Yesterday I ran the Dungeon Crawl Classics (DCC) RPG, by Goodman Games, for the family. DCC is a new system with streamlined d20 mechanics that is a stylistic throwback to 1970’s-era D&D, right down to the rulebook artwork. I will describe features of the system as I retell our game sessions.
DCC strongly encourages groups to begin a campaign with a technique they call “the funnel.” Each player randomly generates 2-4 level 0 characters–a motley assortment of clowns, ne’er-do-wells, wannabes and zeroes–who are then thrown into a beginning adventure. A high body count is expected and characters who survive the funnel (if any) attain 1st level and can then choose a class. Humans can select from Warrior, Thief, Wizard and Cleric, while demi-humans are forevermore Dwarf, Elf or Halfling (i.e., race as class).
Links to reviews of the system can be found at the Goodman Games website. Next, our zeroes start out on their lives (often brief) of adventure.
Before leaving Dead Snows, Cetan inquired on the sheep snatching in the upper pastures to see about claiming a reward from the green dragon that he, Nongo, and Brother Logan slew a week or so earlier before meeting the rest of the group and the merchant’s mission. Apparently sheep are still disappearing, so some other evil force is at work.
The group joined the caravan heading to Sundabar in the morning. It was around the 22nd day of Eleint, with an 8 day journey planned with arrival just prior to the Harvestide holiday. Cetan ran into an old drinking pal, the fighter Vidar (Mark Z.). Vidar said he would join the group for the time being. Morgyn met with the Argent Legion who would escort the caravan, but a messenger appeared with official documents say that the Silver marches were at war with the orc tribes, and the Argent Legion rode off to Adbar. The caravan leader, Fuad, accepted the group into the 13 wagon caravan (with several prospectors on foot and some sheep herders) and Morgyn volunteered to scout up ahead.
On the first day of travel, the caravan crossed the Icespear river bridge, and Morgyn averted a pit trap off the trail leading to the Forked Road. Later upon investigating a foul upwind odor, he stumbled across a lair entrance in the form of a smelly ground hole. The caravan reaching the Forked Road and camping for the evening, most of the group opted to go back and investigate the hole in the ground. Vidar and Drungar stayed behind.
A 30 foot shaft of wet rough rocks and roots was descended, with Brother Logan bouncing down the last 20 feet or so and needing to heal himself. A sloped wide and short lozenge type stone opening was traversed that led to a larger cavern. A magically lit stone was thrown ahead giving the impression of a 60 foot wide and at least 100 foot deep area sloping down. Tarena and Morgyn spotted Otyughs within. The group would have left at this point, but Nongo charged in to kill them. He briefly ended up in the embrace of one, whcih he killed with the help of Tarena’s flaming sphere spell. The remaining two rushed into battle after taking ranged damage. Tarena and Cetan killed one, while Brother Logan and Morgyn killed the other. Morgyn and Nongo had both been bit by the diseased mouths of the Otyughs, but both made their Fortitude saves.
At the end of the cavern, a cave-in was investigated. Cetan and Morgyn climbed through to the other side into a chamber (not a natural cavern) with a doorway and longer hallway beyond. They came across some treasure in that chamber and a gas trapped chest, which Morgyn narrowly disabled (thanks to his masterwork thieves tools). It surely had the capacity to kill Cetan and Morgyn had he failed. They transferred some of the silver pieces, 9 potions, and 3 scrolls into a sack, as well as taking a small metal shield, bow, and crossbow back through the narrow hole as sounds of something approaching was heard in the hallway beyond the chamber.
The caravan continued. A stampeding herd of Rothe was diverted by Vidar getting trampled a bit, and spells from Tarena and Cetan (calm animal and grease). In the distance, Morgyn spied two Worgs that had been pursuing the Rothe herd. They turned away from the caravan and disappeared from view behind the hills.
About halfway to Sundabar (prior to the trail to Newport) they ran into some locals who relayed a rumor of a dungeon uncovered outside their village by an earthquake. The caravan continued on and the group entered Sundabar. Vidar visited the Hall of Vigilance and was told there wasn’t a massive orc invasion or war (at this time). Cetan went about appraising the treasure from the most recent and last adventures, trading in several scrolls in order to get “identify” cast on the other items. He also sold some of the other loot, and the other people in the party went about buying items. Cetan also researched the ruins from the first adventure and discovered that it may be an old abbey of Selune that had been taken over by a cult of Shar before its destruction. The group also received a charter to investigate some disappearances north of the city for 100gp each, which is where we will begin next session.
