Review: Attack of the Frawgs

Author:  Stephen Newton
Publisher:  Thick Skull Adventures
Price: PDF $4.99
Pages:   9
Tankard Rating:  4/5

Attack of the Frawgs is the most recent adventure from Thick Skull Adventures for the Dungeon Crawl Classics RPG. The adventure is designed for 8-14 0-level characters, but can be adapted for a party of 1st level characters. The adventure is a locale based adventure and can be played as a standalone adventure or used as part of the Princes of Kaimai adventure series.

The adventure starts in a remote location in a small village nestled at the base of a mountain range. When reports of walking frogs the size of men start passing about the village followed by a wounded trapper returning to the village the people need heroes to learn the fate of his partner.

As noted this is a locale based adventure and allows the characters to investigate the fate of the lost trapper in whichever direction they choose. The detailed encounter areas are all centered about Dead Goblin Lake once the character leave town. There is a map of the area around the Lake and two additional maps of areas of the adventure that require additional detail.

I thought the encounters within the module all fit well together. They also meshed with the environment of the adventure quite well, while still offering an interesting variety of encounters.

The adventure also includes two new monsters for judges and one new item of magic.

The layout of the module is clean and well organized. I did notice that the module was a bit slow scrolling on my iPad (using Goodreader) and even a touch slow on my laptop. That is a minor complaint, though I am curious why it is a little sluggish even compared to much larger RPG PDFs.

This is my first look at a Thick Skull Adventures product and I was quite impressed with the offering. The module was easy to read and the way each encounter made sense in the larger scope of the adventure gave it a quality feel. While written as part of a series of modules, a judge could easily drop this into their own campaign world with minimal effort.

I look forward to reading future adventures from Thick Skull Adventures!

Tankard Rating
4 tankards out of 5 tankards

Note: The Iron Tavern was provided a review copy of this book.

DCC RPG: The Warrior

I thought it would be interesting to take a look at some of the character classes in Dungeon Crawl Classics. Each week I am going to choose one of the DCC RPG character classes and take a closer look at it. This week I am going to start with the Warrior class.

Many people new to an RPG system take a look at the fighter class or equivalent of that class to get a feel for the game. The primary melee class of a game can tell you a bit about combat and comparing fighter’s from one system to another can be a little simpler than comparing some of the magic using classes who may have vastly different systems of magic from one RPG system to another.

In DCC RPG the primary melee class carries the name of warrior. The warrior entry in the rulebook only covers three pages including the tables that cover level advancement over the course of the game.

The warrior gets the highest starting hit die of any class, which should come as no surprise. In addition the warrior has the broadest choice of trained weapons at their disposal.

The warrior class also has a higher chance of scoring a critical hit, starting at 19-20 and then increasing that threat range as they advance higher in level. In addition, when a warrior does score a critical hit they get to roll on a critical table that has effects of greater impact.

Additional perks of the warrior class include getting to add their class level to the initiative roll and getting to apply their Luck modifier to one weapon type that is chosen at first level.

The piece that really makes warriors (and dwarves which we will talk about in another post) is the Mighty Deed of Arms feature of the warrior class. But lets back up a step before we get into Mighty Deeds.

A warrior in DCC RPG does not get a static modifier such as a Base Attack Bonus we would see in D&D or Pathfinder. Instead they get an extra dice called a deed die. When a warrior makes an attack roll they roll their action dice (typically a d20) and a deed die, which starts as a d3 and then increases as the warrior increases in level. This deed die determines the warrior’s bonus to hit instead of a static BAB mechanic. This roll also determines extra damage.

I find the deed die mechanic interesting as it shakes things up a bit for the warrior. One attack may find you only getting an additional +1 to hit and damage, while the very next round the warrior might get a +2 or even +3 to hit and damage. It is a small detail, but one that keeps things a little different from one round of combat to the next.

Now, back to the Mighty Deed of Arms. The Mighty Deed of Arms mechanic is what lets a warrior do cool stuff! There are not complex trip attack, disarming rules, or combat maneuvers in DCC RPG. Instead, the player can be creative for their warrior and come up with the action they want to attempt and then use the Might Deed mechanic to determine success.

