I’m running my first Dungeon Crawl Classics RPG
via Google Hangout. I became a fan of DCCRPG during their Beta open tests due
to the amazing art and tone; the fact that the rules are fun and engaging is just
a bonus.
DCCRPG is the perfect game for me right now,
because it isn’t so “dry” as OD&D or other retroclones (my players are all “D&D
3rd generation”) and not as complex as Pathfinder (or Fantasy
Craft). The rules for 0-level PCs and the Funnel are also sadistically fun to
run. It’s the kind of game that I can easily play via Hangout (Savage Worlds
and FATE, for example, are better run while using physical components, like
cards and chips). I supplement our online games with Roll20 and the Purple Sorcerer. Finally, the major
selling point of DCCRPG are the adventures – they’re short, fun, direct to the
point and very easy to adapt. For a 2-hour session I believe they represent the
perfect sweet spot.
The first adventure we played through was “The
Portal Under the Stars”, from the DCCRPG Rulebook. I had 3 players running 12
0-level characters. It was a blood bath, with plenty of hilarious moments and lots
of tension. The PCs managed to reach the room of the demon snake, finish here,
before deciding to get the hell out of there. Ah, on the way out they also
managed to break the magic statue’s arm (plunder!). The high point of the
adventure – for D&D 3rd players like them – was using their dead
comrades’ corpses to activate potential traps (ah… Old School gameplay, how can
you not love it?). 2-hours of delving resulted in 9 deaths.
A few weeks ago, we started “Sailors of the
Starless Sea”. Its events are happening one year after the Portal under the
Stars. Our 3 surviving PCs (a warrior, a wizard and a halfling) recruited 12
fools from their home village and went to sack the forbidden ruins described in
that module (but not before being exiled from town by the local ruling council on
numerous charges, like “consorting with Chaotic forces”, “disturbance of the
peace”, “illegal abandon of Guild duties”, “illegitimate conscription of lawful
citizens” etc.).
And so we started “Sailors”. After surviving
the vine horrors at the road, the party decided to avoid the ruined keep’s gate
and went to investigate the walls. While engaged in such recon, they met with a
few beastmen and their new prisoners (0-level PCs of our new player). After a
fight and a few casualties, the now 19-strong company delved in the chaos fortress
through a recent breach in the wall (caused in part by the group’s unsafe
meddlings). Built below the wall, they found the mausoleum of one of the chaos
champions, but were driven off by supernatural cold. Inside the courtyard they
found the awful well of souls. At this point I took advantage of DCCRPG’s fresh
approach to monsters and used Raggi’s famous Random Esoteric Creature Generator. This book is a wonderful
resource for creating really weird and unexpected creatures. By following its
tables I created “The Thing from the Pit”, a giant extraplanar levitating
reptilian horror that inhabited the well of souls. The monster, as rolled, was
pretty strong (6 HD) for a 0- and 1st-level group, so I was
expecting a general retreat after a few deaths. To my surprise, the party’s
0-level shaman managed to roll a natural 20 on his “supplication skill” check.
The Thing from the Pit was so happy with this proper homage that let the party
go, but not before “blessing” the fool human supplicant (I rolled the major
corruption table). I’m now excited to see this 0-level PC turning into the
group’s preeminent chaotic Cleric. DCCRPG Funnel rocks! We finished our third
session just after the party defeated the keep’s minotaur champion and found
some prisoners. After that, they decided to retreat and fight another day.
My players so far are loving the body-count
aspect of DCCRPG and the radically different feel of their characters. They
aren’t heroes trying to save the world or vanilla adventurers, but scoundrels
looking for gold, glory and dark secrets. Most of the PCs look like brigands or
mercenaries, with the remaining are heretics and dark arcanists. After all,
that the party’s only wizard learned his craft from Azi Dahaka, Demon Prince of
Storms and Wastelands (thanks to a certain demon snake’s magic horn from the
Portal Under the Stars) and the aforementioned 0-level shaman is now
“officially” blessed by the Chaotic Powers and has cloven hoofs.
