Crawl! in PDF

crawl2_coverThe Crawl Fanzine for the Dungeon Crawl Classics RPG has become quite popular for fans of that game. The zine is made by the fans, for the fans and features homebrew rules, adventures, patrons and more for DCC RPG.

The Iron Tavern has positively reviewed issues number 4 and number 5 here. Until now the only way to get the Crawl Fanzine from Straycouches Press has been to receive the print copy. Frankly, the print copy is great and having a subscription to the print copy leaves me anxiously awaiting the postman on release weeks for my issue to arrive!

That has all changed! Crawl is now available in PDF from RPGNow! I picked up Issue #1 earlier today in PDF as I only started reading the zine starting with Issue #2 and had not gone back to pick up the first print issue. It looks great and PDFs are a super easy way to get fast access to this great fanzine for Dungeon Crawl Classics RPG.

Right now the first three issues are available, the others are on their way. The prices are currently discounted at initial release as well. If you have been waiting to check out the zine, this is a great opportunity to do so!

UPDATE: Crawler’s Companion Released

Crawler's Dice Roller

UPDATE: 2/6/2013

The iOS version of the app has been released through Apple! You can now download Crawler’s Companion from the Apple App Store. Go to the bottom of this post for my iOS experience with this app.

Last summer Purple Sorcerer Games ran a Kickstarter to help fund their Crawler’s Companion app. They were looking to port it to a large variety of mobile devices increasing its usefulness exponentially to Dungeon Crawl Classics RPG players at the table.

The application has been available in beta form for some time. This weekend the app has slowly been rolling out through the various app stores. The application is currently available through the Amazon Marketplace and Google Play stores. It is currently awaiting approval from Apple and Nook app store. The application is free and its increasing availability in the app stores for the different platforms will be a boon to DCC RPG players.

The Crawler’s Companion puts funky dice rolling,critical hit charts, fumble charts, spell lists, and other rule lookups at your fingertips. On charts that require a roll to determine effect the user can either choose to let the app roll the dice for you or use lookup mode to enter in the result of an actual die roll.

Crawler's Spell TabI have the app installed on a Droid X2 and the application is quite snappy! Having all of this information at my fingertips is going to be great for my weekly DCC RPG game. No more flipping through my printed cheat sheets to see what the results of the most recent spell check or critical hit are.

The released version of the app that just hit the app stores in version 1.0. Purple Sorcerer Games is already at work on the 1.1 version which will include a batch dice roller, initiative tracker, hit point tracker, a new options screen, and the ability to change dice colors.

If you are a Dungeon Crawl Classics player or judge, be sure to check Crawler’s Companion out. Even if you aren’t a DCC RPG player, you might find the dice roller worth the download for quick rolls on your mobile device.

Updated: I still have a generation 1 version of the iPad. Application support is slowly growing more limited as my device ages. Purple Sorcerer Games worked hard on making this app run on generation 1 devices. This work helped make for an app that ran well on the generation 1 iPad and quite efficiently on the newer devices. So far the app has done great on my test drive of it on my iPad. A great application for DCC RPG fans who own iOS devices! You can’t go wrong with this free app from Purple Sorcerer Games!

DCC Monster: Crystal Aberration

Art by: Larry Moore

Art by: Larry Moore of DwD Studios

Crystal Aberration

There are several theories on how these cyrstal aberrations originally form. Some say these crystal aberrations spontaneously form in rare circumstances when earth energies and crystal meld into one. Others say powerful wizards have mastered the earth element and can cause the crystal to meld together and become sentient. Some suggest these crystal creatures form as a result of some alien being starting the process in motion. No one can say for certain what the source of these creatures initial energy is.

Growing slowly over time, the crystal formations automate and begin to form symbiotic ties to crystal obelisks where they draw their growing energy. Left unchecked a multitude of these crystal aberrations will form, their power growing stronger as they harvest more crystal for the powering obelisk.

A crystal aberration uses its crystalline fists as weapons when close to other combatants. The creature can also unleash a shower of fast moving crystal shards towards an attacker, peppering the victim with hundreds of thin, needle-like crystal projectiles. Larger crystal aberrations gain a fire surge ability which is used for crafting crystal power obelisks and as an offensive capability.

Upon the destruction of a crystal aberration the energy that formed it is released in a violent explosion of crystal shards. This utter destruction of the creature showers the nearby area in thousands of crystalline needle-like projectiles.

As the crystal aberrations become sentient, they often begin crafting obelisks to further channel the earth energies to themselves. The obelisks are formed from crystal harvested from rocks and then melded with heat into the obelisk structure. As the obelisk grows larger the crystal aberrations in the area will also grow and become more powerful.

This obelisk’s power is one with the crystal aberrations. This symbiotic relationship between obelisk and chief crafter includes both crafter and obelisk being destroyed if either is destroyed. When either the obelisk or crafting crystal aberration is destroyed, both explode in a powerful blast of crystal shrapnel.

Crystal Aberration: Init +0; Atk slam +2 (1d6+1) or crystal shards (40’ range) +2 (2d4+1); AC 14; HD 2d8 12hp; MV 30’; Act 1d20; SP exploding body; SV Fort +4, Ref +0; Will +2; AL N

Exploding Body: Upon death the body of the crystal creature explodes in a shower of tiny crystal shards causing 1d6 damage to all in a 10’ radius (DC 10 Reflex Save to negate).

Greater Crystal Aberration: Init +2; Atk slam +4 (2d6+2) or crystal shards (40’ range) +2 (3d4+1); AC 16; HD 4d8 21hp; MV 30’; Act 1d20; SP exploding body, fire surge; SV Fort +6, Ref +1; Will +3; AL N

Exploding Body: Upon death the body of the crystal creature explodes in a shower of tiny crystal shards causing 2d6 damage to all in a 10’ radius (DC 10 Reflex Save to negate).

