Posts Tagged “dungeon crawl classics”

Last night we finished our DCC campaign.  It ended well – the party summoned a horrible demon into the realm and threw in with him, so the realm is now conquered and oppressed.  And everyone was satisfied.  Geez.

The campaign lasted about 8 months with us playing most Fridays.  It was wonderful having my family at the table, and I think everyone had a good time, even Patti!  The characters made it to level 5, which is pretty impressive for DCC.

Usually I have some kind of music playing.  Last night I played Manilla Road, which was recommended in the DCC G+ community.  It’s 80’s heavy metal, and I must say just as some wines pair well with certain food, this music paired very well with DCC.  Just look at the crazy art on the album cover.  Three of the songs are just fantastic, really amazing, with the others fitting in quite nicely with the edgy nature of DCC.

It appears we will be doing another campaign starting next week.  We are eyeing straight up D&D, and I wonder how they will like it compared to the more flavorful DCC.

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We continue the descent down to the Center of Aereth in the family campaign.

As I have often stated DCC has been very good to us.  I really like these modules and this campaign is 7 or 8 months old which is really quite good.

The combat is slowing down, however.  This happens in most rpgs as the characters advance and everything grows in hit points.  The solution can be to increase damage and cut hit points of the adversaries.  I will look at this.

My one complaint with DCC continues to be lack of coherent story.  I have tried to weave in my own story, continuing with the goat man introduced in Portal Under the Stars, but the party is not asking about this and to me there is a lack of motivation for the party to journey down or anywhere.

I realize this is touted as a strength, and is a strength for many people.  Keep it simple, keep it episodic.  Old school.

 

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Here is an image of me setting up for last night’s session. I have my RPG cats and something to drink.

Excited to Journey to the Center of Aereth with the family!

We have watched Journey to the Center of the Earth (the James Mason one) and are ready to go.

The first session was well received.  I played some nice cold ambient sound and then some cave sound and it was nice.  Everyone had a nice time.  I cherish these sessions.  I know that I will look back upon them so fondly for the rest of my life.  Thank you Goodman-Games.  My family loves the DCC game more than any other rpg by a large margin.

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My daughter’s wizard.  This is what character sheets are supposed to look like.  🙂

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Session 3 was really quite good.  This was nice since session 2 felt a little flat.  I’m still figuring out the magic formula for my family group.

I changed up the Bad Lick Beast a little bit and I think it worked pretty well.  He was able to kill two level 0s that were brought along.  One of the level 0s was Magmar, and he actually had a good story; it was sad when he left.  I should have permitted him to level up to level 1.

The wheel was cool, fortunately they had found the pattern in the giant’s house.  If they hadn’t I can’t really figure out how this would have been solved.

The encounter with chaos is next week.  This has been a great module for the party overall.  Possibly the best one since Doom of the Savage Kings, which is what hooked the family.

 

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The party is level 3, and the first level 3 adventure is Jewels of the Carnifex.

Tonight’s adventure was AMAZING.  I am so happy.  My family, at the table…what could be better.  They went to the city and shopped for 30 minutes.  LOL.  I don’t mind the mundane stuff, it’s fun. They ran with it.  So fun.  Did not make it far into the module…so perfect.

I bought a couple more modules, I seem to want them all.

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Last night in my family’s campaign we finished up the Abbott of the Woods, by Harley Stroh.   We seem to be running lots of Stroh stuff.  He is very good.

This was the second session, and I could tell after the first session that I would need to make some modifications.   Creepy is fine, but my family isn’t too keen on straight up gross, which is in spades in this adventure.

So I took out some of those encounters, and changed it up a bit.  This is what any Judge is supposed to do anyway.  Only I know what my players want, and Harley had to write for the masses.

One of the problems is that the players are already overpowered.  They have picked up some nice gear.  That wolf-spear from Doom of the Savage Kings is fantastic.  Even the armor from Portal Under the Stars is pretty sweet.

So I beefed up the encounters.  I gave the Abbott himself 125 hit points!  Two PCs did hit the dirt, but the cleric and a healing potion got them back up in time.

