“Sometimes the time is right and stars align, casting a fortuitous path before a traveler.
At others, the time is wrong and stars are miscast, bringing despair and misfortune.
Mostly though, nothing special happens.”
I’ve always quite liked the birth augur and lucky roll system in DCC. We’ve more or less always just applied a bonus into the lucky effect (either +1 or 0-level Luck modifier, whichever is higher).
We did try out just applying the raw Luck modifier as is, but that created the problem of the lucky roll not meaning anything (if Luck mod was set at +0) or significantly hindering characters (in the case or negative Luck modifiers). I don’t like making meaningless rolls, and I find that player’s get more excited to start roleplaying a character with a minor bonus to some obscure thing.
Last summer I took part in a Lamentations of the Flame Princess -campaign which used a background table to flesh out characters to begin with: the gamemaster asked us little questions, the answers to which determined small bonuses and gave us an idea about the character’s nature before we started properly adventuring. In the “steal, beg and borrow” tradition of game design, here’s my take on a similar system. The rules in the PDF are intended to replace the birth augur table in the DCC rulebook.
Alternate birth augurs and auspicious events: DCC_AlternateAugurs_AMP
“Did’ja see the guys coming back from the Wild? They had scars, like thiiis long, an’ were covered in a weird sorta glow! All’a ’em!
Go check ’em out, I dare ya! They’re all holed up in tha Sweaty Pig, on the bad side o’ town. I’ll give ya a copper if ya dare!” Continue reading “How to fill the time between delves?”
“There’s a shady alleyway, hidden in the backstreets, beyond rowdy bars and other questionable establishments. In this alley, there’s a little door. If you know how to knock just right, someone might open it, and let you into a warehouse full of odd contraptions, vials, satchels and bottles.
And, provided your pockets are deep enough, you might even walk out of there with a sortiment of odd items, surely useful in your next foray into the wild.
Where is it you ask? Buggered if I know!”
Here is a comprehensive specialist list of all sorts of tools and tinctures a delver might need: contraptions and gear, alchemical concoctions, healing equipment and poisons. Continue reading “Kestrel’s Tools & Tinctures”
“For those who died, we never shed a tear. But we remember them…
…every time our own heads are close to be pulled of by squamous maw-bats, in the deep regions of a dead wizards tomb! HAR HAR HAR!”
I went through my old papers and archives recently (and spent today making back-ups of my articles for this blog), and came across some old papers: the Halls of Lame, from the days when we played a Runequest-based system, which was prone to cause splatter, lost limbs, and various sorts of amputation (hence the LAME).
Whenever a character died, I had the player update the graveyard. I even made a special sheet for the purpose. And here, as a lighter article, I provide you with the same option (translated, and slightly polished).
I’ll be bringing the tradition back now, to all of my games, no matter the system.
The only downside of this particular article is that I now really want the DCC “DEAD!” stamp….
Cheers, despite everything,
Hall of Lame sheet: SA_TheHallOfLame_AMP
Hall of Lame additional page sheet: SA_TheHallOfLame_AdditionalPage_AMP
“Hey, while adventuring, you’re likely to get hurt. Like HURT hurt. Real bad. You sure you’re up for it?”
A while back, I came across this image:
It reminded me of a hit location table I made for a Runequest-based game I used to run years back. (Apparently the above image is from the Wellcome Collection, CC 4.0 International license, link here).
So I figured that I’d make an updated version of the old image, with a little more design applied. It’s a 2d20 full-body table, and it has been approximately optimized so that most attacks hit the arms or the torso. Have a look, try it out. Continue reading “Full Body Hit Locations”
“Swords, spells and tools only get you so far! A smart delver knows when to hire some ‘elp, and never goes into a cave all by their lonesome.”
I ran Gnole House (from the DCC RPG Quick Start PDF, available here) for my Monday group last week, and despite the desperately remote location of the house, they’re planning on refurbishing the creepy old mansion for their own needs.
For this purpose, I ended up needing to sketch up a price list for various services and servants, since obviously they’re not opting for home improvement themselves (and none of the magic users have handy access to Mending).
So, I give to you an approximate price list for services, servants and henchmen, for use in a DCC setting.
Services, servants and henchmen: DCC_Services&Servants_AMP
Header art by the most serviceable Danny Prescott.
“Lotsa things can ‘appen to a delver, under the mountain or in the forgotten places. Some get set on fire, some fall down ‘oles. Others come back blind, crippled, or worse!
You’d do best to stay at home boy, tendin’ the turnips an’ sloppin’ the pigs.”
I don’t use a Judge’s screen: I let the dice fall where they may, and make all rolls out in the open. But recently, I had to figure out how the DCC rules handle blindness.
After eventually finding the rulings somewhere under the warrior deeds, I figured that I’d need some assisting notes for further sessions. So I made these cheatsheets! Continue reading “Judge’s Checksheet”