Showing posts with label DCC. Show all posts
Showing posts with label DCC. Show all posts

Friday, March 8, 2019

Healing Hands - A DCC Spell for Wizards

Dungeons and Dragons, Dungeon Crawl Classics and most other systems that follow in (A)DnD's footsteps have a strong cut between arcane and divine magic. For most players, especially early on, the biggest difference will be:"wizards can't heal. Clerics can"

Arcane healing has been a stable of fantasy literature, but is still amiss in many of my favorite role playing games. While there are many good reasons to keep wizards from healing their allies, i have changed this for my DCC games. I wanted to give the wizard a way of healing his comrades and reworked the lay on hands ability from the cleric into a level 1 spell. Go have a look at


The Reasoning behind this is quite simple. I am not fond of the game feel the cleric provides. Healing is too easy and i strongly dislike how most Fantasy games deal with the restoration of hit points. This version of lay on hands discourages wizards from constantly healing their allies up to max hp and the fear of loosing the spell makes it more of a helpful tool and less of a character defining core ability

I don't want to go too deep into the details of why i dislike the clerical healing ability in it's current state. It has been in so many games and there is a good reason. It's not objectively bad, just not befitting of my personal taste. Yes. There are changes to lay on hands. The alignment reliability is gone and it gets worse with every attempt. Those are all intentional designs to better fit a more scholarly approach to healing spells.

So the final question is: "who will be interested in such a spell?". Not everyone likes the cleric and the concept of divine magic. I can't recall which episode of Spellburn discussed this topic, but a suggestion was to drop the cleric class in it's entirety and treat gods as patrons. This spell makes it easier to adapt this kind of play.

I am in the process of completely reworking my current campaign setting for DCC and i want to get rid of clerics in the process and replace them with a completely new class. Both, the rework and the class will soon make their way to this blog. Roleplaying currently takes a backseat. While i run many convention games i am not playing much within my home group. 
Not fantasy wise at least. I recently started a semi-open Traveller campaign for my local gaming meet up and am in the preparation for running the dark of hot spring island. Not sure if any of those will find their way onto this blog. 
Furthermore i got back into tabletop gaming within the last half year. I just love the system and setting of infinity and starting over with it has been a blast. This blog has never been designed to be a exclusive DCC or role playing blog, so maybe some things will find their way here. But i will keep to the style of this blog and won't post any pictures of miniatures. Maybe scenarios or the rule set i work on for a upcoming campaign (that might or might not happen). If you like miniatures though, check out A butterfly's hobby tally. This blog belongs to a close friend of mine who is one of my infinity colleagues and has been roleplaying with me since more than ten years ago.

This post has kind of dissolved into banter, but don't worry. I won't post until i have something to show for it.

Friday, October 26, 2018

A curious look at: "The Gongfarmer's Almanac 2018 - Issue 1" [2/2]

Let's continue our journey through the 2018 GFA by looking at the second half of the first issue. As with my last post I'll give the classes presented there a curious look and discuss some of their interesting mechanics. If you don't feel like you know what i am talking about you missed my last post and should go back to it, as this is simply a continuation of its predecessor.


Kith Of Kingspire by Aaron Clark & Ethan Miller


A Class inspired by a series of official goodman games DCC Adventure Modules, the Kith of Kingspire is a ancient descendant of the mystical Elder Kith. It's fine illustration shows a tall statue with a face, so evil it would outmatch most Disney villains. The introducing paragraphs not only detail the background of this ancient elven race, but also how the class was conceived and which modules inspired it. Look no further than DCC #88.5 and DCC #92 for the classes DCC Background

The elder Kith are a race of ancient, malevolent elves and the Kith of Kingspire are those few who survived the fall and demise. The survivors are of chaotic alignment and not conceptualized as nice elves. On the contrary. They thirst for violence and Bloodshed. The Kith of Kingspire are adept at the arcane and physical violence and train in both ways.

Mechanically the Kith of Kingspire is nothing new, but with one interesting twist. At every level they must choose between an arcane focus and a martial focus. The arcane focus enables them to cast spells and makes them act like normal elves. Casting spells, Critting on table II and having a d6 as Hit Die. The martial focus makes them warrior like by granting an improved Crit Range, mighty Deeds and a d8 as Hit Die.

While this allows a lot of variety within the class and makes the concept of running an entire group of Kiths of Kingspire less tedious than doing the same with most other classes, it is still quite limited, as level ups are rare and you can only change your focus at those points of enlightenment. I am not a fan of this restriction, as it breaks the feeling of an ancient noble warrior wizard elf who diversified his training to become the ultimate murder-machine.

In total i like the Kith of Kingspire as a class, but only within a limited scope. I would not include it in a normal party, as this class lacks the distinctive features that set it apart from the core classes or the core elf. But it has enough flavor to spice up a campaign or allow for a interesting spin off from the adventures mentioned in the intro to the class.


Lycanthrope by Marc Elsenheimer


Ok. Yeah. I wrote this one. I can't pretend i will give this an unbiased critique. So i won't. I will try to give some insight into the design of this class, but i want to get some things out of the way first.

I can't thank Maike Gerstenkorn enought for the cover illustration. I might be biased but even when i try to access this as objectively as possible... this is one hell of an illustration. The wizard-werewolf introduces the class with a humorous wink while still looking mighty and intimidating, thanks to his imposing physique. Speaking of Art. My class was honored with another awesome illustration on it's last page. If someone could tell me who drew this I'd be quite thankful, because i love the artwork.

The lycanthrope class was originally designed to be a "archetype", which could be applied to any other class, once the character gets bitten by another lycanthrope and fails some saves. After James Pozenel convinced me to approach this one more like a traditional class i shifted this from a core concept to a gimmick, introduced in the appendix. But still. This class was not designed as a core class. Not something you choose to be, but something you happen to turn into by curses or bad fortune.

This approach is still found in his abilities. He handles like a normal character most of the time, which only has some weird saves (negative will save progression) and nice regenerative abilities. He possesses no further special abilities, if he did not have a class prior, but can transform into wolf form, giving him a huge boost to his combat capabilities and making him an incredibly danger (to enemies and potentially even allies).

When enraged, by getting taunted or receiving damage, the Lycanthrope turns into a big, massive beast with stat boosts, bite attacks, monster crit table usage and a general disregard for the concept of not fighting. These abilities were mostly inspired by the (new) World of Darkness Werewolfs found in Apokalypse and Forsaken, since i do enjoy those games quite a lot. The core concept is unpredictability and savageness, as a transformed Lycanthrope can't stop fighting, even if he has only allies left. This massive drawback incentives treating lycanthropy not only as a blessing, but as a curse in many situations.

I like what i did here. It is even more campaign specific and situational than most classes present here, but it can take most campaigns in a totally new direction by applying it to an established character.

Pirate by Dieter Zimmerman


The illustration shows an older pirate with missing teeth and a "piraty" look on his face. The high contrast, line focused nature of this piece sticks out. At first i didn't like it, but the more i look at it the more i start enjoying this artwork. It's not up there with the best, but it is also not bad at all. The introduction paints a picture of the swashbucking, daring outlaw pirate and introduces him as a fighting class who lacks behind the warrior, but should outclass most others in a straight up fight.

With a d7 as Hit Die the Pirate has a hit die quite too small for someone who wants to swashbuckle fools in melee range. But a d8 would be boring and a d6 would be far to low. I sometimes wish the d8 was part of the dice chain...

There are three class abilities that define the pirate. His major ability is called swashbuckle and allows for a agility check in order to gain a bonus on his Attack equal to his level, while allowing for more mobility through free movement or free withdrawal. There are three Problems with this ability. First of all. For a core combat class with no abilities outside of combat, it is just not good enough. Yes. A flat attack bonus is nice, but it falls flat to the deed die, backstab and most other combat abilities. Maybe i am missing something. But i think there are better abilities. At least the Pirate has a good attack bonus to compensate.
Second. It relies on high agility stats. Failing the agility roll results in a fumble and if your agility is not high enough, then you just won't be able to make good usage of this class. A pirate with agility 10 is worse than a wizard with intelligence 10.
And last but not least. There are just too many rolls. What makes the deed die so elegant is that it is rolled simultaneously with the normal attack roll land there are not too many rolls in the way of a combat result.

