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Author Topic: DCC Campaign Log  (Read 7360 times)

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DCC Campaign Log
« on: April 07, 2014, 01:32:40 am »
On My DCC Campaign

My own Dungeon Crawl Classics game has only been two sessions, but they were amazing sessions.

My game setting is a world where humanity is nearly extinct, and the world itself is some kind of immense life-preserver at the end of the universe; a superspecies trapping the last star left in the universe and used it to escape the end of all things; only now the super-species is gone, their AI (“G.O.D.”) has gone senile, his living programs (daemons) have rebelled, terrible mutations have arisen in the original species, and everything has basically gone to shit.

The humans had apparently originally been called up to be indentured farm servants, the elves were supervisors, dwarves worked deep in the underground “world-machines” and halflings’ role is not clear. But after the “Ancient Ones” vanished, the halflings became almost feral bandits in the woods, dwarves were forced out of the deep places by horrific goblin hordes, tentacle things and their gnomish masters; the elves continued sleepily into a helpless decadence in their automated pleasure-domes, very slowly losing all their knowledge and wisdom to become shallow, self-absorbed drug-addled dilettantes, and the humans were slowly wiped out by plague, mutation, undeath and attacks by monstrosities.

Its possible that there’s still other human survivors besides the PCs out there, there were other human settlements in the time of the Ancient Ones,and its not clear how they might have fared in the thousands of years hence; there is even a legend about a great human city named Vornheim, on the other side of the world.
But the PCs only know that their village, the last in the five valleys, was overrun by Zombies; their party survived escaping through a deep tunnel into the Rose Pleasure Dome of the Elves. Now they’re based there; and recently helped the Elven Elder (the only one there who more or less still knows something, or cares about something) to retrieve a Power sphere from the 9th dimension, from the grey men and their dreaded Queen Priscilla.

Unfortunately the absolute earliest we’ll be playing again is late June. It was awesome.

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(April 3, 2013)
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DCC Campaign Log
« Reply #1 on: October 21, 2014, 11:44:47 pm »
List of Gonzo DCC Campaign Stuff!
So this weekend we played our periodic DCC game (its been once a month the last few months, but we might start doing it fortnightly for the next while).  Its one of my favorite games, because its the one The Wench plays in, because we run it in English, because we always eat great in that session (between the Wench and Rafa, who are both amazing cooks/foodies), and because DCC fucking rocks.

Anyways, in this session we saw:

-a vengeful hipster-elf in a giant robot

-a 'control collar' for use with wild zombies and/or potential store-thieves.

-a herd of giant Great Plains Snails

-an ancient crashed spaceship of the Pithian Knights

-a pair of Killer Androids.

-a rare ancient "Papers and Paychecks" gaming manual


Anyways, it was great fun; and I'll note that in true Gonzo spirit I was, in addition to the DCC manual, using (this session): the AD&D 1e DMG, the AD&D 1e Monster Manual, Hulks & Horrors, the Adventures Dark & Deep Gamemaster's Toolkit, and Vornheim.

No doubt, more reports like this forthcoming.

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DCC Campaign Log
« Reply #2 on: November 11, 2014, 02:09:07 am »
Taking down a Dragon in DCC


In tonight's DCC game, the setup of the adventure involved the PCs having to dissuade a band of bloodthirsty mutant Scottish barbarians from invading and ransacking the Elven Dome.  The Nudist Hermit accompanying the PCs made mention of knowing a dragon lair in the mountains nearby, which would be both more glorious and more honorable for the barbarians.

Now, my idea was one of several possibilities: the PCs could certainly have let the barbarians go off and be slaughtered by the Dragon, and then go on their merry way; they could also figure out a different target (like the peaceful Cactus-People beyond the mountains, or the vicious Sword-Octopi that harass the Cactus-people) and lead the barbarians to battle and potential loot.

But no, my group of players all decide that it would be an awesome idea to join the barbarians and take on a motherfucking dragon.

Their level, you ask? Well, there's a whole range, from level 0 - 2.

