DCC – Hole in the Sky Review

There’s a pumpkin-headed but polite creature stalking the prison who will, every once in a while, grab one of the PCs and pop them in his gob

In Summary

There are SPOILERS below! You have been warned.

Sometimes you feel like things aren’t as they should be. It feels like you’re living in the wrong timeline, or like you were born under the wrong stars. That’s the extraordinarily loose hook for Hole in the Sky, the 0-Level Funnel adventure for Dungeon Crawl Classics by Brendan LaSalle. I say it’s a hook, but it’s not as if the large band of peasants you gather for this adventure really get a choice in whether or not to go to the starting location. All of that is taken care of in flashback and by dint of read-aloud text. Which is great. Don’t get me wrong. All the players came to play this scenario so, I think that makes sense.

Here’s the setup, the PCs, peasants, normal Joes, ordinary slobs all, start dreaming that they have had their true place in the universe stolen from them. They should have ben heroes! The dreams coalesce into a drive to dander, cross-country until they reach the edge of a cliff, days and days later, convinced that their destinies will be restored as a result. In this place, they encounter the Lady in Blue (there is more than meets the eye to the Lady but I’m not going to go into that here. It seems to be the kind of thing that might become important in a longer campaign that could feature her as a patron or maybe even an antagonist), a giant of a woman, floating in the air with five heads gripped in her two hands. The heads speak for her. She tells the peasants that, if they would just go and free her ally, imprisoned by her enemies long ago, they will be rewarded with a spin of the Wheel of Destiny. And this would set their destinies to rights.

Actually, after she feeds them a meal, she does give them an out, so what I said above is not entirely true. If any of the PCs wish to abandon the quest at this stage, they can, but they will meet an unfortunate end before too long. Anyway, there is a period of waiting here that is strange to me. The scenario indicates that the PCs could use the time to visit the nearby village of Mherkin to stock up on gear and provisions. This is not even the last period of waiting baked into the scenario. Anyway, after hours of waiting for the right time, the PCs can step gingerly onto the invisible bridge that will take them from the cliff to the Hole in the Sky, the entrance to Lady’s ally’s prison.

For days they walk, sticking together to avoid the edges. The PCs are buffeted and soaked by a terrible storm as they cross the bridge far above the waves of the sea. They will lose some of their number in the storm, no doubt. They will lose even more as they are attacked by Sea Shrikes. Only after three days of traveling will they reach the end of the bridge, worn out, freezing and much reduced. Here is the second period of waiting. They must wait a further two entire days, slowly starving and shivering, until the Hole in the Sky aligns perfectly with the bridge. Why? Good question.

Once it appears, however, they are able to leap through and into the Prison Vale, a strange and unique extra-dimensional pocket universe designed for one purpose and one purpose only, the imprisonment of the Lady’s ally, Drezzta. The place seems to be made for giants, even the blades of grass stand tall as trees. There are a variety of potential random encounters in the Vale, 1 in 6 chance per hour for four hours if they go straight to the prison proper. Some of these look very fun and quite thematic.

Nice they make it to the prison they discover a cyclopean gate and find their way in. Inside they will discover a few things in quick succession:

  1. There’s a massive titan, sleeping on the job, but clearly here as a warden for this prison
  2. There’s a cage hanging from a branch maybe 200 feet up
  3. There’s a pumpkin-headed but polite creature stalking the prison who will, every once in a while, grab one of the PCs and pop them in his gob, where they will slowly burn to death in his jack o’ lantern flames, before gently encouraging the rest of them to leave

Of course, they are not going to leave empty handed. The continue on, finding a way up inside the walls themselves. On the way they encounter lethal traps, dangerous lunatics, mutants and lots of ladders. They will get a little more of the story from some of the other weirdoes who live here and they will probably find a cache of treasure, which includes a magic spear to destroy the sleeping titan.

It should end up with them reaching the top level of the prison, dizzyingly high up. They should risk life and limb to free the poor, emaciated form of Drezzta trapped in the hanging cage. One of them will need to sacrifice either a little blood or a lot more to open the door, but that will lead to her flying free, destroying the pumpkin guy and fleeing as the very dimension crumbles around the escaping PCs.

Those who make it back through the Hole in the Sky find themselves once more on the cliffside. The survivors are each given a chance to spin the wheel. Some may find themselves thrown back into the mundane lives they left, others might find themselves destroyed, killed in favour of one of the poor wretches who died during the course of the adventure. Still others might find themselves utterly changed in almost every conceivable way… Potentially a great reward for a 0-level character who is about to progress to the dizzy heights of Level 1!

Our Experience

Chaos pig burrowing out of the ground with its little claws.
Chaos pig burrowing out of the ground with its little claws.

I played this funnel over two sessions of about three hours each. We played online using Roll 20 and Zoom with a group of six players, all members of our ever-expanding RPG community, Tables and Tales. With six players, of course, we had 24 0-level PCs leaping through that hole in the sky! This seemed like it might be too much. I was afraid that each player’s turn might take an age, but, in actuality, the numbers started to get whittled down quite quickly.

Like I stated above, in the half of the adventure that takes place before they enter the Hole in the Sky, there are two pretty lengthy period of waiting baked in, first on the cliffside and again at the end of the bridge. I didn’t give the players the option of visiting the village of Mherkin, despite its funny name, because the last thing I wanted to do was spoil the momentum before it even got started by introducing a shopping scene! Also, the PCs should have what they need, more-or-less, so I didn’t think it was necessary. That second period of waiting, for two entire days before they could enter the Hole is fairly inexplicable though. It exposed the PCs to the freezing temperatures and the possibility of getting sick but it felt a bit like ti took the wind out of our sails just as things were about to really kick off. I think, if I ran it again, I might remove that wait entirely.

