last two shaman had tried to jump down but stumbled the DC check and were prone. One had been killed by a halfling before the demon arrived. There is still one there, there is one halfling alive... and then the rest of the party here and there as described. But wait, ... there is a low rumbling which builds into a deafening thunder as the earth quakes, the ceiling roof starts to fall apart (the kid had much earlier wondering if he could someone use the sinkhole to further cave in the roof and destroy the beastmen + ziggurat... not a bad idea), the huge waves rock the boat and splash against the ziggurat! The kid realizes this is it, it's time to get the heck out. But that magical armor + weapon sure is tasty. Might have to try at it with one or two guys who are nearby.


And that's where we left off, the cliffhanger. Woo, what a ride!!!

UPDATED for June 9th: The kid beat the main boss but lost two characters, including one of his favs, the mercenary. But the rest made it to the boat and got out! Now they are on a beach next to the ocean, and he wants to do the side quest (the extra vine horror bit). 


UPDATE- Exlored the Summoning Pits… the vines, the bodies on chains, and the floating devil sword! Fun stuff.

My favorite part was when the kid used a bag of flour to cover part of the rune circle around the devil sword. First he threw a rock at it, and the rock exploded (heat + internal water = explode per the book). So then he was NOT gonna touch it... which was about to lead to a stalemate, b/c the book wants you to get into it (you don't burn up). But his creative option was perfect, just like a Supernatural episode with the salt circles... a break in the circle is all it takes. So boom, he's got a little opening, and now the telepathic sword can start talking to him.

    I ran it like: A mischievous voice enters your head, saying something like "Come on, you know you need my power to deal with this place, it's deadly. Don't be a chicken." And the conversation continued, till finally the kid opened up a bigger area and pulled the sword out with his ever-important grappling hook. Fought against the will of the devil and did OK. 


EXTRAS:

I haven't read it yet, but this description/write up from a similar running should be good: https://www.reddit.com/r/dccrpg/comments/1l63pre/just_finished_sailors_of_the_starless_sea_with_my/

Ppl recommend Chanters in the Dark as the natural next adventure. In a boat underground. https://www.reddit.com/r/dccrpg/comments/zwg5sl/chanters_in_the_dark/

Sailors ends in a boat, chanters begins on one... It's a great follow up. Have a good idea how to move the players around the city, or to draw them in. Other than that, it's a good flow   


Compare to this run by the RPGreanimators, really good clean run with 1 judge and 3 players. They had a LOT of casualties on the avalanche at the keep and then again when actually fighting the Leviathan's tentacles in the sea: yt part one and yt part 2 .

Saturday, June 7, 2025

DCC,Dying Earth via Jack Vance fans

 https://www.youtube.com/watch?v=gZ_ySLca4rc

Great descriptions and analysis of this box set version of the game.  

By the way, https://en.wikipedia.org/wiki/Clark_Ashton_Smith

Clark Ashton Smith was a huge influence on Vance it would see, among others, quoting wikip:

Most of Smith's weird fiction falls into four series set variously in Hyperborea, Poseidonis, Averoigne and Zothique. Hyperborea, which is a lost continent of the Miocene period, and Poseidonis, which is a remnant of Atlantis, are much the same, with a magical culture characterized by bizarreness, cruelty, death and postmortem horrors. Averoigne is Smith's version of pre-modern France, comparable to James Branch Cabell's Poictesme. Zothique exists millions of years in the future. It is "the last continent of earth, when the sun is dim and tarnished". These tales have been compared to the Dying Earth sequence of Jack Vance

Tuesday, June 3, 2025

DCC Sailors of the Starless Sea, I'll Judge/DM - preparing


 Starting to prepare. Book comes in tomorrow midday. 

https://www.reddit.com/r/dccrpg/comments/onrydv/advice_for_running_sailors_on_the_starless_sea/

  • Getting below the surface level of the keep can be a gameplay bottleneck. For a convention game, err on the side of letting a plan to get through or past the large number of beastmen work so you can get to more of the adventure's wilder stuff. 

  •    Does anyone have advice for OP regarding how to manage the big brawl on the ziggurat? I'd like to hear advice on it as well.
    •  My 4 players had only 7 PCs between them when they finaly approached the ziggurat per boat (they decided to fight the leviathan). Handling all beastmen at once would have been impossible, so i had the beastmen stand in groups of 4 on/around the ziggurats path to the very top. If they were sneaky, they were able to only fight 1 or 2 groups of 4 beastmen at once as to not wipe the party immediately. Being level 0 means that they often die from one hit from the beastmen, so if you group fight all 22 beastmen at once they will probably fail the quest (theres still 20HP boss man afterwards).
    • If your players come with 9-12 PCs into the fight, you can probably make 3-4 beastmen groups of 5-7 without it beeing a problem.     
  • How'd it go to the OP?
    •         Sorry of the late check in, It went great! I had 3 players who were all new to DCC, and we had a great session. They were able to placate the chaos leviathan with the censure, and then picked off a lot of the beastmen on the ziggurat with bows from a distance as the longboat approached, enabling them to fight their way to the top and tackle the chaos lord.

      The only thing I would change is to have a couple more players, but that's out of my hands.

      The second day of the microcon I didn't have any players for DCC, so I had the opportunity to play Car Wars for the first time, which was awesome.