Quick recap of events from the March session. (Nongo, Tark, Cetan, Terana)
The group had packed up the goods into the wagon and begun the track back towards Dead Snows, along with the freed dwarf prospector Throed. Morgyn (Rich) volunteered his horse for the wagon and scouted on foot as the party made its way back along the original route.
Things were going fine until the scene of the ambushed merchant’s wagons was approached. The group encountered a hungry scavenging giant stag beetle.. The beetle dodged the entangling druidic powers of Tarena (Michele), and in combat tore through the horse of Nongo (JT) throwing him to the ground. That had the group rightfully worried. Nongo bounced up in a rage and into the fight. General battle was joined. The first beetle was soon put down by blade and spell but was joined by 3 additional beetles in the area. Tarena used an entangle scroll, Cetan (Markus) a grease spell, and many crossbow and bow shots were fired amidst the chaos. In the end John, Paul, Ringo and George were dispatched, Nongo collapsed from his wounds as his rage wore off, but Tarena and Cleric Brother What? (Mark K) healed him back to consciousness. During the battle a group of roughly 17 orcs had been spotted by Morgyn about a half mile away moving north towards the mountains. They ignored the group and appeared to have some wounded among them.
Following the battle, the group sought out the beetle lair. In a small wooded glen a cave was located. Some old remains were discovered of a human and halfling within the cave, along with a sizable amount of treasure. The group made it back to Dead Snows arriving late at night and staying at the inn within the town walls, with Morgyn taking his leave until the next day.
The following morning, the group went to visit the salt merchant to return the recovered supplies and collect reward. Cran Frinch however had left shortly after the group departed Dead Snows on the the adventure. The group was left to haggle with his assistant and came out with half the money of the salt and the wagon, with promise of the other half if they return a week later. Anxious to purchase items of great value and to sell some of the treasure, the group decided to tag along with the next caravan to Sundabar. It was perhaps ordained that such a caravan was leaving for Sundabar the next day.
SESSION 2 (for JT/Nongo)
PCs present: Tark, Nongo, Morgan, Cetan
The party had burst out of the old chapel into the exposed cellar of the ruins and fought off the gnoll ambush quite handily and also with the aid of a stranger (Morgan), who came to the group’s aid.
The meager treasure of the gnolls was quickly gone over, and the decision was made to investigate what appeared to be the gnoll lair, that doorway at the base of the earthen ramp where the previous night’s battle had been waged. The group descended along a sloping and at times stepped corridor to a guard room and then a turn left continuing as before but deeper into the mountain. Two large but damaged doors led to a long, tall, hall with rubble and a statue initially thought to be a gnoll waiting in an alcove. The group continued down stairs at the far end of the hall to another room. This chamber had a very high ceiling, like an old construction shaft. There was also a very deep, unexplored, square pit opening the group crossed via a plank to an alcove and concealed door beyond.
At this point the concealed curtain of leather led into a more roughly hewn or mined space. The group found some of the stock of the salt merchant Gran Frinch in the second room and some other items. The space beyond was the gnoll common room. Our cleric (Tark) turned a gnoll zombie chained to the floor in a side passage and just beyond a conflict in a prisoner holding area erupted. The party interceded in a human and dwarf fighting in chains with 2 orc prisoners. The group killed the orcs. Around this time the group was also dealing with another evil presence. Beyond a partition on the other side of the common area, an obscuring mist and darkness were penetrated and an evil shrine with the spell casting head of an animated undead gnoll shaman needed to be overcome. This was eventually accomplished.
Hostilities subsided, there was a questioning of the human and dwarf held in the store room. The dwarf identified himself as a prospector named Throed. The human man identified himself as Hiraz Ganoch, Frinch’s partner, when aggressively questioned by the group. During the group going through the store room, Hiraz fled, was shot at and kicked the plank into the deep pit as he ran out of the dungeon. The group has some of his belongings, included a rough map and some coins wrapped in an oddly patterned cloth.
A wagon wheel was found in the storage room to repair one of the wagons found along the way to the ruins. The group decided at this point to return to town with the goods, and not search the other entrances around the inside of the ruins. We left off with the beginning of that trip back. Throed has joined the group until you get back to the village of Deadsnows.
