
Why DCC is better for campaign play
One-shots or campaign play?
You asked, I answered. Here's the link to my video response.

One-shots or campaign play?
You asked, I answered. Here's the link to my video response.
I'm looking at the options for undead that can be raised with the level 3 animate dead spell. It looks like ghouls and ghosts both only cost 2 HD to raise, despite being significantly more powerful than the 3HD Zombie?
Also there isn't a listed Vampire or Lich, while I can feasibly write up some abilities and such, what should their hit die be?
Link to my video review:
Check out this thought proving world building activity from Judge Toast!
This can be a fun and interesting way to include your players in creating your homebrew setting.
You can find Wasteland without Epithet here:
https://judge-toast.itch.io/wasteland-without-epithet
Check out Judge Toast's Blog here:
https://scrollsfromthetoaster.blogspot.com/
What's a world without risk and consequences? BORING!
Check out my video where I describe why we need character death & tpk's
It's been a few weeks and the party has managed to expand as they explore the (still first level) of the Lost City (module B4). These are recaps of session one and two.
- I put the setting in a more great plains/American southwest inspired area. As such, the party were caught in an arroyo and washed out before they found the lost city. The pyramid is a giant tumulus/barrow
Session one: We have Locke the Elf Tumnus the Thief, Plover the armorer, Bruster the corn farmer, Swift the cheese maker, Rusty the Halfling trader, and a cow.
The party left the cow outside the barrow, though not on purpose. Soon after, Bruster the farmer fell to his death in a trap in the entrance area. He couldn't stick the landing
The party ended up going down a ladder and encountered some fire beetles who provided some warmth and light but didn't pay anymind to the party. Plover fed them and now the party had a mobile torch. Soon after, the group encountered a few Cynidicians of the brotherhood of Gorm, who shared some gila monster steak and water with the group. Since several of the party members were Lawful they were able to communicate. Rusty joined the brotherhood while the rest committed to exploring. The party knows of Zargon and a few of the troubles.
Session Two: The party is joined by Travis Scott the Weaver, Michael the Indentured Servant, Donald Glover the Halfling glovemaker, and Will Smith the Blacksmith. Plover is now a level 1 Priest.
The party encountered a band of twelve prairiegoblins (think humanoid prairiedogs with mange), who had managed to tunnel into the barrow. After a brief scuffle, four of the goblins were dead, while Michael the Indentured Servant was shanked by a goblin and Travis the Weaver was thwacked in the head by an errant chain being swung by Michael. The goblins ran away because Donald Glover the Halfling scared them off, also several died.
After further exploration, the group encountered a room of stirges, which they fed a fire beetle to and attempted to feed a dead goblin to; however, the stirges got angry over the dead body. The party didn't bother the stirges anymore.
After even more exploration, the party came upon a room of faeries having a tea party. Turns out the goblins that ran away got turned into lightning bugs. The faeries gave the group some old fireworks.
Hello everyone, sorry for being ignorant but i wanted to play DCC with my girlfriend and wanted to know if:
are enough to start playing. Thank you so much and sorry
The party consists of a dwarf, a fighter, a cleric of Amun Tor, a halfling, and two elves. They have worked their way up from level one so they are quite attached to their characters.
Early on in MotSiC there are three scrolls which give clues about the adventure site and situation. To lead the party in, I left the first of three scrolls on Faustfvor, one of the final villains in another Harley Stroh adventure: Beyond the Black Gate. The players go to eat in Punjar, which has been their base of operations for some time, before the first encounter. A group of assassins seeking the scroll seal off the tavern with magic and start putting NPCs to sleep. (Unfair NPC prejudice here, but it made the encounter easy for me with less rolling and not having to worry about the patron actions so I can't complain.)
The fight went smoothly. The boss has the ability to counterspell multiple times per round and gets a 1d24+5 to their roll. One of the elves casts magic missile and gets a 25. The counterspell fails and this boss is annihilated in one blast. The other assassins fight to the death but are easily killed. Our dwarf loses an eye on a crit, but that is healed by the cleric of Amun Tor on a good roll. The box carried by their leader is opened with a roll of exactly 25 so no poison is released and they find the second scroll.
To avoid the long hike, which is not described in the module, I have Sylle Ru offer to portal them close by to the mountaintop monastery described in the scrolls. Yes, he's something of a villain from Doom of the Savage Kings, yet another Harley Stroh adventure. I've had him help the party to further his own needs for a while now. I wanted to skip parts that were not written in MotSiC and jump to the next part that has details available.
Several ruined huts sit outside the monastery with one in tact. The party goes into that hut, the dwarf smelling gold on the box clutched by a frozen corpse. Moving the box releases several little blue spheres, which the party does not know are frozen spider eggs at this point. The dwarf is still alone, and calling out to the party the cleric casts Second Sight, telling the dwarf that it is safe to walk across the floor. I rolled a 1 on 1d4 for the 25% failure change on Second Sight: it is not safe at all. 13 spiders come at the dwarf. They are tiny so they all get attacks.
Luckily the Dwarf has the best AC in the game at 22. The spiders need a 19 to hit. I let the players roll. Four nineteens come up! The dwarf dies due to stamina loss. There is no save vs their stamina drain.
