Episode 16: The Streets of Cillamar

dcc_rpg_cover_smallThe Streets of Cillamar’ is the sixteenth episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

Escaping the intricate tower defenses Leotah had set for the raiding adventurers, Meffridus planar stepped the party out of sorceress’ extradimensional playground. Choosing Cillamar as their destination the adventurers found themselves in front of the renowned Inn of the Slumbering Drake. Seeming an appropriate place for the weary adventurers to get a feel for the town. Inside the party enjoys food and drink under the soothing tones of Brianna the musically talented bard while enjoying a game or two of Dragon Darts.

Download Link: http://irontavern.com/wp-content/uploads/2014/04/Episode-16.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

 

Episode 15: Running the Gauntlet

dcc_rpg_cover_smallRunning the Gauntlet’ is the fifteenth episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

Finally gaining entrance into Leotah’s Tower the party finds themselves in a strange foyer of sorts. After investigation they discover the way onwards and find themselves facing an unrelenting gauntlet of challenges. Paying a heavy price to reach another chamber, Leotah presents one more set of tasks before the adventurers before she will grant them audience…

Download Link: http://irontavern.com/wp-content/uploads/2014/04/Episode-15.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

Breaching the Tower

dcc_rpg_cover_smallBreaching the Tower’ is the fourteenth episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

The assault is well under way as the group takes a two-pronged approach to circumventing the Wizard Tower’s defenses. With one group prepared to battle power iron sentinels in the courtyard and the other a colossal sized yellow ooze in the sewer tunnels. The battles are hard fought on both fronts and casualties mount as the party presses onwards. Reaching the front door of the tower the group prepares to enter and face Leotah.

Download Link: http://irontavern.com/wp-content/uploads/2014/03/Episode-14.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

Episode 12: Temple of the Moon Ritual

dcc_rpg_cover_smallTemple of the Moon Ritual’ is the twelfth episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

The party enters the City of the Dead to seek out the body of Ephardius in order to learn more of Leotah and her defenses at the tower. Tsanth harasses the fledgling clergy of Cthulhu in order to further prove Mani’s power and growing relevance within the city.  During the day the temple is prepared for the evening’s ceremony to Mani. That night the party must defend the Temple of the Moon against an attempt from Leotah’s minions to interfere with the ritual.

Download Link: http://irontavern.com/wp-content/uploads/2014/03/Episode-12.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

Dungeon Crawl Classics Kickstarter

The folks over at Goodman Games have a Kickstarter running to help fund the swag for the World Tour 2014. What is a World Tour?

Last year Goodman Games offered some promo items for folks running Dungeon Crawl Classic games open to the public. The judges running the game could sign up to receive some swag in the form of bookmarks, buttons, con ribbons, mechanical pencils, etc. When the game was complete the judge could submit the event to Goodman Games and receive cooler swag for themselves. T-shirts, transfers, the infamous belt buckle, and a secret prize if you hit nine games or more.

The World Tour is in effect for 2014 as well. Word is a certain Spellburn acolyte already has 5 games under her belt! To help fund the swag for this years World Tour Goodman Games started up a Kickstarter. From the blurb:

Send DCC RPG on a 2014 World Tour! Fund swag, travel, and games across the known universe, including the epic Wizard Van!

The goal here is to get enough orders for various swag items to bring down the manufacturing cost to allow the production of more items at about the same cost. Most folks know the more you make of something, the cheaper it gets. So while an order of 100 might cost $100, an order of 1000 might only cost $120 (I made these numbers up to make the point). If Goodman Games gets the order quantities up for a lot of these items, that lets us get some cool swag and helps them be even more generous with it during the World Tour this year.

The Kickstarter page has the full list of items, but they have everything from buttons to bookmarks to mechanical pencils to pads of 0-level character sheets, and more.

Stretch goals range from sweet blacklight posters, custom character sheet pads, to a Wizard Van for Goodman Games.

To help out the effort Purple Duck Games has contributed Bone Hoard of the Dancing Horror, The Falcate Idol, and The Perils of Cinder Claws. Folks that pledge $25 or more are eligible for these PDFs.

So swing on over to the Goodman Games Kickstarter pickup some swag for yourself and help Goodman Games with World Tour 2014! You have about 10 days left!