As for the invisible bridge, I loved this as a conceit and the players did too, even if it led to a lot of deaths right off the bat. The storm was brutal to one particular player who was reduced to a single PC in one terrible gust. The Sea Shrikes’ attack was less lethal than expected but that was a matter of luck, I think. What we felt, as a group, after playing this part was that the imagery, the situation and the danger of it were all quite palpable, not to mention unique.

Moving on to the Prison dimension itself, with the giant blades of grass and the enormous gate, some of the players mentioned that it made them feel like they were in Honey I Shrunk the Kids. I think that is the vibe the place is going for so that was cool. The random encounters in the wilds of the dimension looked good but we didn’t interact with them. They simply never rolled a 1 on the encounter die. But I particularly enjoyed the Chaos Pig, a burrowing porcine nightmare, and the Woven Women, camouflaged guardian plant creatures.

On to the Prison itself:

a three hundred foot monolith covered in fifty-foot long thorns. It looks not so much constructed as grown, like some kind of massive seed pod.

This is pretty metal and I enjoy the fact that the adventure contains no fewer than two different artists’ depictions of it. Both so different and yet both awesome in their own way.

Luckily, there is no waking that titan who has been ensorcelled to want to exist in his dream realm. It would take something fairly cataclysmic to wake him up. And it does, of course, near the end of the adventure. After freeing Drezzta, the surviving peasants hoped into the cage and cut the rope holding it up. It fell on the titan’s head and rolled off him down to the floor where they were able to escape. They managed to kill him before they went though, as there is a magic titan killing spear to be found in the treasure cache, conveniently enough.

Giant Jack o lantern headed plant creature grabs an adventuer in its tendrils as others look on in horror
Cur Maxima

The pumpkin-headed lunatic is fun. I can’t quite make out the reason why it’s a jack o’ lantern creature, to be honest. It doesn’t seem particularly thematic to me or anything. But he it is a pest. The judge is encouraged to chuck him at the PCs whenever they least expect it to take just one of them and kill them in the most awful way, just put the shits up them. It works. Every time that guy turned up there wrecked groans. It was a guaranteed death every time.

There are abandoned ones who live in the walls. They were former servants of the Lady in Blue who had been sent under the same pretences as out heroes but failed or refused to carry out her orders. They longer they spent there the madder they got and the more mutated. There is one dwarf who the pCs might try to talk to but they are not likely to get much from the others. It’s not a big talking scenario this one. My PCs ended up murdering most of these wretches and burning the living quarters of the abandoned ones, sending the survivors fleeing as a result.

This is the only proper fight in the second half of the adventure and it’s not great. It’s just 12 pretty boring, emaciated enemies against a similar number of peasants. Now, the players made it memorable in several ways, but it does feel like an encounter that could have started off more interesting. At least most hits were an instant kill.

Their final reward, the Wheel of Destiny was a fun addition, although it’s a little redundant if playing as a one-shot. Each survivor gets to make a Luck roll. As soon as I told my table that, they erupted in groans and curses aimed at me. I had been encouraging them to spend their Luck liberally towards the end after all… Anyway, I’d imagine, if you were planning to play the characters in further adventures it would have been more engaging.

Conclusion

This is very engaging adventure with a great, bonkers concept. Its executed so well too. The art and maps are fantastic, as an always with DCC products. I am never that crazy about their layout or presentation of information but I’m willing to overlook that given the quality of the experience.

It’s definitely worth trying out if you are looking for a 0-level funnel that has lots of hooks built in for further adventures but it worked very well as a one-shot also.

Dungeon Crawls are Classic

DCC Adventures

If you’re anything like me, dear reader you buy a lot of RPG books that you are unlikely to ever pick up and play. Sometimes, that’s the intention or at least, you don’t have a plan to plan to use it, you know? I have some in both categories. Some books I backed in their crowdfunding phases because I want their creators to continue to create cool stuff, even though I know it will be impossible to fit the actual final product into my ongoing campaigns or their new game into my frankly ridiculous gaming schedule. Some I picked up in PDF format through Bundle of Holding or Humble Bundle because the deal was so good I would have been stupid not to buy them. Some I purchased with the knowledge that they might enrich an ongoing campaign but then just never fit in anywhere.

But DCC adventures are in a slightly different category. I have bought a truly obscene number of them, mostly as PDFs. I think this started after listening to a few of the reviews of DCC adventures by Fear of the a Black Dragon. Then I started to collect physical copies. My local independent game shop had copies of their Dying Earth setting box and the Umerica setting book, both of which I purchased. You know, a lot of the time, this was purely due to aesthetics. They are beautiful works of art, frankly. I love their style and their content, even if I hate their layout. But the real reason is because these have always been aspirational adventures for me to play. Genuinely, I feel at this point that, if I could, I would abandon D&D for DCC. Why? The adventures I have read are just effortlessly lacking in D&D’s corporatised humourlessness. They are not written in comedic fashion but in the last two sessions of DCC playing Sailors on the Starless Sea, I have had more genuine laughs and gasps of outrage and tears of sorrow and joy than I have had playing D&D since 2014. And that is not to demean the efforts of many of the wonderful creators of 5E products, it is simply to praise the work of the designers who created a game that I expected to bounce off due to crunchiness but which I, instead, embraced due to its flexibility. The philosophy of the adventure design also has a lot to do with this new attitude. To discuss that, let’s talk specifically about the module I just finished with my players tonight, Sailors on the Starless Sea.

Sailors on the Starless Sea: Endings and Beginnings

The surviving sailors sailed off to parts unknown at the end of our session tonight, each player with one remaining character. This is the ideal ending to a DCC 0 Level Funnel adventure. I am guessing that sometimes players end up with more than one 1st level character to begin their true career as a proper DCC adventurer, but it seems like the best possible outcome if you’re only looking after the one.