Now they are level 3, and we will be moving to another Stroh piece, Jewels of the Carnifex.  I’ll be working the city a bit more at the start, I think.

There may only be one more module after this next one, and our campaign will be complete.  At least, the first part.  I will have to see what the family wants to do next.  Maybe a Shudder Mountain campaign if they want to start again from level 0.

I am just so pleased with DCC.  It has brought back to me that feeling I had when I first started playing rpgs.  And, it’s the first real campaign for my family.  My wife’s very first rpg.  It’s so well received by all of them, what a delight.

Also, Ed’s Smooth Red pairs very well with DCC.

Ed's Smooth Red goes very well with DCC.

RPG cat.

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Friday night we had another DCC adventure.  This time – the Abbot of the Woods.

I put a little village into the start of this one.  I like urban fantasy.  DCC is so wonderful but my group needs a little more urban stuff, like Doom of the Savage Kings.  That module was sooooo friggin perfect for my group.

What I really want is a string of separate, short 16-20 page adventures that all start in a village / town / city.  I like that DCC keeps the adventures separate, but my group, as noted in a previous post, requires a cohesiveness in these adventures.

I started out Abbot by having WANTED posters up for one of the player characters, the one with the first half of  the Rod of Rulership from the adventure ‘Portal Under the Stars.’  That’s our campaign.  It worked pretty well I think!

Our kitties like to come and visit us while we are playing, as you can see by the two pictures.

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So I made a decision on the DCC campaign.  I’m not going to move away from DCC adventure modules, but am going to add the Rod of Rulership, mentioned at the end of the Portal Under The Stars, into a campaign.

It worked quite well, I think, last night.

Modification of anything is within the prerogative of the Judge, it’s just not something I want to do too much.

So I added a mercenary group to the game.  They came up behind the party and tried to take the rod of rulership.  They were led by a wizard, who disappeared.

Then, I had the goat creature talk to the party, and told them to go through a portal to the Abbey for the dryad wood needed to find the location of the second half of the rod.

So now there are two factions that want the rod.  My son helped me with this idea, as he is the driving force behind wanting some cohesiveness to the games.

Everyone had fun, I believe, and we even expanded the session a little to 2 1/2 hours.  I’m soooo happy about this!  It was really fun, and we finished up The One Who Watches From Below.

 

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Last night my family finished up Doom of the Savage Kings.

It took us three sessions to play, and it was pretty obviously a huge success.

The module has three main parts.  The town, the dungeon, and finally the lair.

For my group, the town and the dungeon were just great.

There was enough going on in the town for some fun side moments without bogging down in irrelevant side quests.  The whole jarl thing was nice, and my family enjoyed the church as well.

The dungeon was great!  I like these smaller dungeons that seem to be within the DCC modules.  There were some fun traps, exploration opportunities with just the right about of combat sprinkled in.

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I will say that the final encounter was slightly less engaging for my group.  It was fine; they had fun, but it wasn’t quite as snappy as the other two parts of the module.  I couldn’t really figure out how to help; this is my job as Judge but it’s not really my strong point, which is why I run pre-published adventures in the first place.

Overall, this is a fantastic module.  I really like the length and complexity of of the DCC modules so far.  They are short and simple, with the correct depth opportunities where the players choose to go deeper.  There are strange problems that have to be overcome, and the solution isn’t necessarily spelled out in the dungeon.  This is interesting, and my players had to become creative to solve things, which they did!   The wizard spells, in particular, where instrumental in their success.  Sometimes that wizard spell that wasn’t wanted becomes fantastic.

It was a lethal module for us.  We lost 5 PCs, I believe.  Some were level 0, so that was to be expected.  The hound is viscous, and he got his bloody kills in before he himself fell.

After we finished, the level 0 characters leveled up.  And then, the thing any parent / Judge wants to see happened.  My son reached for the rulebook and leveled up his characters of his own accord.  He also took the rulebook to his room to read last night.  Success!

 

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