To succeed at a Mighty Deed the player only needs to roll a 3 or higher on their Mighty Deed roll. If they meet or beat that target number their action succeeds. Want to disarm someone? Declare it your Mighty Deed action and roll away. Want to jump from the balcony down into the theater seats below? Declare it your Mighty Deed action and roll away!

This one simple mechanic gives no one a reason to declare a melee only class boring. You are only limited by your own creativity. Come up with something out of the ordinary and you have the chance to try it with an easy to remember mechanic to determine success. To make it even better you can use a Mighty Deed of Arms every round if you wish.

This is the mechanic that really stands out to me in regards to the warrior class. No more memorizing complex rules or only having a short chart of options to see what your fighter or warrior can do. Now a player is only limited by their imagination as the rules provide the mechanics to resolve these creative actions.

During a DCC RPG session earlier this week that I ran on Google+ one could see Mighty Deeds in action. I was running for a group of 2nd level characters and they had encountered what was essentially a swarm of rats. The warrior in the group wanted to attack one rat and then use a Might Deed to knock that rat into another rat, either in attempt to knock the second rat off course or outright damage it.

As the judge I only had to say go for it and watch what the deed die came up as. The warrior was rolling really well that night and he managed to take more than one rat this way to great success. I felt the mechanic allowed the player to get creative and rules wise still have an easy way to resolve the action.

Overall I really like the warrior class in DCC RPG. It is not hamstrung by a lot of complex rules and keeps the warrior from being limited by some set of tables declaring what special moves they can make. Instead the player is given creative license to have fun with the class and an easy to use mechanic to back it up. The warrior is finally heroic again!

What do you think of the warrior? Have you liked how it has played? How do you think it compares to primary melee classes from other systems?

My DM Gave Me Homework!

As regular readers know I have been playing in an online Google+ Hangouts game of Dungeon Crawl Classics RPG being run by Carl Bussler. We are only a couple of sessions in, but we have all been having a great time with the game.

Frequently, once a session is over for the night several of us will hangout and chat a bit before logging off for the evening. During our last session we started talking about the large Appendix N influence on DCC RPG. By the end of this discussion the we had all received a homework assignment! By the next gaming session we were to have read one work from Appendix N. We of course graciously accepted the homework assignment!

What exactly is Appendix N? Appendix N was included in the Dungeon Masters Guide written by Gary Gygax in 1979. Page 224 of the book included an appendix called Appendix N: Inspirational and Educational Reading. This list included many of the influential works to the game of Dungeons and Dragons.

Dungeon Crawl Classics RPG is also heavily influenced by Appendix N and attempts to marry that feel with more modern mechanics. Many believe it has successfully done so.

Enough Appendix N background. With the holiday this week, we actually had two weeks to complete this homework assignment. I started looking to see which books from the list were available on the Kindle or some other electronic format. It did not take long to decide that a trip to Half Price Books was in order.

It took three trips to Half Price Books to finally find a time they were not closed due to power outages from the recent storms that passed through Ohio. I had my list with me and started the assignment by looking for any books by the following authors:

  • L. Sprague de Camp & Pratt
  • R. E. Howard
  • Fritz Leiber
  • Jack Vance
  • H. P. Lovecraft
  • A. A. Merritt

I chose these as these authors are listed as having the most influence. Given how few of them I had actually read I wanted to start with the ones being noted for having the most influence.

I had pretty good luck at finding several books and left the store with the following five books:

  • The Complete Compleat Enchanter by L. Sprague de Camp & Fletcher Pratt
  • The Enchanter Reborn by L. Sprague de Camp and Christopher Stasheff
  • The Goblin Tower by L. Sprague de Camp
  • Swords in the Mist by Fritz Leiber
  • The Knight and Knaves of Swords by Fritz Leiber

I decided to start with The Complete Compleat Enchanter for the homework assignment.

The read has been quite enjoyable so far. Already I can see the influence of random magic in DCC RPG as the enchanters cast various spells and frequently get less than desired results as they learn the laws of magic.

While our homework assignment was to read one book, I am looking forward to reading many of the titles from the Appendix N list. It is sort of amazing that I have been playing these games as long as I have and not read very many of the authors on the list. This homework was just what I needed to get started with reading more items off of this list.