It was the getting there that was so much fun though. I wrote recently about character creation in Cosmic Dark being so much fun because the players play it, they role play the most developmentally significant moments of their PC’s lives up to that point in snippets and flashbacks with other players. The DCC funnel is surprisingly like that except its also involves a dungeon crawl, horrific death on a brutal scale and a boat load of shared trauma. Every one of the characters left at the end of the funnel knows precisely what the rest of the survivors are capable of and what they are not capable of. They know some terrible secrets about them and they know that they are keeping some terrible secrets about their own character too.

The survivors were not necessarily the ones you might have predicted at the start as 20 peasants ranged about before the Chaos Keep’s rusted portcullis, but they were the ones Luck favoured in the end. They survived traps, vine horrors, a shit-tonne of beastmen, a cursed well, a fire trap, a Chaos Leviathan, the return of a Chaos Lord to the plane of mortals and a literal tsunami… Someone powerful was smiling on them. And their players knew that by the end, that’s for sure. This made every death so much more terrible and every survival so much more precious. If it hadn’t been for that one critical hit that time, they might not have destroyed the Chaos Lord; if it hadn’t been for that fumble, maybe Gwydion would have made it past the chapel; if it hadn’t been for that successful Luck check, maybe Thomas would have been left with no surviving characters instead of the four he started the session with. There are so many of these death or glory moments woven into the text of this adventure that it is hard to overstate how much every roll and action seems loaded with meaning and significance, especially when the PCs generally have no more than 2 or 3 HP.

It’s easy to say that there were just so many PCs that their existence was cheapened. I even allowed them to restock a few peasants at one point. The adventure allows for this about half way through because they know exactly how lethal it is about to become on the second level of the dungeon. 23 PCs went into the dungeon in total. Six emerged alive, one succumbed to the effects of a potion once they had escaped, a poignant and fitting end point to the whole story. Every one of those deaths had an effect on the player who played the character.

They wondered from the start who might survive. Maybe they would be different. Maybe all their little darlings would make it through. Perhaps only the weakest would be culled. Repeatedly, tonight, the characters that the players expected to survive went down. It was still shocking to them, it was still sad to say goodbye to them, even though time was of the essence. It made for some of the most effective drama I have had the pleasure of being part of at a gaming table in years. And it was a DCC funnel adventure. An adventure designed as a way to whittle down your choices of character to play in a campaign in the most Darwinian fashion.

Harley Stroh wrote a great adventure filled with mystery and danger and conflict and true significance and then they play-tested the shit out of this thing. This is how I know: There was a moment at the very end when the last PC, who had stayed behind to loot some corpses, had to make a Luck check to secure his place on the Dragon Ship to escape the dungeon. This was the second last element of high drama in this game and it was all down to a single roll, DC 17 to leap to safety from the shore to the boat. Thomas thought he’d whiffed it. Thought he rolled a 9. But it was just one of those dice, white text on light background… turned out it was a 19. His character grabbed the gunwale of the longship and Hilda dragged him aboard just time for them to be ejected from the cavern by a tidal wave. The highs and lows! The regret and the relief!

Sailors was genuinely one of the highlights of my recent gaming experiences and the feedback I’ve had from the players so far has also been glowingly positive. If you haven’t played it, dear reader, do yourself a favour, go and find yourself 15 to 20 drunk peasants and get them to invade the ruined keep of the Chaos Lords, you won’t regret it.

Sailors on the Starless Sea Part 1

The Peasants are Revolting

Here’s my fictionalisation of our first session of the classic DCC 0-level funnel, Sailors on the Starless Sea. Six of us, members of Tables and Tales gathered last Sunday evening to play through the first half of the adventure. We had an absolute blast, both with the adventure and the DCC rules.

I may have taken a few liberties and used some artistic license here and there but the major beats are all as they occurred. Spoiler warning if you have not played or read Sailors on the Starless Sea and you want to be a player in a game of it, stop reading now!

The Keep of Chaos

The villagers gathered before the rusting gate of the ancient keep, as a blasphemous banner snapped above the crumbling, ebon walls. Behind the shivering mob, Betsy released a single, unenthusiastic moo as she shuffled in her protective circle. They had made surprisingly short work of the vine choked corpses on the causeway below. The burgeoning corpses of their fellows had shocked some into sobriety while only awakening a greed and opportunism in others that they had previously, perhaps, just imagined they possessed.

Only the half-raised portcullis stood between the no-longer inebriated gang and the rescue of their abducted friends and family. Edgar Hayward Blackburn Hathaway IV, assuming a leadership position, urged his fellows on into the black keep, while the gnoll-reared urchin, Bear scampered in and out, as though possessed by a great desire to poop. Stopping for nothing, most of them marched through, all but the three dwarves doubling over or crawling beneath the spiked portcullis. A few waited on the outside, curious perhaps to see how this entrance worked out for the majority. These were, perhaps, the clever few… just as the final row crossed the threshold, someone above released the portcullis to fall the rest of the way, pinning two of their number beneath. The renowned and beloved corn farmer, Maize, died instantly, skewered by one of the rusty spikes. The survivors would, for ever after, recall his broad, smiling face and his impaled body whenever they munched on a sweet, buttery cob. His little goat ran, unfettered and bleating into the be-brambled courtyard, as the remaining villagers heaved the portcullis up to release the cheesemaker, Gorgonzola, who had somehow survived the portcullis trap. Meanwhile, a bell rang out from above the gatehouse, pealing briefly, but alarmingly. The final few peasants, who had waited out front, joined the mob as they began to explore their hateful new surroundings.