Fire Surge: The creature can cause a ray of fire to spring forth from an outstretched crystalline appendage. 4d6 damage (DC 12 Reflex Save for half)

Crystal Obelisk: Init -5; Atk none; AC 20; HD 6d8 32hp; MV 0’; Act 1d20; SP exploding body; SV Fort +10, Ref -2; Will +4; AL N

Exploding Body: Upon death the body of the crystal creature explodes in a shower of tiny crystal shards causing 4d6 damage to all in a 15’ radius (DC 10 Reflex Save to negate).

DCC Monster: Thaggnaerian Snare-Beast

Things have been a bit hectic for me this week, but luckily one of my Dungeon Crawl Classics players stepped up with a creature he created for a one-shot game he ran! Continuing The Iron Tavern’s apparent tradition of posting DCC RPG related content on Fridays, I introduce Dustin Clark’s Thaggnaerian Snare-Beast for your game!

Thaggnaerian Snare-Beast

Init +2; Atk tentacle +1 (1d3) and tentacle +1 (1d3); AC 12; HD 1d8+2; MV 20’; Act 2d20; SP Infravision, half damage from non-magical weapons and fire; SV Fort +2, Ref +2, Will +2; AL C

The Thaggnaerian Snare-Beast is a minion of the demon lord Thaggnaer, not quite a demon itself but the spawn of the Breeding Pits of Thaggos. Thaggnaerian Snare-Beasts feature the head of a featherless, crimson skinned four-beaked bird with three eyes, and have the torso, legs, and shell of a turtle and reddish tentacle arms like those from an octopus. The Snare-Beast walks upright but hunched over, with its pitch black shell not quite allowing it to stand straight. It can see perfectly in the dark, and is partially resistant to fire damage and damage from normal weapons.

This hideous cross-breed of featherless bird, turtle and octopus lurches forward, struggling against its shell to walk upright and lashing out with fierce, strong tentacles. It’s four-beaked mouth chatters and clips incessantly as it drags itself across the floor towards you.

Greater Thaggnaerian Snare-Beast

Init +0; Atk 4 (four) tentacles +1 (1d6); AC 13; HD 2d8+4; MV 20’; Act 4d20; SP Infravision, half damage from non-magical weapons and fire, constrict automatic (1d8 dmg if two or more tentacle attacks hit); SV Fort +2, Ref +0, Will +2; AL C

The Greater Thaggnaerian Snare-Beast is a larger, slower and even more aggressive brother to its smaller namesake. This greater form of outsider is nearly a demon in strength, and has two additional tentacles for arms, and a slew of smaller tentacles hanging grotesquely from its neck and stomach.

Malloc: A DCC Patron

photo by: dmahr on flickr, gimp filters by jft

photo by: dmahr on flickr, gimp filters by jft

I seem to have a trend of posting Dungeon Crawl Classics RPG related content on Fridays. Continuing that trend, this week I present a patron write-up I did for my online campaign. The idea source for this patron came from materials from Purple Sorcerer Games written by Jon Marr.

Malloc made an appearance in one of the early Purple Sorcerer Games adventures. Jon provided me with some additional insight for how he saw Malloc and his motivations which I morphed into this complete patron write-up. I have two wizard characters that claim Malloc as their patron, sometimes much to their dismay!

And with that, I hope you enjoy Malloc the Creeper!

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Malloc the Creeper

Also known as the Dark World Tree, Malloc works his roots into dark nooks of the world with intent to gather knowledge and further increase his preparedness to exert his power and control on worldly affairs. Malloc has a near insatiable desire for knowledge and information and uses those that call him their patron to gain this knowledge. Malloc is not beyond exerting his own destructive power to broker exchanges of information for safety of entire towns and structures.

Malloc’s jealousy also leads him to be locked in a bitter rivalry with Yddgrrl, the World Root. Though Malloc is often thought to be uninterested in nature, he seems to have a certain affinity towards particular trees and seeks to protect them with destructive force when necessary. Some say Malloc is jealous of Yddgrrl’s much closer bonds to nature than Malloc’s own.

Malloc expects his followers to search out forgotten knowledge and report it to him using whatever means, including force, are necessary to gain this knowledge. Malloc rarely communicates his desires in a forthcoming manner to his followers preferring cryptic messages through speaking trees, faceless figures, and scrawled messages in flesh. Malloc is prone to jealousy if any of his patrons seek to stray from his patronage. Feeling it as a loss of an information source he will frequently strike out in a devastating display of power to rein in or punish a follower from leaving his patronage.

Invoke Patron check results:

