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Tuesday, March 28, 2023

DCC Play Report Session 6

this is the sixth session (or so) of my recently started DCC game in Chicago, late 2022. A recap of sessions 1-5 can be found in a previous post. They are brief, but provide some context. otherwise dive in.

The party consists of two level-2 characters, five level-1 characters, and two henchmen. The higher characters consisted of Kamaloso the dwarf, an invaluable warrior and character from session 1 and Grunch the wizard, a burgeoning magician with a knack for summoning animals, also from session 1.

The rest of the party consisted of newer characters, Smithy, a gruff veteran who had already gained the title of Troll Slayer after killing the Trollrilla of Gowrorn's Peak twice with an adamantine great-sword (a lucky find) before torching its body to a gristle. Two elves accompany them, a grumbling fellow by the name Cringismo and a falconer named Kymel. A cleric by the name of Dirty the Dirty follows their retinue and worships the verdant god Il-DaVere. Joining briefly this session also was Tim Bruise, a courageous and awfully lucky warrior.

Their henchmen consisted of two unlikely companions. Gwappo, a pariah mind slug seeking freedom, currently occupying the body of a former level-0 character Dark Dennis, a shitty wizard whose body Gwappo hates intensely. Their more recent companion was made on Gowron's Peak, a primate they named Chucks, due to his mastery over the dwarven runic nun-chucks he wields. Chucks is a sturdy little primate similar to a Uakari; long orange hair covering his body with a strikingly red, bald head. Chucks' face is half-colored in white paint smeared across his face, while a sturdy a skull cap like Zula's from Conan protects his head. He is a mighty little guy and the party fucked with him immediately.

At this point, it has been 3 and a half days since the party first broke free from the control of the mind slug cult. There have been over 20 character deaths within that time frame. All dead characters sheets are kept in a black skull chest for future use.

Session Start

The session began aboard an airship not dissimilar to an airship you would see in a JRPG, having been tricked by the Wizard Ape King, Gowron, atop his treacherous peak. The party scrambled aboard the airship like rats finding unthinkable tech while evading 9' tall Loader Bots that were trying to cube them. After defeating the loader bots in narrow hallway skirmishes through tactical use of gun-powered breast plates and pissed off summoned bears, the airship's A.I. - a dour and perturbed hologram of a bulbous-cheeked goldfish - agreed to dropping them off on the ground instead of completing the transport trek. They pilfered some cargo, most notably a single dead sapling by the cleric, Dirt, from a shipping container full of such. This was decided preferable to their destination, a crown shaped structure floating amongst the storms of the mountains deemed Cloud Ruler Station. 

In truth I have not yet prepped this area, but plans are for it to be a derelict, DS9-like station where the population of cannibal dwarfs eat each other in clannish turf wars, having consumed their giant overlords ages ago and now revere their sacred gnawed bones. Something along those lines, hardcore stuff, very nasty for level 1 dweebs! 

There was some heavy handed DM intervention to their agreement to land safely I’ll admit, I didn’t really want to throw them to the meat grinder that is Cloud Ruler Station. So I thought it best to have the party spared. Maybe that's "bad" or coddling of me but they weren't going to have any fun being slaughtered by me in a trapped room. I think I am here to entertain, and if we're not having fun then what's the point. The station is now a mysterious landmark, something to journey towards in the future.


On the ground again (hex 1804), they found their bearings by sighting Gowron's Peak (1605), and decided to explore southwards after spotting what looked like a ruined keep miles away some days ago while scaling the peak. They traveled quickly by night, lighting no torches, guided on foot by the dwarf and navigating thru star charting by the elf so as not to get lost in the dark of night. In the early morning hours they found themselves close to the keep (1608), and spotted firelight thru the window in one of its rooms. The party made a luck test to find a rocky outcropping to make camp and sleep thru the day to recover fully before dealing with the keep. 

On first watch, the merry marching tune of goblins was heard amongst the hills, and spotted was a band of 10 goblins led by a bugbear  departing the keep that early morning heading north-east. This happy band is off to dungeon dive at a ruin some hexes away (1905), it will be over 32 hours until they return to this keep.

