Monday, June 4, 2018

What is DCC?

Wow it’s been ages since I’ve posted a new blog but I recently played a new system and wanted to share the experience.  I've heard about Dungeon Crawl Classics or DCC, for a number of years. I've been wanting to play and a friend of mine is a big fan. Recently he invited me to play and set up an event on Meetup to find a few more players.

Dungeon Crawl Classics by Goodman Games. is a RPG based on Basic Dungeons and Dragons that uses the OGL. It was first published in 2012. Goodman Games advertises the game as "an OGL system that cross-breeds Appendix N with a streamlined version of 3E." Although Goodman Games advertises it as a "streamlined version of 3E" DDC has much more in common with Basic D&D than 3E. The 488-page book features artwork from former TSR artists such as Jeff Easley and Earl Otus. This contributes to its appeal to players of Basic and AD&D. Newer artists such as Stefan Poag also contributed to the game. DCC uses the standard dice set (d4, d6, d8, d10, tens ten, d12 and d20) as well as a d3, d5, d7, d14, d16, d24 and d30. These extra dice are often referred to as the Zocchi dice set after the creator Lou Zocchi. My friend and another player had the Zocchi dice set but if you're very interested in the game you'll want to pick up the additional dice set.

The book has nine chapters- 1. Characters 2. Skills 3. Equipment 4. Combat 5. Magic 6. Quests and Journeys. 7. Judges Rules, 8. Magic Items. 9. Monsters DCC uses a different set of abilities - Strength, Agility, Stamina, Personality, Intelligence, and Luck. All characters can burn Luck during the game to enhance their die rolls. Abilities are generated "old school" using 3d6 rolling once in order for each ability. There is no point buy for abilities in the system. There are simplified classes - the Warrior, the Thief, the Cleric, the Wizard, the Dwarf, the Elf and the Halfling. As in Basic D&D demi-humans are classes in themselves rather than races. It's also similar to Basic D&D in that no monk, paladin, druid, or ranger classes exist. Equipment is familiar to any edition of D&D.

Skills and Combat are similar to any version of D&D. You roll a d20 and add an applicable modifier. Skills are simplified and are based off abilities, such as Balancing is based off of Agility. Armor Class is an ascending number rather than a decreasing number like in AD&D. There are 3 saves Fortitude, Reflex, and Willpower similar to 3E. Spellcasting a bit different where as a wizard rolls a d20 to cast a spell. Wizards can regain a spell depending on their die roll.

We started off by generating four zero level characters. Zero level characters was a concept first mentioned briefly by Gygaz and in Basic D&D. After Gygax left TSR full rules for zero level PCs were introduced in the Greyhawk Adventures hardcover. My friend had us generate four PC's in the expectation that most if not all of our characters would survive. I rolled up abilities for each of my four zero level PCs. There was a table for occupations and that table also chose if the character was a demi-human. Each occupation gave accompanying special equipment. Two of my characters were demi-humans - a halfling and a dwarf. One of the other players rolled up a human farmer with a goose! The adventure was based off a published DCC module. Most of each of the players had a number their characters die. That was the reason why four PCs were rolled up. I ended up having a great time. Each of the players laughed at the various antics of their characters and the DM used descriptions to flavor the combat. A lot of characters died but the goose ended up surviving! Goodman Games does a great job with DCC in capturing the old school feel of Basic D&D and AD&D. There's varying OSR or Old School Renaissance games out there but none have the in-depth artwork and product support that DCC does. It aims to appeal to both older players as well as newer players with its simplicity. If you're mainly looking for detailed character class choices with varying rules for race and class in games such as Pathfinder or Rolemaster than DCC isn't for you. But if you're looking for a relatively simple yet fun fantasy RPG for both player and GM than Goodman Games DCC is for you.

Wednesday, August 10, 2016

Review: Kobold Press - The Tome of Beasts

It's been a while since I've worked on this blog. But to get things going again, I'm going to do something I haven't done on my blog. A book review so here goes...

The Tome of Beasts by Chris Harris, Dan Dillon, Rodrigo Garcia Carmona and Wolfgang Baur. Developed by Steven Winter. Kobold Press, published 2016, 429 pages.


Fifth edition fans have been asking for mo,re monsters and other options since 5e premeried in 2014. Although Wizards of the Coasts has published several full length adventures and more since then, they've yet to publish another monster book since the Monster Manual. Now Ex-WOTC staffer and veteran publisher Wolfgang Baur and Kobold Press have come out with a hardback monster book of their own – The Tome of Beasts. The Tome of Beasts delivers with a bang, what Fifth Edition fans have been asking for.