Others in my group have been busy picking up their reading assignments as well. I have seen several photos popping up on Google+ from the other people in our group. It has been interesting to see their finds as well as they get them posted.

Has your DM ever given you homework that was not directly related to the game? Did you find it homework that was fun to do? Homework that contributed to your gaming experience?

DCC Funky Dice

One of the unusual facets of Dungeon Crawl Classics RPG is the use of “funky” dice. Now for the established RPG gamer, the concept of “funky” dice can be unusual. After all we already play with d20’s, d12’s, d8’s, d10’s and the beloved d4. We already play with funky dice, right?

Nope! Dungeon Crawl Classics RPG brings us some more unusual dice, including the d3, d5, d7, d14, d16, d24 and d30. This set of dice is also known as the Zocchi Dice. Some people find this an attraction to the game and others find it as a detriment. I fall into the former camp and enjoyed hunting down the new dice and rolling them during the game.

Dungeon Crawl Classics RPG uses an improved die and reduced die mechanic that moves you up and down a dice chain when rolling. For example, bumping up from a d20 with an improved die roll would be a d24 and a reduced roll from a d20 is a d16. There are also some other charts and mechanics that make use of the funky dice to determine certain results during the course of a game.

When Joseph Goodman was asked about the inclusion of these funky dice in DCC by Suvudo he replied that he simply liked funky dice. In the interview he goes on to say that part of the nostalgia surrounding old-school gaming is related to the unusual dice of the time. Back when the d20 and d4 were unusual to the old-school gamer. As time has come on those types of dice have become “normal”. DCC RPG attempts to bring some of the nostalgia back by using these funky dice that are even new to a lot of us long timer gamers.

While some dislike them, I think Goodman Games really succeeded with the use of “funky” dice in the game. I haven’t been that excited about dice for a long time. But with DCC RPG I enjoyed reading up on just what dice I needed and hunting them down on the Internet. I found the experience enjoyable and not all that difficult to do, despite what some folks seem to be saying.

For those that really want to try DCC RPG, but do not want to hunt down dice, the rulebook describe ways to emulate the “funky” dice with normal dice. We used this way of rolling for the first funnel adventure I played with my son. It worked well, certainly well enough to get a feel for the game.

Over on the Goodman Games forums for DCC RPG someone has shown a way to use only the d8, d10, and d12 in using this method:

  • d3 = d12 divided by four
  • d4 = d8 divided by two -or- d12 divided by three
  • d5 = d10 divided by two
  • d6 = d12 divided by two
  • d7 = d8 re-roll 8’s
  • d8 = standard
  • d10 = standard (I’m old and remember when it wasn’t)
  • d12 = standard
  • d14 = same as d7 but with a control die (high is +7)
  • d16 = d8 with an control die (high is +8)
  • d20 = d10 with a control die (high is +10)
  • d24 = d12 with a control die (high is +12)
  • d30 = d10 with a control die (middle is +10, high is +20)

While I prefer to roll the “funky” dice the above methods work as good substitutes as folks decide whether to purchase their own sets of “funky” dice.

In either case – do not let the “funky” dice or Zocchi dice keep you from trying out Dungeon Crawl Classics RPG. Even if you do not feel like purchasing new dice for the game (and come on, what gamer doesn’t like to buy dice!), there are ways to play the game with “normal” dice we RPG gamers all used to.

The Jeweler That Dealt in Stardust

On Monday night of this week I ran a Dungeon Crawl Classics one-shot via Google Hangouts and Tabletop Forge. I ran The Jeweler That Dealt in Stardust written by Harley Stroh from the Free RPG module this year. The adventure is a city based adventure and is for third level characters. I had the players pick from the six pregens posted on the Goodman Games forums.

Note: There might be slight spoilers below.

The adventure takes place in the city of Punjar, but could easily be dropped into any major city in your campaign setting of choice. The adventure centers around breaking into a house in the city of a known fence that worked out of a jeweler’s shop. He has not been seen for the past month and the underlife of the city are starting to think there might be untold riches within – should the fence not still be within.