Then one of the elves invokes their patron, the King of Elfland. With some luck from the halfling, they get the roll they need to go back in time, warning the dwarf that it is NOT safe to leave the room. They carefully extract the dwarf with the box, finding the third scroll inside. With the knowledge of all scrolls, they head to the monastery.
I hate time travel bull$#!^ in my games, since it's more powerful than a lvl 9 wish in D&D, but I love most things about DCC so I deal with it. As stated in the main rulebook, a roll of 20-23 or 28-29 allows the elf to go back in time and warn the party about the results of their actions. The elf can invoke patron for the King of Elfland up to four times a day, so I imagine lots of time travel will undo the party mistakes. Takes away from the tension, but the elf does need to use halfling luck most of the time to get the result he wants, so perhaps that will run out. I just hope the adventure isn't a total cakewalk due to time travel.
Overall I like MotSiC. The art is wonderful. They must have spent a lot on it since there is art on most pages, and the players have a great handout book of images of various rooms and areas. I would say for many parties, the adventure would be quite challenging. I'm looking forward to the next part and plan to update this subreddit again.
Hi folks!
So, my table is enjoying DCC quite a lot. But the one thing that grinds our gears is the need to recalculate ability score modifiers in play. This, to us, feels about as fun as adjusting a tax form, and I would love a simpler way of doing it. I've read a few threads about how other tables handle it, ranging from "we do it all the time" to "only sometimes" to "we just forget to do it." And our table is a lot more in the "forget to do it" camp.
I considered just cutting that part out, but ability score damage isn't that uncommon in the adventure we're playing, and without it Spellburning would be of minimal consequence. So I feel a bit at a loss of how to do this in a simple and easy way.
For the record - conceptually and thematically I like it! I think the game is more alive with more ability score damage and temporary boosts, actually. But the paperwork to track it is a pain.
Any clever house rules out there? Thank you!
I've been neglectful on updating the Breaker Press webstore the last few months so I had a bunch of stuff piled up. Here's a quick breakdown:
That's it. I hope that all sounds cool or interesting. Check out my other DCC Stennard releases as well.
The Conquest of Chaos is an adventure campaign for levels 0-5, compatible with Dungeon Crawl Classics RPG. Six adventures inspired by the classic GDQ series take the PCs from humble beginnings to fighting the primal forces of chaos and saving their world from certain doom! Supported by gorgeous art from Peter Mullen, Hodag Kiril Tchangov, and more. This campaign pits the PCs against giants, demons, and the primal forces of chaos.
Adventure Campaign Overview:
Race Against Flame: Level 0. Escape from fearsome fire giants and back to their home world.
Where Demons Roost: Level 1. Heal a gargantuan holy tree, poisoned by the forces of chaos.
The Cyclopean Storm: Level 2. Explore the ruins of a flying city of Laputa and discover its curse.
Savage Scions of the Sea: Level 3. Infiltrate an island fortress filled with hundreds of sea giants.
Reforging the Stone King: Level 4. Fight back stone giants who have broken into the royal dwarven crypts.
Damnation Is Eternal: Level 5. In order to save the world of Aereth, the PCs must journey to a chaos realm.
Check out this level 1 adventure set in the Shudder Mountains from the team over at Tricksy Grue Games
Video review:
Hi everyone!
I was wondering if there's any adventure writers or content creators that want to feature their stuff on my channel?
TOTALLY FREE OF CHARGE
I had someone reach out recently and they sent me a review copy of their work which I will show in a future video.
The reason I'm asking is because I was considering setting up a PO Box if people are interested.
I just wanted to feel out the response before I commit $200/year on a box...
Anyways, if this interests you, let me know.
Hi all,
I've been running DCC, MCC, and Dying Earth games for friends for about 2-3 years now via Roll20. Recently, the bugs in Roll20 have been really interfering with our gameplay, so I was wondering if DCC had better options in Foundry, Fantasy Grounds, or another VTT yall have found?
Is there one that is pretty easy to use for DCC, especially if it allows for multiple settings (MCC, Dying Earth, Lankhmar, Umerica, etc.)?
Fairly new to DCC. I love the rules and vibe but I’m a fan of traditional fantasy settings far more than the unique blend of sci-fi and science fantasy that DCC defaults to.
Are there any modules you’d recommend that are traditional fantasy, that don’t include aliens and the like, or is my best bet to take modules and simply edit them, like making the alien goat in the orb at the end of Portal Under the Stars into a demon or god, for example?
Hey everyone, I've recently started a DCC YouTube channel and I want to know what the community wants to see. I've been doing product reviews, unboxings and opinion videos so far.
Here's a link if you want to check out my channel
Has anyone had any experience playing an unarmed fighter, or would know of any resources for a published/homebrew unarmed class?
It can definitely be a monk, but doesn’t HAVE to be if there are other options! I know Gongfarmer 2020 has a Grandmaster class, but it is not as punchy as I would prefer in a class.
Cards on the table, I would love to play a Sett-like character from League of Legends who is scrappy as hell but not exactly monk-like. Any ideas?
Thank you!