As the summer month of Flamerule yielded to the even hotter month of Eleasias, a military escorted caravan from the city of Sundabar made its way east towards Citadel Adbar along a dusty road in the Silver Marches of Faerûn. Two travelers bade farewell to the safety of the caravan and made their way alone on horseback to a village called Deadsnows. There was adventure to be found here and possible wealth with the discovery of gold in the nearby hills a few months ago. The two were a odd match. The first a minstrel, an adventuring bard, who we only know currently as Bard, is quick with his rapier and given to song and music. His companion, a war priest of Tempus, was more keenly focused on his own purposes in pursuit of his own goals (that’s code for CN alignment). Brother Blood was his name.
The two rode along the trail to Deadsnows and soon found themselves in a wooded area. Ahead on the trail, a short but muscular barbarian lad on foot began waving to them. He beseeches their help to defeat an unidentified monster he’s been tracking for a short time. They are most skeptical of this ally of unknown quality. However, Bard senses a sincere motive in him so they indulge his request. Brother Blood is wary and insists this man, Nongo, lead the way. They tie up the horses and begin to follow the new trail of broken underbrush through the wooded and rocky hilled terrain. It’s an easy trail to follow. Nongo pauses when a large outcropping is visible perhaps a hundred feet away. As he and the others examine the tracks for evidence of what this creature could be, all he can discern and describe is ” Big..Four legs…and a tail!” Brother Blood, alert and looking down the beaten path, notices a small rise in front of the outcropped rock formation and the hint of the top of a cave at its base. It is hard to see anything else due to the shrubs.
Just as the small party discusses and prepares to move off the path to flank the cave, an aggressive, but rather young Green Dragon bounds above the low rise from the position of the cave headed straight towards them. It’s larger than a heavy warhorse as it bears down on them, knocking Nongo to his feet in the opening confrontation. Both the minstrel and priest fire their crossbows errantly, dropping them immediately to draw weapons to deal with the dragon in their midst. The barbarian strikes out at the dragon from his prone position but his falchion swings short of his foe as he regains his footing. The dragon feeling superior to the three men attacks at this point attacks with taloned claws and a toothy bite splitting its fury between the priest and barbarian as Bard moves into a flanking position behind it and began singing as the combat continued. The war priest missing with his battle axe steps back to cast Bull’s Strength on himself. The dragon swings around at this point to fight Bard and Nongo who have both done minor damage even though they’ve scored critical hits. Nongo goes down briefly and Bard rushes to his aid, healing him back into the fight, . Brother Blood rejoins the combat and with a mighty swing of his axe delivers a massive blow to the dragon.
At this critical point, the dragon is suddenly as close to death as his foes and lunges away to turn and breath a cone of acid on the wounded men that could surely seal their final fate. Nongo however seizes the opportunity as the dragon rushes past him and is able to deliver the killing blow before the dragon can finish its maneuver. Victory is had. The wounded heroes investigated the cave, finding the near consumed remains of 3 prior adventurers, some gold, a small number of gems, one with great value, and a potion of unidentified power that is a thick blackish liquid smelling of charcoal. Nongo takes some claws and teeth, and Brother Blood beheads the dragon so that their glory can be lauded upon arrival in Deadsnows. After some rest, the three set out for Deadsnows together, the barbarian leading the way again…
Session 9 will be the finale of this beginning adventure. My thanks to “Keep on the Borderland” for introducing yet another group to old school D&D.
PCs present: Thorg, (Phil), Mike, Huggra, Reeny, Orwill
The men-at-arms have been sent away, the silent acolytes of Inverdia have been posted to guard a room in the party’s rear (how they will call for help or alert the party is anyone’s guess!) and the group continues in search of the evil chapel and its high priest(s).
First, they discover an empty room and proceed to turn it inside out searching for clues. They find some scrolls containing mysterious rites to some being known only as He Who Shall Not Be Named, which they take for future study.
Faced with a large, open chamber and a set of doors, they choose to examine the doors. Opening one, Phil notices hordes of armed and armored undead, who lazily turn to gaze at the intruder. Phil shuts the door and the party proceeds into the large chamber.
Candles spring to light as they enter and they see hideous shadows playing on the walls in the shape of demonic creatures torturning their victims against a hellish landscape. They notice what appears to be a rather large, cylindrical bell of some black metal, supported by hefty wooden beams. A female voice is chanting in an unknown tongue but pauses long enough to command “Deal with them!”
Four figures in the now-familiar purple robes approach with weapons drawn. Three engage the party while one attempts to ring the bell. Inverdia flies into a rage and outs himself by shouting some crazed nonsense about Orcus. Orwill never did trust him, and targets him for death when Inverdia unwisely offers “and f*ck St. Cuthbert, by the way!” He then rushes at the high priestess.