The Players Speak: Tsanth

DCC RPG Rulebook Cover w-HeadphonesToday’s post is part of an in-between DCC RPG Actual Play session postings to provide a little more insight into the cast of characters and players that make up the campaign.

Dustin plays the character Tsanth. Dustin has been with the group from the start of the campaign, though Tsanth made his appearance a few sessions in. This week Dustin provides fans of the podcast with some insight behind Tsanth.

Tsanth
Human Male Cleric of Mani

Tsanth came to the initially-named Grand Charter Company of Mustertown during its transition into Satan’s Glee Club, and joined the group shortly after their adventures in Slither’s End. Incidentally, Tsanth began working miracles in Dark Cthulhu’s name, manifested as turning demons away, healing the party, and throwing darkness at weird birds that attacked us. It was a grand time.

As the group became more chaotic, Tsanth found Cthulhu answering less and less of his calls for aid. Before long, even healing the group and ordinary spells became difficult. This became a greater problem when the group faced off against death. Needing the artifact-sword the Argent Falx, the group raided the Temple of Mani and stole the sword. Later, after the group retrieved Gonlex and Meffridus from Death, they adventured in the Sunken City to an abandoned Temple of The Harrower in order to “save” the Argent Falx and turn it into the righteous instrument of badassery it should be.

It was there that the group first met Jargon, a larcenous halfling. Tsanth suffered the disapproval of Cthulhu within the temple when he donned a temple robe as a disguise. By the time the group reached the idol of the temple and made their request to solidify the Argent Falx blade, Tsanth was nearly irate. Cthulhu was answering less and less. As an attempt to appease his uncaring, dead and dreaming god, Tsanth ripped a large emerald from the idol of The Harrower.

The theft of the emerald triggered the collapse of the temple. Most of the group escaped and returned to the Great City, where the group was attacked by mercenaries hired by the Temple of Mani. Satan’s Glee Club quickly dispatched the mercs, then turned the their attentions towards revenge. After hiring some additional muscle, the group holed up for the night in the chapel of Cthulhu that Tsanth had lovingly restored within the city. There, Tsanth made fresh sacrifices to his tentacled god before the big showdown with the followers of Mani.

The showdown was intense. Satan’s Glee Club approached the temple directly, where they battled more mercenaries on the steps of the giant ziggurat. There at the front of the temple, mighty Jargon fell. Tsanth attempted to heal him, but Cthulhu would not answer. Failing in two attempts to reach his god, Tsanth reached down deep and sacrificed his own blood to save Jargon. As part of this “sacrificial life burn,” Tsanth’s holy tentacle glowed red hot, and pressing it deep into Jargon’s chest, the burning fire of Cthulhu rushed into the halfling, scarring him for life but saving him from death.

The bloodied but victorious group pushed their way into the temple, and facing more eunuchs and handmaidens, the group took an early beating. One of the group’s mercenaries turned back time and saved the party, and armed with what MIGHT happen in the future, the group turned the tide of the battle and began to slay those servants of Mani, and seemed poised to wipeout the temple.

But Mani had other plans in mind. Sending a colossal Moon Dragon avatar, Mani began smiting the Glee Club members. Warrior after warrior fell. Soon, only a small retreating group remained while KpNooney-Klaus and Tsanth remained. While KpNooney rained fiery missiles on the Moon Dragon, Tsanth drained all of his remaining power to call upon Cthulhu. With a desperate prayer, he attempted to wrest control of the spirit avatar away from Mani. But Cthulhu did not answer.

With the group smashed and broken, Tsanth turned away from Cthulhu and offered the last thing he had to Mani, this angered Goddess of the Moon – his service. Bargaining for the lives of his friends and companions, Tsanth threw off the yoke of an uncaring and silent god and accepted Mani into his soul. With this, Tsanth promised the restoration of the temple under his influence and supervision, which Mani surprisingly accepted.

Tsanth now serves Mani devoutly. While he initially was cautious, knowing the severity of his and the groups transgressions and fearing dark reprisals from the Moon Goddess, Mani has been close to Tsanth since the transformation – even answering his prayers during his recent adventures with Satan’s Glee Club on another planet. Now, his devotion is approaching zealotry. He now leads preparations for the next Ceremony of the Moon at the temple, ready to bless a new Handmaiden and signal the coming of a new age of Mani within the Great City.