Of the pregens, we ended up with a cutpurse wizard, scribe cleric, mercenary warrior, outlaw warrior, and the slave thief. There was no love for the Halfling vagrant. The group decided on their character names and quickly assumed the identities of their chosen characters.

Since this was a one-shot we cut right to the chase with the party assembling outside the jeweler’s shop in question. The night was dark and the rain was pouring down. With a brief look from outside the shop (a handout is included in the mod which helped in planning), the group decided to send their thief over the garden wall. He did not get far, the rain soaked wall proving to be quite the obstacle as he failed a check to get over the wall. With a little more planning and some rope and grappling hook the party was able to clamber over the wall into the garden beyond.

The group was forced to deal with a threat in the garden, which felt to me just the right level of threat to the five party group. A somewhat tough, but not over the top encounter. Once the party found a way into the jeweler’s shop a screaming trap that went undetected surely alerted any that were within the shop of their presence.

The group explored the first floor before working their way up. The thief proved his worth, though I won’t spoil too much of the module here. Let us just say if you happen to be playing this it is good to have a thief along!

The group continued their exploration of the house which went fairly smoothly. The module had just enough details and description to make it easy on the judge without overwhelming the judge with superfluous information.

The group reached what was the pinnacle encounter for the module and again, the encounter felt like it hit just the right spot. Players were able to play with their might deeds to try to accomplish their goal. It played out pretty well, though the group lost Randolpho, the mighty cutpurse wizard to this encounter.

It took about three hours to run this module over Google+ Hangouts. I rushed it along a bit towards the very end after the pinnacle encounter, but that was simply because it was getting late and folks had to work the next day.

This was a great adventure to run as a one-shot or drop into a longer running campaign. I had a lot of fun running it and I had positive feedback from all of the players.

Dungeon Crawl Classics RPG is really hitting a sweet spot with me right now. The old-school feel with what feels like new and fresh rules has been great. The adventures I have read so far have been easier to pickup and run than a lot of the Pathfinder modules or PFS scenarios I have run in the past. With The Jeweler That Dealt in Stardust I was able to spend a fairly short amount of time reading it over, getting a feel for it and running it successfully for a group.

I am looking forward to running and playing some more Dungeon Crawl Classics!

Dungeon Crawl Classics RPG Actual Play

On Tuesday night I was able to play in my first Dungeon Crawl Classics RPG game. Carl Bussler of Flagons and Dragons fame is the Judge of the game and we have several fine Google+ acquaintances playing. We are playing Sailors on the Starless Sea. If you don’t want spoilers you might want to skip this post. I do not intend to go into extreme detail, but I cannot guarantee no spoilers at all.

We are playing via Google Hangouts for voice and video. We are making light use of Tabletop Forge. We use it primarily for some overview maps and to handle our dice rolling. I have toyed with Tabletop Forge a bit on my own, but this is my first actual game with it. It seemed to work very well for our needs and its integration with Google+ is what makes it the perfect tool.

We had four of our five players for our game this week. We had a timely start and soon we were off to investigate some ruins to the south of Honningstad, the town we were based out of. Each player had three 0-level characters, save for the youngest player who we had agreed the session before could have four characters going into it. We are a generous group!

Our characters were the winners of a lottery, well, that is what we were told. Some of the unlucky characters were a bit skeptical and some of the others thought their fortunes changing.

The task was to travel south to investigate some troubles that were believed to be originating from Talonsgate Ruins. Our lucky (or is that unlucky) lottery winners head south to find out what they can about events.

My characters were Tanor the Healer, Sogan the Unlucky, a dwarven miner and Cam the Quick, an orphan. The group of twelve reach the ruins and one of the group circles the ruins and finds what might offer a way into the ruined keep without using the main gates.

We reach the area of tumbled boulders and begin to carefully make our way up. A loose boulder is knocked loose and sends a boulder cascading down the hill. Unfortunately the boulder manages to hit three of the party, sending them to their deaths! Taron the healer was no more along with two other party members.

In many games of the day, a death is disappointing, especially when it happens in the very first encounter. It simply wasn’t the case in this game. It was great fun as the dice fell the way they may and I lost one character and another player lost two of their three characters – in the first encounter! It was great fun!

We managed to move the massive boulder off of the dead and retrieve the valuables from the dead – save for the breakables!