With his second ability, buried treasure, the pirate can regenerate luck by throwing money away. I like this. Having multiple things to do with money increases the incentive to loot and plunder. Makes a simple "you want money" Hook work wonders once you really have things to do with that money. But there is no synergy with the Pirate class, as he can't use the luck in creative or special ways. He adds his luck bonus to his initiative, but that has got nothing to do with the luck spent or regained.
The third ability is a bonus to saving throws when allies are around. While this might fit the concept of some pirates it's nothing to write home about.

I am not a fan. I have to be honest here, but this one is quite lackluster. It has neither a strong theme nor good abilities. I'd rather just take a warrior or thief and give him a wooden leg. Sorry if i might seem harsh, but DCC has so much potential for great class design and this one is just bland.

Quantum Traveler by R.S. Tilton from Epic Meanderings


We just found the winner of the non existent most gonzo class. While this one might seem like a joke class to many, time and space travel have been quite popular in 1950s pulp fantasy literature and are represented in many Appendix N Books so this class fits DCC more than most might think

The illustration shows a quite modern man wearing many obscure artifacts. He has a weird smile and the twisting portal like background push home the feeling that he is not supposed to be here. Artistically this might be a weak illustration compared to some of the masterpieces here, but it just fits with the class.

A traveler through time and space with his origins in a "modern" highly educated society, who somehow got pulled in the world of your DCC campaign. There is much room for improvisation but you have to put in a little work to make the class fit, as it is nothing you'll just use without thought.

He can use luck exactly like a thief which makes him able to stand his ground in this weird world he got thrown into. Besides that, he has no real abilities to speak of. Ok. That's not true. But he is definitively not competent. His abilities allow for the use of player knowledge within the game world, which can potentially be incredibly powerful, but will most of the time be quite useless, as DCC does not rely on "your basic DnD" Monsters. In addition his doubtful, scientific nature grants him a bonus to will saves regarding the supernatural and he is as good as a neutral thief when it comes to hiding from danger.

This kit fits together to create Mr. everyday nerd to insert himself in a DCC campaign as a player character, which is actually quite a stupidly funny concept. Relying on the Thief abilities copy pasted is nothing i like design wise and the unique abilities kind of fall flat, but it sticks to his gimmick and gets away for that. Mostly because it is a class which is not designed to stick with the party for 10 levels of epic quests. At least that's how i see it.

Sage by José Luiz Tzi

 

A bearded man with traveling gear and a tired, but curious look on his face introduces the reader to this class. The illustration is fun and the clear drawing style clashes against the jagged background in a interesting way. I like this piece, although it is difficult to say why exactly. The Sage is presented as a travelling Scholar of the arcane, mundane and weird, filling the roll of a supportive knowledge based character with some tricks up his sleeve.

The Sage class is incredibly interesting from a design standpoint, but he is hard to properly access. I think i really, need to run a game with one of these in order to get a proper feeling for the class. There is just a lot going on. I'd say there are too many different abilities, but that's just my first impression as a reader.

The Sage gains an ability that depends on his alignment and they all affect the way they can interact with people. While they are all quite creative and fitting to the alignment, the neutral one relies on the judge to keep track of this ability which is something that i don't enjoy much in character classes. More on that later.

The Sage can and should have a patron and can cast his spells, like a wizard but can't access and learn normal spells. They only gain them through their patron. This turns spellcasting into a minor ability, of which they have many more. I won't talk about all of them, but will try to give a good overview. Sages can expend one point of luck to inflict a penalty on an enemy roll. The penalty itself is rolled with a dice dependant on the level of sage, mirroring the deed die progression on lower levels, but going up to a d16. Their luck also regenerates. This is cool, but the luck regeneration makes it quite strong. And adds to the list of things to remember.

His other abilities are knowledge and wisdom based.He is always trained with all Knowledge Skills and gains a bonus when dealing with his occupation. He furthermore has access to some thief skills using the thief's progression on those. His Action dice are weird. He starts out with 1d16 and 1d12, and only gains a d20 at level 4. He can use his secondary dice only to advice fellow party members, granting them this die to carry out actions. I like this ability a lot and consider it the core of the class, but i don't like him not having a d20 as an action dice. It's just a consistency thing. Even level 0's have 1d20. Why do you "downgrade" when gaining your first level? This adds to the huge pile of things to micromanage and remember

I saved the worst for last. While a bonus to his initiative is not that bad, all foes acting after the sage have to declare, but not execute their actions before he chooses his path of action. I actively dislike this. A lot. While i can see some thematic merit to it, this one just takes the breath out of every encounter. The more people are involved the messier it will get and this ability alone makes me want to not accept this class. Just because i don't want to micromanage and think this much when running DCC. Maybe it's not as bad as i imagine it. Maybe it is great. I don't know. But i can't imagine this being fun.

This class has some amazing design and amazing themes, but it just has too many of those. It is bloated with things to remember and things to make work. The class is (except for one ability) great. But i neither want to play nor run games with it. There is just too much going on. Way too much.


Scout (A Thief Variant) by José Luiz Tzi

  
This class promises to be a wilderness take on the thief, close to the well known "Ranger" from many iterations of DnD. It's competent at that. The introductory Art follows the same style as the Art for the Sage, but while the Background elevated the picture for the sage, i feel like the Background takes things away here. The scout just won't fit in right. Also i am no fan of the pose. Artistically there is not much wrong. But i just can't get behind it.

This is nothing but a small switch around for the thief. He looses some thief skills and gains new ones. Instead of backstabbing he can Ambush. This is not as versatile but way better, as you can set up an Ambush and let your peers profit as well. Hiding in the wilds is fun but not as versatile as hiding in the shadows and tracking is amazingly useful, as you would imagine.

His final ability allows him to set traps. Whenever he had time to prepare an area he can spend a point of luck to make a free "Trap attack" against anyone there. This is a great ability, but i fear the 1d6 flat damage won't scale into higher levels and this might drop off in usefulness.

While i liked the Writing in Josés other class i dislike it here. A lot of the text is just meta-references or unnecessary addressing of the audience which hides usefull information in some points. My biggest point would be the introduction to the Set Trap Ability.

This class is fine. It does nothing exciting, but i can see why you'd wanna play it. The Traps and the Ranger theme are great. But the writing hampers this one quite a bit. I get the feeling that it would be amazing if José would take this Archetype and turn it into a full class.



Now for something completly different

I promised to write more consistantly and i wanted to write this article as a direct follow up one week after the last. Here i stand, a whole month after the last article, writing this on a friday evening to get it out on my regular release day, at least two weeks to late. This one should have not taken me this long, but it did. And the worst thing is that i haven't even played a single session of DCC (or any other RPG if i remember right) since then. I will continue posting. I'm just quite busy recently.

But there are also great news. For those german speaking readers of my blog. The Project ARoMa which i am a part of, will release it's second issue next month. It's a 100 page fan-zine filled with ready to play adventures. And i wrote one of them.

Für alle Interesiierten. Man findet unsere Webpräsenz hier:

https://aroma-magazin.blogspot.com/


And while i am quite short on time, i am drowning in ideas. Some way to big to release here. Give me time and amazing things will happen. I promise.

As always. Thanks for reading!

Saturday, September 29, 2018

A curious look at: "The Gongfarmer's Almanac 2018 - Issue 1" [1/2]

Writing a critical look at something free might see redundant to some. Everyone can check it out as they please so why should someone try to analyse something like the Gongfarmer's Almanac? 

The 2018 GFA is packed full with amazing, community created content for DCC RPG and every player and judge will find something interesting in there. Many people committed hours upon hours of amazing work to get this thing done and the labor and love involved in this project is hard to grasp for someone not involved in the making of the GFA. And while the GFA gets regularly praised it never get's a critical look. There is much to dig through and Ravencrowking regularly provides a great content overview. What you don't find there is critique for the writers to improve even further. So this is why i am about to dive into the 2018 GFA, starting off with "Issue 1 - New Class explosion" and want to give it a curious examination.