      I don't know when I'll be able to run DCC in a public setting again, because with what's been going on with the delta variant. My fiancée and I have been kinda going back into isolation mode with our 8 month old, but I still plan on running it online every so often with my friends. 
  •  Via Captain Corajus, yt, he gave it a perfect 20 out of 20 rating, first time ever (3 yrs ago), that's pretty impressive. I think it was his first play of DCC also, as a player. 


 

 

 

Monday, June 2, 2025

D&D Results - One Shot vs. Snakemen, Kid DMing

 Well I gotta say, the kid made a hell of a map, encounter, and boss. 

Working in reverse, let's review:

Xavian was the leader, a really tough melee guy. Made all the more difficult with two mostly hidden snake-priests giving him protection from energy - cold & heat. But also he had magical armor (I think) that protected from Radiant. Also had a pounce (legendary) where he'd just move + single attack. He did massive dmg if you failed a poison save. And of course the kid rolled so many 20s it was insane... he rolled two back to back. Once he crit on a single hit for 35 damage on my Sorc (over 1/3 of his health, even with his 19 CON amulet). 

Xavian stats were roughly: 246 HP, 22 STR, ... had 3 attacks, melee +12 or +14(?) to hit, probably did 15 avg per attack, but he might have done 30 dmg with poison save fail per attack maybe... I remember he could switch weapons freely (special ability). AC was sometimes like 23 - 24. 

The Dwarf cleric was the hero... he held Bless the entire dern fight, the extra 1d4 for att roles AND saves against poison. Everything here did poison so we rolled saves constantly. And vs. boss had to roll 3 times for 3 attacks, often. The Dwarf also did a bunch of good mega heals, 3 in total (two were the non-spells for 60, and one was the level 5 cure wounds. He never got to do sunbeam.)

Before the leader showed his face, I was able to Otiluke's Freezing Sphere a billion guys... did so much dmg it was great. Did so much I was afraid the fight might be too easy. Oh no, not even close to easy - my Ranger took like 219 or so dmg (he only has 100 hp) through the final fight. Let's see, healed him for 50 once, 40 once, 20 once... and he ate at least 20 HP of goodberries (only had 40 HP of goodberries to share, used 'em all) between rooms. 

At the end

  • Ranger was down -89 HP, Sorc was down like 40, and the cleric and Barb were still slightly hurt. At an earlier point, it was like Ranger -64 (out of 100HP), Barb -60 (out of ~126HP), Cleric -35 (~125HP max), Sorc -10 (100HP Max) or something. 
  • Spells - 
    • Sorc had 1 or 2 level-3 spells and one level 4 spell (only bcuz have two pearls of power, one for each of those spell slots) and a good few level 1 and 2 spells left. 
      • cast Otiluke's Freezing Sphere, Cone of Cold x 2, fireball upcast-to-lvl4 x 2, fireball x2, Melf's Minute Meteors, Shield. 
    • Cleric used up a decent bit, but still had his level 6 (the main badguy was resisting radiant so... yeah). First had spirtual weapson, but for main 2nd part just did bless on his 3 friends, and it was great. 

This was the first section, before entering the dark grey temple. Think Indonesian jungle with vines all over. Rectangular platforms in the middle were raised 12 feet up or so. Black stairs led up to main area. There was a black veil. 

So yeah, walking up the stairs to the main area (where the priestess and priest ran)... there was this magical dark veil. You have to step through it, and so wham, you are instantly within 30-60 feet of many bad guys. My guys got surrounded, was a worry. But then Otiluke's freezing sphere cast with safe spell completely stomped them. Good damn thing, too b/c it was a tough fight... everybody in the party fairly low on HP more often than not. Lotsa fun!


DCC online play by others, entertaining Brits and Aussie

These Brits are too good at RP/voice acting/funnies. Might also teach you some tricks on how to play or how to DM/Judge/GM. Although Zacker is a little abrasive sometimes, he's very talented as a Judge/DM, and it's all in good fun. 

NOTE:  Zackerthehacker.com is Also the DCC Judge on “the dark orb”. 

The videos of them playing DCC:

Friday, May 30, 2025

Mystery ttrpg are hell for GM, not so in DCC

Mystery TTRPGs are hell for GM, not so in DCC.

 I believe it.  We got a game going super fast with DCC, which allowed the kid to DM/GM/Judge super quick.  

More tidbits - players can be creative. Don’t need to find perfect setup and execution (which probably becomes rote in 5e dnd). The randomness keeps things fresh and players gotta react and go w/ the flow. 

Randomness as in:

  • Luck rolls
  • Random tables for lots of things, spells, etc. 
  • Min-max is not really a thing if you do 0-level funnel. 

A lot of DM/Judge types say the tables help very much with less memorization/less rules for Judge to deal with in DCC. 


Reference for some smart analysis and this general idea of easy on The DM, see “tales & tactics e20 - dungeon crawl classics” on yt, https://www.youtube.com/watch?v=kQs8riB2_Ss I think halfway through that yt, they talk about this topic. 

