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DCC Campaign Log
RPGPundit:
DCC Campaign Update: Now With More Gender-Indeterminate Wizards!
In this weekend's camping expedition/adventure the PCs were:
-lost in the Tanglewood forest
-drawn to the conclusion that it was better just to wander around looking for things to kill rather than trying to spend hours crafting some elaborate plan to take out the Smug Elves.
-ambushed by a force of Evil Forest Centaurs
-informed that forest centaurs are dicks.
-reminded with lethal force that 0-level characters shouldn't act like heroes.
-made aware that like in most of the Last World, actual humans are a rarity; however, in this region of the world there is a particular superabundance of mutants.
-surprised by the fact that apparently Shaggy-Red Caveman Mutants are often also Psychics.
-sent the message that their attempt to stop the Eco-Ogre attack on Arkhome had failed.
-not surprised by how little they cared, now that they were safely a half-continent away from the Eco-ogres and their Eye-tyrant overlords.
-warmly greeted by Bolt-O, the conversation-starved production robot.
-able to recruit Bolt-O to their group, by engaging in such diverse topics like "do you think that there is a practical difference between alligators and crocodiles" and "what is your favorite letter of the alphabet, and why?"
-confronted by three of the gender-variant-and-indeterminate archwizards of the Grand Inclusive & Non-Hierarchical Azure Order.
-only slightly less surprised than the Azure Wizards when the PCs' own gender-indeterminate wizard politely declined joining them, since he doesn't actually feel oppressed or set apart at all for being "trigendered" (as the wizard's 10-year old Player called it...)!
-warned about Cannibal Vines.
-nevertheless taken totally by surprise by Cannibal Vines, at the cost of Marak the Wizard's life.
-witnesses to a cannibal-vine-planting operation undertaken by a trio of easily-spooked Furry Mutants.
-able to reach the Azure Tower, only to be sent off immediately to deal with the Furry Mutants and the Toad Wizard of Bobgobdobulz (who as usual want to bury the whole world in mud and swamp).
-forced to face the fact that Bill the Elf is in serious repressed grief for his brother Ted's death, and looking for substitute-Teds in all the wrong places.
-unexpectedly drawn into a drumming competition with the Furry Mutant Tribe.
-clever enough to discover that Bolt-o can double as an excellent steel drum.
-able to win over the Furry Mutants against the Toad Wizard through the power of aggressive drumming alone.
-quick to learn that having 50 Furry Mutant 'braves' at your command is not nearly as useful as it sounds.
-successful at blowing both the Toad Wizard and his Toad Fiend to little bits, with relatively little help from the cowardly and largely useless Furry Mutants.
-determined to settle down for a good long time in the village of the Azure Order tower, to spend a year's sabbatical for relaxation and self-improvement.
RPGPundit
(May 28, 2014)
RPGPundit:
DCC Campaign Update
In this weekend's adventure, the PC party came to the conclusion that:
-The village of outcasts under the Azure Tower was a fairly good place to spend a gap year.
-Unicorns are actually assholes; especially Lightning Unicorns.
-The Red Mutants don't mess around.
-The fundamental curse of the Brassiere of Femininity is that the clasp is really really difficult to get off.
-The Azure Order's Transmutation Lab facilities are second-to-none.
-It was a tough year to be a Cleric back in Arkhome.
-If you're a cleric who gets tortured by people everywhere you go, after a while you just start to assume its going to happen.
-The Eye Tyrants must be stopped.
-Only Grenoble the Pious, the greatest Cleric who ever lived, might be able to stop them. Unfortunately he's lost somewhere in the outer dimensions, and would first need to be found, and possibly rescued, before he can call down divine aid against the Eye Tyrants.
-To do this, the team would need to find Anthraz the Destroyer, the greatest adventurer of all time, according to his reputation.
-Red Mutants may not mess around, but they're also definitely not fireproof.
-The Orc Hills are conspicuously absent of Orcs; it remains to be seen whether the Limitless Mountains have any limits.
-When you're facing down 90 Black Mutant Dervishes, its time to call for Divine Aid.
-When that Divine Aid takes the form of a Hologram of Anthraz, it means he probably does live up to his reputation.
-When Tiamat, who usually promises her faithful she'll send a dragon to help, makes it explicitly clear she will not be sending any dragons, that makes you pay attention.
-Even if your campaign-long wish is to grow dragon-wings, doing it when you're about to meet the human who single-handedly slaughtered more dragons in his life than you've eaten cheetohs is probably the worst possible time.
-No matter how much you might want to own Caliburn, the deadliest magical sword in the world; or a suit of Quantum Knight Plate Armor; it's probably not worth having to fight the guy who won them in the first place, no matter how wizened and decrepit he might appear.
-Nor would it seem a good idea to try to steal some of his loot and run for it when he can casually dig out and freely give away a trapped Ifrit with a teleportation boon from under the nearest pile of huge diamonds.
-Anthraz sounds a little like Grandpa Simpson, if he was crossed with Dirty Harry.