The Gongfarmer's Almanac is a free FanZine for DCC RPG. It is made by a big community with lots of authors, artists, editors and layout masterminds involved. This years Zine is divided into 7 Issues, with six of them providing approximately 60 pages of new content each and the seventh being the famed "Master Zine Index", providing a conclusive list of which fan creations can be found in which FanZine.The First Issue is called "New Class Explosion" and contains many new classes, which I will now examine closer.

Bias warning. I wrote a class for this Issue. I won't discuss it in this post, but yeah... i'm involved.

A quick rundown of DCC class design


Classes are a core Concept of DCC. And whilst nearly every character can be realized with the 4 core classes (and 3 races) provided in the DCC RPG Book, there are still many concepts which thrive with their own rules. A Interesting DCC class should have a nice core mechanic and should with increasing levels, only increase in quality of their abilities not quantity (except for known spells). Also every class interacts with Luck in some way. This at least is how the Core classes are designed and it works incredibly well. I will thereby look for a discernible core mechanic in each class and how their abilities scale with level. 

The quality of the class is highly dependent on how intuitive and versatile the class's mechanics are. While not every class should be able to solve every problem (quite the opposite is true), mechanics should always serve more than one purpose. The Deed die is a great example of a versatile mechanic, as it lets you execute nearly any combat maneuver you can think of and increases your combat prowess in general. The limits of this ability are often the limits of the players imagination.

Magic wielding classes are quite different. Since magic is a core mechanic in itself the class should give a theme or a special twist to the magic wielder. But let's not dive into that and get started.

Let's begin our curious look


Bardic Rocker by Jason Morgan. 

 

Illustration wise we are off to a great start. The mix of a classic fantasy tavern with an excitingly metal flying V e-guitar and a quite metal looking bard let's you immediately know whats up with this class. The introductory text paints the same picture. It's a bard with a sub tone of heavy metal and hard rock. Mechanics wise this is a bard. There is not much more to say about it.

The class table is fine. Using Crit Table III makes him martial and bad ass, when crits occur and a decent attack bonus, associated with a d8 HD causes him to be the man every rocker wants to be and stand his ground in most combat situations. I don't get why he has flat (thief) skill bonuses that don't increase with level. They just seem tagged on and for me, personally, work as a dnd Bard, but not as a crom-damned DCC Hard rock god. We don't pick locks. We kick doors in. Spellcasting is decent and relies on the disapproval mechanic, but with song requests added to it. Thematically nice but there are no real consequences except for those at judge's discretion.

There are many nice touches, like Spells working with luck as your main attribute and the iconic bardic performance working with a performance die, but in the end this is just one of many Bards, who has a Hard Rock theme associated with it. Don't get me wrong. I like it. The theme is fun, with a great selection of 80s rock artists referenced, but there are many DCC Bards out there and this one does not stand out. It is incredibly competent and the writing is evocative and top notch, but for my personal taste the Rock Theme is only suited to more light hearted rounds.

If you want a fun bard with some nice mechanics and a hard rock theme this class is for you. If you were looking for a completely new take on the bard as a class, then this might disappoint you. 


Berserker by José Luiz Tzi. 

 

I can't say how much i love the cover illustration. There are no words to describe it. The intro text offers a lot of backgrounds for such a character and paint a nice contrast to the fighter. While the fighter class allows for chaotic and wild characters, the deed die mechanic is a mechanic of calculated intend and this class is quite different.

Thankfully, unlike so many other attempts at a competent martial class, this class did not get a deed die tagged on to make him competent. The Berserker is different. There are many barabarian classes out there but this one is by far my favorite of the bunch. There are two savage mechanics at the core of the character. Cleave and Frustration. As long as the Berserker kills his target in combat he can continue attacking targets. This is brutal. The berserker can tear through weak foes completly lost in blood and rage. It's a great core mechanic. You could over think it but mostly squishing weaklings will be the way to go. 

Frustration is the other core mechanic. Everytime the Berserk misses he becomes more and more frustrated and gets a extra die (d3 and increasing) to his attacks and damage, until he hits. This is close to the deed die mechanic but it just suits the class incredibly. You want to attack and nothing else. If you hit, you wreak havoc, if you miss... you will hit sooner. In addition savage instincts help the character build anger and frustration by experiencing triggers like fighting weaklings. This mechanic is nice in concept but i don't like the execution. It's not bad, but not as stellar as everything else. The list of triggers increases with level and get's harder to keep track of. This is either challenging for the Berserker or for the judge. 

All in all this might be my favorite class from this years GFA and my favorite barbarian in DCC. The class has flaws but they are minor and nitpicky.


Faerie Class by James A. Pozenel, Jr.

 

Not only offering a new class, but also a new race, this article is just packed full of stuff. It originally appeared in Angels, Daemons & Beings Between, Vol. 2: Elfland Edition. Since i don't own this book i can't say if it was reworked or revised since it's first appearance. 

The Cover Illustration paints a malevolent picture of faeris, with a grim looking faery wielding a sharp and pointy knife. The introductory text is long and offers a detail of the faery race along with their two factions. The seelie and unseelie court. This, combined with the half letter sized format, makes for a not so easy to digest introduction, but the information in there is worth a lot. It's well written and well spaced out, but the level of detail might be too much for someone giving this a first read.

Faeries are fragile, low damage dealing, spell slinging, sneaky beasts. And they excell at this. Their abilities are quite befitting for the small folk, although they play it safe for the most part. They have their own spell list and can turn into a normal sized humanoid for a while to compensate for their martial flaws. Their most unique ability is the ability of flight, which not only makes them quite fast and mobile, but also predestined for exploring those nasty shafts in the ceiling. Their stealth abilities help to further this. Faeries have unique optical features, dependent on the court they align with, but those sadly have no impact on their abilities. One missed opportunity is their use of the luck attribute. It is simply added to their AC and Ref save. I was hoping for something more mythical, unpredictable and weird for those.

Then there are the other additions. Amazing new spells for faeries, faerie occupations, known languages and a new deed to use against fairies. This is just amazing and just fills in all the blanks for this class to be the most complete of them all. Making new DCC races is not as easy as making a new class, but James pulled it off. 

Whether you like this class or not depends on your enjoyment of fairies in general. I am not a huge fan of faeris and while i can see how well those core concepts were executed here, but this is no highlight for me. Its competent and well put together, but i think it could have gone weirder in some places.


Goat'O'War by Randy Andrews

 

Goats have been getting a good bit of love within the Gongfarmers Almanac. With two goat classes within the last few years, the aspiring bringers of chaos have more options than elves at their disposal. 

It's a goat illustration... and a quite goat one. There is a disturbing lack of intro text, which is quite sad. The introduction only outlines how to become a Goat'O'War and adds no flavor to that. But then again... it's a goat. What did you expect? This class is not meant to be taken serious but can do wonders if it is. Goats speak abyssal, naturally, and have the innate ability to headbutt the living shit out of everyone crossing their way. They can climb and bite but fail to offer anything else. 

While this class could have been a nice, fun class, it has shaved of too many words. Natural weapons, secondary attacks and the use of the deed die are all hidden within the "weapon training" section of the class and while i guess it's not the case, it is never explicitly stated that they can't perform mighty deeds of arms. But that's just one of the many problems with recycling the deed die to attack. Also some things get flat bonuses at levels, for example the charge bonus turning into a +2 at level 5. I strongly dislike this because it's a missed opportunity. One could have done more with the charge and the flat bonus increase is hidden within the text and not represented in the table.

This class has fun aspects, but i prefer the Doom Goat from a few years ago over it, as is relies on fun, new mechanics instead of putting a warrior on four legs. It's quite goat, but i hoped for more. 


Gongfarmer by Reece Carter

 

The Gongfarmer is a class now. You now have the ability to be a travelling night soil digger, solving problems with your own might, skill and the feces of others. The illustration is funny, as it perfectly depicts what the class does. This one is not meant to hang out with the cool guys. The gongfarmer is lacking an intro text and delivers all its "charm" through it's mechanics. 

The gongfarmer is not a good class. Not if good means well balanced and heroic. It's just the natural extension of the gongfarmer concept. He is not good at fighting, but can deploy some quite shitty (pun intended) tactics to deliver tons of damage to a single foe. He is not likely to ever puke or feel ill. He does that for a living. He regenerates luck. But far to few. Only a legendary gongfarmer (if something like this exists) will ever run around with a comfortable luck stat. That's it for this class. And it's fine. It's really fine the way it is. 