Wednesday, May 28, 2025

DCC - new unique monsters made by legit folks

101 Unique Monsters made by: https://appendixm.blogspot.com/

Ravencrowking's actual monsters linked: https://ravencrowking.blogspot.com/2015/04/locating-monsters-in-this-blog.html

RCK's ad&d monsters converted: https://ravencrowking.blogspot.com/2025/05/lets-convert-monster-manual-chimera.html

This fellow explains well how you make unique stats for creative monsters in DCC: https://ravencrowking.blogspot.com/2018/12/making-monsters-for-dungeon-crawl.html

Patrons and other cool stuff by RCK on his other blog: https://dcctreasures.blogspot.com/

And wow, RavenCrowKing has some well written ideas that I tend to agree with a lot: https://ravencrowking.blogspot.com/2013/06/conversions-to-dcc.html

Quoting, and note "Appendix N" refers to the 1e AD&D DMGuide's Appendix N:

(2) Watch Tropes:  The "weird fantasy" mindset of Appendix N literature, and hence DCC, is very different from the "Mos Eisley Cantina" mindset of WotC D&D and Pathfinder.  You will run into ideas in 3.x and later modules, such as armies of dwarven cavalry, elf paladins, gnome clerics, etc., that simply do not fit with DCC (unless you decide that they do, of course).  You might need to get imaginative with these, and think about what Appendix N authors would have done instead.  In general, you will find far, far fewer of these problems with TSR D&D modules, and the earlier ones cleave closest to the source.

The dwarven cavalry, therefore, may become barbarian tribes, the gnome cleric might become a unique monster or a human, etc.

DCC (and probably AD&D) how to read the monster statblock

My main beef is...what is the Act part of the statblock? Trying to figure it out... most or all of them are some version of d20. Weaker things are 1d20, pretty strong things are 2d20, and I've seen 3d20 at a glance. 

ANSWER

Act 1d20: this is the die rolled for the monster's attack roll. From Reddit, thanks dude going by Stupid_Guitar: reddit . And a blog

INTERESTING LONG ANSWER via that blog:

Act: Here we get into some of the niftiest ways to play with DCC monster design.  They don’t apply to every monster, but when they do, they are useful. The basics for Action Dice are 1d20, with a critical hit occurring on a natural 20.

Multiple Dice: If you have more than one attack method, you can use multiple Action Dice to ensure that weaker attacks also get used. Action Dice can be used for movement as well, so a creature which is designed to move-attack-move could have two Action Dice. The description should tell the judge what behavior is expected.

Larger Dice: If you want a creature to get criticals a lot more often, consider using d24 Action Dice, with criticals occurring on a 20-24. This is how giants work. Even with a low (or non-existent) bonus to attack rolls, the creature can be horrendously effective.

Smaller Action Dice: A Halfling using two weapons gets a critical hit on a natural 16. That is not a normal thing. By dropping a creature’s Action Dice to 1d16 or lower, you can prevent it from gaining critical hits at all. This allows a cool synergy with attack bonuses – a creature with Act 1d16 but an attack bonus of +8 is going to hit almost every time, but it is never going to do more than its normal damage because of a lucky swing. This is a good option for small creatures where, in general, critical hits are unlikely to happen.

Synergy With Attacks: By shifting the Action Die up or down, one can alter the attack bonus to make hits more or less likely to succeed. What this really does is adjust the chance of a critical hit….from very likely to impossible, as you see fit.

Synergy With Spells: As with dragons, you can have an additional Action Die that can only be used for spells. This allows you to determine how likely the spell is to go off, and how powerful it will be when it does. Casting bonus is also important, obviously, but even with a high bonus, the chance of a natural “1” becomes increasingly greater the smaller the Action Die. You can have a creature which casts 1st level spells, for instance, using 1d3 with a +9 bonus. The spell goes off, weakly,  1/3rd of the time, is lost 1/3rd of the time, and has serious potential problems 1/3rd of the time.

Synergy With Hit Dice: Remember that type of Hit Dice determines what size of die is rolled when a critical hit occurs, while size of Action Die determines how likely a critical hit is to occur. If you want a monster that has horrendous criticals, consider “HD 10d3; hp 15” as a real possibility. That same monster is just harder to defeat with color spray if it has 1d16 for Action Dice, and is extremely likely to cause a critical hit if it has 1d24.



Let's look at these two ants and examples, and the Soldier should be stronger than the Worker:

  • Ant, giant (worker): Init +0; Atk bite +2 melee (1d4+1); AC 16; HD 1d8+2; MV 50’ or climb 50’; Act 1d20; SV Fort +5, Ref +1,-WilL-3; AL L.
  • Ant, giant (soldier): Init +2; Atk bite +6 melee (3d4+3); AC 18; HD 3d8+6; MV 50’ or climb 50’; Act 1d20; SP 20% have poisoned stinger (+6 melee, dmg poison: DC 16 Fort save or 2d4 Stamina); SV Fort +7, Ref +3, Will -3; AL L.
Another example:
  • Elemental, Air: Init +8; Atk slam +8 melee (2d6) or hurled object +8 missile fire (1d6, range 100’); AC 16; HD 8d8, 12d8, or 16d8; MV 50’ (flight); Act 1d20 (or more); SP cyclone, pick up opponent, elemental traits; SV Fort +6, Ref +10, Will +6; ALN.
Another example:
  • Giant, hill (12’ tall, 1,200 Ibs.): Init -2; Atk club +15 melee (2d8+8) or hurled stone +6 missile fire (1d8+6, range 100’); AC 16; HD 8d10; MV 30’; Act 1d24; SP infravision, crit on 20-24; SV Fort +10, Ref +5, Will +6; AL C.