Yup, you read that right. These maniacs' best character was level 2, and they went off to fight a dragon.  Not just any dragon, but one they quickly learned was highly intelligent, a very powerful spellcaster, capable of summoning monsters, throwing fireballs, breathing ice, and becoming invisible.  It was as large as a house, unless it cast Enlarge, in which case it was as large as two houses.

The Barbarians, by the way, were wiped out in the first five minutes of the assault, taken down by a perfectly-placed Ice Breath that blasted through the entire entry-tunnel to the dragon's lair.

But still the PCs continued, with a series of careful, though mostly disastrous plans; the party's Dwarf blew himself to bits when he entered invisibly to the lair and fumbled when throwing an explosive device at the dragon. The human outlaw and the elven organic farmer both got killed in another attempt involving suicide-bomber chickens.

Finally, they managed to draw the dragon out, and a particularly vicious battle ended up being won by the well-timed use of the Invoke Patron spell and and a very lucky throw with a grenade.

So, three out of 7 PCs (and about 35 Barbarian warriors, and several chickens, horses, and cave bears) ended up dead, but they actually beat a dragon.

I personally never expected them to have a chance. But there you go; a strong lesson never to underestimate your players!

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(November 3, 2013)
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DCC Campaign Log
« Reply #3 on: November 11, 2014, 02:11:57 am »
DCC Update: Another Great Session

In our DCC game tonight we had 7 players, ranging in age from 10 to 50, and everyone had quite a great time.  The elves of the Rose Pleasure Dome were tricked out of their home by a Succubus Princess and a Hypno-naga who had mind-controlled the Circle of Really Old Wizards.

The two halfling zealots (one a nudist berserker wizard) of Azi-Dahaka managed to kill off the Hypno-Naga; their reflective aviator-glasses made them immune to the naga's gaze but not its poison bite, and the berserker-wizard died a hilarious death at its hands just after killing it off too, and then releasing a post-mortem colour spray.

The rest of the group, along with the now-freed Circle of Really Old Wizards, took on the Succubus Princess.  They managed to defeat her, but after that the Circle decided that they really wanted to keep living in the Pleasure Dome instead of their tower; they bribed the PCs with magic items, and then teleported them away to another continent altogether.  As of the end of the session, the PCs found themselves in a whole new environment: in the astounding canyon-city of Arkhome, city of Spires.

Its been great fun, this campaign just doesn't let up, and it was nice to (almost) be up to full complement of players.  Especially players who can surprise you at every turn with the insanity of their ideas.

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(November 17, 2013)
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DCC Campaign Log
« Reply #4 on: December 16, 2014, 01:20:19 am »
DCC Campaign Update
This weekend we played our english-language DCC game again; the PCs were getting acquainted with what looks like their new home base: the sprawling city of Archome, which they soon realized seemed to be a vertical tower-city built in, on and over a spaceship-graveyard inside a canyon.  They learned a bit about the rival power group struggling for control in the city: The Assassin King, current ruler of the city, and the Snake Witch, who seeks to usurp him.  The city's lesser gangs have mostly aligned to one side or another in the turf war; the Goblins who were once inhabitants of the caves surrounding the canyon are the trusty Royal Guard for the Assassin King, for example, while the vicious cannibalistic halfling gangsters that rule the shantytowns in the shadowy bottom of the canyon are allied with the Snake Witch.  Only the old families, who have seen one ganster-king after another come and go, stay literally above it all, in their mansions at the tops of the city-spires.

The PCs met with another PC (Gabriel's character, who had missed a few sessions) who had apparently been teleported here earlier than they were.  He has set up shop as a fortune teller, and has made an ally of a chronically alcoholic rogue-bard ("with a wee dram of chaos blood" in him) by the name of Borquist. An old hand at surviving in the vicious city of Archome, he takes the PCs under his wing and they decide to form their own little gang.