Bonus stuff for you appreciation: “The Thing from
the Pit”
(DCCRPG Stats)
Init -2; Atk bite +4 melee (2d6); AC
19; HD 6d6+6; MV 50’ (levitating); Act
1d20; SP infravision 60’, spikes
(1d6 + 3 Agility drain); SV Fort +6,
Ref -2, Will +4; AL C.
This humanoid creature is approximately 9 ft.
tall, with a demonic avian horned head and striped scales (of sable and
ivory-like coloration) covering its body. Its eyes are beautiful night-like
pits, where strange stars and constellations can be seen.
The Thing from the Pit has retractable spines
covering his entire rock-hard epidermis, which seems to be constantly drenched
in ooze-like pulsating blood. Creatures attacking the Thing at close range
suffer 1d6 of damage per attack from its spikes and lose 3 points of Agility
from its poisonous ooze-like blood (character using spears and polearms don’t
suffer damage).
The Thing from the Pit attacks preferably Lawful
spirits and untainted humans. It will spare chaos spawn and servants of the Chaotic
Powers, if properly placated.
(And now, just “for
fun”… Pathfinder Stats)
CR 8 (4.800 XP)
Chaotic Evil Large
Outsider (Demon)
Init +7; Senses darkvision 60 ft., true seeing.; Perception +12
DEFENSE
AC 20, touch 11, flat-footed 18 (+9 natural, +2 Dex, -1 size)
HD 70 (7d10+35); regeneration 5 (holy
or [Law] effects)
Fort +10, Ref +7, Will +5
Immune DR 5/adamantine
OFFENSE
Speed 40 ft., fly 60 ft. (perfect)
Melee bite +12 (2d6+7), 2 claws +7
(1d6+2)
Space 10 ft.; Reach 10 ft.
Special Attack Poisonous ooze
STATISTICS
Str 21, Dex 14, Con 20, Int 9, Wis 16, Cha 7
Base Atk +7; CMB +13; CMD 25
Feats Awareness, Improved Initiative, Improved Natural Attack (bite)
Skills Intimidate +8, Fly +16, Knowledge
(planes) +9, Perception +12, Sense Motive +10, Stealth +8
Languages Abyssal
Special Qualities Spikes, true seeing, susceptible to
turn
SPECIAL ABILITIES
Spikes (Ex): The Thing from the Pit has numerous
iron-like spikes protuberating from its body (like porcupine). Attacks using melee
weapons without reach (or natural weapons) that hit the Thing also deal 1d8
points of piercing damage to the attacker (besides poisoning them, see below).
Poisonous ooze (Ex) spikes and oozing skin — contact; save Fort DC 18, frequency
1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves.
True Seeing (Su) The Thing from the Pit constantly sees the supernal and nether
realms of reality, including the petty dweomers employed by mortals. Treat this as a constant true seeing with a caster level of 20.
Chaotic benediction (Su) The Thing from the Pit can “bless” with chaotic essence one
willing Humanoid (just once per creature). The “anointed” gains a sign of the
Abyss (check here, here or here) and also a random power: either a bonus feat
accessible at 1-5th levels, a universal monster ability or attack
(from a CR 5 or less creature), a 1-5rd arcane spell (1d3 times per
day) or a 1-3rd divine spells (once per day) are my suggestions.
ECOLOGY
Environment unique
Organization unique
Treasure none
DESCRIPTION
The Thing from the Pit is an emissary of the
Abyss or probably the result of a botched summon or binding spell. It’s not a
fully living thing or independent spirit, but just the extension of something
much bigger, vaster and older – either a demon lord or the Abyss itself.
Everything that it sees or experiences is also registered by its master. The
Thing from the Pit can be seen as merely a more powerful version of arcane eye.
One of the proofs of the Thing’s uncanny origins
is its chaotic benediction, which allows the creature to “bless” and empowers a
willing Chaotic humanoid. Although the process doesn’t affect the creature’s
will, many sage believe this “blessed” individuals are now new “sensory channels”
for the Thing’s mysterious abyssal lord.
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