This one is hard to judge. It's a gongfarmer for crom's sake. He is not meant to be competent or fun to be. He is the butt of many jokes and a quite shitty companion. But he could be far, far worse. And i'd love to see him once thrown into a normal, regular group of DCC typical cutpurses.


So far and till next time.

I will spare you from the wall of text associated with me going through all the classes. I'll simply outsource the remaining ones into the next blog post. Stay tuned and feel free to discuss my curious look. It's just a opinion and observation from a biased standpoint.

Friday, September 14, 2018

The Elven Strider - A DCC Character Class

You are an outsider to most. Growing up as an elf, a long living demi-human, whose ancient civilization indulges in crafts and arts, magic and mundane, your lack of connection to the arcane world ensured, that you never quite felt at home. Traversing the thick elven forests you found your fulfillment in the martial ways, training in combat and patience alike.

Today's post is about a new character class for DCC RPG

[If the link does not work try this one: https://drive.google.com/open?id=1ZzOxw1JOwTl2vDziYnAUycg0GN_hKXzC]

Character classes are a stable of fantasy role playing games, ever since D&D introduced them into their game along with them. DCC uses a old school line-up of character classes and with those, classes and races are indistinguishable. Being a dwarf apparently is a full time job.
This system has many perks and one of them is streamlining characters and play as well as setting expectations to judges and other players. Character and personality in DCC are not about what is written on your character sheet, but what the character experiences and how the player expresses him, anyway.

I am normally not a fan of elves. I just don't want to play them most of the time. But DCC made quite interesting elves by combining them with patrons and making them into long living vessels for some of the most powerful entities out there. While i liked that concept i felt like i wanted to give elves another option. 

In the long run i am planning on giving all races (elves, dwarfs, halflings) a second class option, just to give their players some choice and make them compensate for the "wrong" stats better. I have not settled for a second dwarven and halfling class yet, especially as there are some amazing ones out there on the Internet and in Fanzines.

The elven strider is a elf whose focus lies more on physical and martial combat and who has only small arcane capabilities, granted through his patron. His defining class feature, the Aim Die came from a Discussion on G+ on a similar class. The Outlier by Nick Baran. Check it out. It's quite cool. I just wanted to have a combat capable class who does not use the deed die in the typical fashion and wanted to give it a unique spin. 

This is not the first character class i ever created. For this years Gongfarmers Almanach i wrote a Lycanthrope class. Feel free to check it out. I am quite proud of it. It can be found in 2018 Gongfarmer's Almanac Volume #1. Huge thanks to my friend Maike Gerstenkorn who contributed the amazing Werewolf Artwork for the Front page of this class. 

Did you know that the consolidated Version is out? No? Go buy it! Its only printing and shipping costs. Literally the cheapest option possible. Gongfarmers Almanach 2018

Please feel free to leave any feedback for the classes, along with fun anecdotes that arise from playing them. I plan on writing a more general post on class systems and am even working on some exciting alternatives to use with DCC. Until then. Have a good time
 

Friday, July 6, 2018

When Magic goes critical - DCC Rules

Magic in Dungeon Crawl Classics is awesome. It really is. And one of the most fun aspects of magic is never knowing exactly what happens. Therefore DCC wizards are among the most fun classes to play in all of fantasy roleplaying. There is just one thing that has always bothered me.

One of the most important things about d20 Systems is, that when the dice come up with a 20, then something awesome happens. This is true for Wizards in DCC to some extent. The rules say that when rolling a natural 20 you get a even higher spell bonus than you already got. So you are incredibly likely to cast the best spell of your life. That's good. But not as fun as rolling a 20 for any other class can be.

To make this more fun for myself and my group i did the most DCC thing i could think off and crafted a new set of random table to roll on. Critical Tables for spells. All spell casting classes can use these tables to determine more awesome results should a natural 20 come up. The tables work incredibly similar to the way mundane critical hit tables work. 


[If this link is not working try this one: https://drive.google.com/open?id=1cLvLnwdeSFyaCSfz6qPVC2nTYe57vgDb]

Those tables have not yet been playtested extensively, but my players like them this far. Feel free to leave Feedback as a comment or on G+

I can't guarantee that I'll keep a bi-weekly update schedule for the next few weeks but I'll try my best. I am definitely not running out of ideas. Just out of time.

Friday, June 22, 2018

Tzashazul - The Dimensional Terror - A DCC Patron

The Dimensional Terror is an ancient beast of magic. Not born, neither created it mindlessly traveled through dimensions, devouring mind after mind to fill its shell with thoughts. The pure basis of its existing was madness. Thousands of minds, living in a immortal body, struggling against each other, trying to seize control or escape this torturous state. As eons passed these minds slowly merged into one twisted, mad, but at the same time genuinely brilliant beast, which calls itself Tzashazul. 

Tzashazul - The Dimensional Terror

[If this link does not work try this one: https://drive.google.com/open?id=1S8qJnzcz43vwsYMgRhOKWkCBqyPPgkVR]

I hereby present to you Tzashazul. A DCC Patron for those seeking madness. I have to give credit, where credit is due. This Patron is inspired by one of the finest DCC adventures i ever had the pleasure of running. Of course i am talking about the magnificent Sailors on the starless Sea by DCC legend Harley Stroh. If you don't know this Adventure skip the following paragraph.

Spoilers ahead. It is no secret anymore that one of the deadliest beasts in Harley Strohs adventure is a giant leviathan living at the bottom of the starless sea. During one of my playthroughs a character began, driven by madness, to cut out his enemies and allies hearts to pacifiy the beast. The elf took such pleasure and fulfilment in the task that it was only natural, after he sacrificed the hearts of the enemy shaman with a combination of suicidal stupidity and unjustifyable luck, to make this beast at the bottom of the starless Sea his Patron. 

Spoilers end here. The Patrons design changed a lot over the course of the last weeks as i was never happy with what i got so the final version has only small resemblence to what Harley Strohs Adventure suggested. The theme of madness and tentacles stuck, though. This is all for those familiar with DCC. I am quite happy with this patron, but i'd love any type of feedback on this one as it is my first Patron write-up ever. To all those who don't know what a Patron is let me explain it to you


Patrons in DCC


Wizards in Dungeon Crawl Classics are fun! DCC is one of the best fantasy systems to be a wizard in. It perfectly fits the theme of wild, unpredictable, yet powerful magic. And the constant struggle of wizards to push their power and knowledge to unprecedented hights is omnipresent within the game. 

Patrons are one of the best implementations of this idea. By learning the spell "Patron Bond" a Wizard can strike a deal with a Patron. A being of vast arcane knowledge and power. The character offers up his wealth, services or even his soul in order to gain more power from his Patron.

In game terms, when a character bonds with a patron they strike a deal. The character gets the ability to invoke his patron for help and might, over the span of his adventuring life learn new spells from his Patron, which are superior to most normal spells. But every request comes at a cost. The character has to carry out quests for his Patron or has to sacrifice his wealth, his allies or himself to the Patrons cause. The Patrons influence taints the character over time, as he uses his masters service more and more. 

There are many types of Patrons. Some are powerful, formerly mortals beings who achieved near immortality through arcane skill and knowledge. Some are gods, supporting their followers with powers beyond celestial magic. Many are demons, abusing weak mortals for their own goals by pretending they could achieve greatness. 



One last note: Check out the amazing Knights in the North Blog, if you don't know of it yet. They post tons of amazing DCC stuff and have recently posted an amazing additional system to further improve upon Patrons in general. I highly recommend using it! Seriously. Take a look at their Patron and Deity Demands!

Until next time, where i take another look at the Wizard Class in DCC!

Monday, May 21, 2018

The obligatory house rule post.

As i started this blog i made a post about why i enjoy Dungeon Crawl Classics as much as i do. One of the points i made there was how easy it is to modify the DCC ruleset. I and many other judges out there made house rules to adjust the game to their personal preferences. I wanted to present some of my house rules for a long time and now i finally found the inspiration to do so.