Each thing spelled out below:
  • Init is Initiative. 
  • Atk is Attack (I personally write Att a lot). 
  • AC is the ascending AC, higher is better (not ad&d style). 
  • HD is HitDice. Looks like in DCC the dice size is indicated (in AD&D it was always a d6). But the HD number indicates certain things, but in general it's a power level to keep an eye on. 
  • MV is MoVement... so MV 50' means it can normally move 50 feet on it's turn. That's fast, a human is 30 feet. 
  • Act 1d20 -- Action Die. This is the die/dice used during the attack roll. So is 2d20 mean it attacks twice. How do you represent different types of die for the 2nd and 3rd attack... not seeing that yet... OK kinda saw something w/ different dice under the super details of dragons maybe not sure.
  • SP is SPecial ability or SPecial something. For the soldier it is stinging. 
  • SV is their SaVe (saving throw) modifiers for Fort, Reflex and Will. 
  • AL is ALignment, which is either Lawful (think good), Neutral, or Chaotic (bad, but necessarily bad or what is the deal with elves being mostly Chaotic in this game? I guess they are more the random and potentially against-mankind type elves of old legends, not  your friendly LOTR elves). Here's out that Raven blog describes it: AL: Weird Lovecraftian monsters, and things that disrupt the natural order are typically Chaotic. Things that are well organized tend to be Lawful. If you can’t decide, the odds are that it can’t either – Neutral is your friend.

Tuesday, May 27, 2025

DCC Our Campaign Results So far - The Kid as DM/Judge

Playing Doom of the Savage Kings.  Cool, has a Beowulf vibe, and we just watched "The 13th Warrior" which is one of the coolest Beowulf inspired movies. 

In reverse order:

Finished Module Doom of the Savage Kings:

Jailed the Jarl.

Found the Hound, slayed (Maximum power Magic Missle did 64 damage, muhahaha! Spellburnt my guy to stats of 1, lol). 

Option we did: My wizard guy had to get a DC 20 xyz roll to steal a piece of power from the black pool of the hound after killing him. Boom, I rolled a nat 20, so now spellchecks are always 1 point higher forever!

Went back. Wedded the witch... surprise, she doesn't wed you, but good (weird) things happen. She turns young and beautiful. Her devil(?)ish true husband appears and stays with her. She gives you a parting gift. 

Lotsa fun, very scary but nobody died. Spellburning magic missile is totally game breaking in a fun way. The kid did a great job getting the module points across. He was quick to want to switch to his DnD boss he had been making for like 2 weeks, so we did that the next day (Yesterday Sunday June 1st, 2025) and he did a heck of a job making a tough battle/boss with lotsa helpers. 

Last night, Sunday

Had a random encounter I think, with Swamp(Fen/Moore?) Jackals. 1HD and 1d4 dmg. Maybe 6 or 7 total. One targeted the grey wizard (Jarnen), but missed attack. Jarnen swung his sword and hit, dropped it to 1 HP, ... let's kill this thing before next round! I think 4 other characters attacked it before it finally went down. 

The 1st Warrior, the one that got no less than 2 super warrior magic items (super spear, super shield) in the first dungeon, smartly targeted a SwampJackal that hadn't activated yet and took him out.

I got like 3 or 4 or maybe 5 crits yesterday, was a lot. 

Had the reskinned as giant Venus Flytrap/Shambling Mound type thing that I summoned (we used statblock of the devil-frog from the other BOBUGBUBILZ (Beelzebub-ish-named, heh, BobugBubbles, ok ok) Patron Pg. 322, since we're using Yddgrrl the World Root as my dude's patron, went with plant/nature themed... OOPS, I thought Yddgrrl did not have fleshed out results but it does, so we might continue using some custom stuff, but on pg. 354 it does have results from the Invoke Patron call thingie). 

***And I think we screwed up. I mean, I got like an 18 on my roll, plus ton of spellburn to get the 23(?) to get the super good call patron (this is the thing the youtube guy did, the devil-frog, then they enlarged it, and it bypassed/beat the entire adventure so...)... so I kinda think we were supposed to nuke the rest of the area using this big monster. Instead it got to kill a single SwampJackal, so ... yeah, that's not the result I was looking for. I was gonna use it the rest of the day and go wreck everything instead of go to sleep. Need to talk to the kid.

(((note, now looking at actual Yddgrrl results, I might want to totally reskin it to be the like demon toad stuff anyway, more exciting. I dunno let's see.))). Still gotta find the Actual Patron Spells you can use twice per day, that can't be lost, via the Patron (those 4 invoke patron slots and 2 can be spells after doing the super spellburn of 30 points to get max roll month long resty rest Patron Bond super buff stuff). 

BTW about Yddgrrl, Pg. 354, but also see these fans/blogger guys: 

About Bobugbubilz Pg. 322, Invoke Patron, roll 20-23: 

Bobugbubilz sends a devil frog (see stats on page 402). It arrives in 1d4 rounds. It obeys the caster’s commands until Bobugbubilz needs it elsewhere (caster must make DC 20 spell check every hour or it departs; or judge’s discretion). The devil frog is large enough to be ridden as a mount.