12-13 Malloc responds to the call but is quickly distracted by something else that comes to his attention. Before he leaves he grants the caster significant insight into the weakness of the creature the caster is fighting. This insight provides a +4 on spellcaster checks for the next 1d4 rounds.
14-17 Malloc is annoyed and admonishes the caster severely before begrudgingly causing the caster’s skin to become bark-like (AC +4) and an increase of 2d3 to the caster’s Strength ability. These effects last for 1d4 turns and the ability score increase can be spellburned.
18-19 Malloc responds to the call and appreciates the dire circumstances that led to his calling. He grants insight to the situation the caster and his allies are in and grants each a +4 to attacks, skill checks, and spell checks for 1d4 turns.
20-23 Malloc sends forth root-like tentacles that burst forth from the ground regardless of the type of surface and grapple nearby objects and creatures. The roots cover a 20′ radius centered at a point the caster dictates.  These summoned roots slow the enemy’s movements by half and causes a -2 to all attack, skill, and spellcraft checks. Those trapped in the grasping roots must make a DC 18 Strength check to escape their grasp.
24-27 Malloc sends a pair of dark roots out of the ground near the caster’s legs. These dark roots wrap around the caster’s ankles with some strength. From the initial round and for each round the caster does not move from this position the caster receives 1d4 hit points in healing and 1d2 ability point damage healed. Once the caster moves, the root-like tendrils curl back down into the ground.
28-29 Malloc calls forth several powerful roots to press forth from the ground at a location dictated by the caster. These roots will target the creature closest to that point and attempt to grab them (Atk +10, plus grab). Once a root has successfully grabbed the victim they will work together to pull the victim back beneath the ground. It takes 1d3 rounds for the roots to suffocate the victim underground. A DC 20 Strength check escapes the roots.
30-31 A massive tree is summoned forth by Malloc at the location desired by the caster. This tree (see below), with a great, gaping maw, erupts from the ground over the course of 1d3 rounds. When fully surfaced it stands 40′ tall with numerous leafless limbs. 8 of these limbs proceed to make attacks on any opponent the caster orders it to. The caster can dictate each of these 8 attacks but can perform no other action on his turn when doing so. The tree remains summoned for 1d4 turns.Tree, avatar: Init +2; Atk bite +10 melee; Dmg 2d12 and swallow on critical; AC 15; HP 58; MV 5′; Act 8d20; SP: Free bite attack if victim delivered by limb. SV Fort +8; Ref +0; Will +8; AL NOne of three things (1d3) happen when an opponent is struck by one of the limbs.1)     The limb grabs the victim and then proceeds to hurl the victim with great force. The victim takes 2d8 damage (DC 16 Reflex Save for Half).2)     Upon grabbing the victim the limb begins to squeeze the victim with tremendous force. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root)3)     The limb grabs the victim and begins squeezing. The victim takes 4d4 squeezing damage (DC 15 Strength Check to take Half damage; DC 18 Strength check to escape the root). On the 2nd round the root will deposit the victim in the tree’s maw.
32+ Malloc’s ire has been raised and he unleashes his destructive force in a startling display to protect those who call him patron. An earthquake caused by many roots and tendrils erupts all around the spellcaster and his allies. The earthquake focuses on a 400′ radius area around the caster, though the caster and his allies are shielded from the effects of the earthquake.Outside this protective sphere all must make DC 22 Reflex saves to avoid falling into deep fissures causing 3d6 damage from the fall. For those that succeed on their Reflex save they must make another one each round until they are outside the area of effect.Once in the fissures they begin to close and shift causing 6d6 crushing damage over the next 6 rounds. Two successful (not necessarily in a row) DC 18 Strength checks are needed to begin escaping the crushing forces of the fissure. For each round in the fissure the victim is subject to another 6d6 damage.This quake also causes structural damage to any buildings caught in the ferocity of the thrashing roots causing this earthquake.  Towers and multi-level structures are likely to sway, possibly collapsing in ruin.  Foundations of one-story buildings are sundered, heaving portions of the building up and others sinking below the earth’s surface.

 

Patron Taint: Malloc

Malloc strives to turn his petitioners to be more like him in resemblance and form. When patron taint is indicated, roll 1d6 on the table below. When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling anymore.

Roll Result
1 The caster’s skin become rough and almost scratchy to the touch. If this result is rolled a second time, the caster’s skin transitions from being scratchy to appearing and feeling like smoothed bark (-1 Agility checks, +1 AC). If this result happens a third time, the caster’s skin transitions to that of actual bark (-2 Agility checks, +2 AC).
2 The caster’s hair begins to become stiff and bristly to the touch. If this result is rolled a second time, small twigs become part of the caster’s hair with small leaves. If this result is rolled a third time, the caster’s hair becomes composed entirely of small twigs and leaves. If the caster chooses to shave their head, the small twigs and leaves will return in their entirety by morning.
3 When the caster casts a spell the immediate area (20′ radius) tremors. No damage is caused, but items rattle and clink if they are not secured. If this result is rolled a second time, when the caster casts a spell the immediate area (20′ radius) trembles, small cracks appear in the ground and small, non-secured items topple over. If this result occurs a third time, when a spell is cast by the caster the immediate area (20′ radius) suffers a minor quake, the ground heaves from roots thrashing about in the ground causing the area to become difficult terrain. DC 12 Reflex saves are required by those in the immediate area to avoid falling prone and there is a chance of minor structural damage.
4 The caster finds himself becoming more possessive of his belongings. Being asked to share his belongings are met with great annoyance. If this result is rolled a second time, the caster shows much more annoyance and vocal distrust of others wanting to borrow or use his things. The caster will refuse to share or let others use his belongings. If this result is rolled a third time, the caster refuses to loan his belongings out. The caster also become always suspicious that people are after his belongings. When situation arise that others are pressuring him to share his belongings, the caster must make a DC 15 Will save to avoid the incident from escalating into outright conflict.
5 The caster finds himself unable to hydrate orally and must resort to pouring water or other beverages on his feet. Liquid poured on the caster’s feet is readily absorbed and used by the caster’s body for hydration. If this result is rolled a second time, the caster finds it more difficult to obtain nourishment orally. Though the caster can eat and obtain some nourishment the caster obtains more nourishment by pouring nutrient rich liquids on his feet. If this result is rolled a third time, the caster can no longer eat or drink normally for sustenance. All nourishment must be through some form of liquid or nutrient rich liquid poured on his feet and absorbed by this body.
6 The caster has an insatiable desire to venture forth after a piece of lost knowledge. The caster receives a vision of the object that holds this knowledge and a vague idea of location. The caster must retrieve the object from the vision and study it (Minor Quest – 5-7 days in duration). If this result is rolled a second time, a revelation comes to the caster regarding the object retrieved from the first occurrence. The caster must now find a second piece of information that will help determine the meaning of the first. (Medium Quest – 25-30 days in duration). If the result is rolled a third time, the caster receives another cryptic vision which the caster must decipher involving the two objects previously obtained. (Major Quest – 3-6 months).

 

Patron Spells: Malloc 

Malloc grants the following three spells to those that petition him:

Level 1: Snarling Roots

Level 2: Forest Perception

Level 3: Quaking Roots

Spellburn: Malloc

Malloc exacts a cost for those that seek his aide at times of need. When a caster utilizes spellburn, roll 1d4 on the table below or build off your own ideas to create an event specific to your situation.