With a team of half-competent adventurers under his back, Borquist decided to brave the Halfling lower-levels of the canyon to seek out a legend of a dead Wizard's lair.  What has ensued involved exciting action with evil vampire monkeys, vampire merfolk, a semi-intelligent giant octopus, and thus far very little treasure.  When we quit for the evening, the party was still trapped in the Infernal Menagerie of Pang Feng, low on hit points, out of helpful healing robots, and still facing a murderous vampire monkey out for revenge.

We'll see how things go next session.

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(December 12, 2013)
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DCC Campaign Log
« Reply #5 on: December 24, 2014, 03:19:48 pm »
DCC Campaign Update: Don't mess with Queen Booboo

In today's session (played outside at a private pool & BBQ, by the way!), the players were:

-Ambushed by a cape-wearing Vampire Chimp and his Merlady-Vampire girlfriend

-Charged at by a Morningstarasaurus.

-Double-crossed by a gorgeous and friendly Medusa.

-Viciously assaulted by a gang of dungeon-punk cannibal halflings and their chief, Queen Booboo.

-Ripped-off by a 5th Level Chaos-Lord/Alcoholic.

-Introduced to an Innkeeper named Osman, and another named One-eye.

-Convinced to hire a sellsword named Ralph.

-Privy to a very visible and explosive demonstration that the Daemon of Punk Chaos and Destruction and the Daemon of Heavy Metal Dragons do not like each other one bit.

-Unable to recover their miniature Elephant.

That's all for today.

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(December 29, 2013)
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DCC Campaign Log
« Reply #6 on: February 21, 2015, 12:16:17 am »
DCC Campaign Update
In last night's adventure, which was apparently so good I crashed early and thus am writing this blog entry a day late, the players had quite a bit of fun, consisting in:

-Failing to sell your pop-singing hypno-toad

-Having to avoid the hellhounds of a sorcerous ex-wife

-Engaging in the most hilarious bazaar haggling scene ever

-Being shot at by snipers after their halfling decided to stop for tea and backgammon rather than sounding the alarm.

-Dying due to being mistaken for the wrong halfling.

-Being kidnapped by two spaniards.

-Mistakenly thinking you're naked in front of a gang leader

-Being cursed by the Snake Witch

-Hearing increasingly perturbing rumours about the mad wizard Nicodemus

-Entering into a room with too many fish-men.

-Meeting a suspiciously friendly ghost.

-Facing a horde of skeleton-ballerinas.

-Going one Thermite Grenade too far.

-Finding the room with the most important ring in the world, and then burying it under a ton of rubble.

-Flattering Queen Boo-boo to avoid being eaten by her army of feral halfling punks.

-Winning the favor of the second most powerful person in the entire city; meaning that the most powerful person in the entire city and all his minions will now be trying to kill you.

-Trying to convert the world's most infamous alcoholic to the true faith in a desperate bid to avoid getting 23 stab wounds in the back.


That is all, for today.

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(January 13, 2014)
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DCC Campaign Log
« Reply #7 on: February 21, 2015, 12:19:18 am »
DCC Update

In the last adventure, on Sunday, the PCs learned:

-that a drunk thief shooting a hand crossbow from under a table can only ALMOST kill an ogre.

-That being the "chosen one" of the Daemon Lord of Death is not a good deal.

-That blinded barons named "Von Kraut" tend to hold grudges.

-That there are hardly any real Clerics in Arkhome.  

-On a related note, that a Cleric's life is full of disappointments and misery.

-That a cursed singing toad CAN be worth something, if you can find the right buyers.

-That even cultists of Bobugbubilz can't agree on how to pronounce his name.

-That, on the other hand, cultists of Bobugbubilz are easier to negotiate with than death cultists or
vengeful barons.

-That there is a very very slow long-term plan afoot to sink the city of Arkhome into a swamp.

-That the gender of the "lord" of Dragons is a subject somewhat up to debate.

-That someone somewhere considered halfling cannibalism a worthy subject of a work of art.

-That halflings that consider erotic human lithographs worth keeping are considered perverts.

-That you can't fool the Goblin Guard all of the time, but you can fool them some of the time.