From there we moved on with exploring an opening the movement of the boulder had opened. We found a door with a pentagram on it which spooked all of us. So we did not try to enter the keep through that portal, but moved up to the opening in the keep wall.

We explored several areas in the keep proper. At one point two of the characters decided to retrieve a pony we had left outside the keep to help open a door. So Cam the Quick and another character headed out the front gate of the keep. A portcullis came crashing down killing one character outright and wounding Cam the Quick.

We retreated quickly from that and back into the keep. We went to a ruined tower and explored that area as well. We encountered an ichor of some sort which began attacking our party. After several rounds of combat we finally managed to kill it.

This brought us to the end of the evening, we will be continuing next week.

My initial actual play impression of Dungeon Crawl Classics RPG is very positive. There has been something very liberating with running characters with completely random stats through an adventure. Knowing that there is a good chance a character might die is also a nice change. Looking forward to our next session as we see who survives to actually move on to being heroes!

If you are looking for something with an old school feel, but not quite with old school mechanics – take a look at Dungeon Crawl Classics RPG. It is a very solid offering from Goodman Games, my only regret is it took me so long to check it out!

Dungeon Crawl Classics Related Kickstarters

Last week I took a look at the new Dungeon Crawl Classics RPG from Goodman Games. Already this game has an active community over on the Goodman Games forums. People are putting out various character sheets, 0-level character creators, upper level character creators and the game is seeing some good 3PP support. I plan to take a closer look at some of these resources in a future post here at The Iron Tavern.

This week I wanted to look at a couple of Kickstarters that are out there to support the Dungeon Crawl Classics RPG. Each of the following Kickstarters has about two weeks remaining, so there is plenty of time to take a look at them and make a pledge to them.

First up we take a look at the The Crawler’s Companion from Purple Sorcerer Games. The Crawler’s Companion project is an attempt to bring a cool tool for DCC RPG players to tablets (iPad and ones running Android 2.2 or higher). This tool would be extremely useful to have at the gaming table and will provide the following features:

  • Funky Dice Roller: D3-D100 and everything in between
  • Critical Hit Charts: All player and monster charts
  • Failure Charts: Fumbles, corruptions, misfires, deity disapproval!
  • Rules Reference: Many topics available for quick reference.
  • Spell Reference and Resolution: Yep, they’re all there!
  • Multiple Modes: Have the program roll for you, or use it to quickly reference the charts based on your own physical dice rolling

The developer currently has this running in desktop PC application. The funds raised by the Kickstarter will simply help port the application to tablets for easier use at the gaming table. Even the lowest tier of funding provides a PDF of a Purple Sorcerer Game’s adventure. Checkout the project and take a look at the video.

The next project that has already met its initial goal and is moving quickly to meeting its stretch goals is one from Brave Halfling Publishing. They are looking to get a solid start in producing modules for Dungeon Crawl Classics RPG via this Kickstarter.

As this Kickstarter is already funded it is a very good deal to get several modules to help you get your Dungeon Crawl Classics game up and running! As of now this Kickstarter is giving you:

  • Appendix N Adventure Toolkit #1 : “The Ruins of Ramat”
  • Appendix N Adventure Toolkit #1 a: “The Witch of Wydfield”
  • Appendix N Adventure Toolkit #2 : “The Crumbling Tower”
  • Appendix N Adventure Toolkit #3 : “Danger in the Sulyndri Forrest.”
  • Appendix N Adventure Toolkit #4 : “The Revenge of Abudakar”
  • Appendix N Adventures Game Box

There is still one stretch goal not met yet, but it appears to be a great one if the project can meet this final stretch goal of $15,000 dollars. From the Brave Halfling Publishing Kickstarter page:

“Five years ago, I spent many months working with Gary Gygax on a unique campaign setting for his game, Lejendary Adventures. We shared back-and-forth almost daily about designing settings, npc races, magic item creation, divine beings, etc. Maps were created and art was commissioned. With Gary’s passing and the end of his game, I decided to not release this material. However, from the first time I got to read some of the early DCC RPG play-test material, I knew this campaign setting had found a new home! So my friends, if this kickstarter reaches $15,000, everyone who has pledged $20 or more will also receive a pdf copy and a print copy of, Appendix N Adventure Toolkit #5: “The Old Isle Campaign Setting.” This product will include a 11″ x 17″ color campaign map, a digest Player’s and Referee’s Guide. While all Appendix N Adventures are generic and can be placed into any campaign, they all do have specific locations in the Old Isle Setting.”