Roll Results
1 Malloc needs blood. Roots push their way up through the ground and wrap around the caster’s legs for 2 rounds. During this time the caster is unable to move, though he can still cast. The roots drain blood from the caster (expressed as Stamina, Strength, or Agility loss).
2 Malloc is creating another avatar of himself and requires teeth as a component. The caster must remove one or more of his own teeth as an offering to Malloc which will be used to bring the maw of Malloc’s avatar to life. For every 2 points of spellburn the caster must sacrifice one tooth.
3 Much as tree limbs and roots crack, Malloc wishes to exact this punishment through the cracking of bones in the caster’s body (expressed as Stamina, Strength, or Agility loss).
4 Malloc seeks to exact his mark on the caster and carves the word Malloc on the caster’s body. The depth and size of this mark is determined by the amount of points expended in this spellburn.

 

                                                                               Snarling Roots
Level: 1 (Malloc)              Range: 125′            Duration: 1 turn per CL                       Casting Time: 1 round
General Malloc has creeping roots beneath the ground ready to be summoned when the need presents itself. The caster conjures forth an area of snarling roots that impede his enemy in both movement and actions.
Manifestation Roll a 1d4: (1) thick gnarled roots, cluttered with dirt pierce the ground; (2) thin, brownish green roots with freakish agility and speed protrude from the ground; (3) a large ball of roots shoot from the caster’s hands and arcs through the air to the target area; (4) a swirling mass of greenish brown vapor is hurled from the caster’s hands exploding into a mass of roots at the target area.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 A 10′ radius area becomes entangled with roots coming up from the ground. No prior vegetation is needed. Creatures within the area lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 13 Strength check allows targets snarled to move and act without penalty for one round.
14-17 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within lose 5′ from their movement rate and suffer a -1 to attack, skill checks, and spell checks. A DC 15 Strength check allows targets snarled to move and act without penalty for one round.
18-19 A 20′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
20-23 A 40′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -2 to attack, skill checks, and spell checks. A DC 17 Strength check allows targets snarled to move and act without penalty for one round.
24-27 A 50′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 18 Strength check allows targets snarled to move and act without penalty for one round.
28-29 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at half their normal movement rate and suffer a -4 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
30-31 A 60′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within move at one quarter their normal movement rate and suffer a -6 to attack, skill checks, and spell checks. A DC 20 Strength check allows targets snarled to move and act without penalty for one round.
32+ A 80′ radius area becomes entangled with roots coming up from the ground. No prior vegetation needed. Creatures within are unable to move and suffer a -6 to attack, skill checks, and spell checks. A DC 22 Strength check allows targets snarled to move and act without penalty for one round.

 

Forest Sensing

Level: 2 (Malloc)          Range: 500′ (+500′ per CL > 1)        Duration: 1 turn per CL        Casting Time: 3 rounds
General Despite Malloc’s often loose ties to nature, he is fully capable of bending the will of nature to serve his needs in the quest for knowledge and information. With the power of Malloc the caster is able to tap into the senses of nearby plants and trees, hearing what the plants hear as if the caster was present.
Manifestation Roll a 1d4: (1) The caster’s ears turn into leaves for the duration of the spell; (2) A thin root sprouts from the ground and gently wraps itself around the caster’s leg for the duration of the spell; (3) a globe of green, misty light is conjured during the casting of the spell erupting in a fine spray of water; (4) the caster’s skin turns a mottled greenish-brown for the duration of the spell.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. Once a plant is chosen the spell cannot be redirected.
16-19 The caster indicates an area with some form of plant-life within the casting range of the spell. The caster is now able to hear normal conversations and ambient sounds occurring near the target plant for the duration of the spell. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
20-21 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster has amplified hearing allowing the caster to hear normal and whispered conversations and ambient sounds. If the caster wishes to change the target of the spell, he may do so until the duration of the spell expires.
22-25 The caster indicates an area with some form of plant-life within the casting range of the spell. Through the plant the caster is able to hear normal conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell. The caster can retarget the spell until the duration of the spell expires.
26-29 The caster can indicate multiple targets that listen (up to CL). Through each of these plants the caster is able to hear normal conversation and ambient sounds occurring near each of the targeted plants. The caster is able to supernaturally make out and process each of these conversations without difficulty. Once chosen the targets cannot be re-selected.
30-31 The caster is able to select multiple plants for listening and retarget as desired for the duration of the spell. The caster can also choose to have a particular person followed from plant to plant for the duration of the spell automatically. Through the plant the caster is able to hear normal and whispered conversation and ambient sounds. In addition, if the caster does not normally know the language spoken, the caster understands the language for the duration of the spell.
32-33 The caster is awash in overheard conversations and sounds from all plant-like entities within range of the spell. Within the first minute of casting the caster much choose the number of targets equal to his CL and amount of points spellburned to continue listening to for the duration of the spell. Once the targets are chosen the caster can continue to hear normal and whispered conversations, ambient sounds and comprehend the language spoken from that target for the remaining portion of the spell. Targets can be re-chosen until the spell expires.
34+ The caster is able to listen to all surrounding plants in the range of the spell. The caster is able to supernaturally able to process all of this information without difficulty and does not need to choose targets. All normal and whispered conversations and ambient sounds are heard and the caster is able to comprehend all languages obtained in this manner. These effects last for the duration of the spell.

 