Some astute scouting by the player revealed the following: the keep consists of 15' tall stone walls and some meters of palisades, and three major buildings, a 2 story squat stone building and dry brush thatched roof, with a 3 story high tower branching off its north side. Across the meager baily is another stone structure, with a ground floor and open air second floor. this structure was once a taller tower, maybe 4-5 stories tall, but had toppled over some time ago, its rubble seeded with hardy desert flowers. From the inside comes no commotion, its seems in daylight the occupants keep quiet. 

Knowing the occupants to be goblins, the party begins their advance at dusk, setting fire to some tents outside the keep.  These tents were stuffed with dry brush and placed there by the gobbo gang with bells sewn on the inside flaps to jingle when opened. The bells jingled widely as the flames licked higher into two big bonfires washing the keep in fire light. The goblins alerted, they scramble and begin to fire from the narrow windows.

A note about this goblin gang and the process i used to create it.

First, I rolled something like 6d6 goblins, because you have to start with the bottom. I ended up with around 20 goblins, not a bad start. Next i tried to think of who ruled over these gobbos, I decided to do roll a 4d: 1-orc 2-hobgoblin 3-bugbear 4-ogre. I got a Hobgoblin boss. Next I rolled the same die for a number 2 to the boss; another hobgoblin, makes sense! Now i wanted to give the gang a chance of having some heavy hitters. I went down the line for auxiliary hobgoblins, bugbears, or ogres, each having a 2in6 chance of being in the gang. Bugbears and ogres yes, so I rolled a d3 for each and the gang ended with 3 bugbears and 1 ogre. 

To give the Hobgoblins some more flavor i used tarot cards just to get sense of personality and their dynamic. I ended up with Guz, their leader, being an opportunistic brute, while his second in command, Shkiva, proved to be the more of the brains handling book keeping while she oversaw dungeoneering efforts.

Guz n the Gobbo's Keep

Regardless of all that jazz, the party made an aggressive push towards the keep slaughtering the goblin gang. One bugbear led a counter assault with 5 goblins, but their progress was halted by blinding spells and summoned alligators who one by one death rolled the gob-squad. Kamaloso the dwarf ran into the keeps baily and into a room. There she came face to with the craven runt of the bugbears, smaller and crueler than its brothers. They fought for the entire battle, sundering weapons and giving chase up steps, a desperate melee won within inches by Kamaloso. 

As demoralized goblins begged for the door to open, the hinges burst forth and the heavy wood door now served as the massive shield of an ogre festooned with mismatched iron plating. Dirt, the cleric, produced forth from his satchel the dead sapling taken from aboard the airship. Tossing it at the ogre and calling upon the favor of his lord, the verdant god Il-DaVere, life breathed life back into the sapling and it grew into a mighty Juniper tree in the blink of an eye. The ogre became pinned under the tree and failing to remove it, and was slain readily by the party. 

Guz attempted a ruse himself but it did not go as planned. With the assistance of the snakeman in disguise, Guz held a young and handsome fellow demanding that the party halt. It was Guz's intention to lie and say the man in captivity is a prince from the tribes of forest men to the south. These words did not escape his mouth, has Kymel unwaveringly let loose an arrow at the captive. This arrow slew the snakeman, revealing his true nature during his thrashing death hisses. Guz was shortly pierced through with many arrows and his head smashed in by a summoned gorilla. 

Shkiva, the hobgoblin second in command, fought along the walls but was brought down by the arrows of Cringisimo the elf. She had 0 HP upon being defeated, and at the end of the battle had told the party what she knew in curt words before asking them to kill her. They abided, due out of no respect to her.

The keep has been won, its storehouses looted, its care now passed into the hands of its new lords. The Juniper tree was a great miracle and a blessed omen, so the party planted it within the baily of their newly conquered keep, nourished by the corpses of goblins.