If you are just getting started with the Dungeon Crawl Classics RPG, these two Kickstarters offers some great tools to help you hit the ground running.

I Have the DCC RPG Hardcover!

As I noted earlier this week in my brief look at the Dungeon Crawl Classics RPG, I decided having the PDF alone was not enough and tracked down a hardcover copy online and pieced together a set of “funky dice” to actually roll when I played.

Yesterday my book and dice arrived. Tonight I had a bit of time to take some pics of the book and the dice.

As you can tell I am pretty excited about the dice given the number of appearances they make in the pictures above! The book is massive and given the price is an excellent deal. The Koplow dice I pieced together from Troll and Toad are oversized. One day I will need to track down a matched set of a more normal size.

A Look at Dungeon Crawl Classics RPG

Recently I have become interested in the Dungeon Crawl Classics by Goodman Games. I was aware of their beta playtest, but for the most part I ignored it. I am not real sure why I did not pay it more attention during the beta, but it never really made it any closer than the edge of my radar.

Fast forward just a bit and it the game started to get some activity on various forums and social media outlets as its release date drew nearer. Then people started posting they had received their PDF, then people started posting they had received their actual book. From there more review started happening and my curiosity grew.

I started reading a little more about it, EN World did a good review of it and I decided to look for it at Origins this year. I could not find the book there, so I purchased the PDF that weekend.

Initial thoughts are quite positive. The book is chock full of art and art from that early era of Dungeons and Dragons. The back cover has a quote that sums things up nicely “You’re no hero. You’re and adventurer…”

A group sitting down to play starts at level 0. You don’t start with just one level 0 character, but with three, four or even five characters. Why? Because many of them are going to die as they go through the funnel. The funnel is the adventure that gets ordinary people to go adventuring. Ill-equipped and with hardly anything to their name these adventurers go off to tackle the task at hand – maybe a few will survive. Those that do survive advance to first level where a class is chosen.

The game has the basic classes, Cleric, Thief, Warrior, Wizard, Dwarf (who is very similar to a warrior), Elf (who is like elves of old both martial and wizard in one), and Halfling who has some thief-like tendencies.

Magic is dangerous in this game. Casting even the simplest of spells carries some risk. This risk is what keeps magic from being too commonplace. Magic can corrupt you as the game goes on.

The game also uses funny looking dice. No. Not the funny looking dice we are all used to playing with. To us, d4’s, d12’s, and d20’s are common. DCC RPG uses things like the d3, d7, d14, d16, d24 and others. Dice that I actually did not have in my collection. I remember opening my Basic D&D Box set many years ago and the fond memories of seeing such unique dice. Somehow Dungeon Crawl Classics RPG was able to recapture that feeling.

I intend to take a closer look at Dungeon Crawl Classics RPG in a future posting, so let me move on into my early foray into the game. My son and I (the same one that has GM’ed some Pathfinder) generated up three 0-level characters each to see what that experience was like. It went quite quickly.

Generating characters with truly random stats and such was very refreshing! No agonizing over where to place your ability score points, just let the dice fall the way they will. None of our characters were very extraordinary, but I think we each had our favorite we were hoping to see survive.

Yeah, fat chance of that! We tackled the first adventure included in the book. Being used to more modern games where you characters are “supposed” to survive, six characters felt like plenty.

When we reached the second room and saw two characters die right away we quickly realized we might not have enough characters with us. I think we made it to about the fourth room before we TPK’ed. We loved it. We had a blast playing even if it did result in all of our newly created characters dying.

So this weekend I tracked down a copy of the hardback book (which was harder than one would think) and ordered two sets of those “funny” looking dice. I can’t wait for them to arrive later this week.

If you hold some nostalgia for your initial forays into gaming and those initial forays were back in the late 70’s or early 80’s you need to check Dungeon Crawl Classics RPG out. There will be some fun times ahead!