Quaking Roots

Level: 3 (Malloc)                  Range: 225′                  Duration: 1 round per CL                    Casting Time: 1 round
General Malloc’s ire has been raised and his wrath shall be felt. The caster calls upon Malloc’s power to summon forth powerful roots to thrash about causing the very earth itself to quake.
Manifestation Roll a 1d4: (1) A tangled ball of roots is conjured between the caster’s hands which is hurled to the target area of the spell; (2) a spiraling vortex of roots is launched from the caster’s position to the target area of the spell; (3) a sphere of fine, black dirt showers upwards from the ground at the target site immediately prior to the quake starting; (4) the sound of multiple stones cracking echoes sharply through the air around the caster.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 In an area of the caster’s choosing within range of the spell powerful roots erupt from the ground in a 20′ radius. These roots flail about possibly striking creatures in that area (3d6 damage, DC 12 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks and spell checks.
18-21 In an area of the caster’s choosing within range of the spell, large, powerful roots erupt from the ground in a 20′ radius. These roots flail about, actively seeking to strike creatures in the area (4d6 damage, DC 15 Reflex for half). In addition the ground begins to shake from the thrashing, -1 to attack rolls, skill checks, and spell checks.
22-23 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 30′ radius. These roots flail about, actively seeking to strike creates in the area (5d6 damage, DC 16 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
24-26 In an area of the caster’s choosing within range of the spell, very large and powerful roots erupt from the ground in a 40′ radius. These roots flail about, actively seeking to strike creates in the area (6d6 damage, DC 18 Reflex for half). In addition the ground begins to shake violently from the thrashing, -2 to attack rolls, skill checks, and spell checks.
27-31 In an area of the caster’s choosing within range of the spell, extremely large and powerful roots erupt from the ground in a 45′ radius. These roots flail about, actively seeking to strike creatures in the area (8d6 damage, DC 20 Reflex for half). In addition the ground begins to shake violently from the thrashing, -3 to attack rolls, skill checks, and spell checks.
32-33 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 50′ radius. These roots flail about actively seeking to strike creatures in the area (10d6 damage, DC 22 Reflex for half). In addition the ground begins to shake violently from the thrashing, -4 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of minor structural damage.
34-35 In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 60′ radius. These roots flail about actively seeking to strike creatures in the area (15d6 damage, DC 25 Reflex for half). In addition the ground begins to shake violently from the thrashing, -5 to attack rolls, skill checks, and spell checks. Structures within the effects radius begin to exhibit signs of major structural damage.
36+ In an area of the caster’s choosing within range of the spell, very large powerful roots erupt from the ground in a 80′ radius. These roots flail about actively seeking to strike creatures in the area (20d6 damage, DC 30 Reflex for half). In addition the ground begins to shake violently from the thrashing, -6 to attack rolls, skill checks, and spell checks. Structures within the effects radius exhibit significant structural damage up to and including collapse.

 

Dwarven Cleric for DCC RPG

DCC RPG Limited Edition CoverJust before the holidays, Dak (of Crawl! Fanzine fame) posted in the DCC RPG Google+ community about expanding some of the demi-humans race as class options. The one that intrigued me was allowing the Dwarf as written to be the dwarven fighter or warrior and adding a dwarven priest or cleric.

I found myself with a bit of time over the holidays and took a stab at the dwarven cleric class option for Dungeon Crawl Classics RPG. I tried to blend the dwarf class with the cleric class without ending up with something too powerful. I think I am close on the right blend while maintaining some dwarven flavor.

If it needs toned down a bit more I would look at the number of spells again. I’ve reduced them some, but I think I might have room to reduce those some more. Of course, I cut down a lot of the base dwarven class, really keeping a much slower progression rate for Mighty Deed of Arms than a standard dwarf as an ode to being a dwarf.

I have not been able to run this through an actual playtest yet. I am hoping to talk the judge for my new DCC RPG local game to letting me try it out. In either case, give this class a read through and let me know what you think. Feedback is welcomed!

                                                                                                             

CC License, Arty by *YamaO at Deviant Art

CC License, Arty by *YamaO at Deviant Art

Dwarven Cleric Class 

Like their fellow dwarves, dwarven clerics were raised far underground in dwarven mines, strongholds, and great cities. Subscribing to the orderly and rigid life that keeps dwarven society functioning, the dwarven cleric took an interest in the gods of the land. In addition to years of martial training and learning crafts, the dwarven cleric was instructed in centuries religious knowledge and ritual.

The dwarven cleric is a valued member of dwarven society. Life beneath the surface is treacherous. Mining accidents, natural cavern collapses, and near constant skirmishes with other denizens of the dark guarantee physical injury that drive demand for the healing care of a priest. Simply boosting the mental fortitude amongst dark and confined caverns is one of the facets of a dwarven cleric that add to their worth to the dwarven society.

With their martial training, spells, and luck of the gods to aid them during battle, dwarven clerics are an anchor to the foothold these demi-humans claim under the mountains. These features also serve to make them stout adventuring companions.

Hit Die: A dwarven cleric gains 1d8 hit points at each level

Weapon Training: Much like their brethren, dwarven clerics prefer battle with a weapon and shield. With time spent training split between martial and religious training a dwarven cleric is only trained in the following melee weapons: battleaxe, club, handaxe, mace, spear, and warhammer. A dwarven cleric is also trained in these missile fire weapons: crossbow and sling. Dwarven clerics wear whatever armor they can afford.

Alignment: The dwarven life produces many more lawful dwarves due to the structured clan life of dwarves. Coupled with learning the tenets of the religious way dwarven clerics are slanted even more heavily to a lawful alignment.

Rare are the dwarves who stray from the lawful path after studying the ways of religion, but chaotic dwarven clerics do exist. These dwarven clerics have typically rebelled strongly against their roots or some say been tainted by the patrons and deities they serve.

Neutral dwarven clerics are even rarer and tend to be dwarves that have little direction in their lives. These dwarven clerics frequently find themselves more beholden to natural elements than lawful or chaotic deities.

Attack modifier: The dwarven cleric starts with a static modifier for attack rolls. At 3rd level the dwarven cleric gains a deed die, like the Dwarf. At 3rd level, this is a d3. The dwarven cleric rolls the d3 on each attack roll and applies it to both his attack roll andhis damage roll. The progression of this deed die is at a reduced rate compared to Dwarven or Warrior classes.

Caster level: Caster level is typically the level of the dwarven cleric. This level can be modified under certain circumstances. It is not unheard of for a dwarven cleric to seek out holy relics of their faith to increase their caster level.

Magic: Dwarven clerics are able to call upon the favor of his god. This ability allows the dwarven cleric to channel his chosen god’s power as a magical spell.Dwarven clerics are also able to call upon their deity to lay on hands and turn unholy. See the Cleric entry in the Dungeon Crawl Classics RPG rulebook for a complete description of clerical magic.