Future Plans

With the keep secured the players now have a central point of operations, surrounding landmarks to orient themselves, a few maps from which to chart by, and a new nemesis in this untamed land. Gowron, Wizard Ape-King, stakes his claim miles to the north, while the decadent mind-controlling Slug Cult of Jygaella makes its slimy nest in the temple to the near west. I feel it is at this point where the players have started to establish themselves and are excited to further their efforts in achieving their goals of revenge and treasure seeking. They currently are on watch for any returning patrols to the keep.

There are a few things I have in my binder I'm excited for. The players were able to sus out locations from a found map of Guz. While not the brightest, Guz was a surprisingly skilled cartographer, and kept note of nearby locations of interest. This gives me an excuse to make another map for fun :)

The planting of this miraculous tree is a wealth of possibilities. With time and devotion I can see this tree turning the harsh earth of this single 5 mile hex fertile once more. Such a new holy sight will undoubtedly attract the attention of their old pals the Slug Cult (hex 1407), sensing some new deity bordering their domain. In a manner of days they might send out patrols to find its source.

A few sessions into this game I scoured the copies of the Undercroft i printed out at my old job's office and now keep in a big binder. There are two pieces in particular I'm curious to incorporate into this biome: Barrow of the Old King by Daniel Sell and (Sqwiggle Symbol) by Luke Gearing. Both align towards a history i had in mind for this geography, a fallen kingdom tainted by evil, fallen king yada yada yada. Great let's plug in and play. While I am trying to key out as many hexes myself as I can (aiming for a 70/30 ratio), I'm taking this opportunity to run all the untouched adventures ive collected by peers.

A further resource I would like to test is the use of Entheogens from the Pariah rpg as a means to access deeper consciousness or exploring the outer limits. I may also find some interest in its tools for community building, but mostly I’m excited for drugs.

While shaky at the beginning, I felt good with the session overall. I think this is thee actual start of this campaign. They have a focal location and some guys they hate. That’s all you need to start, baby. At one point the players were amazed to find over 100 gold pieces in one place. That tickled me greatly.

DCC Play Report Session 1-5 Recaps

The following are recaps of recent DCC session of a game I started in Chicago during late 2022. Its is a free table, come and go and you please, hex crawling, sword & sorcery pulp campaign. My plan was to start at a location with a dungeon and slowly work out from there. The campaign is picking up pace, my binder swells with maps, tables, notes and printed out adventures. It is going swimmingly! Enjoy reading about it, whatever little interest it may bring you.

Session 1
Party awoke in slug cult temple, a quick level-0 funnel and the party had their characters. This inaugural session had something like 9 people as it was a friend's birthday, so our "death funnel" was everyone's four  level-0 characters awakening from under mind control. I had each player choose one character to play as, awakening in a moist stone slab, a fat beercan-sized slug sucking on their foreheads. The characters they had not chosen were still unconscious under slug control in the room. It was here that the first unexpected delight occurred, one player went around ripping slugs from foreheads. I gave each person a 2in6 chance of surviving, nearly half died from shock of having their consciousness torn from their skulls.

 
Alas they fought giant spellcasting slugs on floating glass disks, evaded slug controlled guards and seriously messed up their burgeoning headquarters, interrupting a profane sacrifice to the Slug Mother Jygaella by toppling her statue over the orgy pit. But they were confronted by the high priest taking the aspect of a thin, shadow slug demon, and were routed thru the passages deep into the earth revealing a milk pale, salty under-lake, where the slug cultists did not follow. 

Player Map of the Slug Cult Temple.


Session 2
The party considered options, decides to use found raft to cross water, hugging along walls to navigate in the pitch black of torch light. First encounter several Salamandermen Salt Mummies, wrapped in slimy blue kelp strips, their bulging eyes completely white and cold, a few gripping turquoise tipped spears. One member perished, they left their body in the lake to sink, it was taken by a giant, translucent tentacle. 

The party encountered this creature later on an encounter roll as they neared the exit, probing them curiously with 6 tentacles of dazzling shapes and shifting colors. Distracting it with food, they lured its attention away long enough to find a massive stone lift (think elden ring) that ascended to the surface. There they gazed before them truly free, and found a harsh land.