-That the desert holds an army of the dead waiting to be raised

-That "not today" really is the best thing to say to the Lord of Death.






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DCC Campaign Log
« Reply #8 on: February 21, 2015, 12:22:31 am »
DCC Campaign Update: Jellyfishmen!

In our last adventure, the PCs discovered:

-That dark elves look totally "dark" but the effect is ruined by their squeaky little voices.

-That the Assassin King and the Assassin's Guild have a more complicated relationship than their names would suggest.

-That if a Frenchman's first words to you are "non, je ne suis pas un robot!"... he's a robot.

-That the temple of the Love-Goddess Titia is not going to be as fun a time as it sounds.

-That in the Desert of Devastation, creatures like to attack on the second watch of the night.

-That Camel Racing is a very profitable profession and respectable in certain circles.

-That the Krakenshark is not the scariest thing in the Sea of Sighs

-That the King of Elfland really, really has the universe's most awesome aquarium.

-That its a very bad idea to offer up the dragon that's currently saving your ass as a gift to the King of Elfland.

-That the Jellyfishmen of the Deep have very good manners, and a hat obsession.

-That the Assassin's Guild is not a Community College.

-That the Assassin King will go to obscene lengths to adequately nuke his pizza pockets.


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(February 18, 2014)
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DCC Campaign Log
« Reply #9 on: February 21, 2015, 12:30:34 am »
DCC Campaign Update: Now With Gender-Indeterminate Pre-Teens

In this weekend's DCC campaign adventure, it was shockingly confirmed that:

-The assassin's guild are definitely not a community college.
-The assassin's guild are, however, the proprietors of the worst-kept "secret" hideout in all of Archome
-The assassin's guild are also mediocre-quality leather-workers.

-The Dwarves definitely know how to hold a grudge.  They also know how to air grievances, file complaints, list lamentations, and take two or three days to answer simple questions.
-The Dwarves are also absolute masters of defensive fighting, which might explain why they lost their ancient homelands.

-The Snake Witch does not like having her rumpy-bumpy interrupted with requests for snack breaks.
-The Snake Witch is also an advocate for slow and very painful capital punishment.

-Trying to Charm one of the Snake Witch's public employees is a very dangerous idea, but may just get you somewhere.

-The Desert Nomad's Camel-Milk Wine is very potent stuff; and may have you waking up next to two burly nomads, a midget, a dancing bear, three whirling dervishes, a tapestry-illustrator, and a particular smarmy alcoholic Chaos Lord.

-Putting Nitroglycerine in a flask does nothing to improve its carrying safety.

-The Desert of Destruction is not nearly as dangerous as it sounds.
-The Plain of Glass is also not nearly as dangerous as it sounds.
-The Valley of Garbage is much, much more dangerous than it sounds.

-There are good slimes and bad slimes, and ways to differentiate between the two.
-Mutagentic Goo Slime and Bleach do not mix.

-It is strategically unwise to attack your opponents from the higher ground of a hill of soiled diapers.

-Large diaper-related explosions only attract more Bugbears.

-Bugbears in the world of the Last Sun are literally crosses between bugs and bears.

-Low-intellect Chaos Swords mostly just keep trying to get you to steal stuff.

-Blasters do nothing against Gelatinous Cube Slimes; Phasers, on the other hand, are fairly effective. Magic Missiles still work best.

-The Crystal of the Tyrant did not actually belong to the Tyrant; it was meant to keep the Tyrant imprisoned.

-Dwarves built their machines big, and built them to last. Their warning messages, not so much.

-When surrounded by hundreds of Eye Tyrants and their King, the only chance you really have is to make them laugh.

-Never trust an Elf in desperate search of a potion of Intelligence.

-An ancient Dwarven Particle Beam Cannon can slice a dragon in two.

-The Snake Witch rarely forgives, and she never forgets; so you had better. Forget, that is.

Finally, in 2014, 10-year-old boys are surprisingly nonchalant about a magic missile spell turning them into a girl every time they cast it, as long as it does a lot of damage.