Divine Aid: In addition to channeling a god’s power as a devout worshipper, a dwarven cleric can beseech his deity for divine aid. Faithful followers recognize that beseeching a deity directly is an extraordinary act. To request divine aid, the cleric makes a spell check at the same modifier that would apply were he casting a spell. This extraordinary act imparts a cumulative +10 penalty to future disapproval range. Based on the result of the spell check, the judge will describe the result. Simple requests (e.g. light a candle) are DC 10 and extraordinary requests (e.g. summon and control a living column of fire are DC 18 or higher.

Mighty Deed of Arms: Dwarven clerics have been exposed to martial training during their religious studies. Like Warriors and Dwarves, they can perform Mighty Deed of Arms in combat. See the warrior entry in the Dungeon Crawl Classics RPG rulebook for a complete description.

Infravision: A dwarven cleric can see in the dark up to 60’.

Slow: A dwarven cleric has a base movement speed of 20’.

Underground Skills: Lives led underground train dwarves to detect certain kinds of construction. When underground, dwarves receive a bonus to detect traps, slanting passages, shifting walls, and other new construction equal to their class level.

A dwarf cleric can smell gold and gems. A dwarf cleric can determine the direction of a strong concentration of gold or gems within 100’. Smaller concentrations, even down to a single coin, can be smelled up to 40’ away if the dwarf concentrates.

Luck: A dwarven cleric’s luck applies to the armor class.

Languages: A dwarven cleric at 1st level knows Common, the dwarven racial language, plus Angelic if Lawful, Demonic if Chaotic or the choice of either if Neutral. A dwarven cleric knows one additional language for every point of Int modifier, as described in Appendix L of the Dungeon Crawl Classics RPG rulebook.

Action Dice: A dwarven cleric receives their second action dice at 6th level. A dwarven cleric’s action dice can be used for attack rolls or spell checks.

Table: Dwarven Cleric

Level Attack (Deed Die) Crit Die/Table Action Dice Ref Fort Will 1 2 3 4 5
1 +0 1d8/III 1d20 +0 +1 +1 2
2 +1 1d10/III 1d20 +0 +1 +1 3
3 +d3 1d12/III 1d20 +1 +1 +2 3 2
4 +d3 1d14/III 1d20 +1 +2 +3 4 3
5 +d3 1d12/IV 1d20 +1 +3 +3 4 4 1
6 +d4 1d14/IV 1d20+1d14 +2 +3 +4 5 4 2
7 +d4 1d16/IV 1d20+1d14 +2 +4 +4 5 5 3 1
8 +d4 1d20/V 1d20+1d16 +2 +4 +5 6 5 3 2
9 +d4 1d24/V 1d20+1d16 +2 +5 +5 6 5 4 2
10 +d7 1d30/V 1d20+1d20 +3 +5 +6 7 6 5 3 1

 

Table: Dwarven Cleric Titles

Level Title by Alignment
  Lawful Chaotic Neutral
1 Acolyte Supplicant Celebrant
2 Brother Beseecher Beseecher
3 Friar Zealot Zealot
4 Vicar Oracle Matriarch
5 Warrior Priest Everlasting Indoctrinator

 

Traps for DCC RPG

photo courtesy Christian Haugen

I have been going through some of my writing folders and finding some of the gems that have yet to see print.

Today it is a series of traps I wrote up to go along with the Critical Hit Trap Table I wrote back in early August. I actually have cleaned that table up a bit since its original publishing, I will post that update in the near future.

The traps below all use Attack rolls, making them perfect candidates for use with the critical hit trap table!

The Traps

Spiked Step: A pressure plate is engineered on a step (find / disable trap DC 15) on a flight of stairs, when depressed multiple spikes punch horizontally outwards (Atk +4, dmg 1d6) from the step behind the person’s leg.

Pit Trap, Spiked: A 10′ pit is concealed with a faux stone cover (find / disable trap DC 12). PCs that do not find the trap must make a DC 12 Reflex save or fall into the trap for 1d6 damage. The pit has numerous spikes at the bottom. 1d4 spikes could impale the falling character (Atk +3, dmg 1d4 per spike).

Poison Needle Lock: An intricate lock (pick lock, DC 16) that is also protected by a poisoned needle (find / disable trap DC 13). A failed pick lock or disable trap check will trigger the needle (Atk +6, dmg 1d4 plus poison: DC 14 Fort save or -1d4 Stamina).

Scythe Hall: Four slender scythe blades are recessed in the ceiling of this hall in 5′ intervals (find DC 20). A portion of the floor under the fourth scythe is weighted in a manner to cause all four scythes to swing downwards at the same time (find / disable trap DC 18). Failure to find the trap or disable it triggers the trap, each scythe targeting the character in that square (Atk +8, dmg 1d12)

Falling Block: A large stone block is rigged above the doorway of a closed door. Opening the door without finding the hidden lever (find / disable DC 15) triggers the trap. The large block falls from the ceiling potentially crushing the character opening the door (Atk +15, dmg 4d6).

Poison Arrow Trap, Repeating: Failure to find or disable (find / disable DC 16) this trap results in one arrow being fired every round for 6 rounds. (Atk +6, additional +4 if standing in doorway, dmg 1d6 plus poison: DC 13 Fort Save or -1d3 Stamina)

Grimoires for DCC RPG

What follows is a write-up I did a couple of months ago on Grimoires. It is time it saw the light of day!

About the Grimoire

Wonderful opportunities are often lost when characters find a grimoire of a vanquished wizard or left long forgotten in a subterranean tomb. All too often the Judge simply says “you find his grimoire, it has, uh… a red cover and some pages in it. It is sort of thick… and smells old.” He then rattles off a list of spells it has or maybe makes the character spend some time and resources to read the magic within before rattling off the spells within.

Grimoires have a myriad of appearances and they have history. Who used to labor over this book? Who made the notes and diagrams within? Who eventually created this book after long hours and days of research that finally resulted in a usable spell?

The grimoires detailed below are a tool for the Judge to use when he needs to drop in a found grimoire. The books have names, sizes and enough description to make them different from each other. Each grimoire also has a short history with it, sometimes with the name of the previous owner and others with a vague look at its history. Finally each grimoire has a list of spells it contains, each from the DCC RPG rulebook.