Yesterday during the day, Sunday

We fought a bunch of bandits. This is when I summoned the giant venus flytrap shambling mound thing, but it took 1d4 (rolled 4, thx) rounds to show up, so did nothing for the fight. 

The 2 owls helped a little bit, took an arrow for the team to spot the bad guys. Did 1 HP of damage a couple of times. 

Tried to sneak around back with Halfling, no go. :(

Lots of failed magic. 

When we took down the leader (I think it was a big crit by 1st warrior i had), the rest ran. Killed half of them. Got some horses. The two new warriors on my team, borrowed from the village, recognized the bad guys. They were working for The Jarl (or whatever he is called, the leader of town that wanted to sacrifice the girl on day 1). WTH man, backstabbing us or what?!

Over a couple of days, got the super ~Ulfhoermer~ spear and shield, which are both anti-hound-monster. 


SATURDAY I think it was

Day 1. The intro was really good, the raven-haired lady and all that. 

Went to the dungeon. We fought 3 ghouls with undead snakes in torso. Super hard, 3HD. Don't know how I didn't lose characters (my original 5 char.s at level 1 have HP something like 3HP, 3HP, 3HP, 4HP, 9HP). 



Monday, May 26, 2025

Necrophages, Harry Potter, Jack Vance, DCC… how related?

Dying Earth is a setting (originally Jack Vance books) for DCC. Dungeon Crawl Classics takes a lot of inspiration from the fictional reading list "Appendix N" from the AD&D 1e Dungeon Masters Guide. 

I noticed "Necrophages" exist in the Jack Vance books.  That translates to DeathEaters, like the badguys in Harry Potter.  

Jack Vancian magic is what D&D uses… the memorization per night/day. But DCC is the opposite, where you don’t memorize spells. 

And Thundarr is very much like the Vance Dying Earth I think, with the future Earth destroyed, science only partially exists as a branch of sorcery in a way. Mutants all over. 

Here's a wikipedia quote on Dying Earth: 

"Magic in the Dying Earth is performed by memorizing syllables, and the human brain can only accommodate a certain number at once. When a spell is used, the syllables vanish from the caster's mind. Creatures called sandestins can be summoned and used to perform more complex actions, but are considered dangerous to rely upon. Magic has loose links to the science of old, and advanced mathematics is treated like arcane lore."

Here's a quote from the Necrophages entry on the fandom site, it sounds pretty darn close to the idea in Harry Potter about memories from a liquid in a bowl:

One secret that Krann taught her was the process whereby the minds of others might be distilled into liquor. Drinking the broth allowed the user to taste the thoughts of the victim and savor their ideas and memories.

Heck, this continued quote from Necrophages even sounds like that movie Strange Days. Was it influenced by this book, it sure is similar?:

[Regarding the minds->liquor] Slowly it became clear that imbibers of this foul brew lost their sense of connection to the world about them. Food lost flavor, colors appeared drab and lifeless and any simple delight in living was lost. Eventually it seemed to the user that they were only truly vital when regularly drinking the slick black distillate.


And let's not miss this picture from DCC's Dying Earth... man it looks just like that early blighted area Caelid in Elden Ring (the game):

Is this released around 2023, 2024? So maybe it wanted to look like Elden Ring??


Caelid area in Elden Ring, year 2022. 

DCC, Warrior, Halfling, Thief - Mostly Dead - Easy Notes to Remember

 Has some of the best summary notes to remember for DCC:

https://tinytable3.com/2017/05/01/dcc-part-2-combat-crits-funnels-and-fumbles/

Like, The Warrior deed die is d3 at level 1, d4 at level 2, d5 at level 3, etc. 

Thief and Elf get possible one hit kills if roll super high on a thingie. Quote:

The Elf and Thief both get a shot at an instakill if they roll a 23+, but thieves do it more often — and with style — because they can burn luck to improve clutch rolls on a regular basis.

Quote:

Dead and Mostly Dead

An attacker or monster “dies” when they reach 0 hit points. 0-level characters are dead forever when they have no hit points remaining. 1st-level characters might recover if they are healed on the round they fall to 0 hp’s or the round immediately after. This window increases by one round per character level. Those rescued from death’s door in this way are generally out of the fight for a bit and suffer permanent loss of 1 stamina and a terrible scar.

Additionally, if a party survives an encounter where an ally “died,” a friend can “turn the body over” and make a luck check. If she succeeds, the dead ally was not dead at all but knocked out or incapacitated in some way. These characters also suffer permanent random ability loss and are groggy for the next hour or so.

Sunday, May 25, 2025

DCC Spellburn + Invoke/ Patron Bond, wow

 So Patron Bond... you want the roll of 32. How to get it? Well it takes a week to cast it anyway, so why not take off a month and spellburn the heck out of it to make sure you get a 32. My guy could easily get a plus 30 [oops not including luck u can only spellburn Agility, Stamina, and Dexterity], so plus 28 is very doable... just roll a nat 2 + char.level 1 + Int +1 modifier + spellburn 28 => 32. (Does luck modifier matter here?) And 32 is the highest you can get. Now you get to invoke patron 4 times a day, and optionally cast 2 special patron spells in place of two of those invocations.  Says u can never lose those 2 patron spells, But i know some patrons hurt u pretty bad. 

***So, there is another book that was out 3 years ago according to the Jorphdan yt guy who has great info on DCC. It is the... 