 

Episode 9: Exploring the Wreckage

dcc_rpg_cover_smallExploring the Wreckage’ is the ninth episode of a Dungeon Crawl Classics RPG actual play podcast. Additional information can be found at http://irontavern.com/podcast.

Session Synopsis

With the fallen disposed of the party attempts to seek refuge in the alien pyramid, though those plans seem ill-thought. With attempts to learn more of the planet through supernatural means, the party leaves the pyramid to descend to the valley floor. A crashed spaceship’s wreckage awaits below. Recovering what valuables they can from a heavily damaged ship, the group retreats to a mushroom forest in efforts to shelter from a menacing storm on the horizon.

Download Link:  http://irontavern.com/wp-content/uploads/2014/02/Episode-9.mp3

Credits

Intro and outro music is ‘Wrecking Ball’ from 137 from http://music.mevio.com.

 

The Players Speak: Jargon

DCC RPG Rulebook Cover w-HeadphonesToday’s post is part of an in-between DCC RPG Actual Play session postings to provide a little more insight into the cast of characters and players that make up the campaign.

Adam plays Jargon the Halfling. Adam joined later in the campaign, but several of us knew him from another online game and meeting up at Origins 2013 and knew he would fit in with the group. Adam writes today about Jargon.

Background

I was fairly late to joining the DCC campaign. I was introduced to Jeffrey and Matt from the early beginnings of a Dungeonslayers campaign. My first actual game of DCC was during Origins 2013, when I got the chance to meet up with Kelly, Matt, Jeffrey, and another gaming friend. A few more one shot sessions were held, and I was hooked. So much so that I bought my first set of Zocchi dice from the man himself on the convention floor.

My playstyle has always been “damage from a distance”, though initially I was not sure what I wanted to play in the campaign. Having a chance to see the player make-up, a Halfling was the only thing missing.

Jargon

Jargon was born from the need for a Luck battery for the party, and as it would seem, was the best choice. His given name is Loford Underfoot, though due to his mushed words as a child, and blatant disregard for repeating himself, the nickname Jargon was given. Through the years, he eventually enjoyed the name and took it as his own. He is an odd little thing, neutral in temperament, though tends to sway easily in the direction of his peers.

Years of ridicule have made him want to be generally accepted by those he holds in high regards (for one reason or another, he looks up to Baptist, no pun intended). As such, he walks a fine line between the neutral and chaotic temperament. He has a secret Napoleon complex, in that he wants to be in charge but only by being a logical voice of reason. He relies on sarcasm and snide comments to make the best of a situation in which he feels he is better than…which happens to be most of the situations in which he finds himself. He is primarily fixated on amassing treasures and riches, and will do whatever he can to ensure he continues growing his own personal coffers.

Combat wise, I play him a bit cautiously and know full well he is a bit squishy. I gained this knowledge during one of the Origins games where I had a Halfling get one-shot and leaving me bewildered at how easily it was accomplished. I prefer the sneak and stab method…or the “shoot the hell out of that short bow” method if the situation can allow it.

Most Memorable Moment

It is hard to boil down just one of the most memorable, even in the short(er) time I have been playing with this group. I would have to say it was the moment Tsanth turned a spell result from himself, and placed it on Jargon. Jargon was dead, as it happens in this session. Fortunately, Tsanth was willing to give the little Halfling a hug of love from the Great Cthulhu. The spell result required Tsanth to brand himself, as opposed to doing so, he placed the brand on Jargon’s chest. It is the first time something like this has ever happened to my characters, and I feel like the snide little remarks that reference the event whenever possible, really play into Jargon’s personality.

Mini Review: The Stars Are Falling

The Stars Are Falling CoverPurple Duck Games has taken some of their earlier adventures and combined them to form a short campaign arc for Dungeon Crawl Classics. The product was released as The Stars Are Falling and is written by Daniel Bishop, Paul Wolfe, and David Pryzbyla. The compilation includes the following previously released adventures:

I have reviewed each of the above products separately, except for Sepulchre of the Mountain God, here at The Iron Tavern. The links above will take you to the Iron Tavern review.