Several of them circumnavigated the overgrown clearing contained within the castle’s broken and burnt walls. But two explored the well. The well seemed to call to Dáinn, his curiosity growing to almost physical strength, pulled him to it. Meanwhile, his companion pulled on the well’s sturdy chain to see what might be lurking below. Dáinn could not resist a peek over the edge, and, before he knew had pitched, headlong, into the darkness below! His companion scrambled to catch him, but it was too late… Luckily, Dáinn came to his senses as he plummeted and managed to grab the chain before he hit the undulating ooze at the bottom. The others pulled him up, but he was not exactly himself anymore… he now sported the flapping ears of a pinkish pachyderm.

Meanwhile, other villagers discovered part of the old wall in the back had utterly collapsed. They decided to leave it alone, nothing a potential for further collapse and possibly fatal accidents.

Nearby, an ancient capstone of some sort, runed and glowing slightly, was discovered. It had been concealed, deliberately or otherwise by thorny vines and scrubby grasses for years. Uncovered, the group’s scribe was able to take a look at it, but, unable to decipher the meaning of the rune, they decided it was best left as it was.

As this occurred, Mu, the monosyllabic Dwarven mushroom farmer, investigated the forbidding portal of the nearby chapel. The terrifying visages of hundreds of demons, screaming and howling had been hammered into its heavy bronze doors, which had been barred from the outside. Mu, heedless of possible dangers, tossed aside the ancient wooden bar and swung wide the doors. Inside, resting impossibly on a floor carpeted in crackling, glowing embers, a half-dozen skeletons still roasted, slowly, in their blackened chain hauberks. A charred chest, padlocked and tempting stood to one side of an elaborately carved fountain. The hellish amphibian likeness of a stone frog belched forth an endless spring of tarry ooze from a mouth seemingly filled with precious gems. Gwydion, the elven artisan, fascinated by the construction of the fountain approached, heedless of the embers. The ooze reacted, raising its undulating bulk up and over the lip of the fountain. It landed on the fiery floor and burst all into devilish flames as it flung a pseudopod, greasy and burning, in the direction of the elf! But Edgar Hayward Blackborne Hathaway IV, always on hand to defend his companions, leapt into the chapel and attempted to fling a dart at the fiery monstrosity. His aim failed him, the strength of his arm directing his attack, instead, to his own unarmored wrist as it escaped his grasp in the worst possible way. His blood gushed, hissing and dancing over the hot embers as he collapsed, lifeless into the sizzling coals. A moment later, despite several fine hits from the other gathered villagers, the ooze’s pseudopod finally connected with his elven target, immolating him. As Gwydion fell, the others fell upon the tar ooze, dousing it and destroying it. Weary now of all the senseless killing, the peasants armed and armoured themselves in what they could recover from the dead ones in the chapel and discovered a curious item of some chaotic deity, a blackened censer and several bales of unwholesome incense that had been locked in the chest. They stowed them for later use and proceeded with their explorations.

A sinkhole dominated the northeastern corner of the courtyard, spewing forth vapours that formed terrible shapes of writhing beasts and men in the air above it. Perhaps this was the way forward? Attaching a rope to the chain retrieved from he well, Darik the hunter braved the uneven and dangerous ground about the edge of the steaming pit to get a better look, his fellows holding on to keep him safe from falling to his death. The ground, indeed, collapsed below him and he dropped seventy feet into the poisonous spume, seemingly still nowhere near the bottom. His investigations revealed nothing of the bottom nor the source of the vapours. He climbed back out and the villagers continued on to the tower in the south east corner, the only area left to investigate…

Sir Chopsalot, the woodcutter, finding the door to the tower guarded by hideous gargoyles and locked tight against their attempts to enter, hoisted his axe and got to work. He worked up a sweat and brought down the portal. McTavish, the blacksmith, his blood up, charged into the tower and was a confronted with a sight and stench of charnel destruction unlike the worst tanner’s pit. The discarded hides and skins of beasts and humans covered the sticky, malodourous floor. Mites and flies buzzed about, biting and swarming over everything. High on the walls of the tower, hanging by their tied wrists from spikes, some of the abducted wriggled and thrashed when they saw him enter, eager for freedom. But he did not have time to act, From the steps above his head, an enormous brute of a beastman, cursed with the head and sharpened horns of a great bull, jumped onto McTavish’s back, crushing him into the ground with his dreadful battle-axe. Then he turned to the villagers arrayed outside and snorted while his beastmen approached from behind. The remaining peasants quickly formed a plan to distract the beastmen while Mira ran to the chapel to fill a steel helmet with scorching embers. Combined with the oil from a flask they had brought, this could cause a conflagration in the tower, destroying the arrayed abominations. As she ran to gather the coals, Sir Chopsalot, the woodcutter, found himself in the way of the charging, bovine beastman champion and was impaled on his great horns. Another monster, with the hideous head of a beagle, speared Gorgonzola, the cheesemaker, finishing the job the portcullis had earlier begun. Mira returned just in time to prevent the rest of the beastmen from emerging into the blood-soaked courtyard. She flung the embers into the awful tower where they set alight the lantern oil. The villagers took some satisfaction in watching the demons burn.

Victorious, the survivors doused the flames and rescued several of their neighbours from their captivity. They searched through the detritus in the tower and were able to discover a map to another keep along with a letter of employment, stitched into the hem of some poor unfortunate adventurer’s cloak. But, before long, they knew it was time to proceed once more. This time, the only way on was down a set of ancient, worn stone steps, down into the darkness below the keep…

Dungeon Crawl Classics Character Creation

Learning to Crawl

It’s been quite a while since I’ve done one of these posts. I think my Dragon Age Character Creation post was the last one. And it was very useful to me in figuring out how that game worked before I started a campaign of it (which is ongoing. The PCs have all just become Grey Wardens without dying during the Joining!) Well, I’ve got a short game of Dungeon Crawl Classics coming up this weekend so I thought this would be a good opportunity to create a character using the DCC rules to help familiarise myself with them.