The four adepts are easily dealt with without ringing the bell. Inverdia runs into undead guards on his way to the priestess and enters into a 1-on-3 fight. He has a brief senior moment and forgets to turn them (the DM is tired 🙂 but he comes to and routs 2 of them. Reeny gets to the priestess first and she attempts to strike him with a staff carved in the likeness of a serpent.
All the while, the far wall dissolves into a black and purple swirling vortex which spits out debris of dirt and stone.
Reeny quickly takes down the priestess but the vortex remains. Meanwhile, at the far end of the room, undead guards burst through the doors and swarm into the chamber.
The party attempts to sort our their flight or flee responses and stays to fight the undead — the dozens and dozens of undead. Phil falls in the onslaught while Orwill seeks revenge on the false priest of Cuthbert, stabbing him in the back while Inverdia was engaged with the guards. Reeny rushes back to drag Phil out of the melee and the party finally decides to flee with their lives. Behind a hasty wall of flaming oil, they beat their retreat. The last thing they saw was Inverdia turning many undead while invoking his demon lord, Orcus. He was able to control a group and sent them after the fleeing party, and that, as they say, was that.
On their way back to the Keep, they clearly heard the angry baying of many wolves to the east. More disturbing was the overflight of a gigantic, red/gold beast, mounted by an armored rider, headed toward the west.
Another siege of the Fortress of Ogard was commencing, with the Keep, and the party, directly in its path.
(and here we break for several weeks to give Savage Worlds a try)
Session 8 opens as Dame Carspadmir decides on the party’s reward for discovering the Axe of Ulek and the priceless heirlooms of state. They can keep all the silver, copper and gems they can carry, plus the potion of dragon control, magical arrows and leather armor. The rest she claimed in the name of the Prince, including the Scroll of Speak With Dead, with which she wished to experiment on the twice-captured assassin – who isn’t quite dead yet.
PCs present: Thorg, Mike, Grunk, Orwill, Reeny, Ebin, Huggra, and a new companion, whose multi-syllabic name I cannot recall (hi, Phil).
It was decided, for the moment, that the party should quickly attempt to finish off the remaining forces at the nearby caves while the Keep’s brain trust waited for replies to their messages. Soon, Carspadmir indicated, they would have a council to decide what to do with the newfound treasures.
The party headed out for the caves and scouted the portal dig site on the way. The area was deserted, supplies were either gone or destroyed, and there was evidence of discord between the bugbears and gnolls in the form of a handful of bodies of each race. The party then proceeded to learn the futility the humanoids faced when attempting to open the giant stone door, as they themselves failed to budge it. Huggra transcribed the magical runes on the linter for later analysis and they moved on to the caves.
A gnoll prisoner had indicated the location of the caves in which the high priests of the Oerth Dragon performed unknown rites. Only bugbears and their prisoners were allowed to enter. These caves were in much better repair than the others; in fact, it looked so pristine that the complex could have been built yesterday. The black and red tiles were intact and shiny, and there wasn’t even any dust or dirt on the floors. Dead quiet filled the air and the tromping feet of the party echoed loudly through the wide halls.
The noise attracted undead guards, armed with rusty scimitars and clad in tattered chain links. Some were destroyed and others turned by Ebin. Next, they discovered the chambers of four wild-eyed priests in flowing, purple robes, and these, too, were quickly dispatched. (note: the priests bore uncanny resemblances to Gary Busey, Mickey Rourke, Nick Nolte and Phil Spector).
The group chose to pursue a side passage instead of the main passage (which would have led them to the grand finale; see Session 9). Here, they were beset by a group of bugbear guards, the head torturer, and several Gygaxian gotcha encounters: a medusa locked in a cell with a sack over her head, which Huggra gallantly rushed in to remove, turning him into a lovely statue; a wight in a crypt who attacked as the party carelessly yanked the facings off the tombs; and, finally, a gelatinous cube who, it turns out, had melted the upper torso of the missing elf thief from the Keep, Lysorien, who had also been crushed by the heavy, stone secret door he was trying to sneak through. On the body were a pair of very nice elven boots and by his dead hand lay a lucky rabbit’s foot. Lysorien died without ever having learned the meaning of irony. He will be missed.
(note: the extra men-at-arms turned out to be unnecessary dead weight. They cluttered the corridors and made encounters a bit too easy. Next session they will be sent away to return booty and news to the Keep. Let’s hope they won’t be needed.)