Player's map of the subterranean Salt Lake, i love underground lakes i can't help it!


Session 3
Newly free to their own devices, the party travel thru hexes westward. The land here is vast and open skied, think a cold semi-arid desert climate like that of Central Asia. My hex keeping was not as detailed at the time, but they came to some ruins occupied by 10 Goblins, 1 Ogre and 1 Snakeman. 

A random mini a dungeon I made dicking around, handy to use it finally!

The party handily dispatched the goblins thru surprise, then found an archaeologist cowering (snakeman in disguise duh) begging that they help them. They agreed then dug deeper and encountered the ogre, nearly succumbing to its mighty swings. During the battle the snakeman tried to get the drop on them and nearly killed a member with its poisonous bite. The ogre was slain and the snakeman fled. They looted, camped and moved on. 

The goblin group here were from the gang occupying the keep from this most recent session, sent out to search for loot in ruins.

Session 4 & 5 
These will be bunched together. A landmark was spotted in the distance to the south, they traveled to its location and found the three tall peaks to be surrounded by the headless bodies of people broken upon the ground as if thrown from high. Gazing at the highest peak revealed a long metal structure atop it (think radio beacon). Climbing the walls found them face-to-face with hairless chimps wearing the skulls of people. These apes were eager about ripping heads from necks, trying to do so whenever a PC was helpless - no one has died this way yet :/

Crawling up the peak was a dangerous and careful work. Fearsome encounters with the Trollrilla (a troll gorilla, why of course) claimed several lives but was slain atop a swinging rope bridge with an adamantine blade before plummeting into the ravine below. Later, that same blade wielded by the same warrior would kill the same Trollrilla, who had reformed back together in a twisted shape after being broken upon the rocks.


A map the party had found, depicts the great forest to the south and the crawling city of Goga in the bottom-left. Gowron's Peak lays to top near right.

Leaping over trap chutes to gator pits and climbing precariously across viny cliffs, the party came to a ritual soup chamber where high priest apes prepared the favorite meal of Gowron. The heads of men are boiled and stripped of flesh, the brain removed from the skull which is then given to a lesser ape. The brains are then collected for Gowron to be brought at his leisure. The party busted in, wizard casting summons but flubbing, causing a giant stag beetle to appear spliced into the cauldron, causing scalding skull soup to burn every ape a part of the ritual.

The party reached the throne room of Gowron, attended by dozens of his hooting subservient apes. Gowron himself is a giant mandrill, strong enough to rip a man apart alone, but is given greater intellect by the fiery jeweled circlet worn proudly across his brow. 

The apes silence at his will, and he spoke in the tongues of people. He offered the PCs the chance to be his friends, ultimately a ruse, having an inkling that the PCs are interested in the antennae, Gowron tempts the PCs by promises of treasures from the sky. The party is unnerved by their situation, unsure if they could beat him in a fight they agree to Gowron's offer. Perhaps this was a strong arm on my part, but it was the situation they found themselves in. Atop the highest peak the beacon is lit, from the dark clouded mountains to the east came an ancient airship.

Monday, March 27, 2023

blark TTRPG Values

you don't need to lie a player. If you ask me something I'll tell it or I won't tell you anything.

if i seem to meet you halfway, its because i think you're smart enough to make it across the other half. 

I write 2in6, not as 2-in-6. I just prefer it. (this has made a lot of people angry) (I will not relent) (Sadly, i have relented)

Speaking of, a 2in6 chance of something happening is always applicable. Anything worth happening has a 2in6 chance at it.

Furthermore 2d6 is great for most anything.

display small things prominently and big things hidden in plain sight.

everything is copy.

disdain is healthy, but try to be decent.

poor writing does not make poor play

more so than words or vision have a voice

you are smarter than a book

play is praxis

the designer liberates no one

find comfort in your mousehole

if it sounds like what im saying is obvious its because it really is  

luke gearing included somewhere a quote that the knife is the greatest tool of creation. I would like to shine a spotlight on the spoon, which scoops and cuts poorly! Idk where im going with this metaphor yet, but wisdom lies in the art before us. Nothing is truly new.


updates in red 7/31/23

updates in blue 8/22/2023 
updates in green 3/14/2024

Monday, March 20, 2023

Meatheads: Grappling

Meatheads: Grappling



These rules are an adjusted version of the Unarmed Combat rules found in OD&D.