I’ll be running the iconic DCC #67 Sailors on the Starless Sea for a group of four or five players. To be honest, I don’t expect any of the PCs who survive this 0-level funnel (this is a module where the players play three or four 0-level peasants who delve into a dungeon. Whichever of their PCs survive get to advance to 1st level in their chosen class, normally) to go on to choose a class or progress to 1st level as its more of a one-shot deal. But, you never know! If it proves to be popular or any of them get particularly attached to one of their characters, maybe I’ll brew up a campaign for them. I certainly have enough DCC resources and modules to run campaigns for the next ten years straight!
Anyway, the point is, I think I’ll still get something out of creating an actual character using these rules. So here we go!

Funnelling

For the purposes of this post, I am going to roll up four 0-level characters and then roll 1d20 for each of them. The character that rolls the highest will progress to 1st level while the rest are assumed to have died a gristly and unfortunate death in some stinking hole beneath a castle or in the gullet of some demon lord.
To roll up the 0-level characters, I’m going to use the fabulously useful purple sorcerer, which will do it automatically for me. This is what I expect my players to use when generating their own PCs.

But first, a note on what’s being generated:

  1. Ability Scores – These are Strength, Agility, Stamina, Personality, Intelligence and Luck. All DCC ability scores are generated by rolling 3d6. There are no alternate methods of generating them, no point-buy, no 4d6 and drop the lowest… it’s brutal.
  2. 0-level Occupation – there is a d100 table that covers a page and a half of the book to determine this. Your Occupation also determines your starting Trained Weapon and which Trade Goods you begin with. It will also indicate the type of skills you are trained in.
  3. Money and Purchased Equipment – a 0-level character starts with 5d12 copper pieces. On top of the weapon they start with, they can use these to purchase other stuff
  4. 1d4 hit points, modified by Stamina
  5. A +0 modifier to attack rolls and saving throws
  6. A Lucky Sign – DCC characters begin with a Lucky Sign, which you roll for on a table. This can give the character a +1 to a particular type of roll forever!

One thing that’s not generated is alignment. For D&D type games, I don’t normally bother with alignment. But I think it is so integral to so many of the mechanics of DCC, that I can’t avoid it. The available alignments are Chaotic, Neutral and Lawful. I am going to roll for this on 1d3. I rolled a 2, so this character, whoever they turn out to be is going to be Neutral in alignment.
So, without further ado:

I rolled up one Dwarven blacksmith, a Minstrel, a Herbalist and a Butcher. I’ll quickly go through the high points and low points of each:

  • Dwarven blacksmith – I’ll name them Grund. Grund has a Personality score of 13! That’s his highest. However, his Strength, which would be one of the main abilities of the Dwarf class, is just an 8. Even more alarming is that they have the approximate intelligence of a fence-post, with a score of just 3. Since their Luck modifier is 0 they don’t get any Lucky Sign bonus
  • Minstrel – I’ll name them Flor. Flor’s ability scores are generally very high, strength 12, stamina 14, personality 14 and Luck 15. Only Agility lets them down with a score of 7. They start with 5 HP! Also, Flor as the Lucky Sign, Raised by Wolves, which gives them a +1 to Unarmed Attacks.
  • Herbalist – I’ll name them Bud. Bud’s ability scores are incredibly average. Only Luck gives any kind of bonus (+1) and only Agility gives a minus (-1.) They do have the Four Leafed Clover Lucky Sign, which provides a +1 to Find secret doors. Only starting with 1 hit point, though…
  • Butcher – I’ll name them Cutter. Cutter is weak, (strength 7) clumsy, (agility 8) and unpleasant to be around, (personality 5) but is pretty smart, (intelligence 15) so they’re probably pretty annoying. Luck provides a 0 modifier so no Lucky Sign bonus here.

OK, I’m not going to lie, I’m holding out for Flor to survive the funnel but it’s entirely random so there’s really no telling…

“Funnel” Rolls

So, it all comes down to a single d20 roll for each PC. In case of a tie, I’ll just re-roll both.

  1. Grund the Dwarven blacksmith – 17 (oh no)
  2. Flor the Minstrel – 4 (wah!)
  3. Bud the Herbalist – 18 (a reprieve!)
  4. Cutter the butcher – 6

So, Bud, alone, bleeding and traumatised, crawls out of the crumbling remains of the ancient temple having, with the help of the heroic and now deceased Grund, Flor and Cutter, defeated the ancient evil beneath it. Grabs some treasure on the way out too!

Choosing a Class

So, since Bud is a human (all 0-level characters are assumed to be human unless it’s clearly stated in their title, i.e. Dwarven blacksmith) they can choose from any of the classes except Elf, Dwarf and Halfling, for obvious reasons. Yes, this is another one of those old school games in which “Demi-human” races are treated as classes, kind of like in Old School Essentials. You can check out my disastrous OSE character creation post here.

Anyway, that leaves the following classes to choose from:

  • Cleric
  • Thief
  • Warrior
  • Wizard

Now, Bud’s ability scores are as follows:

  • Str: 9 (0)
  • Agi: 8 (-1)
  • Sta: 12 (0)
  • Per: 11 (0)
  • Int: 9 (0)
  • Luck: 13 (+1)

Normally you would go with the class that matches your highest ability score, right? Well, I could do that, but Bud’s highest is 13 for Luck, which is useful for all classes. Next is Stamina, on 12, but, once again, no one class relies on that. You could argue for Warrior there, but with a Strength score of 9, I don’t think it makes sense. So, instead, I think I will go for Cleric, since they use Personality to cast their spells and that’s Bud’s next highest Ability score, at 11. They don’t get a bonus from it, but it’s as good a reason as any to choose a class, I think. Oh, also, the Herbalist already started with a Holy Symbol, so it seems fitting.