This week the awesome Spellburn Podcast made an episode in which they talked about House rules in great depth and presented many suggestions. Go and listen to the episode if you have not done so already. It's a great one.

Two of the house rules presented here are already featured in the Spellburn episode but were heavily modified since then. I will discuss the reasoning behind every house rule and implications here. If you only want the crunch, then don't worry. I also posted all house rules as a PDF

OOC-DCC-Houserules

Attribute Checks


Instead of rolling 1d20 and adding the modifier of the corresponding attribute, players roll 1d20 and add the entire value of the attribute when making Skill and Attribute checks. All difficulties have to be adjusted by adding 10 to the DC.

Rolling the body is the only exception to this rule. You still need to roll under your luck attribute in order to succeed.

Reasoning

I never enjoyed rolling for attributes in d20 games. Big dice and small modifiers make your character and his stats feel irrelevant to the outcome of the roll. While DCC fixes this by rewarding creativity over dice rolling i still felt an urge to change the rulings.
My first attempt was, inspired by some AD&D and Cthulhu games i played in, making attribute checks by rolling under the attribute. While i liked it and still think it works fine this ruling had two major problems. First: Calculating Difficulties and factoring in modifiers is a mess. Second (as discussed in Spellburn): Rolling low is not fun. While i might disagree on the second one, the first one always bugged me.
This solution is mathematically equivalent to rolling under the attributes when it comes to probabilities of success. Also you don't have to house rule modifications. They apply per normal rules. Its still not that great to have a result of a 15 be "not that good", but i prefer it widely over a success difference of 15% between the weak wizard and the mighty warrior when it comes to strength checks.


Blocking with Shields


In addition to granting a AC Bonus shields can also be used to block any one melee attacks, which the character is aware of, even critical hits. The blocking of an attack has to be announced after the attack is rolled but before any damage or  critical rolls are made. The shield is destroyed by the attack and no damage is applied to the character.
Magical shields are not destroyed, they are knocked away, cut loose, stuck or otherwise made useless for the remaining encounter.

Shields can be used to attack, which uses the normal dual wielding rules except for dwarves.


New Equipment
Shield Cost* Damage** AC Bonus Check Penalty Fumble †
Wooden Shield 20gp 1d3 +1 -2 +1d
Steel Shield 35gp 1d4 +2 -4 +1d
Tower Shield 80gp 1d6 +4 -6 +2d
* for use with base DCC. My Campaign Setting "Thireila" converts all costs from GP to SP
** If used to attack (f.e. by a dwarf using board and sword)
† In addition to any armor worn. 1d equals a step on the dice chain for armored fumbles d4-d8-d12-d16-d20-d24

Reasoning

 As i read through the hubris setting i found this rule and wanted to imply it into my game. The rule as i present were originally found in Crawl Issue 2 , which originally took them from the Trollsmyth blog. I made a way more complicated draft out of this, which allowed to block multiple attacks and tracked shield hit points. Damage overflow from shields could be applied to characters. It was a quite nice system i think. It just did not work for DCC. DCC is focused on actions and reactions, not on bookkeeping. Its inspiration is in heroic fantasy, where taking a hit to the shield is not a tactical choice but an act of desperation. This current draft encourages this epic style of play without complicating gameplay and the new shield types i included offer more choice for player characters.


Combat Actions


Charging grants a +2 bonus to damage (if the attack is successful) instead of the attack roll. As usual it also grants a -2 malus to the charging characters AC

A character may perform a reckless attack. This grants a +2 bonus to the attack roll and reduces the attacking characters AC by 2. This maneuver can be combined with a charge to get +2 to attack and damage at the cost of a -4 AC malus.

Reasoning

An attack performed with high momentum should be impactful. Charging should be awesome. In basic DnD and DCC a charge is just a way to get more reliable damage instead of a maneuver to get one hit of high damage. So i changed this around. But even in a normal fight one can recklessly go all out on the enemy. It won't put more force to your strike, but it will make it more likely to hit someone.
This grants more options in combat which are not hard to explain, don't need any specifications and help create more high risk situations initialized by players. The impact of this additional action will drop off towards higher levels as characters get more reliable results out of their class abilities so it will only increase choice for 0 or low levels characters. I have not yet play tested this enough to see if it makes it too easy for the characters, but mightier characters can easily be countered by mightier foes, right?

No Corruption and Fumble avoidance

Wizards can't burn luck to avoid corruption, Warriors can't burn luck to avoid fumbles.

Reasoning

Corruption is awesome but rare. And avoiding it with one single point of luck makes corruption so rare that its not even worth checking. But as i mentioned, corruption is awesome. So it should happen. Therefore should not be avoidable.
I gave the warrior the same treatment and made them not able to avoid fumbles. I just like rolling on tables okay? Maybe the warrior thing will get kicked out soon, who knows.

Friday, March 30, 2018

Hog - God of Beasts and Combat

Here comes another God of Thireila. The chaotic and destructive Hog - God of Beasts and Combat.

While most of the Gods want to carry their ideals out into the wide world of Thireila, Hogs goals are more simple. Hog wants to see the most impressive combatants, men or beast, have the most brutal fights one could think of. Those who follow him are warriors and savages, mercenaries and brutes, looking for evergrowing challenges and rewards on the fields of battle. Whether they go alone or in groups, they don't care. They pray through their actions, not with their words. And while some belief in the constant struggle and fight, most follow Hog because his powers reward those who spend all their life fighting. 


The whole deity entry can be found here.

And now for something completly different.

Yesterday some books arrived at my home. Goodman Games 4th Printing of the Dungeon Alphabet, as well as the most current edition of the Monster Alphabet completed their journey, from the printing press in america to my lovely home in germany. I had the Pdfs to toy around with for some time now but those books just screamed at me that i finally should put them to good use.

Most of the time, when designing a dungeon, i design an Adventure first. I know why my party wants to go there and what they want. i know what the locations purpose in the story is and i know what awaits them. Yesterday i drew a map without any clue what it's going to be. I just started drawing and ended up with this

But this is not just a attempt to hone my (quite lackluster) drwaing skills. No. This will turn into a fledged out Dungeon next week. I will use my Special Places Chart from Rolling Through Regions, to randomly determine what this location will be and then i'll sit down with nothing but a pen, this map and the Dungeon and Monster Alphabet to fill this one with life. And you'll get the result and a quick report on how it went. I am looking forward to this!

Friday, March 16, 2018

Fate of the Ruthless Wizard - A DCC Funnel


The old tower looms over your small village. In the past it was a sign of resilience, but now it has turned into something else. As you step out of your small homes into the Towers shadow, the fear of the wizard Broshgar creeps back into your hearts. He took your food and your goods, he abducted your friends and your family and without remorse he killed anyone trying to stop him. Only a few months ago he took four of your children at once. And you let it happen. But today is the last day you'll ever be afraid of him. Assembling in front of the towers entrance you are ready to end his reign of terror.


I hereby present to you my first Adventure posted on this blog. Fate of the Ruthless Wizard is a six pages long DCC Funnel, which can easily fit into a single session. Built for 12 to 16 level 0 characters it will set your party up against an evil wizard who terrorized your characters home.
 I have playtested it twice and alwawys had a lot of fun with it. If you want to send any feedback into my direction feel free to do so. I'd love to hear any opinion on this module.

FATE OF THE RUTHLESS WIZARD - A DCC RPG FUNNEL

Enjoy!

Friday, March 2, 2018

Travendra - Goddess of Fate and Death

Today i give you only a small update to the World of Thireila in form of another god, following up on last weeks entry for the Gods of Thireila.

There are many things uncertain in Thireila. But what remains constant is that humans won't understand everything that happens in the world and, that all humans will die someday. These are the domains of Travendra. Travendra watches over the fate of the world and teaches humans to accept what happens in their life and to them. She is neither cruel nor forgiving as she does not interfere with the world in direct ways. Nobody knows whether she only follows fate or weaves it.

Friday, February 23, 2018

The Gods of Thireila

I am currently re-designing some of the aspects of Thireila. This article has not yet been reworked, but will soon be updated!