DCC Annual 1. It has the extra Patron spells listed (that you needed a 30 or 32 to use or whatever), that's the only way to get 'em. Here's a copy, the one with the funny white striped pants on the dude with the handlebars (No idea on that art):

https://rpgcity.net/products/gmg5071city

BTW, in the main first book, it even says the Clerics can heal your Spellburn (but if they overdo it, their deity will get mad). 

BTW, Yddgrrl The World Root... this guy expanded on some stuff. Maybe some is good for us, dunno. Does it fit with Yddgrrl's original theme from the official book "Yddgrrl asks little of his followers save that they meditate on the serenity of the green and defend the forests against all enemies, especially its greatest foes: fire and the axe." Might have some ideas though. See fan's expanded info:  https://santicore.blogspot.com/2016/11/dcc-rpg-yddgrrls-patron-spells.html

Saturday, May 24, 2025

DCC Modules - Quick Reference

Note: there is an Encounter Table at the beginning of every module. It'll tell you how many (T)raps, (C)ombat, (P)uzzle encounters exist. It's surprising how few combats DCC has compared to how I run D&D 5e or 3.53. Still super fun, just you get through stuff QUICK. 

Update: Journey to the Center of Aereth, #91… it’s an Underdark lvl 4 style one by Stroh. 

Update: People of the Pit is more Robert E. Howard style than later ones thatre more gonzo. See yt “1shot adventures”. 

Update on other modules for DCC, I'm just going to make quick notes on as I run across them. One thing I need to avoid are any "Laser Modules" as I call them... scifi stuff that I can't mix with our usual gaming: 

  • 67 Sailors on the Starless Sea - lvl 0 - we played, we love. Can't recommend enough. Right at the end, haven't done optional newer Summoning Pits (Vine Pits) side quest, but we will. 
  • 66.5 Doom of the Savage Kings - lvl 1 - we played, we love. Super cool first time experience playing DCC. The Kid DM'd it (Judge), and did great. It could have had more NPC interactions, but we avoided half of them, fine by me, it was the perfect mix. 
  • 69 The Emerald Enchanter - there is a yt real life play of it, I skimmed through, definitely need to watch the whole thing (if I run it, b/c spoilers ofcourse).
  • DCC - Free RPG Day 2016 / The Madhouse Meet /  The Museum at the End of Time- has a nice looking Lankhmar module (Madhouse~'), and a laser scifi module (Museum~').
  • Elzemon and the Blood-Drinking Box - lvl 1 adv - Comat Encounters x 6 (half optional). A wizard vs. his enemy wizard. A couple of the wordings at the start might sound a little goofy like "Nekron the Grotesque", but then again it could totally work. Probably fun.
  • 81 The One Who Watches from Below - But maybe it is NOT a laser module -> has laser harpies. Seems that the name is laser harpies, but the description is not "laser" precisely, it reads as extra eye on chest shoots out a beam of red searing light. Is this their way to ease me into this stuff, I dunno, but no lasers or pistols in my regular games, thx bro. So far, this one it seems like you can adjust that one monster and be fine. Well hang on, it has a double-cockatrice and deformed halfling-hybrids also, which is maybe too weird. Hmm. Still possible. I'm trying. 
  • Glipkerio's Gambit (Chaos Rising)- lvl 2 - Six combats, 2 traps. Glip is a reckless wizard that is playing with fire. An inverted plot. 
    • chatgpt says: It combines time-traveling wizardry, divine intervention, and chaotic magic in a tightly-paced, linear module ideal for convention play or single-session campaigns.
  • The Imperishable Sorceress (in the Chaos Rising Book I have) - lvl 1- Oh, this smacks of Elden Ring's weird Centipede-ish people! Check this out:  The ancient Builders, highly intelligent creatures crossed between centipedes and sea scorpions, learned many secrets of magic and science. Was afraid the science part makes this another laser adventure, but a quick look seems to point to a non-scifi type. 


  • The Tower out of Time (Chaos Rising) - lvl 2 - OK, they've got me grinning. Quote:  This realm was the dominion of the serpent-men, who lorded over the primitive denizens of that ancient epoch. At the height of E’shernulus’ grandeur, there arose the wizard, S’lissakk, a sorcerer of great renown.... so S'lissakk, as in Sleestak https://landofthelost.fandom.com/wiki/Sleestak
    • Hangon, there's a crashed ship? Dang it, lasers lasers lasers all the way
    • After years of experimentation, with both magic and engineering, S’lissakk succeeded in building a void-craft capable of transcending the chains of gravity to explore the outer dark.
  • The Jeweler that Dealt in Stardust (Chaos rising) - lvl 3 - a heist. Similar to the Tower of the Elephant Conan one, and a Lankhmar one, they say. 
    • Thieves, city, sewers, etc. Might be an OK change of pace maybe. As long as feels like Conan.
  • The Undulating Corruption (Chaos Rising)- lvl 5- by Curtis - Four straight combatsAt least one party member should be a wizard suffering from corruption. The adventure is intended to be played in a single session. The adventure can be located in any hilly area off the beaten path but should be close to a major town or city.
    • There they discovered the Night Worm, a gargantuan, ebony creature resembling a hybrid of monstrous grub and flatworm. The beast seemed to be restrained by stone pylons carved with strange symbols.
  • The Infernal crucible of Sezrekan the Mad - lvl 5 - by Stroh - super mega short, but interesting I think. Has like 4 encounters, 3 of which are basically puzzles