From the DCC book:

An adventuring cleric is a militant servant of a god,
often part of a larger order the faithful, they wield the
weapons of their faith: physical, spiritual, and magical.
Physically, they are a skilled fighter when using their
god’s chosen weapons. Spiritually, they are a vessel for
the expression of their god’s ideals, able to channel holy
powers that harm their god’s enemies. Magically, they
are able to call upon their god to perform amazing feats.

Hit Points

Each class rolls a different die for hit points, just like in D&D and OSE. If you’re a Cleric, you roll 1d8 per level.

Bud rolls a 6 on their 1d8 and adds it to their 1 hit point from level 0 to make 9.

  • HP: 9

Choosing a God

If you choose to be a Cleric, you have to choose to worship a God of similar alignment to you. In Bud’s case, that Neutral. I am going to consult the Gods of Eternal Struggle table and choose one of the Neutral deities from that.
I have recreated the Neutral gods section of the table below:

AlignmentGodsWeaponsUnholy Creatures
NeutralAmun Tor, god of mysteries and riddles. Ildavir, goddess of nature. Pelagia, goddess of the sea. Cthulhu, priest of the Old OnesDagger, mace, sling, staff, sword (any)Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)

With their background in herbalism, I feel as though Bud would lean towards the worship of Ildavir, goddess of nature. As you can see from the table above, they get a semi-decent selection of weapons they can use. It is also interesting to note at this point that Clerics can wear any armour and it won’t affect their spell-checks. Finally, you can see they are able to turn an array of interesting creatures, not just undead.

Magic

In DCC, when you want to cast a spell, you have to roll a spell-check. This is an obvious departure from D&D. Another difference is that they don’t get spell slots. However, there is a downside here. If you fail in your spell-check roll, you risk the ire of your deity. In the normal state of affairs, if you are trying to cast a spell and you roll a nat 1 on your spell-check, the spell auto-fails and you get to roll on the Disapproval Table. This can lead to consequences ranging from this:

The cleric must atone for their sins. They must do nothing but utter chants and intonations for the next 10 minutes, starting as soon as they are able (i.e., if they are in combat, they can wait until the danger is over).

To this

The cleric’s ability to lay on hands is restricted. The ability works only once per day per creature healed – no single character can be healed more than once per day. After 24 hours, the ability’s use reverts to normal.

Worse still, your chance of auto-failing goes up by one, meaning auto-failure and a Disapproval Table roll on a 1 or a 2. It gets worse; for every spell-check failure in the same day after this, that auto-failure range increases by another 1, with no real upper limit.

You can also piss off your deity by “sinning,” e.g. acting in a way that contradicts the god’s teachings or benefits one of their enemies.

Now, there is a way to offset these consequences: sacrifice. Yep, all you have to do is destroy or give away 50gp worth of wealth in your god’s name to reduce the failure range by 1 point. They might also accept a great quest of undertaking of faith instead.

Spells

Anyway, back to the spells! Bud starts knowing four Level 1 Cleric Spells, according to Table 1-5: Cleric. So, let’s choose them!

  1. Blessing – this can be used to bestow all sorts of boons on the cleric themself, an ally or even an object. Since every spell in the game comes with its own table to determine the exact results, I’m not going to get into it here. Suffice it to state that you can get anything from a +1 to attack rolls for a round, right up to getting a permanent +1 for the whole party to any actions to do with a sacred endeavour they have undertaken.
  2. Holy Sanctuary – this creates a place of safety for the Cleric and their allies. It might simply make it harder for enemies to hit them in that space, or it might allow the Cleric to create a permanent place of sanctuary, such as a temple, where powerful enemies cannot attack the faithful at all.
  3. Second Sight – the Cleric gains divine insights into the results of their own actions. It might be a +4 bonus to a single action roll or it might be able to divine the outcomes of great events for a month and also receive a +1 bonus to all actions taken during that period!
  4. Word of Command – Use a single word to command a creature to do something. The effects range from just that to it targeting all desired creatures they can see, who must obey it for a number of days.

All Cleric spell checks are made like this: 1d20 + Personality modifier + caster level

Turn Unholy

You saw above the range of creatures that Bud can turn with a Turn Unholy roll. This roll works the same as a spell check, so 1d20 + Personality Modifier + caster level. However, when Turning, the cleric can also add their Luck modifier. In Bud’s case, this is good because they have a +1 in that.

Failing a check can incur the Disapproval of their deity just like failing to cast a spell.

On a success, there is a fairly complicated set of potential outcomes depending on your turn check roll and the Hit Dice of the creatures you’re trying to turn.

Lay on Hands

Bud is a healer as well, of course. In fact, the Lay on Hands power is the only real way they have to heal anyone. But! They can use that to heal them of hit point damage, disease, poison, broken limbs etc. They can use it to deal with pretty much any condition.

Of course, just like with Turn Unholy, you have to make a spell check to use this power, 1d20 + Personality modifier + caster level.

The dice you use to heal someone depends on their class/type of hit dice they use. So, for a Warrior, who uses a d12 for their HD, healing is also rolled on a d12, which I think is neat. Although you can never roll more dice to heal than your target has in HD already.