RPGPundit

(February 25, 2014)
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ARROWS OF INDRA
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DCC Campaign Log
« Reply #10 on: March 12, 2015, 11:33:48 pm »
DCC Campaign Update: Halconlords!

The last adventure was a bit shorter than usual, as our youngest gamer was starting his school year the next morning.  But anyways, here are, very briefly, the things we learned, with varying degrees of surprise or the lack thereof, that:

-Astrology based on following the path of the floating islands in the sky is about as unreliable as most other methods of fortune telling.

-Some halfings have a vested interest in being nicknamed "binky".

-Indoor plumbing is one sophisticated comfort of living in Arkhome; or would be if it wasn't for the tentacles in the sink.

-The Halconlords appear to be planning to become the next major power in Arkhome on the basis of graffiti alone.

-Evil nightingales are total assholes.

-Nobles who post rewards for the rescue of their kidnapped child get flooded with annoying treasure-seekers.

-Bourgeois secretaries have little patience with absurd claims of allegedly psychic halflings.

-The Halconlords appear to actually be planning to become the next major power in Arkhome on the basis of kidnapping the children of the aristocracy.

-"Never split up the party" is apparently an ancient axiom, but one that this particular group of PCs has decided is just superstition.

-Most locally produced meat products, milk, and ink in Arkhome comes from the giant snail farms of the Tower of Snails.

-"Never split up the party even further to include various groups of one" is not actually an axiom, but if it was this particular PC group would shit all over that one too.

-While most young gender-fluid 3rd level wizards would consider it suicide to go into a dungeon totally by themselves, apparently at least one does not.

-The Halconlords are in fact planning to become the next major power in Arkhome by assaulting the turf of the feral halfling tribegang.  Queen Boo-boo does not look kindly on this, and halflings everywhere are going apeshit with paranoia.

-Slathering a tied-up halfling in honey and threatening to unleash a half-starved dog at him is probably an effective way to get him to talk, but Charm Person might be easier.

-While most young gender-fluid 3rd level wizards would probably die horribly at the hands of a giant Toadgator, 14 brain-eaten slaves, and a vicious brain-eaten axe-wielding maniac; apparently at least one will end up miraculously kicking all their asses instead.

-Aside from everything else, the Halconlords apparently also plan on becoming the next major power in Arkhome by being incredibly well-dressed total bad-ass fighter-assassins with scary halcon-masks.

-That Evil Nightingale really is a complete asshole.




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(March 11, 2014)
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« Reply #11 on: April 09, 2015, 03:26:25 am »
DCC Campaign Update


In this weekend's exciting second-parter to the previous adventure, it was revealed that:

-Being a snail-feeder is one of the least-rewarding jobs possible; to the point that if any drunken maniac asks you if you want to be an adventurer, you'll jump at the chance.

-Taking a shower or using a toilet on Arkhome can sometimes be a deadly proposition.

-Tentacular Horrors are no match for the ethereal armies of Elfland.

-The Halfling definition of "do the right thing" is "betray your trusted ally at the first sign of weakness".

-Giant Crocotoads are a tastier raw-flesh dish for feral Halflings than Tentacular Monstrosity; but neither hold a candle to delicious human-flesh.

-The Torture-Chamber staff of the Assassin King is surprisingly inclusive of Gender and Sexual Preference. Also, his secretarial pool is beyond reproach.

-The Halconlords are extremely good at planning coupes d'etat.

-Gang Wars in Arkhome very quickly get out of hand.

-On the other hand, Halconlords are not that keen on the "sanity" department.

-The Tower of Corpses is just a name, it's actually a decent enough place.

-Halconlords are excellent, however, at cryptic esoteric statements that make no sense but have an air of significance.

-Clerics in Arkhome, or in general for that matter, have a hard life; but once in a while being able to download the Wrath of G.O.D. makes it all worthwhile.

-Halconlords have seen the Ribond, and think soon you will too, and then take up the Halconmask.

-Duke Halcon is a take-charge kind of homicidal maniac; so is his second in command, "the Thrush".