----

So I got "Chaos Rising" $15 from drivethrurpg, but it swapped out all but one of(??) of the modules. I bought Doom of the Savage Kings from there for $7


https://www.reddit.com/r/dccrpg/comments/1146yn9/which_modules_should_i_get/

OLD VERSION OF Chaos Rising (((super confusing, unless I'M confused and I might be they switched almost ALL the adventures in this apparently, see wikipedia))) is $15 but has 7 adventures, most small in scope but each great for a single night. The Tome of Adventure is $40, but has the has all the following:

Doom of the Savage Kings, first published as DCC #66.5 (((Not in Chaos Rising anymore it seems)))
Sailors on the Starless Sea, including the bonus level The Summoning Pits, first published as DCC #67  (((Sailors otSS is apparently well loved b/c played by everybody)))
The People of the Pit, including the bonus content The Assassins of the Pit, first published as DCC #68
The Emerald Enchanter, including the mini-sequel The Emerald Enchanter Strikes Back, first published as DCC #69
The Jewels of the Carnifex, first published as DCC #70
The 13th Skull, including the stand-alone adventure The Balance Blade, first published as DCC #71
Beyond the Black Gate, first published as DCC #72     


Wikip list: https://en.wikipedia.org/wiki/List_of_Dungeon_Crawl_Classics_modules , note that Mike Mearls and Dave Arneson did some old modules. Can find all of Stroh's and Michael Curtis's stuff. 

Ones by Harley Stroh, the super author:

  • Enter the Dagon - (heh). 
  • Doom of the Savage Kings - we are playing this first (now). Seems well written for sure, it grabbed me from the first scene with the raven-haired lady. 
Ones by Michael Curtis, the other super author:
  • The Tower Out of Time (Level 2 by Curtis)
  • The Undulating Corruption (Level 5 by Curtis)

NEW VERSION of Chaos Rising (what I bought... does it overlap some with Tome of Adventure Vol. 1 Chapters 
of
goodman-games.com/store ?), back to the Chaos Rising that I got for $15:

Elzemon and the Blood-Drinking Box (Level 1 by Olson)
*The Imperishable Sorceress (Level 1 by Bishop)
*Glipkerio’s Gambit (Level 2 by Bittman)
*The Tower Out of Time (Level 2 by Curtis)
*The Jeweler That Dealt in Stardust (Level 3 by Stroh)
*The Undulating Corruption (Level 5 by Curtis)
*The Infernal Crucible of Sezrekan the Mad (Level 5 by Stroh)

Compare to DCC Tome of Adventure Vol. 1, 
  • Release Date: Nov 8, 2022
  • Cost is $30 on Drivethrurpg, or $50 for Hardcover (plus gives pdf free via code) today May 26, 2025.

Ch. 1, DCC#66 Doom of the Savage Kings (level 1)***I BOUGHT A COPY ALREADY***
CH 2, DCC#67 Sailors on the starless sea (level 0-1)
Ch 3, DCC#68, People of the Pit (lvl 1)
Ch 4, DCC#69, The Emerald Enchanter (lvl 2)
CH 5, DCC#70, Jewels of the Carnifex (lvl 3)
CH 6, DCC#71, the 13th Skull (lvl 4 ... but 6 PCs)
CH 7, DCC#72, Beyond the Black Gate (lvl 5... but 6 to 10 chars; or smaller parth at 6-7th lvl)***I Have a COPY ALREADY***

AKA

- Doom of the Savage Kings, first published as DCC #66.5
- Sailors on the Starless Sea, including the bonus level The Summoning Pits, first published as DCC $67
- The People of the Pit, including the bonus content The Assassins of the Pit, first published as DCC #68
- The Emerald Enchanter, including the mini-sequel The Emerald Enchanter Strikes Back, first published as DCC #69
- The Jewels of the Carnifex, first published as DCC #70
- The 13th Skull, including the stand-alone adventure The Balance Blade, first published as DCC #71
- Beyond the Black Gate, first published as DCC #72

DCC - how it works, free stuff

DCC is easier for the DM/Judge/GM


A TON of free stuff here: https://peoplethemwithmonsters.blogspot.com/p/dcc-rpg-resources.html
And he has a ton of DM tools (and animal summoning tools kinda):

Quote via: https://play.nobleknight.com/rpg-guide-dungeon-crawl-classics-dcc-rpg/

Adventure paths and big 5E modules can be a lot of fun, but it can also require a big commitment in order to complete them. Plus, they often require a lot of work on the part of the DM to set up and properly run. Dungeon Crawl Classics give enough story and flavor text to help the GM understand the module, and then focus on the hard parts: cool set pieces, interesting encounters, and clever puzzles and traps.

Notice the sword on the wizard. Also, funny module name. Stroh the author. 