These are tools. The judge is free to modify as they see fit. Too many spells in the book or ones you do not like? Replace with what you feel is more appropriate or perhaps more of the pages are damaged than I thought, rendering some of the spells unusable. The history portions should fit in with a multitude of campaigns, but freely adjust to something more appropriate for your campaign or use the details here to start off a new quest. Use these tools in their entirety or modify as needed to fit your campaign. 

The Grimoires

Manual de Rattus
Dimensions:  9″x12″x1.5″
Weight: 3lbs
Description: Fine fur of a rat, dusty brown with flecks of white, cover this grimoire on the front and back cover. A cured rat’s tail acts as a leather thong to clasp the book closed, wrapped around a small brass post on both the front and rear cover.

The pages within the tome are thin sheets of leather, the writings of magic scrawled across the vellum-like sheets. The contents appear to be a mix of half-finished formulas and diagrams amongst what certainly appear to be complete spells. The majority of spells appear intact, though some damaged and torn pages litter the book.

History: Master Endgellan, a naïve wizard who sought the power of the rat-men from ancient times, previously owned this grimoire. Master Endgellan long-sought the location as proof of this ancient races existence and finally recovered it from the long lost burrows far beneath the Old City. Within months of discovery Master Endgellan succumbed to disease before unlocking the secrets of this tome.

Spell List: Level 1: Animal Summoning, Spider Climb, Ward Portal Level 2: Monster Summoning, Strength Level 3: Haste

Grimoire of the Void
Dimensions: 6″x9″x1″
Weight: 1lb
Description: The cover of this grimoire is composed of a fine-grained soft leather, blacker than the black between the stars. The cover of this pitch-black grimoire appears to absorb the light of an illuminated room, casting it into shadowy light regardless of light source.

The pages within the grimoire are also black. The legible writings are a cross between white and silver in color easily viewable even in darkness. There appear to be several complete spells amidst the partial work of the book. A large amount of the notes in the grimoire appear to be diagrams of the stars at various points of the year. Several constellations depicted in the tome do not exist in the present day sky.

History: Few have been able to retain ownership of this tome for more than a year or two. Finders are frequently puzzled by this grimoire for its innate ability of the book to seemingly absorb light. Upon further study over time the owners of this tome are driven to madness and frequently choose to abandon this grimoire of their own accord before unlocking its secrets.

Spell List: Level 1: Chill Touch, Force Manipulation, Patron Bond Level 2: Detect Invisible, Phantasm, Scorching Ray Level 3: Dispel Magic, Planar Summoning Level 4: Wizard Sense

Ironbound
Dimensions: 1.5’x2’x4″
Weight: 15lbs
Description: This massive grimoire is immense in size and weight for a wizard’s tome. Thick iron bands edge the corners of this red leather grimoire and two thick clasps with locks keep the tome shut (Pick Lock DC 18). The iron bands have bizarre etchings in them, a series of intricate patterns and symbols.

The pages have rust-red gilded edges and the paper appears woven with thin strands of metal that glint under any source of light. The words of the spells are written with great care, extremely neat and legible.

History: Arcane master Tzekien Carlastra had a deep interest in the manipulation of the elements. His studies were meticulous in nature and he always sought to retain control of his magic and not fall whim to the powers that he called upon. Tzekien managed this delicate balance between knowledge acquisition and self-control for many long years. His career was ended when an elaborate heist was planned in a raid on his laboratory that resulted in his untimely violent death and the disappearance of his primary grimoire.

Spell List: Level 1: Ekim’s Mysical Mask, Flaming Hands, Read Magic, Magic Missile Level 2: Fire Resistance, Scorching Ray, Shatter, Phantasm Level 3: Fireball, Gust of Wind, Lightning Bolt Level 4: Control fire, Transmute Earth Level 5: Magic Bulwark

The Black Flower
Dimensions: 7″x7″x1″
Weight: 1.5lbs
Description: A black lotus upon a white background decorates the cover of this square grimoire. The cover of the tome is soft like the petal of a flower, though not nearly as fragile. An almost sweet, though stale, smell rises from the open pages of the grimoire.

The grimoire’s pages are surprisingly thin and quite fragile in appearance, though only in appearance, as the pages are quite resistant to tearing. The stale, sweet smell is quite strong near the pages themselves. The pages are full of writing all the way to the edges. The ink used is slightly raised and black as pitch on the white pages.

History: This grimoire was lost to the Cult of the Black Lotus decades ago. Previously having belonged to one of their high arcanists, the grimoire disappeared shortly after his assassination from within the cult. The tome never surfaced after the assassination and its disappearance a mystery to those of the Cult of the Black Lotus.

Spell List: Level 1: Feather Fall, Mending, Ropework, Sleep, Color Spray, Chill Touch Level 2: Levitate, Locate Object, Spider Web, Wizard Staff Level 3: Demon Summoning, Lightning Bolt, Slow Level 4: Control Ice

Grimoire of the Root
Dimensions: 9″x12″x2″
Weight: 4lbs
Description: This bark covered grimoire emanates a distinct cedar smell. The grimoire is quite rough to the touch and has several thin vine-like tethers keeping the tome shut. Of a manageable size the heft of this volume seems added to by the thick bark cover of the grimoire.

The pages inside are quite rigid with very little give. They feel more like smooth balsa wood than paper. The words scrawled across the pages are carved into the pages as opposed to written upon the pages.

History: The grimoire formerly belonged to a neophyte follower of the world root. The tome became ownerless due to an unfortunate accident to neophyte follower involving sudden flames and destruction of the follower’s laboratory. The grimoire found its home with another world root follower, but was eventually misplaced becoming lost for several years.

Spell List: Level 1: Charm Person, Comprehend Languages, Magic Missile, Mending

Review: Crawl! Issue #5

This issue of Crawl!, the Dungeon Crawl Classics RPG fanzine wrangled by Reverend Dak was released in early November. I am running a little behind on getting my review of it posted! This issue is the monster themed issue and weighs in at the standard 24 pages in length. Crawl! is only available in paper form, though it is a welcome form of mail when my subscriber issue arrives!