-Ogres make surprisingly good wizards, by ogre-standards.

-Dropping a tub full of man-fat into a swordfight doesn't necessarily make anything better, but it does make things a hell of a lot funnier.







-Some second-parters end up being three-parters.

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(March 25, 2014)
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« Reply #12 on: May 06, 2015, 02:40:56 am »
DCC Campaign Update


This weekend we finally finished the (3rd part of the) adventure at hand.  We got a couple of new 1st level characters (from new players in our group), namely an ex-professional-torturess turned mercenary warrior woman, and an ex-astrologer turned wizard (in an already wizard-heavy party).

The party learned:

-The first rule of not getting bored is "don't split up the party".

-The second rule is "don't hang out with four times more NPCs than you have players"!

-Charm person quickly creates little megalomaniacs.

-Said little megalomaniacs can get away with it, at least for a good long while, if they also have some serious magic missile power.

-Some Elves just really, really want to Summon a bear.

-When you're hanging out with a bunch of hired mercenaries, and a bunch of loyal Assassin's Guild assassins, sometimes the best answer is to just let them kill each other.

-A dude with a hoe can occasionally end up surviving to become a hero... but if his name is Olaf, he's also doomed to be called "Hoe-laf" for the rest of his career.

-Ogre Wizards have an excessive love of Color Spray.

-In Arkhome, wealthy parents tell their young children to behave or the halflings will come to eat them.

-Sometimes, the best strategy is to just hide out in a barn full of Giant Snails until the heat is off.

-Sometimes, the best plan is to just sell back the Old Families' children at a bargain price.

-Its not a good idea to start shooting at a non-belligerent Imp when you're surrounded by dozens of mafiosi.

-Imps are tough to assassinate.

-Once in a while, when a gang tries a move to take over the entire city of Arkhome, it may possibly work; but more likely the result will be that instead of two gangs squabbling for control over the city, you end up with six.

-Just because you've been geas-ed to be unable to talk about the Eye Tyrants, doesn't mean they aren't on their way.

-The Snake Witch is alive.


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(April 9, 2014)
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« Reply #13 on: May 13, 2015, 06:35:50 am »
DCC Campaign Update


In today's surreal adventure, the player characters were confronted by:

-Highly confused zero-level characters.

-A "curiosity shop" that actually had useful things.  Like curious wands that leave you wondering what they do.

-One of those useful things actually being a plexiglass screen that could be fitted into the modified back of a Pythian Battle Armor to accommodate extra mutant eyes.

-Angry old-family would-be kidnappers.

-"Crazy Leper Jim"

-A guy begging for 'magic items for the poor' might turn out to be a useful hireling with 7 years of interpretive-dance training.

-Rumors of mad wizards turning halflings into goats (with halfling-faces).

-Confirmation of said rumours.

-On the other hand, the crazy leper with 7 years of interpretive dance training might just be the mad wizard they were looking for, in disguise.

-Nicodemus actually being a working-class mad archmage named Nikos.

-Said Nikos being Bugfuck Crazy.

-A stirring condemnation of their own moral failings as adventurers.

-Chicken-headed elves.

-0-level versions of the Human Torch.

-Spider-Elf

-Doctor Ironbutt.

-The smelliest hashish-dealer in the world.

-The sewers of Arkhome, yet again.

-Clinically-depressed Sewer Giants.

-The "hand-people" being literally people with hands for heads. And flamethrowers; just because.

-The troubling possibility of a Hand-people/ Frog-cult alliance.

-The Sewer-Freak Tribe.

-The fact that you can have up to three patrons, and screw them all over, if you're both very lucky and very powerful; but even then, you'll probably end up batshit crazy as your best case scenario.

-The Twice-confirmed realization that walking through a Sequester-trap is not a good idea under any circumstances.

-The reality that using up personality points as a dump stat can have really serious consequences.

-The tragic death of Ted, scarring Bill forever.

-The mad wizard Nikos' big lesson being: that he's an asshole.