Today we're gonna take a closer look at the deitys of the World Thireila, which i presented last week. This post will feature specifics about the clerics of Thireila and as well as the detiled entry for one of the gods. others will follow within the next few months.


Thireila has seen many powerful creatures. Some mighty enough to claim the title god for themselves. The gods had powers far beyond imagination, not linked to the magic some weaker races wield. Those beings have shaped our world like none other, have sprouted and raised some civilizations, as well as they have brought doom to others. Some gods live in our realm, some have their own home in a distant plane, but most influence our world to this day. This Post will mostly focus on the Gods worshipped by humanity.

The Gods of the Human Race


The Gods that brought humanity into existence were among the first beings to wander this world. They spent centuries travelling and shaping the world, building friendships and rivalries among each other. The thirst for power lead the civilizations of Thireila towards magical experiments, which brought the first demonic invasion upon the world. The Gods could, after a long war, send the demons back to their home Ifrinn, but the damage was done.

The gods then proceeded to help fill the world with life again and brought forth the race of humans. As peace settled in and humans claimed the world the gods resigned from creating, as they fell enamoured with the humans and created avatars to live among them. Distracted by mortal pleasures the Hordes of Ifrinn could make their return.

The gods were overwhelmed by this army and as the full invasion began they could not stand their ground. After months of losses they struck one final plan: All Gods left combined their power to banish the demons once and for all. This Ritual lasted one day and shaped the world forever. The energies set free burnt land and cities. the living races had to pay a high bloodtoll but the attack hit the demons harder. Not many demons survived and those that did were without leadership and scattered across the land. The Plane of Demons was sealed again, but the gods were nowhere to be found.

As the world recovered from nearly beeing destroyed humans that lived by the rules and principles of the gods began to feel a power flowing through them. The gods were still alive but not among the living anymore. They became bodyless entities and the only way to impact the world they had left was to grant humans power to carry out their will. They became worshiped or feared but could no longer walk the land as they once did.

Those gods are the gods humanity worships today.

The Gods of Humanity
Lawful Neutral Chaotic
Imna - Goddess of Honor Janu - God of Diplomacy and Secrets Elyra - Goddess of Mysteries and Magic*
Parthia - Goddess of Justice and Nobility Molyk - God of Creation Hog - God of Beasts and Combat
Paturo - God of Wisdom and Age Tirif - Goddess of Nature and Weather Matho - God of Desperation and Hope
Ralwonir - God of Purity and Health Tjorael - God of Hospitality and Alcohol Olnoth - God of Pestilence and Illness
Torgej - God of Craftsmanship and Trade Travendra - Goddess of Death and Fate Shantu Sulfar - Goddess of Alchemy and the Moon
Vorlukay - God of the Undead Urr - God of War Zeyai - Goddess of the Sea

* Elyra has only few clerics and mostly acts as a patron to aspiring Magicians  


Clerics in Thireila 


The existance of the gods is not up for debate so the only question for most beeings is wheter they can identify with the ideals of a single god or a group of gods enough to worship them over all others. It is common for humans to follow the path of a god but some take it one step further and devote their entire life to a single god. Those people are called "clerics" and are able to summon the power of the gods.

Some clerics and faithful organize in churches or ordos but others find faith on their own. Not all people choose the god which they follow sometimes a god chooses a human to carry out his will. The Gods don't take the servitude of their followers lightly and reward them by helping them on their encounters and lending them powers. But a Human who abuses his powers or betrays his god might soon find out how the real wrath of his god can feel.

The importance of the churchs and gods varries on a regional basis, depending on the interest of the gods, the faith of the people there and the intents of the rulers. Some rulers even forbid the worship of specific gods. While the gods mostly lend their powers to humans some of other races have been able to follow their calling and join the ranks of the clerics.

Playing a Cleric 

 

Thireila hosts some changes to the way Clerics are played in Dungeon Crawl Classics. There are two major changes. Disapproval and Deity specific abilities. These changes all depend on the specific Godthe cleric follows. If no Entry for the god of the cleric has been released than these changes don't take place and the cleric follows the normal rules presented in the Dungeon Crawl Classics Book.

Deity Abilities

Each Deity alters the way of the core abilities in some minor or major way. Specifics are detailed in each gods entry. 

Deity Spells

Each God gives his clerics access to one or more spells only his clerics may use. These spells can be aquired once a cleric has a level high enough to learn spells of that level. Deity specific spells use a "Spells known" slot as normal spells do and a cleric does not have to learn them.

Deity Requests 

Each god entry comes with a table of six god specific deity requests. These can be used instead of the table in the core book or in addition to it. If combining both simply use a d16 and treat the results in these new tables as entries 11-16.

Disapproval

In Thireila the gods are more aware of the deeds of their faithful. So their punishment is more concrete. Every God has its own disapproval tables, which are divided into three categories. Lay on Hands, Turn Unholy and Spellcasting. Instead of rolling a Number of d4 equal to the result of the roll which caused disapproval, simply take the result and compare it to the table corresponding with the action, which caused disapproval. If the disapproval has come up as a result of a Divine Aid roll, then refert to the table best fitting to the request and deed.


Ralwonir - God of Purity and Health.

The Pure god, The savior of Mankind, the Helpful Hand. Ralwonir is all this and far more. He watches over the humans, protecting those, who follow the right path and are of pure heart. He rejects those who only thirst for power and fame, those who willingly put others at risk and those who have any malicious intent. His vision of humanity is a vision of humble, grateful, helpful and loyal beings and he will do everything to protect his faithful who are building this vision. Those who failed his Vision may have the chance of redemption, as Ralwonirs hopes for humanity are far too high to let people fall easily.

Deity Entry (click to open):
Ralwonir - God of Purity and Health

Friday, February 16, 2018

Welcome to Thireila


Most of Thireilas history lies buried in ruins. Before the wars there was a time of peace. Not peace all over the world. If all cultures have one thing in common, then it is their lust for conflict. But what brought our world close to death was no nation known to us. As the Hordes of Ifrinn rose from their home they brought death and destruction. The Demonlords and Archdevils easily dispatched most armies of our world and only the gods could save us, giving up their eternal bodies and banishing themselves from our realm. 

Welcome to Thireila. The world of demon ashes. This world is a setting for Dungeon Crawl Classic, which i use for most of my game sessions. While it might not differentiate itself too much from most DCC Settings, being a classic medieval fantasy world, it lies the simple groundwork easily to grasp, with enough depth to let players connect to the setting with ease.

History

 

Nobody really knows how old this world is. It has seen many civilizations rise and fall, as centuries passed by, leaving no one to tell the tales. But some tales outlast time itself. As magic was discovered the borders between the realms became only mere suggestion for the ancient wizards and war became horrific, as demons and devils joined in on the action. The ancient entities, we now refer to as gods, were among the most powerful to ever set foot on our realm. Nobody knows where they came from or how long they existed. 

In the early days of Thireila many species were created. Some were children of the gods, some just appeared on the face of this world. Those races of the first age were as diverse as they were powerful. The gods were excited about them but some feared they could rival them in power. As time passed, the ancient races discovered a new source of power to utilize. Magic. The wild and untamed energy of magic was as powerful as it was dangerous and only few of the gods could grasp it, as their power was something completely different.

Around this time rivalries and conflicts between the gods became more common. Wars were waged, Alliances were formed and broke, and the races of Thireila were forced into those without another chance. These conflicts all left their marks on this world and as the gods got carried away by their displays of power a new Threat emerged. A magical realm, Ifrinn, was discovered by the ancient mages and the barrier that kept those worlds apart got damaged by the experiments of the ever so curious wizards.

As the barrier lost its strength some of the inhabitants of Ifrinn made it into our world. Demons and Devils, beings of pure chaos and destruction, seeking to bring ruin to our world. Most gods were disgusted by those beings but a few aligned with them as they too sought chaos. The fight against the demons and their allies was short and those gods who could wield the magical powers tried their best at restoring the barrier to Ifrinn, but the punishment for those races who brought the Demons to Thireila was grave. Only few races of this time are still alive.

As time passed a new race emerged. Not created by a single god, but children of many the humans were different then those who came before them. Unlike others he humans acknowledged all the gods and were seeking their guidance instead of avoiding them. This led them to grow, building cities and keeps, founding nations and empires. And the gods rivalries calmed down, for a while.