TOOLS/LINKS
  1. Quickstart PDF is free! It is for levels 0 through level 2. Easy find via web search. 
  2. FAST CREATION  purpleSorcerer.com for roll up a lvl 0  or lvl 1 (etc.) char free. Or many. Menu->Tools, 0-level party generator. 
  3. *** Sorcerer's Grimoire on purpleSorcerer.com also! ***Super useful***
    1. Makes PDF of spellbook for Mage or Cleric. Can do Mercurial Magic for you. 
  4. ***phone apps exist that have the Spell tables for die rolls. 
  5. Lotsa info via “the gaming gang” on yt, “why you should play Dungeon Crawl Classics”. https://m.youtube.com/watch?v=ptNErcRDNAo
  6. There are online VTT options, and bundles like her talestavern
  7. Bundles to save $$$ at 
    1. Humble Bundle
    2. This one shows mini bundles at least: talestavern
  8. Super handy main rules bookmarks: https://www.technicalgrimoire.com/files/DCC_Bookmarks.pdf
  9. Super list of all modules/adventures: https://www.tsrarchive.com/dcc/dcc.html

INFO

  • Is less serious, more gonzo (I'm taking out/avoiding any SciFi), more random, more deadly. Play extra characters as needed b/c main chars will often die. 
    • Kinda made to be played mostly levels 1-5 they say. But you are more powerful at those levels, tho fragile. Glass cannons. So I think I like that glasscannon stuff... probably. Let's find out. 
    • I say good to skip the "Funnel" level 0 stuff if you don't have a 3+ group of players. 
    • Speaking of gonzo, Gonzo the Muppet was a Frackle (monster) in the TV special The Great Santa Claus Switch that was before the Muppets show. Thanks Wikipedia. 
  • Fun and easy. Feels d20 easy, kinda like 5e, but lots of things from Basic D&D, B/X, BECMI(?). Is kinda based on 3.5e in many ways, but waaaaaay simplified in a good way. Let the crazy tables decide with randomness some of the highlights, or burn  your luck and spellburn when you really want something crazy cool.
    • Not a super Optimizer/Min-Max/Build centric kind of game at all. You will not spend time minmaxing... and obviously not if you do the Funnel level 0 stuff. 
    • Fun if you go with the flow. Designed to have the danger, the funnies, the awesome power that you get out of other D&D games, but without the extreme effort and studying. A nice change of pace, I think I can appreciate both. 
  • Does have something like feats (but not Feats exactly), etc. Borrowed from DnD. Does it rly?
  • Many DCC modules by Goodman Games r about 3 (4-5 hr sessions) sessions long. 
  • Michael Cerlirc (or something) and Harley Stroh are considered v good classic authors. 

    • The Doom of the Savage Kings (Hound thing) is by Stroh, and reads really nicely so far. We are just getting into it. 
    • Chaos Rising - it changed from a year ago, but it still has 5 or so adventures. Levels 1-5ish. 
    • The main book has a Level 0-1 module, and a Level 5 module. 
      • So I had to buy some extra to just start at level 1. 

Luck can be added to rolls but once use up luck that's it except for thieves and halflings. DM/Judge will give out Luck for cool deeds.  
  • ***DM/Judge should encourage burning luck frequently but then award it back for cool stuff  Better vibe than “inspiration“ really. 
  • Before or After a roll, you can add your luck. 

Thieves can regen Luck. One pt. per char.level per night.  Or 2 per day per char.level if all day bed rest. 

Halfling (always thiefy) are Luck batteries bcuz regen luck pts. And They r the only ones who can donate luck to others. For every 1 pt of luck burned, it counts for 2 pts.

Warrior Deed Die do 2 things. He gets an extra die, smaller (grows w/ level) die to add to att and dmg. A Deed die. They do dmg and they *might do a deed. Need at least a 3 for a mighty deed. And at level 1 my guy gets a 1d3 die for dmg and possible mighty deeds. 

Mighty Deeds for Warriors and Dwarves, let’s u do more than just attack. 

Two Examples of Deeds explains it best:  

Example #1: A 1st-level warrior with a Strength of 16 (+2 bonus) has a d3 deed die. He is fighting a goat-headed demon that emerged from an extraplanar portal. The warrior declares his Deed will be to shove the demon back through the portal. He attacks, rolling 1d20 + 1d3 +2 (due to his Str).

The result is a 16 on the d20, and a 3 on the 1d3, plus his +2 Str modifier, for a total attack roll of 21 (16+3+2). 

The demon’s AC is 17, so the attack lands. Because the deed die came up a 3, the Deed also succeeds. The warrior does 1d8+3+2 damage with his longsword and shoves the demon back through the portal! (Note, depending on the size and strength of the opponent, the judge may still require an opposed Strength check for such a maneuver. In this case the demon is man-sized, and the judge rules that the pushback succeeds.)


Example #2: On his next combat round, the same warrior
declares his Deed will be to shatter the demon’s horns, a
grievous insult to any horned denizen of the Nine Hells. He
rolls 5 on his d20, 3 on his d3, plus his +2 Str modifier, for a
total attack of 10 (5+3+2). This is below the demon’s AC of 17. The attack misses, and even though the deed die came up a 3, the Deed fails.

 

Wizard magic - even low lvl might get an epic spell off . Randomly determined what spells u get, so always play uniquely. And no spell slots. 

Cleric healing, Lay on Hands. It is a "die or dice" to be healed, depending on the healee's normal hitdice. So a Warrior with D12 HDice would get healed by say 1d12. 


MODULES:

Example Module- Doom of the Savage Kings. #66 is probably the first non-DnD version.  Author Harley Stroh is considered great. Only 18 pgs long, nice.