-Heroism and morality, as adventurers, not being all its cracked up to be.

-The Eco-Ogre Army is coming.






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(April 22, 2014)
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you've played 'medieval fantasy' until you play L&D.


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« Reply #14 on: May 23, 2015, 12:46:38 am »
DCC Campaign Report


In this shocking adventure the PCs encountered:

-the surprising reality that extra-dimensional tentacled entities make good leather-workers, and appreciate reggae music.

-the unsurprising confirmation that the Desert Nomads would be seriously grief-stricken by news of Ted's death; including the tearing of robes and hair, the covering of the face with sand and ashes, the wailing and lamentations of women and the beating of heads against rocks.

-the moderately insightful discovery that blaming the death of the greatest elven camel racer of all time would just about be enough to unite the desert tribes in holy war against the Eco-Ogres.

-the more unexpected discovery that having a drunken metal-skinned cleric swear to take on the Eco-ogre's chieftain in a singular combat of champions would totally seal the deal.

-the repeated confirmation that partying with desert-nomad booze is a generally bad idea.

-the anthropological insight that desert nomads and Eco-ogres alike follow the 'laws of the desert', particularly the rule that oases are absolutely neutral ground.

-the entirely predictable personal realization that the PCs are quite prepared to shit all over the 'laws of the desert'.

-the totally-from-left-field discovery that some oasis-lagoons have Magic Talking Otters living in them.

-the follow-up discovery that said Otters are grumpy misanthropes who want to be left alone.

-the unfortunate conclusion that one well-placed explosive desert nomad is not enough to take out 40 Eco-ogres in one shot.

-the expectable development that adding a thousand water-dragon hatchlings to an oasis may save your ass from the Eco-ogres, but will do nothing to gain you the trust and friendship of the Magic Otter.

-the completely unusual sudden arrival of Time Dinosaurs!

-the delightful surprise of finding that Time Dinosaurs are both sophisticated and pious.

-the unwittingly problematic aspects of asking the Time Dinosaurs to drop you off somewhere "really safe".

-the biological/cultural division of Elvenkind; and the fascinating discovery that "Hipster Elves" are very different in personality from "Smug Elves".

-the disturbing Huxleyan connotations of the Elven Silver Dome Panopticon, and the Smug Elves' suffocatingly controlled society.

-the systemic implication that magic is really the unstable manipulation of uncontrolled nanites.

-the troubling prospect of being obliged to spend the next several millennia in a government-mandated data-entry job under the benevolent oppressive rule of the Elven Queen Jenny.

-the disturbing dystopia of an elven civilization that would think nothing of having your brain rewired to help you conform, for your own security.

-the religious epiphany that G.O.D., in spite of having seriously flawed programming, can occasionally be vitally useful in saving you from a lifetime of serving as a zoological study subject.

-the thematic moral that a "Safe Place" is not really where you want to spend your days if you like being an adventurer.

And with that, it appears to be "goodbye" to Arkhome, and "hello" to the Tangled Forest.  This after having said hello to Arkhome and goodbye to the Elven Rose Dome.  So we could add one more detail to our list: that the player characters have now discovered a clearly emerging pattern of them arriving at a new home-area, promptly making the place worse by their very presence, and then when it's really wrecked to epic proportions, getting the fuck out of dodge.

RPGpundit


(May 7, 2014)
LION & DRAGON: Medieval-Authentic OSR Roleplaying is available now! You only THINK you've played 'medieval fantasy' until you play L&D.


My Blog:  http://therpgpundit.blogspot.com/
The most famous uruguayan gaming blog on the planet!

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Dark Albion: The Rose War! The OSR fantasy setting of the history that inspired Shakespeare and Martin alike.
Also available in Variant Cover form!
Also, now with the CULTS OF CHAOS cult-generation sourcebook

ARROWS OF INDRA
Arrows of Indra: The Old-School Epic Indian RPG!
NOW AVAILABLE: AoI in print form

LORDS OF OLYMPUS
The new Diceless RPG of multiversal power, adventure and intrigue, now available.