The Tome of Beasts is a 429 page full color book devoted to just to monsters. Kobold Press has converted their two Pathfinder monster supplements The Migard Bestiary and the Southlands Bestiary as well as added new monsters to come out with the book. Kobold Press monsters such as the mithril dragon as well as monsters from folklore are included. Fans of the old TSR setting Al-Qadim (which Baur worked on) will be happy that the zaratan has been included. Each monster is lasciviously illustrated in full color by such artists as Keiran Yanner and others. Kobold Press sought out to deliver a quality product and has defiantly fulfilled its goal. The book is well laid out and each creature is finely illustrated.
Ex-WOTC staffer Steve Winter oversaw development of the book. If you were able to participate in the Kickstarter you were able to see that he carefully critiqued each creature to make sure it was balanced for its CR. As to the possibilities of the Tome of Beasts, the monsters in this book will provide dozens of encounters for the campaigns of 5th Edition Dms. There are a few other third party 5th edition monster books such as Fifth Edition Foes by Frog God Games but the Tome of Beasts is far and above the rest. The book is careful balanced, beautifully illustrated and carefully edited. It's well worth picking up.


Good gaming!






Wednesday, September 2, 2015

Northern Crown creatures for 5e

The other day I posted that I'm a huge fan of a setting called Northern Crown and that I worked on a Pathfinder version of it. The Northern Crown for Pathfinder Kickstarter went live the other day. Well here's a few of the creatures in the setting adapted for 5e.

Enjoy!

Haint
Medium humanoid, neutral evil
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AC 13 (Dex, natural armor)
HP 10 (3d8)
Speed 30 ft.
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STR 17 (+3) DEX 13 (+1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 5(-3)
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Skills Perception +2
Senses darkvision 60 ft. Passive Perception 12
Languages Any Uropan-
Challenge 1/8 (25 XP)
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Surprise Attack.If the Haint surprises a creature and
hits it with an attack during the first round of combat, the
target takes an extra 7 (2d6) damage from the attack.

Innate Spellcasting. The Haint spellcasting ability is Intelligence (spell save DC 10). The Haint can innately cast the following spells, requiring no material components:
3/day - knock

ACTIONS
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Multiattack. The haint makes two attacks with its handaxe
Handaxe. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 (1d6+3) slashing damage.


Haints appear as crazed depraved people dressed in tattered rags who have turned to evil.



Thunderbird
Large monstrosity, Lawful Good.
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AC 15 (Dex, natural armor)
HP 120 (16d10+32)
Speed 10 ft., fly 90 ft
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STR 18 (+4) DEX 14 (+2) CON 14 (+2) INT 15 (+2) WIS 16 (+3) CHA 16(+3)
____________________________________________________
Saving Throws Wis +3, Cha +5
Damage Resistances bludgeoning,piercing, and slashing from nonmagical weapons
Skills Perception +6
Senses darkvision 60 ft. Passive Perception 16
Languages Any First Ones-
Challenge 5 (1,800 XP)
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Innate Spellcasting. The Thunderbird spellcasting ability is Charisma (spell save DC 15). The Thunderbird can innately cast the following spells, requiring no material components:
at will - detect evil and good, thunderwave

ACTIONS
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Multiattack. The thunderbird makes two attacks: one with its beak

and one with its claws.

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage plus 9 (2d8) lightning damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) lightning damage.

Thunderbirds are powerful servants of good sent by the Great Mystery to aid in the battle against evil. They appear as red to red orange raptors. They have been know to ally themselves with strong lawful good characters.


TheThunderbird is based on North American mythology.

Monday, August 31, 2015

Northern Crown














Tooting my own horn..A few years ago I ran a D&D game in a setting called Northern Crown A alternate history kind of mish mash of the Tales of Alvin Maker novels and steampunk.


Now I'm worked on a Pathfinder version of it. The Northern Crown for Pathfinder Kickstarter went live today. It should be pretty easy to update for 5th edition if you're using that rules set.

Friday, July 24, 2015

GenCon schedule

Like thousands of other gamers across the US, Canada and the world, I'll be descending on Indianapolis Indiana for GenCon. If you're interested in catching up with me here's my schedule



Thursday, July 30

Slot 1 (0800-1300): RPG1574974 - Haunted Ruins of the Dunlendings

Slot 2 (1300-1800): GMING PFS #6-18 Under the Ice

Slot 3 (1900-2400): GMING Siege of Serpents Special (1-5)

Friday, July 31

Slot 4 (0800-1300): GMING #6-18 From Under Ice (1-5)

Slot 5 (1300-1800): GMING #6-18 From Under Ice (1-5)