As humanity grew in power they discovered more and more about the world and themselves. Most Gods were not opposed to the humans wielding magic, but quickly found out that they lacked the power and control to rival the mages of old. They thought, they could not tear down the barrier into the realm of demons, but they were wrong. Meanwhile the demons found other ways, breaking down the wall from their side and corrupting other races. The first to be corrupted were the elves of the black forest and they among many others joined them. As the gods noticed what happened it was too late.

The hordes of Ifrinn brought the biggest wave of destruction upon Thireila that was ever seen. The human empires fell within days and soon the Archdevils sat upon the thrones and the Demonlords killed every soul in their path. The gods had to save their world. In an act of desperation they performed a ritual, which changed the world forever. The ritual destroyed the hordes of Ifrinn nearly completly. The Leaders of the Invasion were torn apart by the ritual and only few demons remained. Humanity came close to extinction but survived, but the Gods themselves did not. At least not as they were before. Their bodies were destroyed and only their will remained alive.

Today, 300 years after the ritual, the barrier between the realms is as weak as it ever was, but Ifrinns hordes were stopped. Nobody knows if, or when, they will return but for now Thireila seems safe. The races of Thireila reclaimed some of the land, which was scorched by the Demons and Devils and the world slowly begins to recover. The gods are still there, but they lost most of their power. They gain some power through the faith and worship of those humans who still believe in their ways but it is only a shadow of their former glory.

The World of Thireila 

 

This Worldmap will in future be replaced by a more detailed rework. Consider this a rough draft.
Thireila got twisted and damaged by the war waged with the Hordes of Ifrinn.

The place where human culture formally blossomed, the heart of humanity, lies now deep within The Ashes. This is where the Demons struck first. This desolate region is a demonic wasteland. Few humans still live there, and even fewer by their own will. Although the Demonlords where banished others claimed their place and the Ashes are still home of the demonic hordes.

What remains of the former Empire has fled to the south. Still run by the glorious empress and her bloodline, they hope to one day reclaim the Ashes and rebuild their reign.  Living in a hot region dominated by savanna and deserts the memory of fresh, green grass and the hope to one day return to such regions drives the people of the Empire. They are caught between desolation and hope, preparing for a war against the demonic hordes they can't possibly win.

The Free Realms were once part of the Empire but with the fall of the empire those with the power decided to keep it for themselves. No one rules the Free Realms. The Free Realms rule themselves. Kings, Barons, mighty mages, corrupt wizards, powerful traders and wealthy nobleman reign over their own land and conflict among each other is as frequent as conflict with the plundering hordes of the Ashes or the Traitors of the Land of the Fallen. 

Not all nations fought against the Demons. The Land of the Fallen once was the exile for enemies of the Empire. They quickly joined the demonic hordes and fell victims to the endless corruption. To this day they believe in the power the demons grant and plan to expand their reign, waging war against the Free Realms and the Empire.

The Wildlands have always been unconquered and remain so to  this day. Barbaric tribes wander through the land of snow and ice fighting for survival everyday. Some wonder what might lie buried beneath the ice, as ancient tales tell of long lost kingdoms ruling these lands.

In the northwest lies the Land of lost Hope. While the demonic siege has finally ended the, the corruption, ruining the ground and the people, slowly grows through the land. Sulfuric rain comes from the south and the rivers carry blood and acid. Their days are numbered and they know it.

The Eternal Coast has remained untouched. To the wonders of everyone, including the inhabitants, the hordes simply stopped and moved away. The coast is ruled by the Coastal Kings and has no real means of connecting to the remainder of the world. but they are safe. Somehow.

Far in the north there is rumored to be an island called De'thraga. Many ships have sailed there over the time but none have returned.

Religion

 

While there are many being of godlike powers, those the humans refer to as gods are of a special kind. While they lost their body during the war with Ifrinn their will is still strong enough to impact the world. Most Humans worship the gods and the gods may give their faithful some of their power, if it serves their will. Those gods are the gods which the humans worship.
Lawful Neutral Chaotic
Imna - Goddess of Honor Janu - God of Diplomacy and Secrets Elyra - Goddess of Myteries and Magic*
Parthia - Goddess of Justice and Nobility Molyk - God of Creation Hog - God of Beasts and Combat
Paturo - God of Wisdom and Age Tirif - Goddess of Nature and Weather Matho - God of Desperation and Hope
Ralwonir - God of Purity and Health Tjorael - God of Hospitality and Alcohol Olnoth - God of Pestilence and Illness
Torgej - God of Craftmanship and Trade Travendra - Goddess of Death and Fate Shantu Sulfar - Goddess of Alchemy and the Moon
Vorlukay - God of the Undead Urr - God of War Zeyai - Goddess of the Sea
* Elyra has only few clerics and mostly acts as a patron to aspiring Magicians


Playing in Thireila


This world is not a well defined place with established cities and routes. It is a backdrop towards your own creations and should be treated as such. If you want more than just a backdrop, why not "Roll out a region". This works especially well for the Free Kingdoms. Most Adventure modules can easily be placed in this world and i will post some plot hooks and modules in the future. Here are some general Suggestions how to improve upon this feeling.

- Literacy is hard to come by. Only characters with an appropriate occupation or an intelligence modifier of +1 or higher are able to read fluently. Characters with no intelligence modifier can read but slowly and badly. Reading a book is a task worth many years for those. Wizards will become literate over time, no matter how intelligent they are.

- Money is worth a lot. This is a general suggestion for DCC. Reduce all the monetary rewards and prices listed in modules and books by one step. For example 10 gold turn into 10 silver. This will keep gold a rarity as it should be, while also keeping the economy of the game working.
- Survival is not guaranteed. While many fantasy settings imply that food and shelter are given, settlements and even bigger towns struggle with providing this in Thireila. While the Free Realms generally have it better than the empire, the suffering of the people can be felt from small hamlet to big city.

- Magic is feared. Most commoners associate magic with demons and the unknown. If you are a wizard who openly and alone walks into a small hamlet, you should be expecting pitchforks and torches. At least in those regions close to the Ashes


What comes next

 

The next weeks will see many updates to this world and i will try posting something new every Friday. Next week we'll take a closer look at Religion and i will present some fleshed out gods. While this might not seem to be much more than a draft there will be more!

Until then... Goodbye

Friday, February 2, 2018

Rolling through Regions

Every Story needs to take place somewhere. This somewhere is not the entire continent, or world. It is a small region. Some landmarks, a few cities, some history, nothing more. Most Stories and Adventure Modules don't need a predefined world and DCC is built around the idea of creating the world from within. Taking the focus towards the individual places and persons.

This system i present you here will provide you with a randomized region for fantasy roleplaying. While some of the designs and ideas are directly catered towards Dungeon Crawl Classics, the regions provided here can easily used inside every fantasy setting or system.

A huge shoutout to Last Gasp Grimoire, which inspired this Setting with its amazing City and Village Generator.

Let's get started.


1. Prepare the Region.


We need some tools for creating our region. We need a normal piece of paper, some pens and dice. Specifically d4, d6 and d20. Which dice of which sort you take is up to you but for trying out the system i recommend 6 of each. Put all the d4, d6 and d20 on a pile or into a bag. Now we can start.

2. Roll the dice.


Pull a hand full of random dice out of the bag or from the pile. Throw them all onto your sheet of paper. Those refusing to land on the sheet of paper will have to find their way back on there. Just pick them up and place them somewhere or roll them again until they stay there. Every Die will represent something in the region. The d4 form the landscape, the d20 create the settlements and the d6 fill the region with places of interest.

3. Create the landscape.


Every d4 represents a big area of terrain. Take the die out and draw the landscape corresponding to the number rolled onto the map.

1 - Mountains
2 - Forest
3 - Lake
4 - Hills

The size of the landscape is up to you but if you can't decide. Reroll the d4. The number that comes up shows the diameter in inch. If landscapes overlap with other dice, then so be it. If a dice is close to the edge of the map you can expand the landscape out of the map. A Lake might become the sea by doing so.

