“Striding through the vast wildlands outside of civilization, rangers are masterful survivalists, hunters and scouts.”
This week’s piece contains the rules for rangers in DCC. Instead of relying heavily on modern Dungeons & Dragons definitions of the class I tried to go back to the roots, referencing appendix N sources and simplifying the class considerably. Both paladins and rangers are a little tricky for DCC in my opinion, as they traditionally combine martial capability with divine magic, but actually making a distinct class that is more than just a cleric with a deed die requires a little juggling.
Anyhow, enjoy the article, and let me know what you think!
DCC class – Ranger
Illustration by the always auspicious Joni Kesti.
“Did’ja see them bounty ‘unters what just walked inta town? Pallydings, they said, or summat like that. Looked mighty menacin’ wit’ those big swords a’theirs. I wonder who they after…”
My players recently expressed a desire for more urban adventures this season, and of course I’m more than happy to oblige. To prepare for spending a little more time among civilization, I decided to draft up an urban encounter table to match the wilderness one I’ve been using for our campaign (available here).
Again, rules references are given for DCC, but the content should be easy enough to port to any fantasy RPG. The article contains a few new monsters and magic items as well, along with a whole bunch of events and quest hooks. Enjoy!
DCC supplement – Urban Encounters
Illustration by the urban explorer Joni Kesti.
Another half a year has zoomed by, and the archives at Castle North are full of articles requiring a second look and an editorial touch. Funnily enough I tend to read everyone else’s entries with much more scrutiny than my own.
We’re currently working on a number of actual publications based on blog content and new stuff, and there’s a decent buffer of new stuff in the pipeline to keep us going for months.
We’ll post no new articles this week, as I’m dedicating my time on editing the pieces we’ve put out since August (and twiddling with the HTML-stuff to apply download buttons to all of our posts). As usual, a list of edited content can be found at the end of this piece as I get done with it. While I will edit all articles up to last week’s installment only major updates are listed below.
AMP Continue reading “Review Week 3: The Vengeance of Review Week!”
“Pwyk, the Huntsman of the Wild is the satyr master hunter of the court of Elfland.
He is fast and agile, but nevertheless a formidable warrior.”
This week’s piece on KitN continues the coverage of the Court of Elfland with Pwyk, the Huntsman of the wild. This patron links up well with the rules for satyrs and elven knights as player characters (available here and here on KitN), and explores the design space of less arcanely-oriented patrons and their favours.
AT & AMP
DCC Patron – Pwyk
Illustration by the rough-hewn Joni Kesti.
“A cutpurse, cutthroat, swindler, murderer and liar: the rogue is a shadowy figure, a blade in the dark and a wink to the knowing watcher.
Utilizing subterfuge and dexterity, they survive and prosper in the dark, where direct methods fail and crooked tricks are the key to success.”
The rogue is my re-imagining of the DCC thief. I’ve always been a fan of crooks and rascals as player characters, and the rules for the thief have rubbed me the wrong way for a while now. I don’t like the archaic skill division, and many of the associated rulings have caused quite a bit of discussion at my table. So I did a rewrite of the class!
I allow my players to choose between the original thief rules and the rogue, and so far all of them have opted to transfer their thieves to the new structure and the rules are getting a good bit of testing at them moment. Still, feedback is welcome as ever!
DCC Class – Rogue
DCC Character Sheet – Rogue
Illustration by the always astute Joni Kesti.
“When wizards make war the earth trembles,
the sky screams, and reality buckles.”
I’ve voiced my irritation over the DCC spell duel rules multiple times in the past, and stated that it’s the most likely thing I’ll rewrite eventually. Well, that eventually is now.
The root of the problem here is that my group recently transitioned to high level play: the casters at my table are fourth to sixth level, most with additional action dice for multiple spells. This has resulted in combat rounds (and a lot of the non-combat activities as well) turning into a slog through spell result tables, causing the flow of the game to grind to a halt. Add to that the fact that a single spell duel frequently derails the session into a game of counting momentum, checking multiple tables and comparing matrices, effectively distancing everyone but the casting wizard from what is going on in game, and you’ll probably understand why I’ve started to look for ways to speed up the process.
It should be added that I like the idea of counterspelling, spell duels and even phlogiston disturbances. I’m just not happy with how the core rules present and execute this activity, and thus decided to hack the rules for myself.
Have a look at the alternate rules below, and tell me what you think!
DCC – Alternate Counterspell Rules
Illustration by the ever artistic Danny Prescott.
“They walk the floes, never stop.
They are cold meat, blood of ice.
They die, we eat.
Always less, herds never grow.”
– Geskarr, northern barbarian
This week’s article on KitN was communally created on the DCC RPG Facebook group (link here). It continues the frosty theme of recent weeks, as the north is covered in snow and it is easy to imagine great herds of frozen beasts walking in the soft blizzard.
Big thanks to bygrinstow for his contribution to this piece (check out his monstrous blog here and his Night Soil #0 zine here)!
DCC Monster – Ice Auroch