-These days, Anthraz is mostly interested in playing checkers.
-When you hit level 10, there's really not much left to motivate you to go adventuring.
-While he fought back the Lord of the Dark Ones, murdered the Evil Dolphin King, defeated the Cult of Skaros, and wrestled a really large crocodile, Anthraz's greatest accomplishment may be his ability to spot a Brassiere of Femininity from a mile away.
-The temptation to have one last checkers match with his last surviving party-mate is almost enough to convince Anthraz to seek out Grenoble, but only if the PCs will first complete a quest to prove they aren't just "a bunch of dumb kids".
-If they have to fulfill a quest to satisfy Anthraz, the ultimate choice for the PCs is that while it might be easiest to slay the Peaceloving Dragon of Corannion Pass, the cost in terms of PC-dragon relations would be too high; and while stealing the Magic Wafer from the Cyborg Grandmother's Death Fortress is tempting, they already know that high-tech traps are extra-deadly. Thus, the wisest quest to embark upon will be to burn down the Bungalow of the Beach Giant Chiefs.
-When you're a Red Mutant who was charmed by someone with a Brassiere of Femininity, only to later encounter your charmer sans bra, everything you know about your life suddenly comes into question.
And the quote of the night? "DCC sure has taught us a lot about tolerance!"
There's a string of words that might never have been heard in that particular sequence before.
For the record, since some people have apparently been under the impression that the order of gender-variant wizards might be an insulting sort of mockery that's going on; its actually not. Yes, there's some funny elements to the Azure Order; if you haven't guessed already this is a campaign that is poking a bit of fun at everything. However, the humor has never been at the expense of either gender identity or sexual orientation.
And in fact, the Azure Order are, thus far in the campaign, the only large-scale group that have been depicted as both:
a) unquestionably the good guys (their mission being to protect the weak and outcasts and oppose evil in all its forms)
AND
b) at the same time actually both competent and powerful. There's a reason the PCs have taken to hanging out with them; from what they've seen so far of a shitty post-apocalyptic fantasy world, the Azure Order are a shining light, even if things occasionally get a little "Portlandia" with them.
RPGPundit
(originally posted June 12, 2014)
RPGPundit:
DCC Campaign Update
In this week's adventure the PCs went on a long overland trek to:
-Find the Gemstone River, where nary a gemstone was found.
-Bypass the Smug Elves' dome.
-Burn a magical feather-boat, to magically create a boat that was slightly too large to navigate the river.
-Find that in spite of not being programmed for aquatic service, Bolt-O the robot makes a decent gondolier.
-Float past a purple-mutant barbarian village to an unfriendly reception.
-Leave the purple mutants confused as to whether a boat with a cloud of darkness was actually a demon or not.
-Discover that at least one purple mutant wanted to cast magic missile at the darkness, but could not, because he was not a wizard.
-Encounter a living tree (a "Trent"), who collected potions.
-Discover that apparently all Trents enjoy collecting curios of some sort or another.
-Realize that camping outside the boat runs the risk of Kobold marauders trying to steal your boat in the night.
-Get some serious Divine Aid overkill when G.O.D. turned a significant part of the river to a block of solid ice to "make sure the kobolds couldn't get away".
-Learn that being stuck in a block of slowly-melting ice for much of the day leaves you vulnerable to a massive orc attack.
-Note that casting darkness on your boat may confuse purple mutants, but does nothing to dissuade orcs.
-Find that at least one orc wanted to cast magic missile at the darkness, and was indeed a wizard, but could not, because he took a arrow through the heart (from Uhm, the Psychic Red Mutant Caveman) before he could pull it off.
-Nod with wisdom at how what Divine Aid causes, Divine Aid can cure.
-Realize that "scorching ray" does not do well against drenched orcs.
-Leave behind a perfectly good boat when the river turns.
-Note with confusion that the "wasted lands" are actually a fairly lush verdant plain.
-Learn that the "wasted lands" may be called that because of an overabundance of very hostile humanoids.
-Learn that on the other hand, its also possible that the "wasted lands" may be called that because of the preferred vices of the Beach Giant Chiefs.
-Take zoological record of the fact that Imp Familiars are a favored food of Giant Prarie Owls.
-Encounter a particularly tough horde of dog-faced humanoids.
-Discover that when imploring G.O.D., a "burn the heretics" mentality seems more effective than a "help me to show them the righteous path" mentality.
-Finally reach the Bungalow of the Beach Giant Chiefs, only to have to pause there, with almost a month to wait until the next session. Damn.
RPGPundit
(June 26, 2014)
RPGPundit:
DCC Campaign Update.. Sort Of
So this is not technically an update of my DCC campaign, because we didn't play this weekend. Instead, on Sunday I went off to a special gaming con being put together (as part of a larger series of youth events this winter vacation) by the Montevideo city government. "2d4orcos.com", the local gaming forum, had helped co-ordinate it, and I was invited to run a game; since I always like helping 2d4orcos out, I agreed.