When attempting to overpower an opponent, each hit scored as an attack counts as an attempt to wrestle. Participants roll a number of d6s equal to their levels or Hit Dice for each hit. Characters who possess a 15 or higher Strength score add 1 to their roll, those with 18 or higher add 2.

The higher total of the rolls wins the contest and controls the grapple. The winner may choose to pin their opponent helplessly or to throw their opponent to the ground. Particularly cowardly captives that are pinned may make a morale roll immediately to submit. Opponents thrown to the ground are stunned for a number of rounds equal to the difference between the losing and winning scores.

Ties between grapplers are quivering stalemates, each wrestler a kinetic hulk, each limb a powder keg. The loser of the tiebreaking roll takes d6 points of damage as bones break or muscles rip. Sequential ties add another d6 of damage to the loser. 


Wrestlers wall painting, Pune, Maharashtra, India, Asia



Thursday, March 9, 2023

Meatheads: Weight & Movement


 Meatheads


Mikhail Vrubel, Bogatyr, 1898

One must assume a Meat Head to be joyful in their bulk. An average man in OD&D weighs 1,750 pieces in gold (175lbs.), but for the purposes and enjoyment of this game we will consider all Meat Heads to be worth their weight in 2,500 gold pieces.

A Meat Head moves as per their armor but are able to hold more weight than the typical character.

Movement Type                        Movement Rate    Slow/Mapping    Fast/Running  
Light Foot (in Leather)                   (12")                     240'                   480'                
Heavy Foot (in Chain)                      (9")                     180'                   360'                
Armored Foot (in Plate)                   (6")                     120'                   240'                

Weight carried over 2,000 GP incurs a half-speed penalty, while 3,000 GP being the maximum load a typical Meat Head can casually carry. Being able to carry more gold without becoming so easily encumbered, a Meat Head might collect more gold and therefore more XP at a faster rate than a typical OD&D character. Meat Heads are nothing if not brazen.

The example Meat Head equips herself with the following:
Item   Weight in GP**
Plate                  750
Helmet                50
Mace                   50
2H-Sword           150
Shield                150
Misc                    80
Jewel Ring          20
TOTAL            1,250

In plate, she would move as Armored Foot and could carry sum of 750 gold pieces worth of treasure and incur no movement penalty. An equipment weight over 2,000 would incur a half-speed penalty to her movement.

**Refer to OD&D Section 4 for list of weight in Gold Piece for standard items. Otherwise, to guess the GP weight value of an item, times the item's weight (in lbs) by 10. As such, a 20 lb. gold idol might have a GP weight value of 200 in a character's equipment.

Load in Gold Pieces Equal to Light Foot movement = 1,000 GP in Weight
Load in Gold Pieces Equal to Heavy Foot movement = 1,500 GP in Weight
Load in Gold Pieces Equal to Armored Foot movement = 2,000 GP in Weight
These may prove useful or not but I don't want to delete them just yet.
 
Traps that trigger by weight might have a better chance when Meat Heads are mucking about. For such devices, a Meat Head has a 3in6 chance of triggering the trap.

Wednesday, March 8, 2023

Meatheads

 

Meatheads


                                                                       Mosaics with Athletes. Date: First half of the 4th cent. AD.

An OD&D mode. Roll Attributes of character as normal, 3d6 down the line. Magic is for wimps, Gods are unworthy, Flesh is stronger than steel. You are a Meat Head, a Workout Jerk, a Gym Turkey; level as Fighter and only a Fighter. Look how you please - species or gender does not trump muscle.

After Attributes are rolled you have a chance to further increase your character's brawn. Roll 3d6 with the result equal to or greater than a character's current Strength to bestow an additional d3 points into Strength. Gains! Failure means death, having been crushed by stone and hubris. Roll anew.