4. Create Settlements


Every d20 is a settlement. The number rolled represents the size of the settlement. Everything below 10 has to be considered a town or smaller, while 11 or higher represent cities. Draw a Settlement of corresponding size and write the Number next to it. If you want a more in depth city creation look at the Optional Steps after this.

5. Create Special Places


Every d6 represents a special place. Higher numbers mean more important, mythical or dangerous places. There are two systems of which to choose. They obviously can be mixed without further adjustment.

5.1. Place Adventure Modules


This method replaces the d6 with pre made adventure modules. Every die represents the location at which a Module takes place. The recommended character level for the module equals the number rolled -1. Note that thiss will not provide with adventures for characters of level 6 or higher. Level 0 reffers to Funnel Modules, which are more or less specific to Dungeon Crawl Classics.

5.2. Place "Special Places"


Just get creative! Ancient ruins, secret wizard lairs, ruined chapels. The higher the number, the bigger the danger, the greater the reward. Within the optional steps, a set of random tables can be found which provide inspiration. If planning on using them, mark the number of the dice at the location.

6. Create Roads and Rivers


We begin with the largest settlement. If the Size of the Settlement (the number on the d20) is bigger than 10 connect it to 1d4+1 other Locations. This proritizes close settlements and big settlements over special places. If the settlement is "close" to the edge of the map, there is a 50% chance that one road will lead out of the region. For settlements with a size of 10 or lower, if they have no roads yet, create one. Afterwards, no matter how many roads there are, roll a die. At a odd number draw a road between the settlement and another random place.

Every mountain spawns 1d4-1 rivers. Also, there are 1d4-2 rivers, which spring from somewhere else or come from outside of the region A river begins at the spring and then flows towards a random place, be it a settlement a lake, or a special place. At every place reached roll for another one towards which the river will continue. Rivers will never go closer towards their spring. If all "valid" targets are closer to the spring than the previous targets it simply flows out of the map. Rivers crossing each other join up and become a single river.

7. Finishing touches


The map you have now is a rough sketch of your region. Giving names to places will transform it into a place to play at. If you don't wish to give more details to cities and special places, then you are done. If you want to do so, then either follow these optional steps or any other method you see apropriate.

Optional steps:


The following steps are not required in Order to create a functioning region. Often they have to be chosen in order to fit the narrative, but sometimes rolling them out can lead to more creative fun.

O1. Who rules here?


Every Region needs a Ruler. In order to determine the Ruler roll a d20 and add the size of the largest settlement ontop. Then consult the following table.


Things inside a settlement
Result Who rules?Modification
2 - 4 Anarchy. People here have somehow arranged with each other. Stranger might find the inner workings quite confusing.none
5 - 8 Clans. Old families rule this land. They are not noble and not wealthy but their rule has been accepted by the people.none
9 - 12 A Chief. A Warlord or some other form of archaic king rules here. His laws might be erratic but they work.none
13 - 16 Rulers from the outside. Some Ruler from a distant land have all the saying in this land. There won't be any direct rule, just an embassy within the biggest settlement. Roll another d20 and add it to your previous roll. This determines the outside rulers.Embassy in biggest settlement
17 - 20 Religious Leaders. This region is governed by the Church of (1d6) 1-2. A lawful god. 3-4 A neutral God. 5 A chaotic God. 6. A demon lord.Add a Temple of the entity to every settlement
21 - 24 The Merchants Guild. Trade is the essence of this land, as it is owned by wealthy tradersAdd a Merchants Guild building in every settlement
25 - 28 Place of the People. The People Rule over their own land. Decisions are made by (1d6) 1. an assembly, voted for by the people. 2. the rich and wealthy. 3. the military leaders. 4. the noble. 5. the oldest. 6. the literate and scholars.Add a public meeting hall to the capitol
29 - 32A mighty Person. This region is controlled by (1d6). 1. a powerful mage. 2. a powerful noble. 3. a holy person of a random god. 4. the child of a king. 5. a military leader assigned to this place. 6. a young rebel, who overthrew the old regiment (roll again to determine the former rulers)Add a fortress befitting the ruler to the capitol
33 - 36 The Count rules. While neither as noble, nor as powerful as the king, the count and his family reign over all settlements in this region, with no one above them.Add a Castle to the capitol
37 - 40 The King rules. A mighty King reigns supreme. Not only is this region under his rule, he also reigns over all the land surrounding it. This is the centre of a big kingdom.Add a Castle or even a palace to the capitol

Note on the table: This table does assume, that humans are in charge, but if this is not the case by design, then there is a 10% chance of the ruler beeing a dwarf, elf or halfling. If  one of those rule the land there is a 50% chance, that the population mostly consists of his race.

O2. Give life to Settlements

Settlements are not well defined within this method. If you want to give them more Detail, then you can use the system provided here. You need to know the size of your settlement in order to use this system:

 - Determine Population.

Each Settlement is populated by about 50 * [size]² People. You can adjust the numbers for larger, big cities by increasing the power to the size to 3 or even 4.

 - Determine whats inside the Settlement

Settlements consist of more than just huts to live in. First of all. Every settlement has a building for those who reign there. To randomly determine other buildings or places of importance look at the list provided here. Roll a d20 for each entry. If you roll lower than or equal to the size of the town, then such a building is present within the town. A natural twenty never adds anything.

Things inside a settlement
Guilds Temples* Military Shops
Guild of Magicians Temples of lawful gods Soldiers Academy Legendary smith
Guild of Mercenaries Temple of neutral gods Walls** Salesman for everything magic
Guild of Merchants Temple of chaotic gods Castle** Thriving Black Market
Guild of Thieves (Secret) Cults

 * Cities can have multiple temples. If your settlement gets a temple decide if it si for one or many gods. If it is for only one, then roll again for a temple of the same alignment, until you roll too high or run out of gods.

** Cities with a size of 11 or bigger automatically have walls around their centre. This adds another layer of walls. Also every city, ruled by a Chief, Count, King or anything similar automatically has something like a castle. This option then imporoves its looks or fortification.


O3. Randomize your mysteries


This little table can provide you with a randomized special area. You just have to roll a number of six sided dice, equal to the number rolled for the special place (between one and six d6) and compare it to the table. Reroll for each individual column. This tablehas four different entries that make each Place special. The Place itself, it's dominant feature,and its current inhabitants. You may roll twice for feature and / or inhabitants in order to give to place more character. Substract or add 1d6 on your second roll.


Random special place table
ResultPlaceFeatureInhabitants
1EncampmentabandonedRoll 2d6 instead
2Swampforgottengiant spiders
3Forestdestroyedhumanoids
4Townovergrowngoblinoids and orcs
5Graveyardforgottenbeastman
6CavecorruptedUn-Dead
7Fortificationancientlizardfolk
8Minegiganticgiants
9Towertrap-riddenplants
10Laboratorysubmergedelementals
11Templecovered in mistcultists
12Cryptfrozenconstructs
13Arenacrystallicmagical [2d6]
14Prisonglassyfey
15Ritual SiteunholyShapeshifters
16Wreckage of a shipsentientdemons
17Labyrinthmechanicdevils
18Holy Siteflamingdragons
19Citygravity defyinggiant [3d6]
20Portal to another realmtoxicUn-Dead [2d6+7]
21Magical Treemovingmutated [3d6]
22The Underdarkteleportingspirits
23Ancient Battlefielddemonicvampires
24Dragons Laircursed by a godCreatures from the underdark
25Treasure hoardflying[4d6] from another plane
26Pyramidontop of another site shadows
27Corpse of a giantshrinkingthe child of a god and a demon
28Portal to another Planepitch black a unspeakable horror
29Throne of a dead goddevouringimmortals
30Inside a living creaturemulti-dimensionala crossbred between [2 * 5d6-1]
31Birthplace of a racefrom the futurethe last of his race
32Demonic Riftmade of pure goldtime travellers
33A Cloudplace of negativesa demon lord
34Megadungeonteleportinga 10 000 years old mage
35Portal to another timeolder than timea forgotten god
36Home of a deityextraplanarchickens

 

O4. Hexcrawls

By throwing all the dice onto a Hexmap one can easily create a hexrawl out of this. I recommend taking more special places then and adding some coins or other markers at which random encounters will occur.