I had kind of forgotten that this was going to take place the weekend after the release of 5e D&D. As it turns out, it was quite the experience; the adulation I got from some of the gamers there was pretty awesome, I have to admit. It was also awesome that I was running DCC, and over at the table next to mine they were playing Lords of Olympus (which has become very popular in Uruguay).
But anyways, we played with a group of five: one was a gaming veteran, the other four relative newbies, a group of four friends in their late teens who had each played an RPG between 0-3 times. None had ever played an Old School RPG before (in fact, only one had ever played D&D).
In this adventure, our intrepid Substitute Heroes learned that:
-Among the mutant villages of the Tangled Forest, a Mud-raker earns more than either a baker or a gaucho, but not as much as a con artist.
-No one trusts the Transparent Mutants.
-The forest is littered with the ruins of the Great Neutral Kingdom, who were too indecisive to stop the onslaught of the forces of Law and/or Chaos.
-The Triangle Mutants are too caught up in their war with the Square mutants to give a crap about figuring out what monstrosity came out of the ancient ruins to massacre the Stick Mutants.
-Cannibal Riverweed is nothing to trifle with.
-On the other hand, cannibal riverweed looks like a walk in the park compared to a Vicious Giant Wiener Dog.
-When your best warrior has a crippling phobia of bright lights, it's not a good idea to cast spells that mercurially involve flashes of bright light; especially if said warrior is the only thing standing between you and a giant killer wiener-dog.
-When exploring the ruined metal temples of the Ancients, it's not necessarily a good idea to press a bunch of buttons on any old panel you come across.
-Killer robots come in Square and Triangular forms... coincidence? Probably not.
-When a single level-1 warrior is the last man standing against a killer robot, making use of the ruins' automated traps can be a life-saving (and adventure-defining) moment.
-Unfortunately, finding a big locker full of still-viable Ancient Tech is not worth that much when one of your mutants doesn't have the wherewithal to estimate the blast radius of an ancient incendiary grenade.
At the end of the day, the body count was 4 dead out of a total of 7 characters made. The PCs killed a patch of killer Riverweed, a Giant Wiener Dog, and two evil Robots. The successfully avoided getting into fights with either the Triangle or the Square mutants. Everyone had a grand time.
RPGPundit
(July 9, 2014)
RPGPundit:
DCC Campaign Update.. Sort Of
So this is not technically an update of my DCC campaign, because we didn't play this weekend. Instead, on Sunday I went off to a special gaming con being put together (as part of a larger series of youth events this winter vacation) by the Montevideo city government. "2d4orcos.com", the local gaming forum, had helped co-ordinate it, and I was invited to run a game; since I always like helping 2d4orcos out, I agreed.
I had kind of forgotten that this was going to take place the weekend after the release of 5e D&D. As it turns out, it was quite the experience; the adulation I got from some of the gamers there was pretty awesome, I have to admit. It was also awesome that I was running DCC, and over at the table next to mine they were playing Lords of Olympus (which has become very popular in Uruguay).
But anyways, we played with a group of five: one was a gaming veteran, the other four relative newbies, a group of four friends in their late teens who had each played an RPG between 0-3 times. None had ever played an Old School RPG before (in fact, only one had ever played D&D).
In this adventure, our intrepid Substitute Heroes learned that:
-Among the mutant villages of the Tangled Forest, a Mud-raker earns more than either a baker or a gaucho, but not as much as a con artist.
-No one trusts the Transparent Mutants.
-The forest is littered with the ruins of the Great Neutral Kingdom, who were too indecisive to stop the onslaught of the forces of Law and/or Chaos.
-The Triangle Mutants are too caught up in their war with the Square mutants to give a crap about figuring out what monstrosity came out of the ancient ruins to massacre the Stick Mutants.
-Cannibal Riverweed is nothing to trifle with.
-On the other hand, cannibal riverweed looks like a walk in the park compared to a Vicious Giant Wiener Dog.
-When your best warrior has a crippling phobia of bright lights, it's not a good idea to cast spells that mercurially involve flashes of bright light; especially if said warrior is the only thing standing between you and a giant killer wiener-dog.
-When exploring the ruined metal temples of the Ancients, it's not necessarily a good idea to press a bunch of buttons on any old panel you come across.
-Killer robots come in Square and Triangular forms... coincidence? Probably not.
-When a single level-1 warrior is the last man standing against a killer robot, making use of the ruins' automated traps can be a life-saving (and adventure-defining) moment.
-Unfortunately, finding a big locker full of still-viable Ancient Tech is not worth that much when one of your mutants doesn't have the wherewithal to estimate the blast radius of an ancient incendiary grenade.
At the end of the day, the body count was 4 dead out of a total of 7 characters made. The PCs killed a patch of killer Riverweed, a Giant Wiener Dog, and two evil Robots. The successfully avoided getting into fights with either the Triangle or the Square mutants. Everyone had a grand time.
RPGPundit
(July 9, 2014)
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