What is Inside?

The issue opens with an article called Monsters with Class by Reverend Dak himself. This article covers adding class abilities to NPC monsters. These are guidelines to quickly apply class abilities to monsters that do not otherwise have them. They include boosts to Hit Dice, Saves and some additional abilities depending on how many Hit Dice the monster has. This is another example of keeping things simple and manageable with a minimum amount of prep time for an upcoming session.

Next up we have an Orc class. With a brief background on the orc culture the article moves into the mechanics of hit dice, weapon training, rage abilities. The article is complete with orc titles and a level progression chart.

Jeremy Deram’s DCC Monser Helper is included as the center spread in this issue. A series of charts that allow one to generate monster stats quite quickly based on type of monster (animal, dragon, fey, giant, undead, etc). Hit die values, attack bonuses, and which saves are good and which are bad are all noted. An additional chart helps calculate the saves and attack bonuses based on the initial table. I have used the web version of this table before and it is quite handy.

Consider the Greenskins is an article that puts a twist to classic D&D monsters – goblins, hobgoblins, and orks. This is just one example of how standard monsters can be “tweaked” a bit to make them unique to your DCC RPG campaign. Efforts such as these keep the players guessing and offers built-in plot points on how these creatures came to be.

Wandering Monster tables are included for levels 1 through 5, an article previously published by Jeff Rients on his blog. Certainly handy to have and a starting point for a judge wishing to tailor some wandering monster tables for their own campaign.

The final pages include four new monsters from two authors, Brad Littman and Colin Chapman. We get one page write-ups on the Fung-Eye (I will leave the visualization up to you!), the Stonecrawler, and a pair of monstrous canines.

The Standouts

As usual there are several standout articles in this issue of Crawl!. Monsters with Class is a good article that will help those who might be uncomfortable adjusting things on the fly. Just enough guidelines to let people know you don’t need pages and pages of complex rules to give short-lived monsters or NPCs class levels.

Wandering monster tables and the Quick Monster Stat articles are also useful articles, though both have been published on the web via blogs in the past. For those that have not discovered them previously they will prove quite useful.

I really enjoyed the monstrous canines which include the blood hound and gloom hound. Both are well-described and interesting monsters. Each includes a possible seed for a judge to use to introduce them to their game as well.

Several new art pieces were sprinkled about the issue. I really enjoyed Daniel Bishop’s piece Jason Adam’s artwork.

I was not a huge fan of the orc class for PCs. I should note that I think the write-up was good, I am simply not a fan of classes that stray too far from traditional classes. Perhaps simply naming it half-orc would have helped me clear that mental hurdle! I am sure some will be fans of the article and appreciate the new class.

The stonecrawler monster struck me as a little unusual and of questionable use. With its very slow movement rate and little inclination to attack, much less defend itself I am not sure it has a lot of value. Interesting concept, just not sure it merited more than an environmental hazard.

Overall, another fun issue of Crawl!. Looking forward to Issue #6!

Tales from the Sunken City

I have been running a Dungeon Crawl Classics RPG campaign online via Google+ Hangouts and Roll20. The game has been going since the first of August and we typically play for 2 to 2.5 hours on Tuesday nights. We have had a couple of canceled sessions due to crazy lives, but have had a pretty stable campaign overall.

I started the campaign with The Perils of the Sunken City from Purple Sorcerer Games, a 3rd party publisher for the DCC RPG system. Several of my players were familiar with the Goodman Games modules already out which was a factor in choosing to start with the Purple Sorcerer Games products.

I liked the initial setting because it included a decent sized, but financially poor city and a large area of swamps to the South of the city. The swamps were vast portions of the city reclaimed over the centuries as the city was forcefully migrated northward by nature. The setting also includes a “sending stone” which acts like a randomly teleporting stone. Prospective adventurers place their hands on the stone and they are transported to some location. I thought this would allow me to use a myriad of modules that might not otherwise link together well.

Essentially, the modules offered a starting point with enough detail to hit the ground running, but enough white space for me to shape it into anything the players or I wanted.

The first module went quite well with some overland exploration in the swamp followed by a rather lethal dungeon for the ending of the adventure. The Perils of the Sunken City served quite well for a 0-level funnel and really helped shaped the character development of those that survived.

With the group surviving their first foray into the Sunken City they returned as heroes to the little settlement just outside the city walls proper. The group took about three months of in-game time to determine their path forward (i.e. class) and spend their hard fought gold. Two of the players also selected their patron from an entity featured at the end of the module. I ended up doing a complete patron write-up for that patron which both players have been using.

From here I wanted to run The Ooze Pits of Jonas Gralk for the group. It made use of the same sending stone for a start and further reinforced my base of the Great City and the Sunken City in the swamps to the south. I blended the storylines a bit and offered a possible option for controlling the sending stones instead of submitting to its randomness via an item that would be found at the end of The Ooze Pits of Jonas Gralk.

It took us six session (2 hours each) to play through The Ooze Pits of Jonas Gralk. I am sure other groups have played through this faster. I tend not to steer players too much, so I let their investigations go and handle things on they fly when they take actions outside what might be outlined in a module. If they want to chat with someone they encounter, I am always happy to carry on that conversation instead of brushing it aside. I think that is a good thing as long as it helps get them information they desire. But it does add time to play through the module. In fact, though we are pretty much done with the module as written, they have a few things they still want to wrap up.

Choosing to start with the Purple Sorcerer Games Sunken City line has proven to be a good start for us. I feel like we have a solid set of characters now, some backgrounds and themes starting to show through and the start of a campaign world to play in. With the use of sending stones it will also be relatively easy to work in other adventures from other publishers as well. There is a whole area of exploration behind how the sending stones came to be and are they really limited to just taking you to portions of the swamp?

For those interested I do keep an Adventure Log at the Obsidian Portal site I use for this campaign. While I don’t post detailed session reports here, I do try to keep the adventure log updated. Feel free to check it out. I caution you that you will run into spoilers for The Perils of the Sunken City and The Ooze Pits of Jonas Gralk over there as you read about our group’s adventures.