Alignment is a factor in healing. If you try to heal someone of different or even opposing alignment to your character, you are going to probably do less healing than if you were healing someone of a similar alignment. As a Neutral Cleric, Bud is probably in the best position in this respect, as both Chaotic and Lawful creatures are considered adjacent to him on the alignment table, which I have reproduced below:

Spell checkSameAdjacentOpposed
1-11FailureFailureFailure
12-132 dice1 die1 die
14-193 dice2 dice1 die
20-214 dice3 dice2 dice
22+5 dice4 dice3 dice

Divine Aid

You can just ask your god for anything really. But it must be a truly extraordinary act to get them to intervene on your behalf so directly, when they are already giving you spells and other powers. So, to achieve this, you make a spell check as normal, and, even if you succeed, you are lumped with a cumulative +10 penalty to future Disapproval range… the Judge (DM) gets to decide the exact DC and effect of the request depending on what the intention was, what the god might want and how big the intervention needs to be. This seems like it could be used in some really clutch moments though.

There are a couple of notes right at the end of the Cleric class description. One relates to Luck and how their Luck modifier can be added to Turn Unholy rolls. The other indicates that their Action Dice can be used to attack or cast spells.

Equipment

The Equipment Chapter starts with a table that indicates how much gold your character stats with if you decide not to opt for the 0-level funnel method of character creation. If a Cleric starts at level 1, they get 4d20 gp. So let’s roll that:

  • 20 (yep, out of a possible 60 gp)

At least I can add the 48cp I rolled up on their level-0 character sheet. Well, let’s make the best of it. I am going to buy a decent weapon, since Bud started with nothing but a club, and hopefully some armour.

I think I am going to go for a modest

  • mace (1d6 dmg)

and back it up with a

  • sling (1d4 dmg)

That’s a total of 7gp. I had also better get some

  • sling stones

for another 1gp.

Finally, the only armour poor Bud can afford is

  • padded armour (+1 AC)
    That makes Bud’s AC 10 because of the -1 Agility modifier.

That costs 5gp. So, Bud has 7gp and 48cp left.

So, let’s grab a

  • Backpack for 2gp
  • Flint and steel for 15cp
  • 10 torches for 10cp
  • 5 days of rations for 25cp
  • a waterskin for 5sp
  • 50’ rope for 25cp
  • A grappling hook for 1gp

For a total cost of 3gp, 5sp and 75cp.
Which leaves Bud with 3gp 2sp and 3cp.

So, that’s pretty much it for Bud the Witness (that’s their title as per the Cleric Table) I like Bud. They’re a survivor and a true devotee of Ildavir, goddess of nature, but they will never forget their humble beginnings as a herbalist, nor their old companions, Grund, Flor and Cutter.

Thanks to Soxzilla2 on reddit for the form fillable character sheet! You can find that here.

Games I Wanted to Play this Year

Review

So, how have I done with that list from earlier in the year? At the time I wrote that, on the 28th July, I thought, Time-shmime! Who needs it?! Not me, that’s who. I’ll breeze through this entire list of ten frikkin’ games. But, of course, that was assuming a lot.

Assumptions

The first assumption that was happily crushed was that we had a smaller number of GMs willing to run sessions in our little community, Tables and Tales. Up until then, only three of us had run anything so I assumed that would continue. When a fourth and even fifth GM raised their hands to take the helm, I was delighted. That’s what I had always wanted in our space. From what I can see, if GMs were water, most RPG communities would be dying of thirst. Even in the much larger Open Hearth community, you tend to see the same dozen or so members announcing new games all the time, despite there being a membership in the hundreds. Given the size of Tables and Tales, five active GMs represents a pretty large percentage of our total player-base. On top of that we have had a couple of board game nights too. The long awaited and pretty fun Darkest Dungeon board game is, honestly, very close to the video game (actually, I’m told by friend of the blog, Media Goblin it’s closer to Darkest Dungeon 2 in rules) but also pretty close to an RPG so we gave it a go.

Assumption number 2: I have a pretty stable schedule, which meant that I could run games almost every night of the week if I had the wherewithal. And there were weeks there when I was playing, either as GM or player, in four or five sessions. Turns out that was not sustainable. For one thing, obviously, I started writing this blog, dear reader. Now, don’t get me wrong, I love doing this and it’s not like it takes that long, but if I want to blog, I need to do it in the evening (even though I am typing this on the train to work right now because its a busy week for me and my evenings are taken up with pre-Christmas socialising.) Between that and various other work and family commitments that came up, it was simply impossible to maintain that sort of schedule.

Reality

Even taking these points into account, I managed to play a lot of games in the last few months, just mostly not the ones I expected to. So, let’s have another look at that list:

GM

  • Tales from the Loop – Mascots and Murder – Short Campaign – Nope, didn’t happen. This one is still simmering away on that back-burner, ready for promotion to the front of the stove-top any time now. It had to be shelved to make way for other games and other GMs. Like I said earlier, I was perfectly happy to do it.
  • Dungeon Crawl Classics – individual modules – Haven’t managed to get any of these to the table yet, I’m afraid. But, I have a plan for this one. I have had to re-arrange my schedule a bit to allow it. Our local game shop, Replay, has been undergoing a big refurbishment in the last few months. Once it’s done, they will expand their number of gaming tables a lot and I am hoping to get in there on a Wednesday night to run some DCC Level 0 funnels. My preference would be to get some newbies to sign up for these sessions and hopefully gain some new members for Tables and Tales in the process. The new year will be the perfect time for this, I think.
  • More Troika! – one-shots – Achievement unlocked! Although, technically, it was more like two sessions of the same game, rather than multiple one-shots. I did a blogpost on it! We went to Whalgravaak’s Warehouse, one of the Location based adventures made for Troika. So far it has been very fun. It’s a dungeon crawl, there’s no doubt about that, but it’s a warehouse. And the rooms and creatures and general vibe are beautifully weird in the way only Troika can do it. So far, the PCs, a Monkey Monger, a Wizard Hunter and a Gremlin Catcher (there was also a Landsknecht who has since moved to Spain) have murdered the Cacogen they were sent there to murder, made friends with a thin mutant, captured entire detachments of microscopic soldiers in gremlin catching jars, discovered a desert other-world on top of the warehouse and, um, set fire to a load of old rope. Brilliant craic altogether.
  • Death Match Island – one-shot – You know what, I just completed a rewatch (maybe not “rewatch” since I never watched the entire thing in the first place) of Lost, the whole thing. All six seasons. All 5000 episodes. I think I was in mourning for the lost Death Match Island one-shot that should have been. This one was a scheduling issue. Those of you out there who play RPGs (and if you don’t and you’re here, welcome! You must be confused…) will be aware of the difficulties one often encounters in getting four or five adults together in the same room at the same time. Honestly, I am surprised this problem doesn’t come up more often in Tables and Tales. Anyway, having just finished that Lost marathon, I am 1000% ready to play this game. It’s not quite the same and it would definitely not run for 678 sessions like Lost would if it were an RPG but it has the same heart and the same mystery box feel to it. And I want that. That’s what I want.
  • The Wildsea – campaign – Just go read my blogpost on My First Dungeon’s campaign of the Wildsea. I desperately want to play this game. Honestly, whether I got to be a player or a Firefly, I would be excited. But, really? I’m not sure when I was going to fit this one in this year. Another campaign? Dunno what I was thinking.
  • DIE RPG – one-shot – I finished listening to the My First Dungeon Wildsea campaign and just started listening to the DIE one. They have a great episode that is mainly Kieron Gillon being effusive for an hour about his, admittedly very cool, game and I enjoyed it. But then I got into the Session Zero episode and I immediately wanted to play it. I want to run this for my friends and have them play real-world people with real-world problems working it all out it in a fucked-up fantasy world of their own creation as characters of their own creation. I really want it. Maybe next year.

Player

  • Old School Essentials – campaign I think – So this one has not happened yet. I think it is, at least partly, due to the fact that Isaac, of Lost Path Publishing has been running other shit like crazy in the last few months instead. I hope it wasn’t my OSE character creation post that put him off running the game (I’m pretty sure it wasn’t. I’d really be flattering myself to imagine I had that much influence on anyone.)
  • Heart: The City Beneath – Open Hearth campaign – Our GM, Mike, brought a whole bunch of us together (There were six PCs at the start) to hopefully save the landmark known as Nowhere from being consumed by the Heart. This was a real learning experience for me as it was only my second time as a player in the Resistance System (see the section on Magus, Pike and Drum below for my first experience.) I discovered that, if left to our own devices, players (for “players” read “Ronan” but not just “Ronan”) are apt to take the hand when there is no form of initiative to govern the order or frequency of actions in combat. It was a lesson learned early in the campaign due to one player’s proper and timely use of Stars and Wishes after the very first session. Saying that, I had a brilliant time playing my Incarnadine, Priest of the God of Debt, alongside a Heretic, a Cleaver, a Deep Apiarist, a Vermissian Knight and a Deadwalker. We often had opposing desires and drives, which made the role-play fun, and the GM came up with lots of weird and interesting situations, NPCs, enemies and locations for us. Forgotten-Frost-Remembered, my Aelfir Incarnadine, got to reach Tier 4 of the Heart and retire(!) at least in his head.
  • Call of CthulhuMasks of Nyarlathotep – campaign – Not really sure if this was anything other than wishful thinking when I wrote this, to be honest. This post explains that it was always going to be a long shot to get this campaign started again. But someday, I would love to get Grant Mitchell back on the trail of the mystery in this thoroughly classic campaign.
  • Magus, Pike and Drum – Playtest – This is Isaac again. He has a great basis for a Resistance System game set in the English Civil War that never was, and this is it. There were four of us gathered around the table for this playtest at the end of the summer. I genuinely had so much fun with it. Gráinne was my character. She was an Irish noble and she had some very fun abilities (some of them were a bit too fun with a few too restrictions, it was decided, as a result of this playtest.) What was important in the game is that we solved the mystery in very short order, after scaring the shit out of the mayor and not blowing up the town. But what’s really important is that we provided Isaac a lot of valuable feedback to feed back into his new game. Can’t wait to play this one again, hopefully in the near future. I hope to write a lot more about this game as it develops.

Conclusions

So there you go. Three out of ten. Not great. But! I experienced so many other games instead of the ones I didn’t get to in that post! And I got something out of all of them. I’ll tell you about them in the next post (or the one after if I don’t have time to write the rest of the week and just post some more old fiction on Sunday instead.)

Games I Want to Play This Year

Five months to go

Having managed to get through so many games in the first 7 months of the year, you know what? I reckon, if I really make an effort, I think I can fit in up to ten more different games before New Year’s Day. I’m particularly looking forward to a few more one-shots. For those of you who’ve been keeping an eye on this space over the last couple of weeks, you’ll know I have a soft spot for them.

Lists 4

Here we go. Like previous lists, I’m just going to split them between those I want to run and those I want to play in.

To be honest, a bunch of these games are ones I already have in the schedule. I’m hoping to get Tales from the Loop started in a few weeks and I have Death Match Island in the calendar for next Friday. Even the ones I want to play in include a couple that are almost good to go.

GM

Player

I’m going to spend the next couple of days going through each of these games to explain why I’m so excited about playing them.

Stay tuned!

Also, what are you looking forward to play this year? Let me know in the comments!