And though I have not done an official review for AL2, I have run that adventure. It was a great time for the group I ran it for and provided us with a lot of fun. So though it lacks a review here at the Tavern, it is no less great than the other adventures above.

The Stars Are Falling brings all of the above adventures together in one product – available in PDF or Print format from RPGNow, d20pfsrd.com, or Paizo.com.

Two pages have been added to provide a campaign framework for linking all of these adventures together. The suggested order to run these is slightly different than their release order – AL2, AL1, AL3, AL4, AL3 (optional), and AL5.

A 0-level funnel does need to be provided by the judge running this. Portal Under the Stars from the core rulebook is a great candidate for this as a particular event that happens in that funnel can be tied to The Stars Are Falling with minimal work. If your group is already familiar with that funnel, some suggestions are made on how to strengthen ties from whatever funnel you choose to the theme of this product.

The remaining portion of the framework chapter review each component of the compilation and what changes need to be made to tie them together into one campaign arc. These are usually 2-3 bullet points, map adjustments or how to tie legend from one adventure locale to another. These are all easy modifications and do a lot to give the compilation a cohesive feel.

While I have not run these adventures tied together I have run all of them but the finale at some point. They are all great adventures, several of which my players still talk about or haunt them in some fashion. By turning them into a compilation a DCC RPG judge has a great resource they can use to jumpstart a DCC campaign up through 3rd level or so. In addition a great many events will have been set into motion that ideas to continue the campaign should be abundant.

The Stars Are Falling compilation is another great release from Purple Duck Games for the DCC game. Whether you missed out on some of the adventures as they were released or you were looking for a mini-campaign product in adventure path style you will want to take a closer look at this release.

The Players Speak: KpNooney-Claus

DCC RPG Rulebook Cover w-Headphones

Today’s post is part of an in-between DCC RPG Actual Play session postings to provide a little more insight into the cast of characters and players that make up the campaign.

Aaron plays KpNooney and Baptist in the actual play podcast. He joined the group a couple of weeks after the campaign started with a trio of funnel characters. Baptist was the survivor, though today Aaron writes about Kpnooney – the boom canon wizard!

KpNooney-Claus’s (the K and P are silent) Backstory

KpNooney was a share-cropping wheat farmer struggling to make ends meet, but he had a happy life. He enjoyed his work, had many friends and was married to a young woman that he adored. One fateful night, in the midst of a nasty violent rain storm his wife ,Haxinflaxin, went into labor. KpNooney was thrilled for the birth of their first child, twins actually. But the gods had other plans. A small chunk of meteor crashed through the thatched roof of the humble shack, killing Haxinflaxin and the twins instantly and setting off a fire that burned everything KpNooney-Klaus owned to ash.

This event lead the humble wheat farmer into a vicious spiral of depression, alcohol abuse and rage, alienating him from all his friends and family. KpNooney soon left the farm to wander aimlessly, angry at the universe. A chance encounter with a group of adventurers gave focus and direction to the would-be wizard.

“Those guys saved my life” – KpNooney-Clause

He quickly became enamored with the powerful dark wizard Meffridus, whose methods and madness struck a chord with the disenchanted, morose KpNooney-Claus. The cannibal thief Baptist Inklings, seeing the vulnerability of this young recruit, led KpNooney down the dark path of Malotoch, the carrion crow-Goddess.

“At first the kid was just along for the ride, he was like a lost puppy so we let him tag along. But he learned Magic Missile and now we rely on him when we get in a tight spot.” – Baptist

KpNooney found in the adventuring party a reason to live, a purpose and friendship. He is usually quiet and reserved, being a wizard of few words but real handy in a scrap. KpNooney-Clause believes that his two greatest achievements were venturing into the realm of the dead to bring back his mentor, idol and dear friend Meffridus (and that weird fella who thinks he’s a pirate, what’s his name….Gonlex the Hero Bard of Slither’s End) and spell-duelling to death the High Priestess of Mani when the group, successfully, took control of the Mani Temple in the Great CIty

One day KpNooney hopes to be as great a wizard as Meffridus and to have enough power to sacrifice his life saving “Satan’s Glee Club” from certain death..