Slot 6 (1900-2400): GMING
PFS #7-00 The Sky Key Solution

Saturday, August 1

Slot 7 (0800-1300): RPG1574697 PFS NORM 5-08: The Confirmation

Slot 8 (1300-1800): GMING #6-18 From Under Ice (1-5)

Slot 9 (1900-2400): PFS Gen Con Special #3 Pregen 6–99: True Dragons of Absalom

Sunday, August 2

Slot 10 (0900-1400) RPG1574823 PFS NORM 6–20: Returned to the Sky

As you can see I'm GMing a lot of Pathfinder Society. So if you're at GenCon stop by the Sagamore Ballroom you might catch up with me. I tried to get tickets to The One Ring but the games sold out. I ended up getting into a MERP game, which I've never played or ran. I have a lot of the supplements and for the game. The artwork is great. I love Tolkien's work so the game should be a lot of fun.

Maybe I'll see you there.

Good gaming!






Tuesday, May 19, 2015

Shantak for 5e

Just a quick update. Continuing my 5e conversions. Another monster from the Cthulhu Mythos.



















Not any birds or bats known elsewhere on earth . . . for they were larger than elephants and had heads like a horse’s . . . . The Shantak-bird has scales instead of feathers and those scales are very slippery.


—H.P. Lovecraft, The Dream-Quest of Unknown Kadath





Shantak, Gargantuan Monstrosity, Neutral
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AC 15 (natural armor) HP 129 (10d20+24) Speed 30 ft., fly 120 ft.
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STR 24 (+7) DEX 10 (+0) CON 14 (+2) INT 4 (-3) WIS 11 (+0) CHA 12(+1)
____________________________________________________
Skills Perception +3
Damage resistances cold, nonmagical weapons
Senses darkvision 60 ft. Passive Perception 13
Languages -
Challenge 7 (2900 XP)
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Fear of Nightgaunts A Shantak has disadvantage on attack rolls and saving throws versus Nightgaunts

Otherworldy Appearance A creature that is aware of a Shantak must succeed on a Sanity check DC 15 or suffer short term madness per DMG

Slippery. A Shantak has advantage on abilty checks and saving throws to escape a grapple


Vacuum Immunity A Shantak doesn't need to breathe air


Actions
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Multiattack The shantak makes three attacks: one with its bite and two with its claws.

Claw. Melee Weapon Attack +10 to hit, reach 10ft., one target. Hit 12 (1d10+7) piercing damage. If the target is Large or smaller, it is grappled (escape DC 15)

Bite. Melee weapon Attack +11 to hit, reach 10 ft., on target. Hit 11 (1d8+7) piercing damage.




Shantaks are enormous, elephantine beasts that serve as aerial mounts for the Great Old Ones.














Tuesday, May 5, 2015

Cthulhu Mythos creature for 5e

Mi-Go have always been one of my favorite Mythos creatures. I'm a fan of Delta Green and they play a large role in some aspects of the game. There's a version of it for your D&D game.



















Mi-Go Medium Aberration, Lawful evil
__________________________
AC 13 (natural armor) HP 16 (3d8+3) Speed 20 ft., fly 30 ft. (120 ft. in vacum)
____________________________________________________
STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 17 (+3) WIS 15 (+2) CHA 6(-2)
____________________________________________________
Skills Science +5, Perception +2, Stealth +4
Damage resistances nonmagical weapons
Damage Immunities cold
Senses blindsight 30 ft, darkvision 60 ft. Passive Perception 12
Languages Mi-Go
Challenge 2 (450 XP)
_____________________________________________________
Disable device: A Mi-go adds its proficiency bonus on any attempts to disable a trap or device

Innate Spellcasting. (Psionics) The Mi-go spellcasting ability is Intelligence (spell save DC 15). The Mi-go can innately cast the following spells, requiring no material components:
at will - detect thoughts
1/day - clairvoyance

Otherworldly Appearance A creature that is aware of a Mi-Go must succeed on a Sanity check DC 15 or suffer short term madness per the DMG

Telepathy A Mi-Go can magically communicate with any creature within 100 ft of it that can understand a language

Vacuum Immunity A Mi-Go doesn't need to breathe air

Vulnerability to drowning A Mi-Go has disadvantage on all Swim checks
Actions
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Claw. Melee Weapon Attack +3 to hit, reach 5ft., one target. Hit 16 (3d8+3) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15)

Lightning gun. Ranged Weapon Attack: +3 to hit, range 100/300 ft., one target. Hit: 13 (3d8 lightning)



These creatures are found in the HP Lovecraft story The Whisperer in Darkness and other sources including Delta Green. It is rumored they have a base on Pluto.